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Topics - Rize

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1
General Gaming / Red Faction: Geurrilla
« on: June 08, 2009, 12:39:00 PM »
I played this game through on the 360 and it's pretty awesome.

Unlike previous RF games, you can't harm the ground in this one.  However, EVERY structure in the game is destructible.  The destruction feels really substantial and looks and acts great.  It's far better than I thought it would be, and I didn't miss not being able to blow chunks in the ground (though I thought I would).  The game generally remembers everything that you've destroyed forever (sometimes the game pretends like you never leveled a particular structure if it needs to be present for a mission).  Very cool.

I get bored of most open world games, and I could feel the repetitiveness trying to creep in on this one as usual, but Volition did a pretty good job keeping it at bay and I actually managed to beat the game (only other time I did that was with Assassins Creed and there were mitigating circumstances that time).  The main story missions are fairly original most of the time with the final missions providing a very solid ending.  The optional missions in each area are relatively diverse.  The reason to do them is to lower EDF control and raise sector morale.  There are other ways to achieve these ends besides the side missions, so you can mostly avoid side missions you don't like.  Sometimes a dynamic side mission will become available where the EDF is suddenly attacking one of your bases or a convoy starts traveling through a sector out of nowhere.  You can ignore them with no ill effects, but it mixes things up a bit from just having all side missions being static blips on a map waiting for you to get around to them.

Ultimately the core gameplay revolves around shooting, blowing stuff up and driving.  There are a few odd construction robots lying around that are pretty awesome and a bit different however.

What really sells the core gameplay is the detail and utility of the destructible buildings.  These are really substantial looking structures that you can go inside of and such.  They were designed meticulously with a supporting frame covered in decorative materials.  Come to think of it the only odd thing about the buildings is that none of them have doors  ;D  I really didn't notice the whole time I was playing.  Anyway, you can drive a vehicle through a building (provided the speed and weight of your vehicle match up well with the strength of the building materials) to bust it open and rescue prisoners.  You can plant charges on the back of a vehicle and use it as a mobile bomb (after you've left the vehicle preferably).  You can drive a giant earth mover, but unlike most vehicles if you drive it off a small cliff it's going to lose a huge chunk of it's health bar.

All in all they just did a lot of things right in this game.  It's a lot of fun to play, and this coming from someone that usually falls asleep playing open world games (haven't played more than 30 minutes of GTAIV or 3 hours of inFamous).

2
General Gaming / Bionic Commando
« on: May 30, 2009, 12:39:02 AM »
I've beaten it on normal ignoring challenges and collectables, and am now half-way through hard trying to get all the collectables and complete many of the challenges. I'm enjoying it a lot and intend to play the hardest difficulty after this (at which time I will ignore the god forsaken collectables and focus on staying alive).

My personal review: the game's got a lot of little flaws (flaky presentation, a really bad story, linear level progression, only a few bosses and only one really good one) but they're superficial flaws mostly. The core gameplay is really fun and the bionic arm mechanics just get better and better as you gain experience with them. The game's biggest sin is lack of basic content. A single play through is only about 8 hours if you don't try to get the relatively pointless "collectables" (tokens that serve no gameplay purpose whatsoever except occasionally to draw your attention to a certain area). Despite the lack of content, the game is worth replaying on harder modes. You take less and less damage forcing you to use the arm more expertly to evade and attack groups of soldiers (and you have a better idea of where you can and can't go). Anyone who was interested in this before the 70% review average ought to at least rent it. Just note that the game likes to kill people who lack skill!

3
TalkBack / A Few Parting Shots
« on: March 23, 2009, 08:30:34 AM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=18009

 


Just as Justin Nation and Rick Powers are (sorta) getting back on board, I'm afraid I have to take my leave of NWR.  The short story is that I was already busy with school and other projects when I suddenly stumbled into an excellent full-time job.  It's not that I have no time at all, but I need to use my time very carefully.    


I was going to use this blog as a last chance to reminisce, but the 10 Year Anniversary special already gave me a chance to do that.  Instead, I'll take this opportunity to get a few things off my chest before I go.  I mostly just want to say what I think about the current state of gaming.  I'm not passing judgment on any console manufacturer; they each have a business to run and must do what they think is best for their bottom line.  Good luck to them all.  As far as I'm concerned, the more games being made, the greater chance I'll find something that I can enjoy.  With that said, let's get started.    


Wii Don't Play    


I barely play the Wii lately.  I'm not bitter (not too bitter anyway), but I'm just not that interested in the games that have been coming out.  Predictably, my Wii favorites are Zelda, Metroid, and Mario Galaxy.  Even though I prefer standard controls, these games were undeniably great and I enjoyed them quite a bit.  Unfortunately, it seems like there are no other games on the Wii with their kind of scope and quality, and nothing on the way either.    


Interestingly, a look at the GameCube library shows that we're really not much worse off now than we were then.  The main shortcomings are due to the lack of quality second and third-party contributions (there are a few ports of great games such as Resident Evil 4 and Okami, but really nothing new aside from Sega’s offerings).  You would think that Capcom, Konami, Ubisoft and others would be dying to cash in on the Wii market by making exceptional games that stand above the riff-raff.  Who knows, maybe they're working on some now and we'll see them at E3 later this year.  If not, then I think we need to be really careful what kind of games we buy.  We don't want to encourage mediocrity just because there's nothing better available.    


Nintendo, at least, will remain right on track as long as we assume they have a few secrets up their sleeve in addition to Sin and Punishment 2 and whatever Retro is working on.  Punch Out!! could be great as well, but I must admit I'm worried that it's going to end up playing more like "My First Punch Out!!" (i.e. due to the motion controls being less tight than buttons, and the target audience perceived as being less skilled, the difficulty may be cut drastically).  Let's hope I'm wrong about Punch Out!!, because that's one franchise that has been dying for a good sequel.    


Don't Touch My DS!    


I think I have even less interest in stylus control than motion control.  It's alright when the stylus is on the screen where the action isn't (Metroid Prime Hunters), but I really don't like drawing paths for Link to follow or tapping on enemies to kill them (Ninja Gaiden).  Thankfully developers haven't shied from making games that have little or no touch control in them, and I love having the second screen around despite what it was primarily designed for.      


What I really like about the DS is that it continues to foster the development of great 2D games in the classic mold.  However, I fear for the future.  As the years go by and hardware can accomplish 3D more easily, people who enjoy 2D games could become increasingly marginalized as their numbers dwindle.  Eventually the audience for 2D games may not be big enough.  We'll have to continually introduce new gamers to classic 2D games if they're going to stick around.  If I could freeze the portable market in its current state I'd do it in a heartbeat.    


Downloadable Content    


On the other hand, as downloadable games become more prevalent, maybe tiny niches can be effectively targeted after all.  Mega Man 9 is a fantastic example.  World of Goo is another.  Then there are games like Portal and Braid on other platforms.  Experts are predicting that all games will be downloadable eventually.  I'm sure they're right, although I'm not happy about it.  A twenty dollar game is one thing, but something seems wrong about paying sixty dollars and not having your game accessible via a relatively permanent and portable medium that you control (i.e. a cartridge or disk with no DRM).    


The Competition    


I own a lot of 360 and PS3 games.  I buy them, bring them home, open them, play them for a few minutes, and then forget about them.  I want HD graphics, epic stories, and deep gameplay, but the truth is that most developers just can't do it like Nintendo does (excluding the HD part, for the moment).  I'm exaggerating a little, a little, of course;  I probably do play half of the 360 and PS3 games I buy, but usually it seems like something isn't right.  Nintendo's failure to get on board the HD train has left a big void in my gaming world.    


Now What?    


I assume Nintendo will go HD with the Wii 2, but there is still the problem of ever-increasing development costs to consider.  There are a lot of ways to cut development costs.  One of the best ways is to share technology.  The Unreal Engine is a great example of this; now if only developers would hire artists that can think in terms other than excessive bump-mapping.  Staying a generation behind the tech-curve is also a great way to control costs.  All the tools you need will have already been developed for and by the other guys five years earlier, and will be available at a discount.  If the next Wii is a step behind the tech curve again, then third parties will continue to line Nintendo's pockets if only because it is the least expensive platform to develop for (excepting handhelds, but Nintendo’s pockets will continue to be lined by that segment as well).  Another great way to keep costs down is to make games shorter.  I can't speak for everyone, but my time has become increasingly valuable to me as I've grown older, so I really don't mind when a game ends in a timely manner.    


Speaking of ending in a timely manner, I’d better not overstay my welcome.  It's been a swell seven years.  Perhaps someday I'll come back again as others have, but I have my doubts.  Of course, this isn't a complete good-bye.  I'm sure I'll continue haunting Talkback threads here and there, starting with the one for this very blog.  See you in the forums!


4
TalkBack / Who Turned Out the Lights?
« on: September 24, 2008, 09:06:37 AM »
<a href=/blogArt.cfm?artid=16729>http://www.nintendoworldreport.com/blogArt.cfm?artid=16729[/url]

 <a href="/media.cfm?artid=16729&MedTID=4&medtndx=1"><img src="/media/16729/4/th/1.jpg" align="right" border="0" alt="">[/url] I was recently replaying Metroid Prime 3 when I noticed something peculiar.  Corruption has virtually no dynamic lighting.  What makes it particularly odd is that the first two Prime games, despite running on lesser hardware, had plenty of it.  What makes it odder still is that no one seems to have noticed its absence.    <P>
I always thought that something about Metroid Prime 3 didn't look quite right, but I was unable to put my finger on it until now.  It's a testament to Retro's artists that they were able to cram the world with enough glowing displays, bloom lighting and shiny things that no one noticed that the dynamic lights were turned off.  And when I say no one noticed, I'm not exaggerating.    <P>
I just looked at every Corruption review linked on Game Rankings and not one reviewer mentioned that dynamic lighting was excised from the game.  Many reviewers praised the game's lighting in general, apparently referring to the bloom lighting, particle effects, a few random shadows and psuedo-specular highlights (which to be fair, do come together quite nicely to distract from the lack of dynamic lights).    <P>
If you're not familiar with the technical jargon, let me make the difference between the presence and lack of dynamic lighting perfectly clear.  In the original Metroid Prime, every single shot fired from your arm cannon shed light on the world.  Some weapons (the wave beam or charged shots for example) shed more light than others, but they all did something.  When the power went out in the labs of Phendrena, you could actually navigate by the purple light of your Wave Beam shots as opposed to using the Thermal Visor.  In Echoes the dynamic lights were a bit more subdued for regular shots, but still quite noticeable for charged shots.  I'm not sure if that was an artistic decision or one designed to let Retro ramp up the graphics in other areas, but it probably contributed to our failure to notice the lack of dynamic lighting in Corruption.      <P>
I honestly couldn't quite believe that Corruption had no dynamic lighting when I first noticed it.  I loaded a few different save files and visited every world to see if I could find any dynamic lighting.  Finally, upon starting a new game, I noticed just a bit of dynamic lighting in the opening cinema.  There is a pulsing blue light on the left side of the screen in a brief scene featuring Dark Samus.  There was also a light in the next scene illuminating Samus' Zero Suit as she awakens from hibernation, but that was the last I saw before the gameplay begins.  In the next main scene, there is a conspicuous lack of lighting from the glowing thrusters on Samus' gunship as it flies by a Federation cruiser, just as there is no lighting any time the ship takes off or lands during gameplay (although the gunship casts a fake shadow).  I didn't delve further, but I wouldn't be surprised if there is a touch of lighting in controlled situations (morph ball tunnels) and other cut-scenes, but lack of lighting from Samus' beam weapons is rather glaring.  (Note: one of our readers, Ningurl69, has pointed out that you can see some dramatic lighting if you use a morph ball bomb in a dark place, and you can sometimes even get the beam weapons to light up a really dark triangle).<P>
To be fair, although dynamic lights are nice, the GameCube (and Wii) implementation can get messy since lighting is only calculated at triangular vertices and then interpolated across the triangles.  This looks quite alright when triangles are small (such as the ones that make up Samus and her Gunship), but it can look pretty bad for some of the big triangles that make up the game world.  You can see what I mean in the original Prime by performing various tests.  If you shoot the middle of a big triangle, then very little lighting occurs.  If you shoot the corner if a big triangle, the lighting will extend across the whole thing (fading as it gets to the unlit vertices).    <P>
Perhaps Retro thought retaining the vertex lighting would do more harm than good to the game's image since games on competing consoles almost invariably feature per pixel lighting these days.  Admittedly Corruption does have a squeaky clean look that vertex lighting would have sometimes marred.    <P>
In any case, now that I have noticed exactly what was tickling the unconscious part of my optical lobe, I can't fail to notice what's missing, and I have to say I don't like it one bit.  Even though it was messy sometimes, the dynamic lights of the original Prime add animation and vibrancy to the game world that Corruption is missing.    <P>
I wonder if any significant number of people out there will care about this.  I wonder if any game reviewers will feel embarrassed for failing to notice (for my part, I'm inclined to start consulting a technical check list when I review games from now on).  I wonder if anyone at Retro would be willing to comment.  We shall see. <P>

5
TalkBack / REVIEWS: Etrian Odyssey
« on: June 17, 2008, 02:53:38 PM »
It's more of the same, but that's a good thing.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16172

 After playing Etrian Odyssey II, I looked at my review of the first game and was tempted to simply copy and paste it with a couple of minor changes (off course, I’m being facetious).  Although there are a few significant differences, EO2 is a relatively straightforward sequel.  While I don’t agree with all of the design changes, Etrian Odyssey II should still please fans of the budding series, while providing a good entry point for those who missed the first game since there’s no continuity between the two storylines.    


The core gameplay in EO2 remains the same as it was in the first game.  You start by creating several characters (name, class, portrait, and skill assignments) and taking them into the dungeon-like forest.  You can stick with five characters for the whole game, or you can create several extras and swap them out as desired for different situations.  As you explore, you’ll use the touch screen to notate the important features of each level.  New weapons and armor are still unlocked by bringing the body parts of defeated monsters to the shop in town, and you still get one skill point per level with which to customize your party members.  Now and then you’ll encounter a character that furthers the minimal story, and of course, the dreaded FOEs (boss-like enemies that stalk around visibly, as opposed to the normal randomly-encountered enemies) are back to bring an untimely end to your adventuring.    


On the surface, every facet of EO2 is improved over the original.  The mapping tools now come with more than twice as many icons, multi-colored paint for the floors, and a few other little changes that make mapping a better experience.  Every character class but one is now available from the beginning of the game, and the one that isn’t becomes available very quickly this time around.  If you assign your skill points poorly, you can reset them by sacrificing a mere five levels (to the first game’s ten).  Controls have been refined, and an auto-battle feature has been added that speeds things up considerably (it’s useful when finishing off enemies, or killing weak enemies).  The 3D graphics are noticeably more detailed than last time, but this does introduce slow down in certain areas.  The addition of temporary waypoints on the third and fifth floor of each stratum eliminates a lot of backtracking.  Overall, the changes are definitely for the better.    


FOEs now come in several flavors.  There are ordinary FOEs that simply patrol a predetermined route, red FOEs that chase you, blue FOEs that can fly over certain obstacles, and purple FOEs that only show up in the 3D view.  You’ll find yourself avoiding these creatures almost completely this time around.  They tend to be much more difficult to kill until you've surpassed them by several levels.  They also no longer give experience points, so the only reward for going back to kill them is a chance at some rare monster parts (useful for making some of the more powerful equipment).    


It’s difficult for me to evaluate the challenge of EO2 compared to the first game because of my pre-existing experience with its rules.  It doesn’t help that both games can be significantly more or less difficult depending on the party you choose, the skills you develop, and whether or not you run from too many fights (which help you gain the necessary experience to keep things from getting out of hand).  As with the original, there are ways to play that make the game much easier than it would be otherwise.    


One thing that hasn’t changed is that the dungeon is still divided into strata.  You’ll only see a significant change in scenery and background music when you reach a new stratum (every five floors).  This isn’t so bad when the scenery is pleasant and the music is compelling, but I doubt everyone will like every stratum.  In fact, I find it hard to believe that anyone won’t want to gouge out their eyes after five minutes in the fifth stratum.    


Ultimately, Etrian Odyssey II lives up to its predecessor while including several incremental improvements that make the gameplay smoother.  However, owing to the incredible amount of customization available to your party, it’s hard to say whether or not you’ll find the challenge and pacing to be just right or way off, especially the first time through the game.  However, those who enjoy the game will find that, like its predecessor, EO2 can be very rewarding to replay using advanced party configurations.  All in all, Etrian Odyssey 2 is a fine sequel.

Pros:
       

  • Exceptional amount of control over party structure and character development
  •  
  • The draw-your-own-map feature is even better than before
  •  
  • Very long with good replay value
  •  
  • Intelligent challenges


  •        Cons:
           
  • Some slowdown in the 3D view in certain areas
  •  
  • Too easy to over-level when preparing for stratum bosses
  •  
  • Unchanging scenery for five levels is a bit much
  •  
  • Only one save file


  •                Graphics:  8.0
           The 2D artwork is even better than before (although still generally lacking animation), as is the 3D art.  Unfortunately, there is a bit of annoying slow down in certain areas that wasn’t present in the original game.  A bit more visual variety would be nice.

                   Sound:  8.0
           I didn’t enjoy the music quite as much in the sequel, but it’s still quite good by ordinary standards.  The sound effects aren’t anything to write home about.

                   Control:  9.0
           The interface is even better than before.  Almost everything I questioned about the original controls and map interface has been improved.

                          Gameplay:  8.0
           I can’t quite put my finger on it, but the gameplay in EO2 felt slightly inferior to that in the first game.  Maybe it's just that the novelty has worn off and the developers didn't come up with enough new tricks.  Yet, EO2 is still very compelling and well worth playing for fans or those interested in trying the series for the first time.

     


           Lastability: 10.0
           As with the first game, EO2 is long and has incredible replayability.  The character class roster has expanded from 9 to 12, and there’s still post-game content (new places to explore and things to fight, even after the “final” boss).

     


           Final:  8.5
           Etrian Odyssey II really doesn’t do anything more or less than I would have expected from a sequel.  If you enjoyed the first game, or were interested in it but couldn’t find a copy, you should definitely pick up EO2.      


    6
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16169

     


    You want to know what should be a rare occurrence?  Walking into a game retailer and finding that they can't sell you a new game (less than a week old) because they accidentally ran out.  However, it's not a rare occurrence at all.  In fact, if the game isn't Halo 3 and you didn't pre-order, there's an extremely good chance that this will happen.  Why?    


    The first problem is that not all publishers offer price protection.  You may be wondering, "What is price protection and why is it important anyway?"  It means that if a retailer orders ten copies of Super Mario Galaxy and only sells five before Nintendo drops the price, Nintendo will credit the retailer money to account for the price cut.  This is a good strategy because it encourages the retailer to stock a lot of copies so that customers can actually buy them.  However, it is something of a risk to Nintendo because it means that they are responsible for every copy of Super Mario Galaxy on shelves rather than letting the game retailers be responsible.  Of course, to minimize this risk, Nintendo only offers this protection to big chains (Wal-Mart, EB Games and so on).  Further minimizing this risk is the fact that physical copies of games cost relatively little to manufacture (the money is mostly in the development time and marketing).    


    The really sad thing is that even with that protection in place, retailers still run out of a game quite easily.  Even worse, that protection isn't always available since small publishers can't always afford it.  But do game retailers really need this kind of protection?  I mean, can't they shoulder a bit of the risk themselves to ensure that they actually have product to sell?  And does it always have to be a risk?  You would think that it would be pretty easy to predict that a minimal supply of the latest Castlevania game on the DS isn't going to cut it.  Yet I recall having to drive quite far to pick-up Dawn of Sorrow when it was released (I'm lazy about pre-orders especially when I think they shouldn't be necessary).  It's understandable for a retailer to unexpectedly run out of a game because it came from out of nowhere and earned a lot of incredible reviews, but it's completely unacceptable when the game has a numeral in its title.    


    Ah, but why do I worry so much?  The game industry has a solution to this problem.  They simply make us go into their stores twice for each game we want and make us pay for part of the game ahead of time.  And we happily oblige them.  Meanwhile a fan of books or movies can walk into their respective stores and buy their new releases with no fear of the store running out of copies and without placing a pre-order.  In short, I've seen the faces of the morons running the game industry, and they look a lot like us.  Want to do your part to end this stupidity?  Stop pre-ordering games, and if GameStore runs out of their initial shipment before you get a copy, make a point to pick the game up from somewhere else.  That'll show'em.    


    Why do I get the feeling that no one else is going to think this is a good idea?


    7
    TalkBack / Gaming at 1920 x 1200
    « on: May 27, 2008, 09:43:59 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16024

      Like TYP, I too was without HD capability until recently.  I was also using a 17 inch CRT monitor, which maxed out at a blurry resolution of 1600 x 1200.  I figured I would kill two birds with one stone by getting a 24 inch 1920 x 1200 LCD.  I managed to find a Westinghouse for $380 + tax around Christmas.  As a computer monitor, this thing is a sight to behold, but the gaming side of the equation has not fully lived up to my expectations.  If you're thinking of picking up a 1920 x 1200 monitor with gaming as one of your motives, then let me reveal a few pitfalls for you.    


    The main problem with the monitor is that 1920 x 1200 is a 16:10 ratio not a 16:9 ratio.  That 11.1% increase in vertical resolution is far more noticeable than I ever would have suspected.  It's incredibly annoying anytime a large shape is encountered that should be symmetric (the doors in Metroid Prime 3 come immediately to mind).  Even in games without obvious symmetry, all the human characters and doorways seem unusually tall.    


    In theory, a well designed monitor could fix this problem easily.  For example, when my particular monitor detects an HD signal, it can be set to display a proper 16:9 ratio by putting "black" bars above and below the pictures.  However, these not-quite-black bars are a little annoying since they serve as a constant reminder that you're not really playing on a 16:9 unit.  Even so, it's the best they could do while maintaining the vertical resolution (which is essential for competing with the 1600 x 1200 resolution that CRTs have easily displayed for years).    


    The thing that's particularly problematic for me is that the 16:9 option inexplicably vanishes when my monitor detects a non-HD source.  Obviously, the designers assumed that a non-HD source would never be presented in 16:9 (completely forgetting about several hundred million DVD players and legacy game consoles in the process).  The implications of this are that Wii games, even running in progressive scan, are stuck with an 11.1% vertical stretch (not to mention any classics with a 16:9 option such as Eternal Darkness and Goldeneye).  If this sounds like something that would bother you, be sure to investigate the particular model you're looking at before picking up a 1920 x 1200 monitor for gaming.    


    Two more things are worth mentioning.  Even when kicking back with a traditional controller in a relatively comfortable chair, I find it really hard to locate adequate leg room without getting so far from my computer desk that even a 24 inch wide screen starts to look a bit small.  Additionally, making the Wii sensor bar work well at that short of a distance is rather difficult.


    8
    TalkBack / PREVIEWS: Etrian Odyssey II: Heroes of Lagaard
    « on: April 30, 2008, 10:00:00 PM »
    Atlus's best kept secret gets a well deserved sequel.  Come on in and find out what you missed with our huge preview.
     http://nintendoworldreport.com/previewArt.cfm?artid=15873

     Atlus recently made fans of Etrian Odyssey quite happy with the announcement of a western port of its sequel.  EO2 is not a direct sequel to the first game, so anyone can dive right in and enjoy the new story (a good thing since the original is increasingly expensive and difficult to find).  Story details are a bit murky, but it appears that EO2 is set in High Lagaard where an ancient race of people fled to sky castles to avoid global flooding.  Eventually they repopulated the land below, and now their descendents are on a quest to regain admission to the sky.  Somehow this involves climbing upward through dungeon-like forests.  The story in Etrian Odyssey was minimalist, intended to merely provide a canvas for the imagination.  It appears that this will remain so in the sequel.    


    If you're not familiar with the gameplay in the original, Etrian Odyssey is about creating a party of adventurers and developing their talents while exploring a huge labyrinth filled with deadly monsters.  It has less story and more challenge than your typical modern RPG, is played from the first person perspective, and to keep from getting lost, you'll have to use the well designed map editing tools as you explore the dungeon.  The stylus is used for nothing else, so if you're backtracking or shopping, you can tuck it away.  Most monsters are encountered randomly, although in a conveniently predictable way, as a colored threat indicator tells you when an encounter is imminent.  However, the most dreaded monsters ("FOEs") stalk around visibly and continue to move toward you even while you're in combat with ordinary enemies.  Combined with good production values overall, this helps to set Etrian Odyssey apart from the pack.  If you wish to know more about the original, check out my review.    


    EO2's map interface has been overhauled for efficiency and convenience.  The map now crams in 21 icons instead of ten (check screen shots for details).  Additionally, you can mark floor tiles using three different colors instead of just the one.  Finally, there is a check box in the upper left corner that you can use to decide whether or not the map follows your character around as you explore the dungeon.  Having played the first game extensively, I can report that these changes will be more than welcome.    


    Observe the expanded map tools!

       


    The game's challenge level has been tweaked in a number of ways.  EO2 is probably harder overall if only because a frequently abused skill (immunize) has been replaced.  The boost meter has also been replaced by a force meter which gives one time access to a special skill rather than greatly boosting an existing skill of your choice.  Additionally, you'll find it harder to make a weak party solely for the purpose of item harvesting.  Enemies from a few floors up will randomly ambush your party while you collect at an item point.  Some particularly sneaky FOEs will now fail to show up on your map as well.  You can still spot them on the 3D view as long as you're not in combat.    


    On the other hand, there are some new items and skills that may help you avoid FOEs, and resting to reassign skill points only drops you five levels instead of ten (this is very helpful since some skills that are good early on are sometimes weak later in the game).  Pointless backtracking will be reduced in EO2 by temporary warps that appear on the 3rd and 5th floor of each five-floored stratum.  Once activated, you can go directly from town to the most recent temporary warp.  It's one-way though, so you'll still need "warp wires" to escape, and you can't save the game as you can at a permanent geomagnetic field.    


    Shopping and character management are a bit easier now.  All items are purchased from one shop this time, and the shop will let you know when you've almost collected enough monster parts to create a new weapon or item.  You can also see the effects of a prospective purchase on a particular character via the second screen instead of laboriously using the status screen to check for yourself.  There is also a new "item bank", which allows you to store up to 100 items in town, though you're still limited to carrying 60 items with you.  Finally, if you just can't stand the original name you chose for a character, you can pay for a new name.    


    The lower screen assists with shopping now.

       


    The controls have been slightly modified.  The touch screen is now used to switch between floors when using the large map.  This frees up the L and R buttons for flipping through character profiles in status screens and while shopping, and for strafing in the dungeons.  L is also used to activate automatic fighting while in combat.    


    Although EO2 features all nine classes from the original, a number of significant skill tweaks should change their utility somewhat.  The developers have also added three new classes.  All classes can now boost any of their stats via the skill tree, which should allow expert players to create more exotic builds than before.  To accommodate the universal stat boosting skills, each character now has a total of 28 skills (up from 21), and a number of skills have been replaced or upgraded.  Some skills max out at level five rather than ten this time, which should encourage players to increase the diversity of their builds somewhat.    


    The new classes are the Gunner, a ranged fighter with an array of physical, elemental, and binding attacks, the War Magus (a witch doctor, essentially), who is part medic and part fighter, and the Beast, an animal that has powerful attacks and a number of oddities thrown in for good measure.  All classes except the Beast are available from the outset, and the Beast is reportedly unlocked very early on (another pleasant change from the original).  Despite being an animal instead of human, once it is unlocked the Beast class is recruited and developed via the Explorer's Guild just like the other classes.    


    The 3D graphics look to be slightly upgraded with a little more unique geometry than before.  However, it's difficult to determine the scope of the changes without having played the game.  The 2D art seems to be of the same excellent style and quality, and music will again be handled by the incomparable Yuzo Koshiro.      


    If you want more information, try the official website, which is being updated every Monday until the June 17 release date.  EO2 will have a rating of E10+ instead of Teen (apparently blood was removed in favor of alcohol references and mild language).


    9
    TalkBack / REVIEWS: Puzzle Quest: Challenge of the Warlords
    « on: December 28, 2007, 06:36:23 AM »
    Good game, not so good port.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15035

     Puzzle Quest is an incredibly unusual game.  It features elements from a turn based puzzler, extensive RPG style customization, excellent art and music, and a rather detailed (though not very original) storyline.  However, not all is well in the land of Puzzle Quest.  During battles, random elements sometimes have more impact than strategy.  Even so, the game can be fun and addicting, as long as the Wii version's deficiencies don't scare you off.    


    The Wii version of Puzzle Quest looks and sounds similar to the Xbox 360 version from which it was ported, except that everything was downgraded.  All of the graphics appear a little bit smaller and blurrier in the Wii version, and a lot of the game's text was very small to begin with.  On the Wii there are times when the text is so small that it's not completely legible.    


    The game's music is very well composed, but the Wii port suffers here as well.  Listening to the two versions side-by-side, the music sounds small and grainy compared to the Xbox 360 version.  Additionally, music doesn't end properly in the Wii version.  Instead of a quick fade, the music is sharply cut off, creating a jarring transition to the next track.    


    Worst of all are the control schemes.  The default scheme uses the Wii Remote by itself, and the second option uses the remote and nunchuk in an attempt to simulate an ordinary controller.  Frustratingly, you're not allowed to use the second scheme until playing through some tutorials, and even then you have to go back to the title screen to make the switch.  Turning the Wii Remote sideways would have been a far more comfortable and sensible idea, even though it would have required using the A button as a sort of "shift" key for accessing spells and inventory.  The Classic Controller and the GameCube controller would have been great options as well, but neither was included.    


    The default controls might have been worthwhile were it not for the sloppy implementation.  Rather than moving smoothly across the screen, the pointer snaps to a fine grid.  This is a cheap way of smoothing out the input of a shaky pointing device, and it comes with serious drawbacks.  When you're holding the pointer steady, you have no way of knowing whether or not the tiniest twitch will move the pointer to another grid point, and many menu elements only match with a single coordinate.  Consequently, selecting the wrong menu option or puzzle piece is a common occurrence.      


    The second scheme uses the nunchuk and remote together with pointing disabled.  There's so much wrong with this control scheme that I could teach a college level course on the subject.  The button assignments are practically random.  The D-pad is used to manipulate the puzzle pieces during combat, but the essential help function is assigned to the 2 button--the 1 button is unassigned mind you.  Going from the D-pad to the 2 button is a stretch even for my freakishly large hand.  The analog stick might have been a comfortable alternative to the D-pad for moving the puzzle pieces, but the analog stick does nothing during combat in the Wii version (even though it duplicates the D-pad in the 360 version).  On the 360, the L and R buttons are used to access spell menus in combat and to flip the pages of your status screen.  A sensible alternative for the Wii's nunchuk and remote would have been Z and B.  Instead, Z and C were used, which isn't very intuitive since they're both on the same half of the controller.  It's almost as if no one tested the game before it went gold.  In the end it's hard for me to decide which of the Wii control schemes I hate more; the 360 version's ordinary controls are far superior to either.    


    Puzzle Quest's gameplay is its only redeeming quality on the Wii.  The core gameplay involves manipulating a board of jewels with jewel-matching mechanics that are identical to the flash game, Bejeweled.  However, the gameplay is entirely different due to the added context.  Instead of simply earning points, the jewels represent resources that you must harness to defeat your opponent.  Matching skulls causes direct damage, while colored gems fuel your corresponding mana supplies for the purpose of casting spells.  Spells have a variety of uses, and winning without them is not feasible.  There is a lot of strategy involved in controlling the board so that you can stay alive long enough to kill your opponent.  The combat strategy required, combined with the RPG character development system, makes the game quite addictive.    


    The only major blemish on the gameplay is the element of randomness.  You might carefully limit an opponent's access to a particular color of mana for several turns only to have a wild-card appear at an inopportune spot and fill their meter up in a single turn.  It's also relatively common for someone to make a simple move that, because of newly appearing pieces, inadvertently starts a massive chain combo.  Considered fights can take up so much time that for weaker opponents it's often quicker to win with thoughtless moves.  On a good note, how big of a factor randomness plays depends on the character class you choose and your playing style.  For example, some classes have spells that control resources, which cuts down on the effects of randomness.  Additionally, since you can tell where the new game pieces will appear, you have some control over when and where randomness will be applied.      


    Puzzle Quest isn't a bad game, but the Wii version tries very hard to make it so.  It's playable as long as you don't mind squinting at the text, don't find the control scheme too uncomfortable, and don't pay much attention to music.  That's not very reassuring, is it?  I should also mention that despite the budget price, the Wii version is still the most expensive available.  If you somehow own a Wii and don't have a 360, PC, PS2, PSP or DS, then this version may be worth considering.

    Pros:
           

  • Unique and addictive blend of puzzle, strategy, and RPG gameplay
  •  
  • Good musical composition and art
  •  
  • Lengthy


  •        Cons:
           
  • Really bad control schemes
  •  
  • Blurry text and graphics
  •  
  • Grainy audio


  •                Graphics:  6.0
           The artwork is excellent, but the quick and dirty porting process doesn't do it justice.  In particular, details in the artwork are noticeably degraded from the 360 version--more than expected, even considering Wii's lower resolution.

                   Sound:  6.0
           Like the art, the music features excellent composition but suffers for technical reasons.  It may be that only well trained ears will notice and care, but the problems are there.

                   Control:  4.0
           The remote and nunchuk controls could have been fine, but careless button mapping makes things rather painful.  The remote-only controls are similarly annoying.  Despite everything, the game is still playable since it's turn-based; it's just not very comfortable.

                          Gameplay:  8.0
           While addictive doesn't always mean good, Puzzle Quest is pretty good.  Sometimes fights seem to drag on too long, but when a fight ends you'll frequently find yourself starting another one regardless.

     


           Lastability:  7.0
           The game is very long to begin with, and the multiple character classes and development choices will keep things fresh for those interested in playing through the game more than once.  Unfortunately, online multiplayer isn't an option in the Wii version.

     


           Final:  6.0
           This version of Puzzle Quest is a good game that's significantly marred by a careless conversion.  If the Wii release is your only option, then you might be forgiven for considering it.      


    10
    TalkBack / EDITORIALS: This Game Is Too Easy/Medium/Hard
    « on: December 04, 2007, 05:31:11 PM »
    Dave hosts a small debate on the subject of players being allowed to change the difficulty level in mid-game.
     http://www.nintendoworldreport.com/editorialArt.cfm?artid=14928

     In the last few years, I've noticed a rather unusual trend in gaming.  A number of recent releases allow the player to adjust the difficulty in the middle of the game.  I haven't personally noticed this "feature" in any Wii or DS games yet, but I'm told that Trauma Center (Wii) has it.  It's tempting to just lash out at this unusual design choice, but I'm actually quite divided on the subject.  In light of this division, I decided to host a debate instead of writing a standard editorial.  I'll be representing both the pros and cons.    


    Cons Dave:  Well, I had better start since this was my idea.  I'll just come right out with it.  Allowing the player to change the difficulty in the middle of the game is quite possibly the worst idea in the history of gaming.  It's essentially an admission by the developer that they're either unable to, or simply don't feel like, balancing the difficulty in the proper way.      


    It was barely tolerable in Devil May Cry wherein the game offers to go easier on you after a few levels of beating the hell out of you.  If you make the switch, you're stuck with it until you restart the game.  The problem here is that the beginning of the game is too difficult.  Any sensible person can see that easy mode should have been called normal mode and should have been available from the beginning.      


    On the other end of the spectrum is Elder Scrolls IV: Oblivion.  This is, by far, the worst example I know of.  Instead of the proper RPG development pattern wherein deadly foes dwindle into pests as you develop your character, every enemy in the game keeps pace with your leveling, or more commonly outpaces you.  I expect that this is due to Bethesda's unrealistic expectations of your character development talents.  The problem worsens if you level up excessively (easy to do with all the enticing side quests lying around).  Apparently Bethesda's solution to this vexing problem is for you to turn the difficulty down a bit via a slider.  Are we expected to design our own games now?    


    Pros Dave:  Ok, you've given me a lot of ground to cover.  First of all, I'm not going to defend every game that uses this dubious "feature".  Just because they used it doesn't mean they used it well.  That said, Devil May Cry did alright.  The beginning of the game isn't impossible, and after enabling the easy-auto mode the balance feels just right.  And yet, the player knows that there's more to the game if they're up for the challenge.  I'll generally agree that Oblivion's slider is a band-aid for its serious balance issues, but it might be forgiven if you look at the scope of the game.    


    What I want to mention now is Star Wars: Knights of the Old Republic.  If you'll remember, the first time we played it, we got all the way to the final boss and found him rather difficult.  After at least a dozen attempts, we knocked the difficulty down to easy mode and beat the game.  At that point, the alternative was probably giving up, which would have been a pretty unappealing option considering the time investment up to that point and how story driven the game is.    


    Cons Dave:  The only reason we couldn't beat that boss the right way is because you insisted on playing "light side" the first time through.  If you'll remember, when we played "dark side" afterwards, he went down easily.  Obviously the game is poorly balanced.    


    Pros Dave:  No, the game is perfect.  The dark side is supposed to be the easier path.  Just ask Yoda.  Here's another example.  When we played Fire Emblem: Path of Radiance, a game that sticks you with a difficulty in the traditional manner, you insisted on starting the game on hard mode because of our prior Fire Emblem experience and Advance Wars skills.  I agreed because Nintendo doesn't usually leave dangerous hard modes lying around, so I figured it wouldn't be that bad.  Consequently, in the middle of the game, things became so annoying that we got bored and went elsewhere.  Wouldn't it have been nice to change the difficulty down to normal in that case?    


    Cons Dave:  Maybe; but that was our own fault at least.  If we had played the game on normal mode like we should have, we wouldn't have had that problem.  I never said this idea couldn't be implemented wisely.  Perhaps if a game allowed you to downgrade permanently, like Devil May Cry, I could tolerate it.  However, it would be even better to encourage a player to use the right difficulty from the start.  Metal Gear Solid 2, for example, displays simple descriptions for each difficulty level that try to steer you toward the correct setting among the five available.    


    Pros Dave:  So then it's not the "worst idea in the history of gaming" after all?  It sounds like you're admitting that adjusting the difficulty mid-game might not always be bad.  You can't count on gamers to choose the right setting, even with prompting.    


    Cons Dave:  I qualified that statement with "quite possibly" you know.  Most ideas aren't intrinsically bad.  If it's executed well enough, it could be a good idea.  However, I doubt that it would ever be so.  Developers should pay careful attention to the difficulty balance in their games and get it right.  Very few people complain about a game being too easy if there are harder difficulty settings available.  If developers appropriately name their difficulty modes, make normal mode skew a bit towards easy, and provide at least one harder level (even if it has to be unlocked), then everything should be alright.  What's more, optional gameplay elements can make things easier if there's a question about the difficulty.  Think Metroid's energy tanks and Zelda's heart containers.    


    Pros Dave:  That sounds good on paper, but not every game can be designed with that kind of gameplay.  That also puts players with a collecting and exploration fetish at risk of making the game way too easy.  You're probably right that gamers shouldn't be able to both increase and decrease the difficulty, but I can even think of situations where that might be useful.  What if you stop playing a game for some reason and come back three months later?  You could set it to easy mode for a short period to get back into the swing of things.    


    Cons Dave  That's not worth breaking the game over.  Gamers will swap to easy mode when the game gets too difficult but then feel like they're cheating.  If they swap back, they'll likely find the game too hard again.  Game designers need to balance their own games or gamers will get fed up and go elsewhere.  If you stop playing a game for a while and need to get back into the swing of things, then replay the first level before loading up your old save file.  The whole point of challenge in a game is for gamers to rise to the challenge.  Unless the game is poorly designed, the majority of gamers should be able to do just that.    


    Pros Dave:  You know, you can't just make things true by stating them.  Developers don't always have enough time and resources to do things properly.  Anyway, I have nothing else to say on the subject.    


    Cons Dave:  Good.  I was tired of listening to you anyway.    


    Dave:  Ahem.  Well, it looks like I'm still somewhat divided on the issue.  Be sure to stop by the NWR forums and let everyone know what you think about adjusting a game's difficulty level in mid-game.  Here's a handy link to the Talkback thread for this article.


    11
    TalkBack / REVIEWS: Contra 4
    « on: November 18, 2007, 08:33:15 PM »
    Konami has decided to celebrate Contra's twentieth anniversary by making the best Contra yet.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14829

     When I first heard that Contra 4 was being developed for the DS, I doubted that the game would be any good.  However, it turns out that my fears were premature.  Not only has WayForward (under direction from Konami) created a game that I can wholeheartedly recommend to fans of classic Contra, I'm even prepared to recommend it to everyone else as well, although not without a few caveats.    


    You may have heard that Contra games are very difficult.  Indeed they are difficult, but as in most good games, there is a carefully crafted difficulty curve.  Contra 4 is even more generous in this regard than previous iterations.  While normal and hard will make you want to tear your hair out if you start there, easy mode has been nerfed in a number of ways that make it a fun way to kill some time and see the sights for gamers of any skill level.  Beating easy mode unlocks a challenge mode, which features 40 increasingly difficult challenges.  For every four challenges you complete, a bonus of some kind is unlocked with the first two being emulated versions of the NES Contra and Super C.  Most players should be able to beat easy and unlock these two gifts without too much stress.  Meanwhile, the challenges serve as a good bridge between the easy and normal difficulties.   If you delve far enough into the challenges, you may find that normal mode is nowhere near as bad as you first thought.  The classic Konami code is back to help see you through the higher difficulty levels if you just can't do it the honest way.  After all, the last two levels are only available in medium and hard.  Just don't go looking for extra lives, that's not how it works this time.  Despite the careful design, the game will ultimately require you to patiently develop advanced skills, but if you can handle the challenge, the rewards are well worth the effort.    


    So what makes Contra fun to begin with?  It's not easy to ascertain.  At a glance, the difficulty seems punishing.  If you get hit by any projectile, touch an enemy or fall in a pit, you're dead and your currently equipped weapon, likely the better of your available two, is lost.  You also have a limited number of lives and continues (fewer of each as you increase the difficulty setting).  Yet that is what makes merely staying alive and keeping your weapons such a rewarding experience.  The spot-on control, level and game design, and great music don't hurt either.  Then there is the new challenge mode, which could be likened to conquering difficult tracks in a racing game or even Guitar Hero.  You find yourself repeating a relatively brief section of gameplay in order to master it and unlock the next challenge.  The standard mode of Contra 4 could be likened to playing through an entire circuit of tracks in a racer.  Top this off with an excessive dose of nostalgia and pure shooting glory, and you might begin to understand the excitement among long time fans for this throwback.    


    Contra 4's level design and gameplay certainly owe a lot to its predecessors.  A substantial portion of the enemy soldiers and machinery are lifted straight out of older games, although the bosses are almost entirely original.  Environmental details are also borrowed frequently.  You'll find the original Contra's jungle setting with its pools of protective water and exploding bridges.  You'll also find a new waterfall and a few 3D base levels.  The giant set-pieces and graspable rails of Contra III are also back in top form.  Instead of adding a lot of new gimmicks to the series, WayForward stayed true to Contra's roots.  Yet there are a few welcome additions including the grappling hook, dual-screen level design, stackable weapons and the aforementioned challenge mode.      


    The dual screen gameplay was the most ambitious additions, but it was pulled off with only the slightest hitch.  In one level where the gameplay becomes completely vertical, the small gap between the screens rears its ugly head.  While the player never crosses through the gap, if you rise too quickly you might scroll enemies or gun emplacements into the gap.  Every now and then you may fail to notice a bullet that entered the gap and get shot as it sneaks out.  However, if you're careful, this will rarely get you killed.  If you're not careful, you won't get to a vertical level anyway.  On horizontal stages, the gap is hardly even an issue due to careful level design.  The grappling hook pulls you up to the top screen, so you won't find yourself traveling through the gap except at high speed.  The extra screen is used for an informative map in the base levels.    


    The unlockable challenge mode is a major part of Contra 4, and I enjoy this addition at least as much as the regular game.  While some of the challenges serve as an excellent way to familiarize you with the game's enemies and levels, many of them feature gameplay that is quite different from the normal game such as strange weapons or restrictions on time, ammo or accuracy.  And yet all of the reflexes you develop and enemy behavior you become familiar with helps you cope with the regular game more effectively.  Each challenge takes between 30 seconds and 3 minutes to complete, provided you have the skill to beat it.  More likely you'll spend some time (possibly a lot of time) repeating a challenge to develop said skill.  The last dozen or so feature a level of difficulty bordering on psychotic.  Although the challenges borrow levels from the main game, they are frequently populated with different enemies and weapons.  There are always five unbeaten challenges available if possible.  If you beat any of the five, the next is unlocked so that you can still advance if you run into a particularly impossible challenge.    


    Contra 4's weapons arrive in the traditional flying capsule and are mostly recycled from the previous games, aside from the upgrade system, which goes a long way towards keeping things fresh.  If you stack two of the same weapon in one of your two weapon slots, you'll be rewarded with a powered-up version.  This addition was intelligently used to include most of the classic weapons while keeping them balanced.  For example, at Level 1, the spread gun only fires three bullets.  The classic five-bullet spread is reserved for Level 2, lest the game be all about acquiring a spread gun for the win.  Most other weapons take their classic form at Level 1 and a beefed up form at Level 2.  Contra 4 also adds a new function allowing medium and hard players to drop a weapon at the touch of a button.  This is useful for downgrading at times, but it's most useful for sharing weapons in cooperative mode.    


    The graphics of Contra 4 rely mostly on detailed 2D art to convey the scenery.  There is some subtle use of more advanced hardware now and then, but it's mostly avoided.  This is probably for the best, as eye-catching special effects would be quite unwelcome in a game where a single injury causes grievous damage.  The most eye catching things in the game are, as they should be, the enemies and bullets.  The tiny bullets glow brightly, standing out easily from the backgrounds, and the enemies are colored brightly and outlined in black.  Character animation is very good.  If you can spare a moment to observe the backgrounds, you'll find that the various elements are beautifully painted and that there are often subtle animations that bring them to life.  Bosses are often gigantic and use sprite rotation to manipulate various appendages. The 3D base levels inspired by the original Contra are now rendered with polygonal 3D rather than in pseudo 3D.  The walls, bullets, stationary weapons and bosses are in 3D while the player and aliens are still 2D sprites.  3D would have been unwelcome in the regular stages, but it makes for a great upgrade to the classic bases.    


    The sound effects are often retro in style, but with modern fidelity.  Weapons sound as they did of old, and the classic pinging sound still informs you when a fixed enemy placement is taking damage from your attacks.  Minor explosions during gameplay are subdued so as not to distract you from actual threats.  For example, enemy grenades make a timely whistling noise that will alarm you if you weren't paying attention when it was lobbed at you (with unerring accuracy of course).    


    Musically, Contra 4 is a tour de force.  The sound track was devised by the brilliant Jake Kaufman (aka virt).  For those who aren't inclined to appreciate great music, I would imagine that the tunes will sound appropriately dramatic and catchy.  For those who are so inclined, there is a bit more to say, especially if you fondly remember classic Contra music.  Starting right from the first level, Kaufman weaves songs out of new material combined with melodies from the classics.  For example, the Jungle music starts with the classic intro and develops into a new song from there.  The Waterfall level owes a good half of its melody to the original.  Later you may notice other references to classic Contra music.  If you play on hard mode, the Jungle music changes to a full-on updated copy of the original from Contra.  Of course, there is a lot of completely new music as well.  The direction of the music has gone much as the game has in this regard.  Aside from the timely references, the music is very inventive and full of subtle depth with multiple melodies and layered harmonies working to form a rich tapestry of sound.  The music sounds good through the DS speakers, but it sounds even better through a great set of headphones.    


    Contra wouldn't be quite right without multiplayer.  Contra 4 features the usual cooperative mode (local only, two game cards required).  The traditional staples are all here.  If one player advances the screen too fast in a vertical area, the other player will die when the bottom of the screen rushes up to meet him.  But that's okay, because you can steal the other player's lives if you run out.  The only notable change is the new ability to drop weapons with the A button.  Consequently, if you take all the weapons in Contra 4, instead of hearing your partner whine, you'll get to hear him beg.    


    There are a few negative things to mention.  The emulation of Contra and Super C lack multiplayer support.  Instead if you start a two player game, the d-pad controls both players and the four face buttons independently control jumping and shooting for each.  I suppose a few crazy people might enjoy that for more than five minutes.  Additionally, the sound isn't quite right.  The noise channel (drums and sound effects) doesn't sound exactly accurate, and you may notice other audio glitches every once in a while.  The games are still quite fun and playable though.  Contra 4 itself has a bug or two.  A few players have run into a glitch on the first level that causes the game to give you 99 lives.  This might be welcome in the one player game, but I've heard that it may ultimately crash the game in cooperative mode.  I've also noticed that if you rush into the waterfall portion of the game, the music will stop and restart once (that one seems to be particular to that stage).  These glitches don't really harm the game, but they mar an otherwise solid presentation.    


    Contra 4 is an excellent addition to the Contra series and the perfect follow up to Contra III.  The designers have bent over backwards to make the game accessible to newcomers, but have not sacrificed anything in doing so.  The dual-screens were handled with skill, and the grappling hook is a great addition (being useful even within a single screen, not just as a tool to reach the top).  The game is exceptional all around.  Even the instruction manual pays homage to the classics and is well worth a peek for the ardent fan.  Contra fans should buy this game immediately, and action fans in general should seriously consider picking it up.

    Pros:
           

  • Stays true to Contra's roots
  •  
  • Soft difficulty curve works the player up to the really hard stuff
  •  
  • Excellent art and music
  •  
  • Challenge mode
  •  
  • Lots of bonus content


  •        Cons:
           
  • A lot of the game's content is exceptionally difficult
  •  
  • Unable to reassign buttons
  •  
  • Can't shoot while using the grappling hook
  •  
  • Certain special techniques might have benefited from in-game explanations in easy mode


  •                Graphics:  8.5
           WayForward proves that you can still impress with a 2D game.  While it won't win any awards for its technology, Contra 4 is very easy on the eyes due to excellent art direction.

                   Sound:  9.5
           The sounds effects are good and varied, but the music is the real star of the show here.  It's a soundtrack that could have been written in 1993 and it sounds wonderful.

                   Control:  8.5
           The control is smooth and responsive, and feels very much like it did in Contra III.  The jumping behavior may seem strange to new comers, but if it had been changed there would have been an uproar.  I have two complaints.  You can't use your gun while zipping up the grappling hook, and even after reaching the top, there is a brief pause for animation where you still can't shoot.  Also, you're not allowed to reassign buttons as you were in Contra III.

                          Gameplay:  9.0
           WayForward and Konami have stayed true to the old-school flavor of Contra while doing everything they can to ease entry for the uninitiated.  Still, the game's flavor is both sweet and sour due to the ultimately excessive difficulty.  Significantly advanced reflexes must eventually be developed to fully enjoy the game.

     


           Lastability:  8.0
           With at least two difficulty modes well worth playing, 9 levels, 40 challenges, bonus content, and cooperative mode, there's a lot to do here, especially by traditional standards.  Even if you beat it all, Contra games remain appealing indefinitely and with this purchase you'll have three of them.

     


           Final:  9.0
           If you're a Contra fan from way back, then you don't need to think twice about this one.  Contra 4 is a worthy sequel in every way.  Everyone else might consider downloading Contra III on the Wii's Virtual Console before taking the plunge.  It would give you an excellent idea of what to expect.      


    12
    TalkBack / REVIEWS: The Legend of Spyro: The Eternal Night
    « on: November 15, 2007, 11:05:03 AM »
    Wait!  Slow down a second.  If you can believe it, this Spyro game isn't half bad.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14813

     Anyone can glance at the average review score of a recent Spyro game and see that Spyro brand usually means mediocre or worse.  In fact, the game just prior to this one seems to have been particularly bad in its GBA incarnation.  And yet the Spyro name still holds water and so the franchise passed to a new developer once again, Amaze Entertainment.  Amaze stuck with the theme and core gameplay of the prior entry in the series, continuing the retelling of Spyro's story and making another side scrolling brawler.  Only this time they added a healthy dose of adventure elements and got a lot more right than wrong.    


    While this Spyro outing makes for a good game, it does lack that fine coat of polish that the greats have.  This is clear upon starting, where the ending of the previous game is recapped while the beginning is left a mystery.  As a result, when the introduction ends, you'll find yourself reading a dialogue between Spyro and a dragonfly creature whose origin ought to be known to you.  But never mind, it's clear that the dragonfly, Sparx, is an ally, and though the dialogue isn't half bad, the game quickly gets to what it's really about—action.    


    The first level serves as a training ground.  By the end of this very short level, Spyro acquires a number of Dragon Relics, each of which adds a technique of some kind to his arsenal.  The initial list includes double jumping, gliding, an uppercut attack, wall jumping, dashing (good for mobility and combat) and air diving (likewise).  This provides a good foundation for the game to build upon.  Throughout the rest of the game, Spyro acquires four elemental attacks, and if you explore the environment and back-track, you'll gain a number of optional techniques and stat boosts as well.      


    Despite the complex array of moves, Spyro controls well.  On the ground, Spyro has a sense of weight that goes well with the melee nature of his essential attacks, yet in the air, he's agile and responsive.  The slightly weighty feel on the ground seems like a drawback at first (particularly if you play a lot of Castlevania games), but the control is actually one of the best things about the game.  Once you get used to it, it feels just right.    


    Speaking of attacks, the majority of Spyro's foes take quite a few hits such that success absolutely requires learning how to string together combos (unless you play easy mode).  Simple combos are a matter of mashing the attack button, but extravagant combos require mixing up ground, air and elemental attacks.  The game diverts you periodically to a training ground to keep you up to speed.      


    Other than its brevity, the game's main weakness is a lack of diversity among its basic enemies and the way that they are distributed.  This problem isn't incredibly pronounced, but it is noticeable.  For example, the four elemental temples, being magical training grounds, frequently feature enemies from the most recent normal levels (in addition to a few elemental temple exclusives, which differ from one another only in color and stats).  Since the challenge is primarily in fighting, this repetition stands out a bit more than it might have otherwise.  Enemies frequently come in groups that can be pummeled collectively, though if you miss one it will get some hits on you as you try to take out its brethren.  At times you may find yourself avoiding enemies rather than killing them.  On a good note, most of the boss fights are well designed and challenging.  You can even redo the fights any time you pay a visit to the elemental temple.    


    Aside from fighting, the game's main draws are character development, exploration, and a small touch of platforming, although combat remains the focus.  Spyro can develop his four elemental attacks by collecting blue gems (of which you obtain more if you dispatch foes using extended combos).  Exploration is encouraged by the plethora of Dragon Relics lying around.  Back tracking is required to obtain some of them, and there are definitely a few well worth finding (my favorite being the air dash).  The platforming elements are sparse, but it's probably just as well since Spyro isn't quite agile enough for anything complex.      


    Unfortunately, the level design could really use some work.  Each level consists of a few large areas that are strung together.  An area consists of an admirable collection of twisting passages and hidden goodies, but once you exit one area for the next, you can't go back unless you reenter the beginning of the level from the world map.  Speaking of maps, a proper action-adventure needs a map screen for each level.  Action-adventure gamers are used to using a built in map to explore every cranny of a level.  Here you'll have to use your noggin, or paper and a drawing instrument.    


    Spyro's graphical presentation is a bit inconsistent.  While most of the game is hand drawn, a few significant elements have a dated pre-rendered look to them that is just out of place.  This includes menus, one major character, and a recurring cut-scene showing a swirling portal.  On the other hand, the animation of Spyro and his foes is particularly good.  The level art isn't bad either, although it suffers from a lot of dithering, which is supposed to trick the eye into thinking the color depth is greater, but in this case it just makes things look grainy.  Some levels look much better than others (the pirate ship, for example).    


    Musically, there is a lot of diversity, but stronger melodies are usually a better fit for a side-scrolling action-adventure.  As it stands, the somber, atmospheric tunes set an interesting mood, but the mood doesn't seem to fit the relatively light-hearted dialogue and sprite artwork.  However, it does usually fit the background art.    


    In the end, Spyro: The Eternal Night is a bit short, and the GBA platform is showing its age, but the game is available at a budget price.  Spyro fans (I know you're out there) shouldn't hesitate to pick the game up.  Additionally, the game would be good for younger action-gamers, as the easy mode is well thought out; enemies have less endurance and punch, and even fewer techniques.  Adult fans and students of the action-adventure should take a look, but they won't find the game interesting for very long.

    Pros:
           

  • Great combo system and control
  •  
  • Good animation
  •  
  • Many challenging bosses
  •  
  • Unlockable hard mode
  •  
  • Budget price


  •        Cons:
           
  • Ordinary enemies can be a bit repetitive and numerous
  •  
  • Lack of a map system hinders exploration
  •  
  • Short


  •                Graphics:  7.5
           Good work by individual artists and animators is hampered by dithering and an unwise addition of dated, low bit-depth, pre-rendered 3-D.

                   Sound:  8.0
           Each composition is original and appropriate to its locale, but nothing is particularly memorable.  The sound effects are good.

                   Control:  9.0
           Great control has to be at the heart of any great action game, and Amaze nails this with flair.  Spyro trades some agility on the ground for a sense of weight, but is perfectly agile in the air.  The combo system is surprisingly versatile and pleasurable considering how frequently you must pummel enemies to death.

                          Gameplay:  7.0
           While the game is enjoyable, more time and resources could have made it quite better.  A map system is sorely lacking, connections between levels are restricted unnecessarily, and foes could be more diverse.  Spyro's elemental attacks could be used more creatively in and out of combat.

     


           Lastability:  5.0
           The game recorded only four or five hours for my first play through, with at least 80% of the items found.  Hard mode is unlocked by beating the game on normal.

     


           Final:  7.5
           While it lasts, Spyro: The Eternal Night is a good diversion.  It could have been better, but at least the price is right.      


    13
    TalkBack / PREVIEWS: Advance Wars: Days of Ruin
    « on: November 01, 2007, 01:03:29 PM »
    Get the details on Nintendo's latest entry in the popular turn-based strategy series.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=14724

     Days of Ruin (DoR) is an apt name for the next installment in the Advance wars series.  The colorful battlefields and cheerful commanding officers (COs) have given way to a far darker scenario.  The setting in DoR is post-apocalyptic.  A meteor storm has laid the world to waste causing the surviving people to band together into groups to compete for scarce resources.  The maps have taken on a slightly more realistic tone, and the CO and battle artwork has taken on a gritty hand-drawn style with thick lines, but the in-game units retain their saturated monochrome look so that players can easily distinguish units from terrain and from one another.    


    To go along with this thematic overhaul, the game is set to feature a metal-laced soundtrack that uses technical trickery to its advantage.  It brings to mind F-Zero X's mix of pre-recorded guitar parts and sequenced MIDI drums, which resulted in music of far higher fidelity than was the norm for its platform.    


    The gameplay is not being overhauled, but a number of small changes are being made to refresh the experience.  Individual units will be able to gain levels during the course of a battle (but this will not carry over to other battles).  The special powers of COs have been toned down greatly since they were becoming too dominant in the past few games.  We've learned of some new units such as motorcycles (recons with the ability to capture cities) and a light-tank that can launch a flare to enhance vision in "fog of war" scenarios.  Fuel and ammo supplies seem to be a greater factor than before, restricting the power of bigger units, and requiring you to pay more attention to capturing cities for the purpose of supply.    


    Some small interface changes have been made as well.  In previous games, players were allowed to move a unit, then consider their attacking options and cancel if they changed their mind.  This could be abused in "fog of war" maps (though at the cost of fuel).  Now movement and post-movement commands are chosen and locked in before the move is executed.  Players can also freely adjust the zoom level of the main view to get a better perspective on the battle.    


    Online Wi-Fi multiplayer with voice-chat via the DS microphone is probably the most notable change to multiplayer.  This will include the ability to create maps and share them online, although the precise mechanics are not yet known.  Will players be able to submit maps to a server, or only trade maps when arranging a match?  Either way, we'll know soon enough as Advance Wars: Days of Ruin is currently scheduled to hit shelves on January 21, 2008.


    14
    TalkBack / Contra IV Composer Revealed
    « on: July 02, 2007, 07:13:34 AM »
    The American developed sequel will feature music by an up and coming American composer.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13742

     On his personal blog, Jake Kaufman (better known as "virt" in some circles), has revealed that rumors concerning his involvement in Contra 4 are true.  Kaufman's most notable work includes the music for Scurge: Hive (DS), Juka and the Monophonic Menace (GBA), Shantae (GBC) and The Legend of Kay (PS2).  Each of these games has received significant acclaim specifically for their music.  Kaufman sometimes handles sound effects for games as well (which seems to be the case for Contra 4).    


    In addition to his work on commercial games, Kaufman has spent a great deal of time writing and giving away original music just for kicks.  This includes a collection of original songs that intentionally use NES style 8-bit "instruments" and are specifically inspired by Konami's NES era music (which is "way above" just about everything else on the NES according to Kaufman).  Excepting the original composers, you might say that Kaufman is uniquely in touch with the spirit of classic Contra music.  This makes sense for a sequel that intends to take Contra back to its roots and bears the first numerical designation since 1992 (with the blessing of Contra III director Nobuya Nakazato).      


    Jake Kaufman is also known as the founder of the VGMix community, which gives composers a place to swap re-imagined versions of classic video game music.


    15
    TalkBack / REVIEWS: Etrian Odyssey
    « on: June 22, 2007, 01:29:28 PM »
    Does old-school, first-person, RPG goodness sound appealing to you?  If so, read on.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=13697

     When you power up the DS with Etrian Odyssey (EO) on board, you're greeted with a rather nice looking rendering of a tree in a clearing spanning both screens.  As the game starts out, the excellent art, music and production values immediately indicate that EO is a work of significant quality.  Then you step into the forest and spend an hour drawing a map of the first floor on the touch screen, after which you may be annihilated by a few poisonous butterflies.  Yes, Etrian Odyssey is the very definition of old-school gaming.  Even so, after about 10 hours (only 20% of the game) I had gotten the hang of things and was quite impressed and rather hooked. I thought, "If they keep the fresh gameplay coming and don't recycle too much of the excellent art, this will be a great game for a certain kind of gamer."  While EO does falter just a tad, it keeps things quite entertaining given its considerable length.    


    Before you can take on the verdant dungeons of EO, you'll have to create a party.  The character development system is relatively well designed despite being very detailed (8 classes, 21 skills per class, 10 levels per skill and 2 hidden classes).  You can have 16 characters in reserve and venture forth with any 5 of them at a time.  However, a single, balanced party is capable of finishing the game with no swapping.    


    Character development takes place via skill selection.  Placing points in an advanced skill often requires you to put a few points in lesser skills.  This encourages you to develop some important, foundational skills that you might otherwise be tempted to ignore.  You get 3 skill points to start, and 1 per level up (you also get automatic stat increases per level).  If you do manage to build a weak or deeply flawed character, you can sacrifice 10 levels to have all of your skill points unassigned, letting you rebuild from the ground up.  I ended up using this on all my characters about 80% into the game because I had wasted a lot of points in skills that are only helpful early on.  I had to spend a little time leveling up after this, but the improved skill allocation kept it to a minimum.    


    The game has a very satisfying challenge level.  Early on, my party of five frequently lost members and I was annihilated entirely a few times.  When you die, EO offers to save your map changes, but item acquisitions, quest progress, and experience are lost.  This is brutal, but it keeps you on your toes.  It would be slightly more satisfying to just barely escape death, but that's a difficult line to straddle, and coming up too short fails to invoke the necessary tension.  After gaining some key skills, a relatively steady supply of gold, and a sense of caution, getting back to town without being completely wiped out becomes much more reliable (although by no means certain).    


    The draw-your-own map feature may sound annoying, but it is well implemented and supplemented by a partial auto-map feature (it marks the squares as you walk on them, leaving you to draw the walls as you see fit).  You can draw on the map while moving or fighting.  Having the game completely manage the map for you would have reduced the level of immersion significantly, particularly because you can examine your surroundings and draw ahead of where you're standing.  Still, some will get annoyed by the frequent map drawing.  In addition to drawing walls and floors, you can place icons and notes.  Only on one floor (16) did I find the map system inadequate to map out the features of the floor.  I used an excessive number of icons and ended up hitting the limit (40ish).  Color options for the floor tiles would have helped.    


    Speaking of maps, the level design is consistently fresh.  You'll encounter many different layouts and features as you descend through the 25 floors (divided into five stratums), and there are a lot of hidden areas if you know where to look.  At the end of most floors, a convenient short-cut can be discovered that makes back-tracking a breeze (usually).    


    One of the really interesting things about the fighting is that, in addition to typical random encounters, so-called FOEs start to appear on the second floor.  These are enemies who are much more powerful than the normal ones in the area.  They move when you take a step, and they also move while you're fighting (once per combat round; you can see them on the map, which is always present on the lower screen).  Certain ones are aggressive and will break their normal patrol zone and give chase if they see you.  They can interrupt regular fights, killing the weakling enemies and taking their place, or interrupt another FOE, in which case you have to fight two (or more) at once.  This little wrinkle affords numerous interesting gameplay possibilities and is well used.  My only complaint is that in the 3D view, FOEs appear as giant glowing orbs rather than being represented by the artwork of the creature itself.  So you don't know what monster type the FOE is until you get into a fight with it.  On a good note, you can usually escape from a FOE after starting a fight with one.    


    The story seems relatively transparent at first.  You can take on optional quests for money and items, and every now and then a mission that is required to progress through the game will be forced on you.  About half-way through the game, the story starts to pick up steam, and by the end an interesting twist is thrown in (there is some foreshadowing, but you'll still be surprised).  EO is mostly about exploring, fighting and developing your characters, but the story is a welcome addition.    


    The 2D artwork remains excellent throughout the game, although the 3D engine and graphics have their limitations.  The dungeons look good, but they become visually repetitive (drastic scenery changes occur only every five levels).  The engine never allows you to see more than four squares ahead, either, and the stuff beyond that tends to pop-in.  These failures are somewhat mitigated by the fact that you'll spend a lot of time navigating previously traversed territory by looking at the map rather than the 3D view.  The only serious knock on the 2D work is that there is very little animation; only spells and other attacks are animated.  Check out the EO website for a taste of the game's art.    


    The music in EO is exceptional, taking into account that it's 16 channel MIDI rather than recorded music.  It does a great job of complementing the mood set by the artwork in each of the stratums.  Additionally, I think there are at least four different battle themes, if not five or six and all of them are good.  The sound effects are mostly stock, but there's nothing wrong with them.    


    Etrian Odyssey definitely isn't for everyone, but that's due to its genre rather than lack of quality.  If you have a taste for brutal difficulty and don't mind a touch of level grinding now and then, you'll want to savor this game like a fine wine.  Games like this don't come around often these days.

    Pros:
           

  • Exceptional amount of control over party structure and character development
  •  
  • The draw-your-own-map feature is well implemented
  •  
  • Excellent music
  •  
  • Frequently challenging in intelligent ways (FOEs)
  •  
  • Very long with generally good pacing and replay value


  •        Cons:
           
  • 3D graphics can get repetitive
  •  
  • Difficulty goes beyond the bounds of reason at times
  •  
  • Backtracking and normal fights can get a little tedious
  •  
  • Basic sound effects and minimal animation hinder audio/visual appeal


  •                Graphics:  8.0
           Excellent 2D and artwork in general (although generally lacking animation) with merely acceptable 3D provide a mostly pleasing experience.

                   Sound:  8.0
           Excellent music that strikes a perfect balance between atmosphere and melody is accompanied by basic sound effects.

                   Control:  8.0
           The interface is generally good.  However, the map tools could have used color options.  The relationship between skills should have been represented in tree form with icons for skills and stylus taps to reveal their names and function (Diablo II style).  Instead you get text and numbers, which just barely get the job done.

                          Gameplay:  8.5
           Atlus tried to develop an unashamedly old-school RPG in modern clothing, and they succeeded.  While the game isn't perfect, it's well paced, consistently entertaining, and provides a unique experience in the genre.

     


           Lastability: 10.0
           Lastability really doesn't get any higher than this.  With an initial length of 50+ hours, ten character classes, an absurd number of skills, post-game content, and monster and item lists to fill out, you could probably play this game forever if you so desired.

     


           Final:  8.5
           Etrian Odyssey achieves what it intends with commendable precision.  But it can't be stressed enough that EO will likely appeal most squarely to veteran gamers who enjoy excessive challenge and nostalgia.  Others will be at least slightly put off, and quite possibly mystified as to how anyone could enjoy such a game.      


    16
    TalkBack / REVIEWS: Mazes of Fate
    « on: February 17, 2007, 07:07:22 AM »
    Mazes of Fate is an ambitious RPG with too many unresolved problems.

    I began Mazes of Fate by doing something I rarely do anymore.  I opened up the instructions and read the introductory story and the character bios.  I had just finished reading a fantasy novel and was in a reading mood.  I was surprised by the depth and complexity of the world and characters described within.  So, when I fired up the game, I was expecting, at the least, a good story and good writing.  Instead I was treated to another version of the introductory story, this time with about 10% of the words and some added pictures.  Some of the details contradicted what I had read in the manual.  The character bios suffered a similar fate.  They were very detailed and interesting in the manual, but short and shallow in the game.  Ultimately, the character bios make no difference anyway.  The character you choose (you can also create your own character) won't change the story one bit.  Without something better to compare it to, the story in the game isn't bad, but if it had the depth of what was in the instruction booklet it would have been something really special (particularly for a game).    


    After choosing a character, you'll find yourself in a tavern talking to the barkeep.  All character interaction is presented from a fixed first-person view.  You'll see a large hand drawn view of the character you're talking to and perhaps the rest of the room.  Character interaction is of the branching dialogue kind.  You're presented with dialogue options so that you can choose what question to ask next, or the tenor of your response.  Unfortunately, the options can be sparse at times.      


    Upon leaving the tavern, you'll find yourself in a small town.  The view is from overhead and your character is very small.  There's nothing to do but go into a building or leave the town; all of the meaningful gameplay takes place either in conversation or one of the many mazes.  Soon enough you'll find yourself in the game's first maze, a small affair with tutorial messages.  The mazes are navigated from a first person perspective, and enemies in the mazes move in real-time.  You can approach to fight or wait in place.  Running away is a simple matter of turning and moving.  The game never enters any kind of “battle screen".  Once you clear the first maze and make your way outside of town, you can explore the overworld.  This part plays out just like a town except that you enter towns and dungeons rather than houses and shops.  The game is quite long, so you'll find quite a few towns and dungeons as you play through.    


    Unfortunately, the gameplay is spotty.  The concepts are good, but the execution is lacking.   For example, the combat just isn't very challenging most of the time because character development is poorly balanced.  As you gain experience from quests and fighting, you can assigns stat and skill points.  Since combat is real-time, it usually favors quick, powerful attacks (as opposed to magic).  At the same time, the mazes can become arbitrarily frustrating as you progress through the game.  They're full of visible and hidden switches, invisible walls, and other things that just get old really quickly.  I couldn't help but wish I was playing the old Genesis game "Shining in the Darkness", which has more carefully focused level design.    


    On a good note, the game is very strong artistically.  The character art is big and detailed.  Even the 3D maze engine works fluidly, although individual mazes could use more graphic variety.  Unfortunately, the animation is just the opposite.  Watching enemies lumber through the maze is like watching a cheap 80's cartoon.  When trading blows with enemies, there's little in the way of animation, but the process still manages to flow poorly.  In towns, your character's avatar runs around with choppy, inhuman speed.  The speed is helpful, although weird, but the choppiness just adds to the overall sloppy presentation.    


    The sound isn't great, but it works.  On the other hand, the music is well above average.  It fits the atmosphere and has a lot of variety and depth at times.  The one exception is the shop tune, which is a little annoying and makes me think more of a tavern.    


    Despite some good aspects, I can't recommend Mazes of Fate unless you're willing to tolerate a half-decent game for 20 hours.  However, if you have low standards, or think the gameplay formula sounds great, it could keep you entertained for a while.

    Pros:
           

  • Great art and music
  •  
  • Branching dialogue
  •  
  • Character customization
  •  
  • Lots of big mazes


  •        Cons:
           
  • Combat is frequently too easy  
  • Poor animation  
  • Mazes can be too big and are not well designed in general

                   Graphics:  8.0
           Excellent art and a solid 3D maze engine are marred by poor animation.

                   Sound:  8.5
           The sound effects could be better, but the music is great most of the time.

                   Control:  7.0
           The menus are effective, the maze controls are well thought out (you can even use the L and R buttons to strafe), and town movement is quick and precise, but either response times are slow or the frame rate is choppy.

                          Gameplay:  6.0
           The character development is too open ended, which leads to balance issues.  The level design isn't too hot, either.

     


           Lastability:  7.5
           The game is long, and you can play in a number of different ways (you have options among character classes, class development paths, party members and even dialogue).  If you work at it, you may come up with an interesting gameplay formula.

     


           Final:  6.5
           In the end, Mazes of Fate is too ambitious for its own good.  The gameplay needs to be tightened up so that player is frequently challenged in significant ways no matter how the characters are developed.      


  • 17
    TalkBack / REVIEWS: Castlevania: Portrait of Ruin
    « on: December 18, 2006, 06:16:59 AM »
    Konami innovates while retaining the basic feel of recent Castlevania games.  Read on to learn whether the changes were wise.

    Portrait of Ruin marks the sixth game since Koji Igarashi directed Symphony of the Night, which added a number of adventure and RPG elements to the standard action formula.  Each follow-up has generally featured a new system of weapons and special powers, with the exception of Dawn of Sorrow, which was a relatively straight sequel to Aria of Sorrow.  Portrait retains a lot from the Sorrow games, but features a few dramatic changes that make it stand out.    


    The first big change is the two character system.  From the very beginning, the primary character, Jonathan Morris, is partnered with Charlotte Aulin.  Jonathan plays like a combination of Soma and Julius from Dawn of Sorrow.  He can equip himself with a range of weapons like Soma, but whips are included in this range, and the controls for the whip feel identical to those found in Sorrow’s bonus mode.  A sub-attack (up + attack) can be equipped from a list of acquired weapons and techniques, much like Soma could equip “bullet" souls.  Jonathan will get a new whip often enough that you can play the whole game in Belmont fashion if you like.  On the other hand, Charlotte is the magician of the pair.  Her primary weapon is always a book, which will magically emit some dramatic short-range attack (for example, the second book of arms emits a few maces and a sword in a wide attack pattern).  Her sub-attacks consist of magic spells, making her vital for targeting the elemental weak points of some enemies.  The number of different spells is impressive.    


    You can switch between the two at any time (they share health and magic meters).  This alone wouldn’t have affected gameplay much.  However, you can also have both characters active together if you like.  For example, if you’re playing as Jonathan, you can call Charlotte and have her either stay in one spot or follow you around and fight with you.  Strangely, if the secondary character takes damage, it is subtracted from the magic points, not health.  Running out of magic will force the secondary character to leave temporarily.  If you prefer to play solo most of the time, you can also hit the R button to have the secondary character appear, launch his or her sub-attack, and leave again.  This is quite useful when playing as Jonathan, because Charlotte’s low defense and attack power make her a poor choice much of the time.  In addition to combat, you’ll also have to use the pair to solve a few puzzles, but not too often.    


    The other major change instituted in Portrait is the level design.  The game still features the usual castle, but it’s a bit smaller.  However, in various places you’ll find portraits.  Each portrait contains a separate level with its own teleport system and save points.  You can return to any portrait at any time, but the exploration aspect feels a bit muted.  You know each portrait has only one boss and one major upgrade to find, and it’s impossible to find a new area of the castle (with new music, etc.) from inside a portrait.  But the portraits aren’t all bad.  The game is a good deal bigger because of them, and they allow the designers to create some interesting gameplay and scenery that wouldn’t have made sense inside of the castle proper.  The portrait system is tied pretty closely into the storyline, so we likely won’t see it again.  It is an interesting idea that works, but I won’t miss it if they decide not to use it again.    


    Naturally, the game features bonus modes again.  Beating the game unlocks the obligatory boss rush mode, hard mode, and a couple of bonus modes involving alternate characters.  As usual, these modes are a rather fun and challenging diversion that greatly extend the life of the game.  And as usual, you can’t change the button configuration in these modes even though you can in the main game.  This is the second time I’ve had to readjust to the default controls after playing the entire main game my way (I apparently don’t like the default jump and attack buttons).  On top of the aforementioned bonus modes, Konami also added a bit of Nintendo Wi-Fi Connection support.  First, you can designate any of your items to be put up for sale in your shop by choosing an item and setting a price.  Then you can connect to nearby DS systems, or go over the Internet and have either friends or random strangers browse your shop and pay you gold for your items.  Unfortunately, random shopping isn’t terribly effective because you can’t specify what items you want to buy before you’re randomly presented with a shop, but it’s still a neat gimmick.  The other mode is online, co-op, boss rush.  This actually works well, although it’s a bit weird fighting alongside a random stranger.  Your character’s weapons and level come from the single player game file of your choice.  The online capability doesn’t make or break the game, but kudos to Konami for putting it in there.    


    Other elements of the game are business as usual.  The shop is back, the controls are still excellent, the art style is still animé, the graphics technology is still superb, and the music is still very good, but not quite as good as in some past games.  The RPG elements still unbalance the gameplay a bit.  Unless you artificially limit yourself from drinking and buying health potions, the game is never terribly difficult.  Of course, the bonus modes always change that by taking away items entirely.    


    There are a lot more voice samples this time around, but the dialogue is still text only.  The storyline works, and it is kind of interesting.  You’ll learn a bit more about the famous Vampire Killer whip and how it came to be used by hunters other than Belmonts.    


    Overall, Portrait of Ruin is another solid entry into the recent line of Castlevania games.  There’s not enough different here to change your previous opinion of the series.  If you’ve yet to play a Castlevania game, I’d recommend Dawn of Sorrow over Portrait of Ruin because it’s a more appropriate entry into the series as future games will likely not feature the portraits.

    Pros:
           

  • Innovative in a number of ways, yet still the same at heart
  •  
  • Excellent controls, graphics, and music
  •  
  • Great bosses as usual
  •  
  • Wi-Fi shopping and boss rush
  •  
  • Excellent bonus modes and longevity


  •        Cons:
           
  • Musical composition is slightly sub par for the series
  •  
  • RPG elements still make the main game easy
  •  
  • Portrait levels add too much linearity
  •  
  • A significant number of reused enemies


  •                Graphics:  9.0
           The graphics are great all around.  The game makes excellent use of 2D and 3D art, although the blending of the two can be a little rough sometimes.

                   Sound:  9.0
           Superb sound effects and voice samples (that somehow fail to become annoying) are complimented by excellent music.  Although the music is as good as fans have come to expect, too much of it sounds subtle and atmospheric for Castlevania.

                   Control:  9.5
           At this point, it’s clear to me that Castlevania controls precisely the way Iga wants it to.  I’d like to see a character in the main game control with the speed and sensitivity of the guy in the first bonus mode, though.

                          Gameplay:  8.5
           The portraits are a neat idea, but combined with the RPG elements, save points, and teleport rooms, they end up feeling like disembodied segments of the regular castle rather than a cool throwback to the days when Castlevania took place in stages.  On the other hand, the dual character play is a great idea.  Everything else is in working order as usual.

     


           Lastability:  9.0
           The bad ending can be earned in 4 or 5 hours, but the good ending will take upwards of 8 or 9 hours.  Toss in bonus modes, hard mode, boss rush, and online co-op stages, and the lastability is quite high.

     


           Final:  9.0
           Portrait of Ruin is another solid installment in the Castlevania series that experiments with a few new ideas.  The core gameplay remains largely the same, but so does the general quality.      


    18
    TalkBack / Nintendo Offers Wrist-Strap Replacement
    « on: December 14, 2006, 08:52:21 PM »
    Numerous reports of failing straps cause Nintendo to issue free replacements.

    It's been just shy of a month since Wii made its world-wide debut in North America, and the console seems to be doing quite well by standard measurements.  However, the launch has not been without its hic-ups.  A few software bugs in the form of an obscure Zelda show-stopper and slightly unstable firmware have manifested.  But most notably, the standard wrist-strap is reportedly snapping from time to time, causing isolated injuries to property.  Most reported incidents have occured during Wii Sports sessions, particularly tennis, baseball and bowling.  Some personal injuries have been reported, but these are primarily due to limbs colliding with nearby objects rather than strapless remotes colliding with people.    


    In response to the failing strap problem, Nintendo is offering wrist-strap replacement to interested consumers.  Among other things, the form requires that you provide the serial number that is printed on the back of your Wii, and allows you to request up to 4 replacement straps.  The AP reports that the replacement program will cost Nintendo "several million dollars".  Nintendo claims that consoles shipping since early December already contain the beefed up strap.    


    Comparison of Wii Remote Straps


    19
    TalkBack / IMPRESSIONS: Super Monkey Ball: Banana Blitz
    « on: November 19, 2006, 03:24:28 PM »
    I give you impressions from the main game.

    I love the original Super Monkey Ball.  The sequel controlled the same way, so I could derive some enjoyment from it, but the level designs were inferior.  We shall not speak of a certain adventure title featuring monkeys that hit the Cube this summer past.  That brings us to Banana Blitz, Amusement Vision's Wii take on the franchise.  So far, I can only say that I'm less than pleased.    


    If you had to imagine how SMB should control with the Wii, what would it be like?  Stop to think for a moment.  Now contrast your thoughts with how the game actually plays.  The tilt sensors in the remote control the tilt of the board.  So far so good right?  Ok, but the designers apparently decided that you ought to hold the remote in one hand.  However, when doing this, it's natural for the remote to be angled upward a bit and pointing at the TV.  So they made that the neutral position.  If you can manage to find and hold this position, your monkey will not roll anywhere.  Good luck with that.    


    The problems with this are numerous.  The biggest problem for me is that no matter what I've tried, I cannot play the game with one hand.  When holding the remote as I just described, my wrist quickly starts hurting.  Even worse, I can't make my wrist go forward enough to control forward tilt well.  I could exchange the word "well" for the phrase "at all" if I happen to be reclining a bit, which I tend to do when gaming.  On the other hand, if I try to hold the remote with two hands, there's no natural way to hold it, particularly considering that you need to be able to hit the A button for jumping still.  The remote is only meant to be held in two hands when it is sideways (ala Excite Truck or a virtual console NES game).  Speaking of Excite Truck, why isn't there an alternate two handed horizontal control mode?  That would have been my first choice by a long shot.  Despite this, I'm making it work anyway.    


    So as I progress through the levels, I reach 8 and find that there are environmental hazards.  Birds are flapping their wings creating wind.  This was a really bad idea.  By level 8 I've barely figured out how to hold the remote yet.  I definitely haven't figured out how to control the game well enough to keep these birds from blowing me off the level.  Still, after about ten tries, I managed to make it through.  Not that it was much fun.  Maybe if I continue forcing the issue things will get better.  I'm not too hopeful that this game can live up to the original.  The level designs so far suggest that the designers were well aware that the game is more difficult to play with the remote.  Would you play a console FPS instead of a PC one because aiming is more challenging?  So far, the addition of a jump button is an interesting element, but the verdict is still out on that one.    


    While I'm here, I should mention that the music I've heard so far is rather excellent.  At first I found it annoying, but I was just angry with the controls.  The lack of Excite Truck style control in the main game still baffles me.    


    I haven't tried any mini games yet, so SMB may yet turn out to be a relatively good launch title.


    20
    TalkBack / Launch Report
    « on: November 18, 2006, 08:14:48 PM »
    A report from the Wii launch in Baton Rouge, complete with exciting twists and turns!

    So I didn't manage to preorder in timely fashion.  I thought maybe I'd just wait until my preorder could be filled in a few weeks (there are some great games to play on other consoles after all), but unsurprisingly, I woke up today and couldn't stop thinking about getting a Wii.  After looking a few things up on the net, I realized only a single store in Baton Rouge would be selling at midnight.  I called the Wal-Mart in question to get allocation numbers and was told that there were twenty units but that twenty people were already in line.  Bummer!  Did I still want a Wii?  Definitely!  It was time for Plan B.  The other Wal-Mart in the city was selling the next day at 6 am and also reported an allocation of 20 units.  That would be the second earliest time at which Wiis would be sold here.  I decided to go back to sleep for a few hours in preparation for an all-nighter.    


    I arrived at Wal-Mart #2 a little after 3:00 pm to find just one person in electronics asking where the Wii line should be formed.  We were directed outside between the entrances.  After chatting a bit, I discovered that he had a preorder at GameWare, an independent mall store I'm fond of.  He decided he'd be happy to simply pick his up the next day if GameWare received enough units.  It so happens that I know the manager, so I called the store from my cell and found out that this guy did indeed preorder early enough.  He and a friend were the last two lucky ones out of fifteen.  This turned out to be very fortunate for me.  Now that I was alone and bored, I decided to investigate possibilities other than sitting in front of Wal-Mart #2 for fifteen hours.  A few calls finally revealed allocations for Target (60) and Best Buy (130).  I decided to drive around town a bit and explore.    


    The first place I went was Wal-Mart #1, which supposedly had twenty people lined up since 9:00 am.  I figured it'd make a good picture, and I could go to Best Buy afterwards to try and verify the obscenely large allocation (that way I could just wake up early in the morning and get a Wii in relative comfort).  It was about 4:15 pm as I approached a group of about twenty people in front of the store.  I quickly verified that it was the Wii line/mob and just as quickly found out that, in fact, I would be the seventeenth person if I planned on staying.  Someone lied!  On a good note, that netted me an extra three hours of sleep and cut my time in line by about six hours.  On a bad note, being seventeenth in line meant that I would have nearly last dibs on first party accessories and titles.  The twentieth person would arrive at about 5:00 pm even.    


    The first folks to start the line (and stick with it) had arrived at 2:00 am the night before.  One of them brought a TV, a PS2, Guitar Hero II and two guitar controllers.  Rock!  I hadn't yet had the opportunity to try Guitar Hero.  As someone who's been playing a real guitar for thirteen years, I have to say I was surprised by how much fun it was.  How about a Wii port guys?    


    North American Wii Launch: Half of these folks can smoke me at Guitar Hero
     
    Half of these folks can smoke me at Guitar Hero

       


    Eventually a Wal-Mart manager took down the informal list that we were keeping, and started coming out periodically to take roll.  If anyone missed a couple of calls they would be bumped to the bottom of the list.  Of course, no one missed a thing.  Having managers pop out the store every now and then also gave us the opportunity to ask them about allocations.  Eventually they verified that they did indeed have 20 units, but there was bad news.  They couldn't find Zelda!    


    In time they stocked the shelves with third party software and invited us in to make some preliminary purchases.  I picked up a copy of Super Monkey Ball and got a free Wii sticker, pen, temporary tattoo and iron-on patch.  Score!  Nintendo peripherals would remain in the back until midnight as their shipping boxes were marked with the green label of death (warning of dire consequences for selling prior to November 19).  Zelda was still MIA as was Excite Truck.    


    As time gave way to repeated bouts of Guitar Hero II, midnight fast approached.  In the last hour, quite a few additional people tried to get in on the action including one woman who insisted she had a ten year old son that would be quite upset if he didn't unwrap a shiny new Wii on Christmas morning.  She was offering a 100 dollar reward as an incentive for giving up a spot in line.  However, at this point the last unit was going to someone who had been waiting in the cold for seven hours, and a few had been there for twenty-three.  Additionally, any one of us could sell our Wii on eBay for at least 200 dollars profit.  Clearly it would take an act of altruism to help this woman.  We tried to tell her that she would be unlikely to have a problem finding one before Christmas if she put in a little effort, but she wasn't very savvy about games.  If she was, she wouldn't have hit up the only midnight launch in town at 11:00 pm!    


    North American Wii Launch: Just about to raid the store
     
    Just about to raid the store

       


    Finally the time came and management handed out tickets so that we could purchase the twenty Wiis in an orderly fashion.  It was good to be out of the cold and almost at the finish line after waiting for eight hours.  Unfortunately they never did find Zelda, ultimately concluding that it hadn't arrived yet.  D'oh!  It took another thirty minutes of waiting in the shoe department as the first fifteen people checked out in groups of five.    


    North American Wii Launch: The first Wii sold in Baton Rouge
     
    The first Wii sold in Baton Rouge

       


    At last, they called the remaining five people.  We left behind about ten who were apparently hoping that many a credit card would be denied.  As I assumed, the accessories did not last, and I was only able to pick up one extra remote (minus the nunchuk).  Thanks for telling me the line was full at 9:00 am whoever you are!    


    As we purchased the last five Wiis, we noticed that the guy holding the eleventh ticket hadn't bought his yet.  He was thinking about the mother's offer.  She insisted that she didn't have time to repeatedly stake out stores over the next month in hopes of getting a Wii.  Should he do it?  He might not have Zelda tonight, but surely he could find a copy tomorrow.  And Zelda isn't the only reason to fire up a Wii.  With all the other Wiis purchased, he had to make up his mind.  After waiting nearly ten hours, number eleven decided to go ahead and give up his Wii.  What a guy!  I must say, I couldn't do it.    


    In closing, what happened to Zelda, Wal-Mart?  It's a hell of a thing to fail to have the most important launch title for a new console in stock on day one.  And why were there so few chucks?  For that matter, why couldn't they get our stores more than 20 units when Target and Best Buy apparently have three to six times that?  Those questions will have to remain unanswered as I believe I've earned some time with Super Monkey Ball.    


    Special thanks goes to all the great folks I waited in line with.  I hope you like Nintendo World Report and find your copies of Zelda quickly!


    21
    TalkBack / REVIEWS: Scurge: Hive
    « on: November 14, 2006, 10:42:00 AM »
    Scurge is a solid GBA game ported to the DS with few improvements.

    Scurge: Hive begins with a familiar premise.  A bounty hunter is dispatched to a high security research lab that has gone incommunicado.  The lab’s objective was to study a dangerous life-form, which is capable of infesting and controlling biological, mechanical, and energy-based systems.  In order to survive the hostile environment, Jenosa Arma is issued a special suit with a gun fixed to its arm.  Sound familiar yet?  Despite superficial similarities to Metroid Fusion, and Metroid in general, Scurge quickly distinguishes itself in a number of ways, and the core gameplay is quite different.    


    First of all, the game is played from a third-person, isometric, 3D perspective.  Even the gameplay itself is completely 3D.  Not only can Jenosa jump, but many areas feature serious vertical level design.  Scurge even has slight camera problems!  Instead of locking the center of the screen to Jenosa, the game scrolls a bit in the direction you’re looking to give you an idea of what’s ahead.  This is a good thing most of the time, but not always.  Additionally, if you jump from a great height, the camera’s maximum speed prevents it from immediately catching up.  However, the isometric 3D is well executed and feels very impressive overall.    


    After going through the obligatory tutorial level, you find yourself on the surface of the planet Inos, inside a facility that simultaneously serves as a hub and a level in its own right.  You’ll complete a portion of the hub level, tackle an entirely different level start to end, and repeat this pattern several times until the game is finished.  The individual areas are not strictly linear, but the exploration aspect is somewhat muted.  Once you complete a non-hub level, you can’t go back to it.  And there would be little reason to other than to admire the aesthetics.  Unlike the Metroid series, you will not find any ammo or health expansions lying around.  You can still increase your maximum health (and restore lost health) by simply killing enemies and collecting bio-matter.  Jenosa will frequently find upgrades for her weapons and suit as well.     Another big difference between Metroid and Scurge is that Scurge focuses more closely on action.  It is constantly trying to kill you rather than simply confuse you or enthrall you with its atmosphere.  All enemies make a beeline for you with murderous intent the moment you get near; unless they have armaments.  Then they meander toward you while shooting.  It’s actually a little annoying at first because your initial gun is so weak that even the simplest enemies take a few hits to die.  You’re thrown into the deep end, so to speak.  This is eventually rectified by experience and increased firepower.  There are three enemy types: biological, energy, and mechanical.  Three of the six weapons you acquire are strong, weak, or neutral against the three enemy types.  If you use the right weapon, foes die after a shot or two and start a chain reaction that can kill even more of them instantly.  If you use the wrong weapon you’ll increase enemy firepower or speed.  Naturally the designers start throwing groups of enemies at you with opposing alignments.  Constant weapon switching is essential, but quick and painless.  Aside from the three primary weapons, you’ll get three secondary “weapons".  I use quotes because only one of these three actually does damage.    


    When Jenosa lands on Inos, she becomes infected with the Scurge just like everything else on the planet.  This issue manifests itself as a slowly increasing percentage counter indicating just how infected you are.  If it reaches 100% you’ll start losing health until you reset it.  You can become infected more quickly by walking through red goop, but the only way to reduce the infection is visiting a save point.  This is a questionable gameplay element.  Usually the counter is easily ignored as save points are widely available.  Every now and then you’ll have to go out of your way to reset the counter, and even more rarely you’ll find that it’s a real gameplay factor causing you to rush through an area or even die as it runs out and begins draining your health.  On a good note, the counter is mostly ignorable, and if you screw up and die, you’ll have a very recent save.    


    As you may have noticed by now, there’s a good bit more to Scurge than killing enemies.  In addition to the virus slowly taking over your body, you’ll have to avoid environmental hazards, activate switches (using the right weaponry), raise platforms, hunt down keycards, make difficult jumps, and drag things around with your trusty grapple hook—all while being assailed by vicious Scurge infested creatures.  Speaking of keycards, they can be a nuisance at times.  Each level features a bunch of them, and some doors eat up a certain number before opening.  Unless you’re diligent, you’ll eventually find yourself one keycard short of a door’s required number.  In the worst case, this can result in a massive search of the level for the missing card.  The game could have fixed this by markings rooms on the map where you left a card behind.  Whenever you enter a room with a card in it, you hear a distinct beeping noise, so you could make such notes yourself, but it’s always better when the game does it for you.  When keycards aren’t being a nuisance, they are a legitimate challenge.  They’re never really hidden, they’re just in hard to reach spots requiring a bit of dexterity or thinking to acquire.    


    The overall game flow in each particular area is relatively unchanging.  The designers settled on a simple mechanic for each level’s macro design and don’t do much to disguise it.  The ultimate goal is to activate six switches scattered throughout the level that will enable a teleport, sending you to the level’s boss.  Speaking of bosses, they are definitely  some of the high points of Scurge.  The first bosses are pushovers, but after that you’ll find yourself dying more and more as you struggle to master the old school, multi-part boss fights.  The brutality of the final boss crosses the line a bit, but I guess you can always level up more if you can’t handle it.    


    One of the best things about Scurge is the control.  Almost everything about it feels very fluid, and the developers capitalize on this feature, requiring the player to do many dexterous things in the course of the game.  Nothing brings out good control like a good challenge.  One thing I don't like is that there is a very slight animation delay before Jenosa fires her weapon.  In most cases it feels natural, but when you need to get off a very quick shot, you’ll wish she was a hair quicker on the draw.  It would also have been nice if you could speed up text messages, since you find yourself rereading some dialogue and notes for various reasons.  As a GBA port, stylus usage is minimal.  The map is always present on the bottom screen and, without pausing, you can move it with the stylus and change floors.  Even if you pause the game to look at the map or inspect your acquired weapons, a small pause icon appears on the main screen, allowing you to seamlessly transition back to gameplay.    


    The visuals of Scurge are simultaneously great and disappointing.  Since Scurge was originally developed as a GBA game, the technology is lacking a bit.  While the isometric engine is a great achievement, the poor transparencies and limited color palette will be a little grating to eyes that have seen games like Castlevania and Kirby on the DS.  But if you can lower your technology expectations, you’ll find that it is quite acceptable.  In particular, the degree to which Scurge creatively uses vertical elements is astounding, given the typical limitations of an isometric view.  More importantly, the engine merely provides an avenue for the artists to express themselves.  For lack of a better descriptor, the art has an adult-toon look.  The color fills are simple, but the lines mean business.  In addition to the backgrounds, the wonderful art extends to opening and inter-level cut-scenes, dialogue portraits, and the animation of various enemies and bosses.    


    The sound and music are much the same as the art. The sound engine is a port from the GBA version, and would be terrific relative to other games on that platform. It’s still quite competent though. In fact, composer Jacob Kaufman did such an excellent job with the score and sound effects that it easily competes with other DS games regardless of technical matters. The music always fits the atmosphere, and sometimes it’s dramatic and catchy as well. It’s got depth too, which is a good thing, because in some cases you’ll spend extended periods listening to the same music. The sound effects are no slouch either. Individual sounds are appropriate and unique, and a game with such sonic variety would be more likely found on a console than a handheld. Jenosa’s footsteps are audible, each weapon has a different sound, enemies make noise as they pursue you, and the map makes little beeps as you move it around with the stylus. Just about everything that ought to make noise does, and it definitely helps bring the game to life.    


    Overall, Scurge is a solid GBA game trapped in a DS card.  It’s got an issue or two, but it’s a pretty epic undertaking and still has a lot to recommend it.  If you need a solid handheld title or don’t have enough consoles to be exceptionally busy this holiday, give it a shot.

    Pros:
           

  • Good initial length of 12 to 16 hours, depending on who’s counting  
  • Fluid control and interesting mechanics  
  • Excellent art and music

           Cons:
           
  • The tech behind the art is not quite on par with other DS games  
  • Difficulty can be unbalanced; often easy, sometimes very hard  
  • Gameplay can feel repetitive at times

                   Graphics:  7.5
           Scurge features great art hobbled by a less than stellar port of the original GBA technology to the DS.  The dithering in transparent elements (especially fog) is particularly noticeable.

                   Sound:  9.0
           Despite the porting process, the sound fidelity remains excellent.  The music is well suited to the game and composed with depth and talent.

                   Control:  8.5
           Jenosa moves fluidly and always seems responsive.  Aiming works well, especially considering the limits of digital control.  Jenosa could have been a hair quicker on the draw.  As a GBA port, there’s only limited stylus use.

                          Gameplay:  8.0
           If the level designers hadn’t done a good job, constantly fighting enemies while solving switch puzzles could have been far less entertaining.  Some more variety in the core gameplay (too many keycards and nexuses) would have been nice.  But creative use of what you have isn’t a bad alternative.

     


           Lastability:  7.0
           My save file records a time of 14 hours, but that ignores the time I spent dying on bosses which must have been considerable (especially toward the end).  Beating the game rewards you with increased difficulty levels and a few other treats.

     


           Final:  8.0
           Scurge is a solid game, but not superb.  However, if you appreciate excellent art and music, the experience may be well worth your time.  Pick it up if you’re not distracted by the holiday rush and fancy new console launches.      


  • 22
    TalkBack / Wii Makes Toys "R" Us "Hot Toy" List
    « on: September 26, 2006, 11:24:28 AM »
    Wii takes its place alongside 10th anniversary Tickle Me Elmo doll; Nintendo fanboys riot.

    Toys "R" Us has added Wii to its list of hot toys for the 2006 holiday season.  Wii will be the first video game console to make the annual list.  Besides the obvious criterion of appealing to a younger audience, Wii will also meet the criterion of being available in sufficient quantities, something that newly launching consoles generally fail to do.    


    Nintendo, with its "Donkey Kong," "Mario Brothers" and "Pokemon" game franchises, has found success with a younger audience.    


    "The PlayStation 3 is really geared to a savvy gaming enthusiast," said Kathleen Waugh, a spokeswoman for Toys "R" Us, of the decision to add the Wii to the list. "The Wii system appeals to young kids as well as adults."    


    ...    


    Waugh said one of Toys "R" Us' criteria of adding an item to its hot list is knowing it will have sufficient stock of the item for the holiday season, and she said that Toys "R" Us was able to ensure that by "taking a leadership position on the launch of Wii."
       


    Other items on the list include a 10th anniversary Tickle Me Elmo doll and a Fisher-Price digital camera.    


    Special thanks to retired staffer Max D. Lake for the tip!


    23
    TalkBack / RE: Super Smash Bros. Dojo Opens
    « on: May 11, 2006, 07:28:42 AM »
    Nintendo has opened its new Smash Bros. website, where you can find the movie shown last night among other things.

    The newly opened Smash Bros. Dojo features some useful info as you can see from the links on the left.  I highly recommend watching the movie, and the "How this game came to be made" section is very interesting.  It features an English translation of a monologue by the director explaining some of the decisions that resulted from Nintendo announcing the game.      


    Most interstingly, Nintendo apparently announced the game at E3 last year without informing the game's original creator (at that time, no longer an employee), Masahiro Sakurai.  Apparently if they could not get him to return, they were simply going to use the same characters from Melee and simply add online functionality.  However, with the return of Sakurai to the helm (a difficult decision for him about which he goes into much detail), we will now be awarded with a true Super Smash Bros. Melee sequel as recent news clearly indicates.  This likely explains why the game won't be ready in time for launch.    


    One last bit of information from the site is that the music for the trailer was composed by Nobuo Uematsu of Final Fantasy fame.  It was not suggested that he would compose for the rest of the game though.  However, it was revealed that a full orchestra would be used to compose the rest of the game's music complete with "lyrics" in latin.  That will certainly provide a unique aural experience.


    24
    TalkBack / Super Smash Bros. Brawl
    « on: May 10, 2006, 05:16:32 PM »
    Nintendo just showed a video behind closed doors of the forth coming Smash Bros. game for Wii.  New Character details inside.

    You read correctly.  Those dastardly devils at Nintendo saved a bit of knock-your-socks-off info for the first night of E3.  To cut straight to the chase, the name of the title is Super Smash Bros. Brawl and new playable characters include Solid Snake, Wario, Meta Knight (of Kirby fame), Pit (of Kid Icarus fame) and Zero-Suit Samus (of Metroid: Zero Mission fame).    


    Update: There is some more info from this secret gathering.  Wario will have a fart attack and Snake will naturally be using explosives and his trusty cardboard box.  The game will be fully compatible with the GameCube controller.  There will be online multiplayer for two players, but so far, syncing up four players is a technical challenge for that sort of game that they haven't fully worked out.  It's also reportedly "possible" that other 3rd party characters could end up in the game before it's all said and done.    


    Finally, in contradiction to information from E3 last year, the game will be a 2007 title, not a launch title.  And while we're on the subject, Super Mario Galaxy was also confirmed to be too early to launch with the system.    


    Update 2: We have more new information on SSBB. The Super Smash Bros logo is a new item in the game. When picked up, it gives the character a super attack. What's special about the item is that each character receives a different special attack. The Nintendogs also appear in the game, putting their paws up to the screen to distract the players.


    25
    TalkBack / Expect the Wii in Q4 But At What Cost?
    « on: May 09, 2006, 09:31:43 AM »
    Nintendo isn't ready to let the world now precisely when they'll be able to obtain a Wii or for how much money.

    After Sony revealed the rather large price of the Playstation 3 yesterday (599 for the real deal and 499 for butchered version with a number of tasty features missing), many people expected that Nintendo would reveal the Wii's price today.      


    Instead, Nintendo kept their conference focused on the games, specifically stating that they are not ready to reveal the price or launch date.  They did however confirm that the Wii would be launched in Quarter 4 of 2006.


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