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Messages - LassePalle

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1
TalkBack / Eidos Announces Wacky Races: Crash & Dash for Wii and DS
« on: March 12, 2008, 12:27:52 AM »
Mario Kart Wii gets some competition this summer.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15542

 Eidos Interactive Ltd Announces Wacky RacesTM: Crash & Dash For The WiiTM And Nintendo DS    


The wildest, wackiest racing game to date!
   


Burbank, Calif. – March 12th, 2008 – Eidos Interactive Ltd., creators of some of the world’s leading videogame properties, today revealed Wacky Races: Crash & Dash, a wickedly wild and wonderful game whizzing its way to shelves in June 2008. Licensed from Warner Bros. Interactive Entertainment and inspired by the legendary Hanna-Barbera cartoon, Wacky Races: Crash & Dash is an action racing game like no other, with fun-filled environments, crazy cars and hilarious characters. The game features all the characters and cars from the TV series including old favorites: Turbo Terrific driven by Peter Perfect, the Ant Hill Mob in their Bullet Proof Bomb, Penelope Pitstop, and the Mean Machine driven by Dick Dastardly and his sidekick, Muttley.    


Players join Dick Dastardly and the gang, racing across a variety of action-packed and colorful cross-country rallies from the TV series. Racers watch out for traps and speed ahead to win the ultimate title of World’s Wackiest Racer! Wacky Widgets are collected during the race to gain “Wacky Powers,” as well as a character’s super-special “Way Out Wacky” power, which can be used to gain the upper hand over sly opponents.    


Wacky Races: Crash & Dash will be available on Nintendo Wii and Nintendo DS in June 2008.


2
TalkBack / Koch Media and ZeniMax Sign Distribution Agreement in Europe
« on: February 25, 2008, 02:41:53 AM »
The games affected are Star Trek: Conquest and AMF Bowling: Pinbusters.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15400

 Koch Media and ZeniMax Europe Ltd Announce Distribution Deal    


25th - February 2008 - Basingstoke – United Kingdom - Koch Media today announced a deal with ZeniMax Europe Ltd. to distribute Bethesda Softworks®’ STAR TREK®: Conquest for the Nintendo Wii™ and PlayStation®2 computer entertainment system and Mud Duck® Productions’ AMF® Bowling: Pinbusters!™ for the Nintendo Wii™ in the United Kingdom, France, Germany, Austria, Switzerland, Ireland, and the Netherlands.    


STAR TREK®: Conquest for PlayStation®2 and Wii™ features a blend of strategy and intense action set in ”The Next Generation” era. Take control of Federation, Klingon, Romulan, Cardassian, Dominion, and Breen forces and lead them in a campaign to control the Galaxy, one planet at a time.    


Experience the excitement of the lanes with AMF® Bowling Pinbusters!™ for Wii™, based on the popular American sport. Pinbusters! caters to any gamer looking for pick up and play action in a party atmosphere along with easy-to-learn controls, unique mini-games, and a wide-array of colourful characters.    


The agreement continues to focus Koch Media’s plans to utilise their local sales and marketing expertise to grow their distribution partnerships.    


“We are absolutely delighted that a company with the standing of Bethesda Softworks have chosen to work with us,” enthused Craig McNicol, Managing Director of Koch Media UK. “We will work with diligence and passion to ensure that these games get the attention they deserve. Our Nindie team are already getting excited enquiries about Conquest on Wii in particular.”    


“Koch Media’s distribution and staff are the perfect fit for these titles. We are delighted to be working with such an experienced distributor and look forward to working with them in 2008,” said Greg Baverstock, Sales & Business Development Director for Bethesda Softworks Europe®.


3
TalkBack / REVIEWS: PDC World Championship Darts 2008
« on: February 18, 2008, 08:39:57 PM »
It might just be the best darts game ever, but that isn’t saying much.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=15353

 Particularly popular in the UK, Scandinavia, and the Netherlands, darts is extremely rarely adapted to the video game format. However, with the Wii and its motion controls, the fit seems more relevant than ever. The first example is PDC World Championship Darts 2008 coming from the developers at Mere Mortals at a budget price.      


  At first glance, the game appears to have a lot going for it. It has the official license, including all the authentic logos, sponsors, and championships, as well as sixteen authentic players whose appearances look decently realistic. It also features a Career Mode, in which you take a professional or a self-made darter through a career filled with exhibition matches and high stakes tournaments. Finally, you’re presented with a multiplayer component, consisting of an impressive fourteen different darts games.    


  Once in a match, you notice the realistic physics used in the game. Darts fly convincingly and have a satisfying sense of weight behind them as they hit the board. The way their weight affects their trajectory and speed in the air is commendably implemented.    


  There are two control options available for throwing the darts. The first one utilizes both the Nunchuk and the Wii Remote. You use the latter to point at the screen, directing a cursor to the desired hitting spot. You then move back on the control stick of the Nunchuk to fill up a power meter, which can be stopped by flicking directly up on the control stick. If done incorrectly, the dart veers off to the side. What’s more, the amount of power determines the trajectory of the darts, so that a hard shot will land above your cursor and a soft shot will land below.          


  The other control option utilizes only the Wii Remote. You control the cursor as before but press and hold the A Button once satisfied with its position. Now the Wii Remote should be thrust forward from your shoulder - like a real dart. Releasing the A Button sends the dart flying.      


  On paper, the second option seems to be more enjoyable, because it replicates the real sport more accurately, but I actually found the opposite to be the case. Playing with only the Wii Remote made the execution of accurate shots frustratingly tricky – not because of an imprecise registration of the motion controls but rather due to overly sensitive controls. If you happen to tilt the Wii Remote even slightly during your forward thrust motion, your dart will fly considerably off course. What’s more, adjusting the power level is even harder, resulting in even more shots with a fairly random direction. On the other hand, with the Nunchuk setup you tend to know instantly and intuitively whether you’ve just pulled off a successful shot. It requires real skill, and there is a lot less randomness involved.    


  Other issues present themselves once you get deeper into the game. The Create A Player Mode is extremely limited; darts are placed on invisible tables in the exhibition room and become invisible themselves after having fallen off the board onto the ground; spectators look horrendously blocky and frighteningly lifeless; the players stand completely still, not even blinking before a shot, and their animations generally repeat themselves far too much. Most of these issues represent graphical shortcomings that are pretty insignificant on their own, but together they tend to ruin any sense of authentic atmosphere.    


  The sound design - or rather the lack thereof – also needs to be addressed. First of all, the same announcer is used for all the tournaments. After each round he declares your score with the exact same intonation and level of enthusiasm every single time. The commentator offers very little insight, often muttering sentences with only three or four words. He also repeats himself to frustrating degrees. Practically the only other sound effects are cheers from the spectators and the impact of the darts on the board. Not even the clapping of your opponent as you win a match is heard.      


  The final and perhaps most serious problem with the game relates to the simple and repetitive nature of the sport. Compared to most other sports, little strategic thinking is needed. You’ll be doing the same control commands and seeing the same animations over and over again. There is very little variety in the way various characters control and different tournaments are structured. The Career Mode tries to provide this variety but with little success, since it mostly consists of alternating exhibition matches and tournaments. There is no online play either, but at least the multiplayer modes offer numerous darts games such as Cricket, Round The Clock, and Killer.    


  All in all, World Championship Darts clearly belongs in a genre with little to no competition. Perhaps a little more would have forced the developers to spend a little more time sorting out the many issues. This installment is too marred by low production values to be considered recommendable even for fans of the sport and even considering its budget price.

Pros:
       

  • Licensed
  •  
  • Nice variety of multiplayer party modes
  •  
  • Realistic physics


  •        Cons:
           
  • Terrible commentary and sound effects
  •  
  • Drab visuals filled with minor glitches
  •  
  • Control issues
  •  
  • No Wi-fi support


  •                Graphics:  3.5
           The player models look decent and animate realistically, but there is little variety in their movements. The surrounding spectators look so blocky that they could have appeared in a game for the N64. Also, they either stand completely still or move their arm in a horrendously repetitious manner. Add several minor graphical glitches and you have a game that looks bad even for a budget title.

                   Sound:  2.0
           The announcer and the commentator repeat themselves over and over again, and their comments aren’t even that insightful to begin with. The absolute minimum of sound effects used contributes to an extremely dull atmosphere throughout.

                   Control:  5.5
           While the motion controls are problematic the Nunchuk controls work reliably enough. It’s easy to learn yet requires real skill and perseverance to become a master.

                          Gameplay:  5.5
           Repetitiveness sets in fairly quickly because of the exclusively realistic approach taken in this game. More customization options would have helped, but at least the physics are convincing.

     


           Lastability:  4.5
           The Career Mode tries to boost the lastability, marred by the repetitive gameplay, but its structure itself is monotonous. There is no online play, but plenty of multiplayer party modes on offer.

     


           Final:  4.0
           The ubiquitous sense of low production values will probably discourage even the most hardcore darts fans.      


    4
    TalkBack / Cooking Mama Francise Reaches 1.6 Million Units Sold
    « on: January 30, 2008, 04:32:47 AM »
    And that number is just for the US.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15191

     Majesco Entertainment Announces Cooking Mama Franchise Sales Reach 1.6 Million Units Domestically    


    EDISON, N.J., January 30, 2008 – Mama just keeps on cookin’! Majesco Entertainment Company, an innovative provider of video games for the mass market, today announced that the award-winning Cooking Mama franchise has reached sales of 1.6 million units in the United States. Franchise titles include: the original Cooking Mama game for Nintendo DS™ that launched in September 2006 and has sold more than 1 million units; Cooking Mama: Cook Off for the Wii™ console that launched in April 2007; and Cooking Mama 2: Dinner with Friends that released pre-holiday in November 2007.    


    “The success of Cooking Mama has been akin to catching lightning in a bottle,” said Jesse Sutton, Chief Executive Officer, Majesco. “A unique concept, iconic main character and gameplay execution that fully utilizes the stylus and Wii Remote™ have proved to be a winning combination. We appreciate the continued support from all of Mama’s fans and look forward to launching the fourth title in the franchise later this year.”    


    Look for Mama’s latest game, Cooking Mama 2: Dinner with Friends on the Nintendo MLB Spring Training Tour this February and March in Arizona.    


    The upcoming sequel to the best-selling Cooking Mama: Cook Off game for the Wii is due out later this year. Game details will be released shortly. For additional information on the Cooking Mama franchise, please visit www.CookingMama2.com


    5
    TalkBack / Dungeon Explorer Warriors of Ancient Arts Goes Gold
    « on: January 30, 2008, 04:20:53 AM »
    Hudson and Konami's action RPG for the DS is only two weeks from release.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15190

     DUNGEON EXPLORER WARRIORS OF ANCIENT ARTS GOES GOLD ON PSP(PlayStation  Portable) SYSTEM AND NINTENDO DS    


    The Return of Hudson Entertainment's Multiplayer Action RPG Franchise  Introduces All-New Stories and New Game Play Elements Next Month
       


    REDWOOD CITY, Calif - January 30, 2008 - Hudson Entertainment, the  North American publishing arm of Hudson Soft, today announced Dungeon  Explorer Warriors of Ancient Arts for the PSP (PlayStation Portable)  system, and the Nintendo DS have gone to gold master. Published by  Hudson and distributed in North America by Konami Digital  Entertainment Inc., both versions are planned to ship February 12th,  2008 for a SRP of $29.99 each.    


    In the game for the PSP system, players are trained in weaponry and  mystical forces as Warriors of Ancient Arts. On a quest and ready to  uncover the fate of a legendary kingdom, gamers will prepare to battle  demonic forces and monstrous creatures. Dungeon Explorer: Warriors of  Ancient Arts features hundreds of variations of weapons, armor and  equipment that can be chosen and upgraded throughout the adventure to  defeat enemies. Unique for the PSP system, players have the ability to  choose their warfare style with more than 150 different kinds of  fighting arts, including Big Bang Arts, allowing three players to team  up to triple their destructive power in Ad-Hoc Multiplayer mode.    


    In the Nintendo DS version, gamers find themselves in a land plagued by  a legion of undead, monstrous soldiers.  The story takes place  centuries after the events of the PSP version, as a legend foretells  of a hero who will rise to face the threat. Gamers must rediscover the  lost Ancient Fighting Arts of Westria to restore peace to a once  vibrant kingdom. With more than 60 different fighting arts across 8  lost Ancient Fighting Art schools, players can become a skilled  warrior to successfully wage battle against dangerous enemies such as  the Demon God's undead soldiers, mutated monsters, and an army of  ancient automatons. The game offers hundreds of weapons, armor and  equipment; all can be reworked along the way. Players can also choose  from three hero races and three character classes to form a unique  warrior for battle. For a group effort, 3 players can join forces to  battle the Demon God's minions via Nintendo Wi-Fi Connection.    


    For info and assets for both versions, including a brand new trailer of  the DS version please visit:  http://www.clevercomm.com/DungeonScreensJanuary/    


    For more information on Hudson Entertainment or Dungeon Explorer,  please visit http://www.hudsonent.com/.


    6
    TalkBack / Kuju Establishing New Studio in the States
    « on: January 30, 2008, 04:15:48 AM »
    The Brits are going to San Francisco.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15189

     Kuju Entertainment goes Stateside!    


    Kuju opens its first non-UK studio in San Francisco.
       


    Kuju America is the newest addition to Kuju’s existing 5 game development studios and the first to be located outside of the UK. San Francisco has been chosen as the location because of the thriving video games industry and huge pool of development talent in the area. Led by industry veteran John Kavanagh, the studio will initially focus on the rapidly growing casual games sector.    


    Jonathan Newth, Corporate Development Officer of Kuju Entertainment, commented “This is an exciting and significant step for the Kuju group of studios. The US, and San Francisco in particular, is a natural choice for our first non-UK studio. It’s a hotbed of development talent, home to many leading publishers and some of the leading US games press. We’re delighted to have John on board, with his wealth of experience and contacts, to maximize the potential of the business in the area.”    


    Kuju America has already begun work on its first title. For more information check out the website www.kujuamerica.com.    


    John Kavanagh, Studio Head for Kuju America, added “It’s great to be working with Kuju to start this new enterprise. I’ve known Kuju and the management team for many years and I really approve of their model of multiple autonomous studios. I’m looking forward to making Kuju America the next successful Kuju studio.”


    7
    TalkBack / PES 2008 Coming to Wii in March in Europe
    « on: January 16, 2008, 10:32:03 PM »
    Mii support is also announced for the game.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15127

     March debut for PES 2008 for Wii    


    Konami unveils further information on all-new bespoke PES 2008 for Nintendo system   Konami Digital Entertainment GmbH has announced a late March release date for its eagerly-awaited PES 2008 for Wii™.
       


    Created specifically to make full use of the Wii’s unique control system, PES 2008 brings all the realism of Pro Evolution Soccer to the Nintendo machine, but with a more ‘team-orientated’ control system. The Wii game mirrors the real sport’s use of open space and the exploitation of defensive lapses and accurate passes essential in creating scoring opportunities. The Wii version of PES 2008 expands on these elements, with the use of the Nunchuck and Wii Remote controllers giving the player control over both the player on the ball, and those around him.    


    Using a point and drag system, the player uses the Wii Remote to guide the player with the ball, and perform all the skill moves and close control with subtle movements of their hand. Instantly, the Wii Remote is used to point at nearby players to select them to receive a pass or to latch on to a through-ball. The Remote can also be used to steer the run of the receiving player, giving extra control as they thread through masses of defenders or run into open space.    


    The new system gives the player full control over their team, and allows the man marking of specific threats, while shakes of the Wii Nunchuk can be used to perform sliding tackles, and send the goal keeper out to clear a loose ball. The strategic elements are also easily accessed, with the directional controls of the Wii Remote used to activate tactical plays and spring counter attacks or send players tracking back.    


    PES 2008 for Wii features six game modes, spanning Match, League and Cup elements, and Training and Trade section. The new version also features an exclusive ‘Champions Road’ competition, wherein players take their chosen team to compete in league competitions all over the world. The idea of the Champions Road tournament is to come top in every league, and build a team by receiving players from recently defeated sides.    


    Experience points are added to all used players after a match, and bolster the attacking ability, technique and stamina. Extra skills can also be unlocked, allowing users to piece together a ‘Dream Team’ that constantly grows as they become more successful. Additional mini-tasks are also randomly set during the course of a Champions Road match, too, such as scoring a hat-trick, and succeeding allows the player to add higher-rated players to their team.    


    Full Mii support is also present, and users can integrate up to 16 pre-defined Miis into a team, while the ever-changing teams can be stored on to the Wii Remote and switched between two linked Remotes. PES 2008 also has a strong online element, allowing users to play ‘Free Matches’ against unknown opponents, or ‘Friend Matches’ against people on the Wii’s Friends list. Team data can also be sent to friends via the console’s WiiConnect24 system.    


    “It was vital that the Wii version of PES 2008 made full use of the hardware’s innovative control system, and we are extremely pleased with what the team has come up with,” commented Jon Murphy, Pro Evolution Soccer Team Leader. “It feels as if you have total control over the entire team and the use of the Wii Remote and Nunchuk to both implement moves and send players into space or off to make runs is remarkably intuitive. It adds a new layer of realism, and makes this Wii version an essential PES experience.”


    8
    TalkBack / REVIEWS: Boulder Dash ROCKS!
    « on: November 29, 2007, 12:05:37 AM »
    Please mind the deadly boulder on top of that bush.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14897

     In Boulder Dash Rocks, as in any Boulder Dash game, you instantly learn to be wary of the bushes you wander through – especially if they support a boulder above them. These boulders often come tumbling down upon your head, easily becoming the most common cause of death. Alternatively, monsters eat you, a set of spikes crushes you, or you simply get blown up by dynamite you ignited yourself.    


    Fortunately, the game does a great job of easing you into its mechanics. Each level presents you with a grid-based area. In the first levels, these areas are typically very small, primarily filled with harmless dirt patches and purple diamonds, some of which have to be collected for an exit door to materialise. It grants you access to the next level, in which more boulders may appear. Now you’re forced to think more carefully about your actions when moving about. Not only is the risk of getting crushed greater, but you can also become trapped when an avalanche of boulders suddenly blocks your way forward. Later on, roaming monsters, one-way trap doors, colored keys, fire hydrants, and stricter time limits are introduced, complicating the action even further. The learning curve is commendably thought out, as you gradually get acquainted with the various hazards throughout the levels.    


    The controls contribute further to the high accessibility level of the game. Only when digging or shooting a weapon, which you acquire later in the game, is a button press needed. Meanwhile, all other actions, such as igniting dynamite or pushing boulders onto enemies, require no buttons at all. Rather, they automatically get triggered simply by walking around with the D-pad. The simple control scheme cleverly allows you to focus on the puzzles at hand rather than wrestle with the controls.    


    The level structure of the single-player game lends itself very well to the handheld medium, as you can quickly jump in and out of a game session. The levels, of which there are plenty, are spread out over four worlds, each with its own theme, ranging from lush jungles and water environments to gloomy lava and netherworld structures. Even though the levels in the latter worlds present considerably larger areas to explore, they are always over within a couple of minutes.    


    While these latter levels throw plenty of challenges towards the player, the action does begin to feel a little repetitive at this point. Never does your objective deviate from collecting diamonds and finding exits. While your means to these ends differ along the way, it would have been more interesting had the developers at 10Tacle Studios been a little more creative with the objectives.    


    In addition to the single-player game, there is also a rather basic multi-card mode in which you race a friend, a self-explanatory Time Trial Mode, and a Route Race Mode. Here, new levels need to be conquered with a completely different control scheme. Akin to the multiplayer game in Phantom Hourglass, you draw your way through the level on the touch screen, while trying to take every threat into consideration. While this mode represents an interesting alternative playing style, as it rewards your forward-thinking skills, it doesn’t quite deliver the same sense of excitement as the main game. Along with these modes, Wi-Fi multiplayer, a single-card mode and a level editor would have really bolstered the longevity of the game, but, sadly, they are nowhere to be found.    


    All in all, Boulder Dash Rocks successfully combines arcade action with enticing puzzle elements without looking or sounding particularly good. Even though new traps, weapons, and modes make their appearance, the core gameplay of the franchise remains largely untouched. Nothing groundbreaking or devastating has been added – a fact that will probably please fans and leave others wanting a bit more.

    Pros:
           

  • Highly accessible
  •  
  • Easy controls
  •  
  • Great learning curve
  •  
  • More than 100 levels


  •        Cons:
           
  • Weak audio design and presentation
  •  
  • Gameplay gets repetitive before the end
  •  
  • No Wi-fi support, single-card mode, or level editor


  •                Graphics:  5.5
           The cutesy visual style never wows the player, but its simplicity ensures that you can identify objects on the screen instantly, which is important.

                   Sound:  5.0
           Forgettable music and simplistic sound effects don’t exactly make for an aural delight.

                   Control:  8.0
           A minimum of buttons are used, which lets you concentrate on getting through the levels instead of struggling with the controls.

                          Gameplay:  7.0
           The main game feels very similar to earlier installments. The mix of action and strategy still works really well, though it might get repetitive towards the end. That is where the new modes come in. However, they’re only enjoyable for short bursts.

     


           Lastability:  6.0
           With more than one hundred levels whose difficulty increases gradually, you can potentially play the game for a very long time, as long as you don’t mind the repetitiveness that sets in during the latter half of the main game. A few alternate modes increase the lastability slightly.

     


           Final:  6.5
           Boulder Dash Rocks is a neat action puzzler that has few significant flaws but doesn’t excel in any particular area, either. Nonetheless, fans of the original should probably take a closer look.      


    9
    TalkBack / IMPRESSIONS: PDC World Championship Darts 2008
    « on: November 27, 2007, 10:05:31 PM »
    Will this one hit bull’s-eye?
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=14883

     What are the two most important aspects in a darts game for Wii? First of all, the motion controls have to successfully simulate the throwing motions of the player. Secondly, the physics engine has to be reliable, so that the player doesn’t feel cheated after making a shot. Fortunately, the developers seem to have focused greatly on these two aspects.    


    Performing a shot is easy enough for beginners, though difficult to master. You see a cursor, which you can position at the desired hitting spot on the board by pointing with the Wii Remote. You then hold the A Button to lock on and pull the Remote back to make your player on-screen do a corresponding movement with his arm. Thrusting the Remote forward as you release the A Button at just the right time sends your dart flying. The more accurate your movements are, the closer you dart will land to the desired spot. In Amateur Mode, the interface helps you deliver an accurate shot by means of a convenient power gauge, which is absent in the two more difficult modes.    


      The system feels intuitive, not least due to some accurate registrations of the motion controls. When the dart lands off target, you tend to know right away what you did wrong. You might have moved the Wii Remote either too much to the left or right when thrusting it forward. This mistake makes the dart veer off course. At other times, your thrusting motion might be too quick or too slow, making the dart land either above or below the desired hitting spot.    


    The physics capture the flight of the darts very well. You can even choose the weight of your darts, which have a significant influence on their trajectory in the air and how they collide with other darts. The sixteen licensed, professional players found in the game also behave realistically, and each one has distinct postures and throwing motions. In particular, their facial expressions impress – even those of players created by yourself in the Create a Character Mode.    


      The surroundings could use a little more work. Considering the fairly confined halls that the game takes place in, it’s a shame that the lighting effects look somewhat dull. Consisting of low-polygon models, the crowd also looks considerably less convincing than the real stars of the game. While these gripes are fairly minor, they do hurt the illusion of being at a world class darts tournament.    


    Otherwise, there is little to criticise. Whether the final copy will lack sufficient long-term appeal could be a valid concern, though, considering the fairly repetitive nature of the sport. Even though you continually improve your rank and gain access to different tournaments during your career, the gameplay itself seemingly revolves around little more than a series of throwing motions. On the other hand, the game comes with fourteen extensive multiplayer-centered party modes to break up the action. Offering classic variations such as 301, Round the Clock, Killer, and Cricket, these could enhance the longevity of the title significantly.


    10
    TalkBack / Revenant Wings Flies to Northern Europe Courtesy of Ubisoft
    « on: November 22, 2007, 02:56:09 AM »
    Square Enix and Ubisoft have signed a publishing agreement for the Northern European market.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14852

     SQUARE ENIX AND UBISOFT NORDIC SIGN VIDEO GAME DISTRIBUTION AGREEMENT FOR FINAL FANTASY XII: REVENANT WINGS    


    Copenhagen, Denmark - November 22, 2007 – Today Ubisoft, one of the world’s largest video game publishers, announces that it has entered a distribution agreement with Square Enix Ltd. to bring the eagerly awaited FINAL FANTASY XII®: REVENANT WINGS™ across the Nordic territories in early 2008 exclusively on the Nintendo DS™ handheld system.    


    Set one year after the events of the best-selling FINAL FANTASY XII, FINAL FANTASY XII: REVENANT WINGS answers all your questions about what happens next to your heroes Vaan, Penelo, Fran and Balthier. Return to the land of Ivalice and meet new characters, visit unexplored locations and embark upon a brand new breathtaking adventure.    


    FINAL FANTASY XII: REVENANT WINGS sees the evolution of the innovative Gambit system that allows automated commands to be issued during real-time combat. Smart Touch Screen controls provide complete power over your actions and allow you to play solely using the Nintendo DS stylus.    


    John Yamamoto, president and chief executive officer of Square Enix Ltd. comments, “I am delighted that we are providing fans with another opportunity to enjoy the beautiful world of Ivalice with FINAL FANTASY XII: REVENANT WINGS. With the same high-production values including movies and music, this is a stunning sequel that expands upon the original game and that makes full use of the Nintendo DS hardware."


    11
    TalkBack / REVIEWS: Manhunt 2
    « on: November 11, 2007, 09:09:17 PM »
    Don’t worry! This review wasn’t censored.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14782

     In a way, Manhunt 2 is quite a sadomasochist’s game. At times, it makes you feel overwhelmingly powerful, as you stab your foes with syringes, light them on fire, behead them with axes, knock them down with baseball bats, hang them with ropes, and mash them into a chamber of spikes. At other times, the game degrades you to a simple slave of its frustratingly constraining controls and gameplay mechanics. The sense of being in control of what’s happening on screen might suddenly change into a realisation that the game is controlling you.    


    You start out in a mental hospital gone mad – more so than usual. Patients, who have escaped their cells, run amuck, murdering not only the staff but also fellow inmates. You take the role of one of these patients, Danny Lamb, in his quest to escape the hospital and uncover the truth about his past. Snippets of this truth are gradually presented throughout the game, primarily through Danny’s sudden flashbacks. They reveal details about The Project, a disturbing mental program, whose development Danny himself was involved in. The story isn’t particularly deep, but it’s well-written enough for you to remain curious throughout.      


    Rather than the story, it is the constant sense of tension, the sense of doom looming behind every corner, the sense of absurd, exaggerated, and omnipresent violence that make Manhunt 2 interesting. Almost every character you meet has extremely vicious thoughts in mind. They don’t just want you dead either – some want to see you suffer horribly first. As a player, you feel genuinely scared when spotted, as every enemy is potentially lethal. Especially if two or more are approaching, you better run away to seek the shadows. If the enemy – unsure of your exact whereabouts – then seeks out the area you’re in, you might have to literally sit completely still to remain unnoticed. It is a nerve-wracking moment, because the game cleverly detects even the slightest movement of your Wii Remote.      


    You’ll spend most of your time in the shadows. Like in the Splinter Cell series, the enemies have a distinct and rather unrealistic inability to locate you here. Even if they’ve just chased you around, they might completely stop their search within seconds after you run into a dark area. Despite these AI issues, the stealth mechanics in Manhunt 2 actually work rather well. You wait patiently, as you note a guard’s movement pattern and perhaps opt to draw his attention to a specific point by throwing a brick. When he turns his back, you sneak up on him quietly and execute him with a weapon in hand. Each weapon has three levels of executions that vary in brutality and the amount of time they take to charge up, so if you feel particularly bold, you can hold on for a few seconds to unleash a devastating action sequence filled with extra amounts of gore.    


    While these sequences are fairly satisfying to pull off, since they often represent your reward for several minutes of sneaking, they could have been much better implemented. First of all, it’s a shame that Rockstar felt compelled to visually filter the executions beyond recognition. This decision partially neuters the otherwise uncompromisingly brutal presentation of the game. With all the static, blur effects, shaken camera movements, and crazy color schemes, it’s sometimes impossible to see what exactly is going on. Some great sound effects help you imagine the scene, but a clearer visual presentation would have made these executions more satisfying to pull off.    


    The use of motion controls in these sequences is also problematic. During the sequences, big icons prompt you to carry out certain simple movements with the Nunchuk and Wii Remote. These icons take you somewhat out of the experience and demand your attention to such a degree that you tend to miss out on what little actually does get revealed on the screen.    


    It can be difficult to spot how exactly your movements correspond to the action on-screen – especially when they sometimes don’t register properly. This happens during execution sequences as well as regular combat. Here, swinging the Wii Remote and Nunchuk translates into hits with your right and left arm respectively, and holding them up in front of you blocks incoming attacks. While conceptually neat, this control method lacks precision and simply gets tiresome after a while.    


    The act of shooting with a gun is also imprecise, despite taking advantage of the aiming functionality of the Wii Remote. The so-called bounding box, which determines how far off to the screen you have to point until your view is changed, is so big that it slows down your turning speed to frustrating degrees. Even worse, when aiming at enemies on rooftops, for instance, you need to hold two buttons while aiming and then shoot with a third button. Don’t ask why.    


    Graphically, Manhunt 2 performs much better artistically than technically. With low contrast and dark color schemes, the gritty tone transcends every environment beautifully – from the sadistic sex clubs with half-naked sex slaves to bloody torture chambers with electric chairs and muscular, smiley-mask-wearing men with baseball bats. The atmosphere generated through the art direction is impressively thick throughout. With that said, characters look disappointingly basic and blocky, textures appear blurry and low-res, and the animations generally lack smoothness. Particularly, the transition from one movement to another comes off as rather unconvincing.    


    When you add camera issues to the mediocre graphics and unreliable controls, you end up with a final package that is somewhat disappointing. In order to like Manhunt 2, you have to not only enjoy the absurdly violent tone that never fades away in the game, but also put up with quite a large number of control and gameplay-related issues. Suffice it to say, it was the latter requirement that I had trouble with.

    Pros:
           

  • Wonderfully bleak atmosphere
  •  
  • Fairly satisfying executions
  •  
  • Interesting environments


  •        Cons:
           
  • Imprecise waggle and aiming controls
  •  
  • Blurry and blocky graphics
  •  
  • Weak AI
  •  
  • Camera issues
  •  
  • Too much graphical filter during executions


  •                Graphics:  6.0
           With its blurry and blocky graphics, Manhunt 2 doesn’t push the Wii innards at all. However, it gets by with an impressive art direction that presents one of the most dreadful worlds ever seen in a videogame. The amount of filters distorting your view during executions disappoints and doesn’t suit the otherwise uncompromising atmosphere of the game.

                   Sound:  7.5
           Fortunately, when you can’t see what’s going on, you can often hear it. The sound effects seem disturbingly realistic whether you’re smashing heads with a hammer or simply shooting bullets from your pistol. The voice-acting isn’t quite as impressive, though.

                   Control:  4.5
           The game controls fine as long as the motion controls aren’t used. First of all, your movements don’t always register with the game. Secondly, having multiple icons telling you which way to pull your Wii Remote and Nunchuk during an execution simply throws you out of the experience. Thirdly, the aiming controls are considerably worse than even the ones in Red Steel due to a gigantic bounding box. Having to hold the Remote completely still to make sure that an enemy doesn’t spot you is a neat touch, though.

                          Gameplay:  6.0
           While the shallow fighting mechanics, camera issues, and AI problems deduct from the gameplay quality, the most important aspect, the stealth mechanic, is neatly implemented.

     


           Lastability:  6.0
           With an approximately seven-hour completion time, Manhunt 2 has a decent enough length. After you know how the story ends, there is little replay value.

     


           Final:  6.0
           Manhunt 2 probably outdoes every other game in terms of the depiction of violence. Sadly, this quality alone isn’t sufficient to lift the game up above the sea of mediocrity.      


    12
    TalkBack / Asterix at the Olympic Games Ships in Europe
    « on: November 09, 2007, 12:57:15 AM »
    Mario and Sonic aren't the only ones competing in the Olympic Games this holiday season.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14766

     BY BELENOS! 'ASTERIX AT THE OLYMPIC GAMES' IS OUT NOW!    


    Video Game of the Film Available Now Across Europe for PlayStation®2, Nintendo DSTM, Wii and PC, Featuring Unique Blend of Live Action, CGI and Gameplay Animation.
       


    LYON, FRANCE – 9 November 2007 – Atari today announced that the video game Asterix at the Olympic Games for PlayStation®2, Nintendo DS™, Wii and PC is available now at retailers across Europe. The game of the forthcoming live action feature film of the same name, Asterix at the Olympic Games combines live action elements from the film with high-end computer generated and video game animation to deliver fans an original and highly entertaining Asterix experience.    


    Join Asterix, Obelix and his faithful hound Dogmatix on the road to Greece as they run to the aid of love stricken friend Alafolix. Much fun and madcap adventuring follows as Asterix and his friends enter the fray in their own inimitable style, coming head to head with Brutus, his muscle-bound champion, and of course their ultimate archenemy, the mighty Julius Caesar.    


    “Atari has a highly successful history of publishing high quality video games based on the universally popular Asterix brand, with over three million games sold in Europe to date," said Mathias Hautefort, Executive Vice President of publishing and production, Atari. “With this game we’re assuring the continuation of that success by delivering something highly original, of excellent quality, and great fun in a way that only Asterix can be."    


    The Wii, PS2 and PC versions of the game feature two gameplay modes: the adventure mode follows the story playing as either Asterix or Obelix, switching characters on the fly and unlocking sporting challenges along the way, while the antique mode lets players play as any one of 12 characters and go head to head with either the computer or a friend in a host of riotous contests. In the Nintendo DS game players take the role of either Asterix or Obelix through more than 120 sporting challenges to become the ultimate victor.    


    Asterix at the Olympic Games is developed by Etranges Libellules in close collaboration with Asterix licensor Les Editions Albert René and with film production company La Petite Reine. The live action feature film has the biggest production budget of any film in European cinema history and is scheduled for release across Europe in early 2008. For more information about Atari’s entire product line up, visit www.atari.com.


    13
    TalkBack / Rising Star Games to Publish No More Heroes in Europe
    « on: October 28, 2007, 10:50:28 PM »
    Suda 51's action game is currently slated for a February 2008 release in the region.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14698

     RISING STAR GAMES TO PUBLISH NO MORE HEROES    


      Rising Star Games is pleased to announce that it will publish No More Heroes, the highly anticipated action game by Tokyo-based acclaimed game designer, Goichi Suda, (Suda 51). The project has been developed by Suda 51’s development studio, Grasshopper Manufacture, Inc. and Rising Star Games’ parent company, Marvelous Entertainment. No More Heroes is set to arrive in Europe in February 2008 exclusively for Nintendo Wii.    


    No More Heroes tells the story of Travis Touchdown, an animé fan who lives in the fictional town of Santa Destroy, California. After an unexpected turn of events, Travis finds himself being approached by the head hunter of an assassins’ organisation. Travis is challenged to prove himself worthy by defeating ten other bloodthirsty killers – all with deep stories of their own – to make his way to the top of the assassins’ league.    


    “Rising Star Games is very excited to be bringing this latest project from Suda 51 to the European market," commented Martin Defries, Managing Director, Rising Star Games. “He is without doubt a legendary creative powerhouse within the gaming industry. No More Heroes is shaping up to be a widely anticipated Q1 title for both the trade and consumers alike. It’s a massively engaging and immersive gaming experience for the Wii. This is exactly the right product to broaden the format’s appeal to a wider, more serious gaming audience."    


    No More Heroes realises the dream of Wii players everywhere as they can wield the Wii Remote to swing the beam katana and perform spectacular wrestling moves. Suda 51’s creation features avant-garde graphics which will thrust players into a stylised world filled with edgier gameplay. Taking its lead from the silver screen, the storyline is riddled with laugh-out-loud violence, black humour and irony-filled dialogue. No More Heroes is a multi-sense video game experience: dark, engaging and pure entertainment!    


    “With No More Heroes, we wanted to create a game that allows players to be able to jump right in and play," said Suda 51, president of Grasshopper Manufacture. “The Wii allows us to create an open world where movement and gameplay feel very natural."


    14
    TalkBack / Zack & Wiki Now Available
    « on: October 23, 2007, 10:51:30 PM »
    Capcom's puzzle adventure game is on store shelves with a $40 price tag.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14663

     CAPCOM® RELEASES ZACK & WIKI: QUEST FOR BARBAROS' TREASURE, A PUZZLING NEW ADVENTURE EXCLUSIVELY FOR THE Wii    


      Pillaging Pirate Adventure Challenges Gamers to Play Different
       


    SAN MATEO, Calif - October 23, 2007 - Capcom®, a leading worldwide developer and publisher of video games, today announced that ZACK & WIKI™: Quest for Barbaros’ Treasure for the Wii™ home video game system from Nintendo is now available at retail. Capcom’s first original title exclusively for the Wii is an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wii Remote™ and challenges gamers to “play different." Rated E for Everyone by the Entertainment Software Ratings Board (ESRB), ZACK & WIKI: Quest for Barbaros’ Treasure carries a suggested retail price of $39.99.    


    Legend has it that a revered pirate named Barbaros once stole the world’s treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.    


    Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of a legendary pirate ship and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform enemies into items, unlock new pathways and navigate through perilous stages based on a variety of themes including Jungle Ruins, Frozen Temple, Volcano Cavern and more, each with multiple sub-areas. Players will use the Wii Remote controller in various ways - rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect key items that will lead to the legendary pirate ship.


    15
    TalkBack / Rockstar Games presents Table Tennis Ships
    « on: October 16, 2007, 11:44:11 AM »
    Also, the European launch is just around the corner.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14622

     Rockstar Games presents Table Tennis for the WiiTM Now Available at North American Retailers    


    New York, NY - October 16, 2007 - Rockstar Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), is pleased to announce that Rockstar Games presents Table Tennis for the Wii™ home video game system from Nintendo is now available at North American retail stores for the suggested retail price of $39.99.    


    Developed by Rockstar Leeds in collaboration with Rockstar San Diego, Table Tennis utilizes the Wii's motion-sensitive Wii Remote™ to offer a frenetic and intense experience. GamePro Magazine said, "There is so much depth and skill involved in Table Tennis on the Wii that this version stands up to any tennis game out on any system, period."    


    Rockstar Games presents Table Tennis for the Wii is rated "E" for Everyone. The title will reach European retail shelves on October 19th, 2007.


    16
    TalkBack / NEOGEO Titles Coming Soon to Virtual Console
    « on: October 01, 2007, 03:04:13 AM »
    Fatal Fury, World Heroes, and Art of Fighting are the first ones to appear.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14501

     Wii's Virtual Console Takes You To The Arcade    


    NEOGEO classic Arcade Games coming to European Virtual Console!
       


    1st October 2007 – The retro hits just keep coming with Wii’s Virtual Console with over 140 titles currently available to download. Soon Wii owners will be able to re-experience the greatest arcade games of the 90s with a selection of releases from the NEOGEO. These will join classic games from Nintendo, SEGA and Turbografx already available on Wii Virtual Console.    


    NEOGEO launched in 1990 and featured advanced 2D graphics and high quality sound similar to that found in arcade machines at the time. Available at a relatively high price point, the NEOGEO AES (Advanced Entertainment System) was a cult product available to only a small number of gamers but now Wii owners can own these classic hits thanks to Virtual Console. Release of these titles will be handled by D4 Enterprise Inc. headquartered in Tokyo.    


    The first NEOGEO title to launch on Wii will be the critically acclaimed Fatal Fury, SNK’s oldest fighting game dating from 1991. This will be followed by two other retro fighting games from 1992, World Heroes and Art of Fighting. These will be joined by more titles in the near future.    


    So look out for great games from NEOGEO which will be making their way onto Wii’s Virtual Console and will be available to download for 900 Wii Points.


    17
    TalkBack / IMPRESSIONS: Super Mario Galaxy
    « on: September 30, 2007, 09:21:59 PM »
    Goombas beware! Mario looks to be in great shape.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=14499

     From what I played at GC 2007, Super Mario Galaxy appears to be a prime example of how a game can utilise the strengths of the Wii console to their fullest. Not only are the graphics and sound design amazing, the game also takes advantage of practically every control feature offered by the Wii Remote and Nunchuk: You press buttons, move the control stick, aim, flick, and swing your way through the levels, and these actions never feel gimmicky.    


    The first level does a great job of introducing you to this varied control scheme. Taking place on a small green planet with a few houses, craters, and green pipes, the level prompts you to locate and catch three bunnies, hiding somewhere in the environment. If you’ve played another 3D Mario game, you will be instantly familiar with how Mario is controlled. Both the speed at which he runs as well as the control stick sensitivity and the jumping mechanics are similar. The only noticeable thing missing is the belly-sliding move, introduced in Super Mario 64.    


    You do get a spin attack, though. Functioning as the main attack move, it is handled by flicking the remote or Nunchuk. It feels great to pull off due to the responsiveness of the controls. Unlike in many other Wii games, in which your motions sometimes don’t get registered at all, the motion controls in Super Mario Galaxy seem extremely dependable.    


    The on-screen aiming cursor is another new addition. It appears whenever you point the remote at the screen. You don’t need to bring it up constantly, so you can spend most of the time playing the game with the controllers held in a more relaxing position. When you do use it, you can manipulate and grab items such as crystals floating in midair or shoot these crystals at the enemy targeted. You can also point the remote at blue grapple points to draw Mario towards these and thereby travel to new environments - or get propelled into the expanse of space, if not careful. Likewise, you can stretch a spider’s web and catapult Mario far away, if he’s caught in it. The sheer sense of creativity demonstrated by Nintendo through these scenarios is incredible – as is the fact that they never feel forced or get used excessively. You tend to intuitively know when to use the pointing functionality, and the results are sure to put a smile on your face, which is particularly important considering that the second player in a co-op game is controlling an aiming cursor exclusively.    


    You also obtain extra abilities at specific points by upgrading Mario’s suit. The only one available in the demo is the Bee Suit, which allows you to climb on giant honeycombs or fly in small bursts by pressing the A Button repeatedly to reach otherwise inaccessible areas. After a few seconds, Mario falls to the ground, as the flying meter becomes empty. Fortunately, it quickly regenerates. Clearly, these flying mechanics resemble F.L.U.D.D.’s hover mode in Sunshine much more than the fast-paced free-form flying found in Super Mario 64, but that makes sense considering the relatively small scale of the environments.    


    Speaking of scale, the fact that none of the levels in the demo has a planet with a size comparable to a level in Super Mario 64 is slightly worrying. The sense of exploration and discovery that comes from traversing a huge mountain or a complicated cave structure is much stronger than with planets that don’t even take up the entire screen. In the demo, you tend to instantly get an overview of where things are, and you never get lost. With less emphasis on exploration, the gameplay in Galaxy definitely seems more linear and puzzle-oriented than previous 3D Mario games. You basically solve a puzzle and then move on to the next, and there are few branching paths. Some puzzles simply revolve around collecting star shards that - when combined - send you to another planet. Another prompts you to sprint around a tiled floor filled with moving electrocuting blocks in order to turn all the blue-colored tiles into yellow ones by touching them. Others have you guiding Bullet Bills on a head-on collision with an energy core by making them follow you. Though easy to figure out, the puzzles are mostly very ingenious and satisfying. I like how each planet generally has its own puzzle to solve before access to a new planet is granted, but I still hope Nintendo will include bigger planets with a greater sense of exploration to break up this structure temporarily and add even more variety to the gameplay.    


    The only other concern I have relates to the low difficulty level found in all the levels of the demo. Most enemies are killed with a single strike, have very predictable movement patterns, and only knock off one eighth of your energy meter, when bumping into you. Even the most gigantic Goomba or Piranha boss can be beaten in a few seconds. There are few pits of doom, too, and even if you should fall into one, you’ll restart almost at the exact same spot. A life will be lost, but that’s hardly an issue, considering the amount of green mushrooms sliding around.    


    It is very likely that the lack of challenge is present because these four levels represent the first ones in the game. Reassuringly, Nintendo have revealed levels like Cookie Factory that look considerably harder, requiring extremely accurate jumps to complete. Unfortunately, I haven’t tried those. Nonetheless, I think it’s about time Nintendo embraces the option of multiple difficulty levels in their Mario games.    


    As mentioned earlier, the graphics are among the prettiest on the system. Most noticeable is how smoothly everything runs. The fact that Galaxy has so many planets and floating objects on screen makes this feat even more impressive. It also opens the door for an extremely varied graphical presentation. Some planets are made up of grassy hills, some are based on industrial areas with metallic buildings and electrical wires, and others appear rocky and barren. Add to that flying pirate ships, low gravity asteroid fields, and transparent walkways that suddenly spawn in midair, and you have a game world unlike any other. The attention to detail in these environments is stunning too – from the way beanstalks bend from Mario’s weight to the trail of dust particles coming from his feet, as he accelerates.  The distortion in the water, the reflection in the crystals, and the beautiful lightning effects cement the high quality of Galaxy’s looks even further.    


    Super Mario Galaxy remains one my most anticipated Wii titles of the year. With superb graphics, intuitive controls, an accessible co-op mode, innovative environments with different gravity levels, and a promise of 40 levels with 120 stars to collect in the final build, the game is seemingly setting the bar for how well a Wii game can be designed.


    18
    TalkBack / European Virtual Console Releases
    « on: September 27, 2007, 11:54:01 PM »
    The wait for Sin and Punishment is finally over.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14488

     Hanabi Festival Finishes Off With A Big Bang!    


    28th September, 2007- As the “Hanabi Festival" on the Virtual Console draws to a close, Nintendo is having a blast releasing a pair of action packed games which have previously never been released in Europe: Sin And Punishment and Gradius™ III.    


    First on the list this week is Sin And Punishment, the classic Nintendo 64 3D third-person shooter game, developed by Treasure Co. Ltd. Originally released in 2000, this non-stop action title will see you assuming the role of a young resistance fighter facing an onslaught of bio-genetic monsters called Ruffians. These monsters, originally bred to boost dwindling food stocks on Earth, have turned against their creators and are trying to take over! In order to save the planet players must battle their way across land, sea and skies collecting energy, time and point bonuses as they go. A cool head and a strong trigger finger are essential to defeating the hordes of enemies that stand between our hero and victory! To enable players to better enjoy this cult Japanese classic, some in-game text has been translated into English, especially for this Hanabi Festival release. Sin And Punishment can be yours to download now for 1200 Wii Points.    


    Next, buckle up and prepare for battle in Konami’s much-loved 1990 side-scrolling shooter Gradius™ III. Players seize control of their Vic Viper Starfighter and take on the armadas of the Bacterion Empire. With ten levels to fight through, players will have their work cut out for them! With a variety of different weapons at your disposal you can mix and match lasers, missiles and shields to create customised set-ups giving you a fighting chance. This Super Nintendo Entertainment System version, originally released in the U.S., comes to Europe for the first time and is available now for 900 Wii Points.    


    If you want to try something a little magical, then Legend of Hero Tonma is this week’s non “Hanabi Festival" offering. In this platform shooter, players assume the role of Tonma, a trainee magician who must rescue a princess from prison, using magic spells to battle giant bosses and work their way through seven stages riddled with treasure chests and unusual power-ups! Legend of Hero Tonma is available now for 600 Wii Points.    


    For those of you who haven’t yet got your hands on the epic Super Mario Bros.™: The Lost Levels™, it will only be available on Virtual Console up to and including 30th September 2007. So make sure you don’t miss out and download it now!    


    With the addition of new games never seen before in Europe released over the “Hanabi Festival", Virtual Console offers users the ultimate retro gaming experience. This weeks titles join the list of 141 classic titles already available for Virtual Console in Europe.


    19
    TalkBack / Steve Davis Promotes World Snooker Championship in Europe
    « on: September 19, 2007, 01:51:17 AM »
    World Snooker Champion Steve Davis has signed with Koch Media to promote the upcoming DS game.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14427

     Snooker Legend picked to promote the pocket-sized potter    


    Steve Davis signs with Koch Media UK to promote World Snooker Championship
       


    Basingstoke, England – 19th September 2007 – Koch Media UK is pleased to announce signing the snooker legend and six-time World Snooker Champion, Steve Davis, to promote the forthcoming World Snooker Championship™ Season 2007-08 game, which releases on Nintendo® DS on 26th October 2007.    


    Arguably one of best-known personalities the sport has ever produced, Davis, who also appears in the game, will be featuring in a number of online and offline marketing activities, as well as PR events to support the launch and providing exclusive signed merchandise.    


    Snooker has always been a popular sporting genre for video games, but has historically been restricted by how the player controls each shot. Home console joypads and computer mice have never quite achieved the level of interaction and accuracy promised by Nintendo’s immensely popular DS handheld format with its dual touch screen and stylus.    


    World Snooker Championship™ Season 2007-08, created by the world’s Premier Snooker Developer, Blade Interactive Studios, features 96 professional snooker players, including Steve Davis, Ronnie O’Sullivan, Graeme Dott, Peter Ebdon, Neil Robertson, and John Higgins. There are also 9 official tournaments spread across 1000s of hours of nerve-wracking frames, mind-boggling trick-shot matches, and a host of Pool mini challenges. In game commentary is provided by BBC pundit, John Virgo.    


    Using the DS stylus, players are able to control the cueball in ways never possible in a video game before, creating the most involving snooker game to date.    


    Steve Davis commented: “Snooker video games continually amaze me with level of detail and accuracy that goes into them. I’m looking forward to working with Koch Media on this release for Nintendo DS – although I have pointed out that the cue that comes with this handheld is a lot shorter than the one I’m used to."    


    Jon Bailey, Head of Marketing Koch Media UK, said: “We’re delighted to be working with Steve on this release. He is synonymous with the sport and one of the most recognised professional players for all generations of fans." He added, “DS is the ideal format for World Snooker Championship 2007; the dual screen views means it’s easier than ever to line up the perfect shot and touch screen controls provide the most intuitive Snooker experience available."


    20
    TalkBack / IMPRESSIONS: Rockstar Games Presents Table Tennis
    « on: September 15, 2007, 11:56:04 PM »
    On the surface, Rockstar Presents Table Tennis seems like a perfect fit for Wii, but is it really?
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=14403

     Rockstar’s Wii edition of Table Tennis took up a considerable amount of space at GC 2007. The company had set up several demo stations complete with actual tables standing in front of the screens. There were also two company representatives. instructing players on how to use the remote as a paddle. This service turned out to be quite necessary, as few people managed to even make a proper serve, let alone get a lengthy rally going.  For many, the problem persisted even after getting guidance, which speaks volumes of how inaccessible and counterintuitive the default control scheme was for beginners. Unfortunately, the other two control schemes don’t solve the problem. Aimed deliberately for the experienced players, they do provide a little more depth and subtlety to the gameplay, though.    


    Rockstar clearly tried to make the default controls simple and easy to learn.  Not only are they handled exclusively with Wii Remote, your character also moves around automatically, akin to Wii Sports. Adding to the simplicity is the fact that you don’t even need to time your shots. As long as you swing the remote while the ball is coming at you, your character automatically performs the shot afterwards, if the ball comes in range. The problem is that sometimes seconds go by from the moment you swing the remote to the moment the ball is hit. You feel strangely detached from the game when seeing that your physical movements, which are supposed to be a simulation of actually hitting the ball, don’t immediately translate into corresponding movements from your character on-screen.  Sometimes, the game doesn’t even register that you performed the swing at all.    


    Equally unnerving is the fact that - unlike in Wii Sports Tennis - the game seemingly only detects if you swing the remote, not how. You can apply topspin, backspin, or sidespin, but those feats are handled by holding down the corresponding direction on the D-pad rather than twisting the remote, which would have been much more intuitive. Perhaps true one-to-one controls are too much to ask for, but, certainly, the remote can do much more in terms of motion recognition than what is offered here.    


    Because of these issues, the default control scheme didn’t seem to provide an easy way for casual gamers to get into the game. Most people at the show didn’t get to see how intense the duels really get, when they develop into longer rallies, in which the speed of the ball increases, and the characters get the chance to perform cool-looking, slow-motion-inducing super shots at your command.  When the rallies get really fast, the aforementioned lag between your swing movement and your character’s movement naturally decreases, which makes the controls considerably more satisfying.    


    Unsurprisingly, the two advanced control schemes aren’t meant to help out beginners. These schemes share all the Wii Remote-related problems mentioned earlier, but luckily they also provide an extra level of depth and a greater sense of control, sure to be appreciated by the hard-core crowd. The Sharpshooter control scheme enables you to aim your shot by using the analog stick of the Nunchuk. Now players are rewarded for being aware of the competitor’s position and successfully landing a shot outside his reach. Alternatively, Control Freak gives players control over the position of their character, which provides an extra level of challenge. Even if these control schemes don’t eliminate the core problems with the game, they do make the game more rewarding.    


    Graphically, the game looks respectable, though somewhat bare-bones at its current state. The characters, which almost represent the only models on-screen, move fluidly and look fairly detailed, though they obviously lack the high-resolution finesse of the 360 version. The clothes behave less convincingly now, and the beautiful sweat particles are gone. The matches also take place in empty locales with a just a simple black texture as the background. There is a distinct lack of atmosphere, seeing that the matches aren’t even set in a visible context. Fortunately, Rockstar said that practically all the content available in the 360 version, including venues, characters, and outfits, will be available in the final release.    


    Overall, Table Tennis still needs some work, especially in the controls department. It’s a shame considering how well motion controls and table tennis fit together conceptually. If the Wii version aims to be the definitive version of the game, a budget price also seems to be necessary, especially when considering the lack of online features and inferior graphics.


    21
    TalkBack / Europe Gets Silver DS Lite
    « on: September 15, 2007, 07:41:14 AM »
    But when will we see the gold one?
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14392

     NINTENDO DS LITE GOES PLATINUM!    


    Nintendo DS Lite hardware & software sales reach all-new highs as Nintendo DS Silver makes its debut
       


    13th September 2007 – Not content with just providing a raft of quality titles to look forward to this winter, Nintendo of Europe is adding a new colour of Nintendo DS Lite to the range. Joining the already popular black, white and pink versions, from 12th October 2007, Nintendo DS Lite will be available across Europe in silver - the perfect accessory whatever you are wearing!    


    Nintendo DS has become Europe’s best-selling games console, with over 14 million sold to date and in many markets across Europe it is the fastest selling handheld games console in history. Strong sales are being maintained even in traditionally slow sales periods in the video games industry’s seasonality and this is being seen with software as well as hardware. More Brain Training from Dr. Kawashima: How Old Is Your Brain? will soon hit the 1 million milestone in Europe, with over 915,000 already sold in just 11 weeks since launch. The original Dr. Kawashima’s Brain Training: How Old Is Your Brain? has sold over 3.3 million copies and continues to feature high in software sales charts across Europe, despite launching over a year ago. Pokémon Diamond and Pokémon Pearl have sold approximately 1.6 million copies combined in just 7 weeks since their launch.    


    As sales continue to grow at a rapid rate, it is not only traditional gamers who are enjoying the touch screen controls and wide range of software. Whether you wish to exercise your brain, train and communicate with puppies, battle and collect Pokémon or embark on in-depth adventures, the DS has software that is appealing to both avid games and new gamers of all ages. This momentum for Nintendo DS is set to continue with forthcoming new releases, including the highly anticipated The Legend of Zelda: Phantom Hourglass which launches across Europe on 19th October 2007.    


    Nintendo DS Lite Silver launches across Europe on 12th October and will be available for the estimated retail price around £99.


    22
    TalkBack / Mercury Announces New DS Game
    « on: September 15, 2007, 07:32:25 AM »
    Part of the Zen series, the game is called Matchstick Puzzle by DS.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14391

     Matchstick Puzzle by DS set to spark up the casual gamers market    


    Mercury Games and Ertain announce new Zen title
         


    LONDON, 13th September 2007. Mercury Games announces today a new game for the Nintendo DS as part of the Zen series, entitled “Matchstick Puzzle by DS". The game is a classic puzzle game which requires lateral thinking and includes lots of brain teasing conundrums.    


    The aim of the game is to answer the questions by moving or rotating matchsticks; for example the player may be presented with two match sticks and then asked to make 14 boxes by adding six other match sticks.    


    Matchstick Puzzle by DS has more than 150 puzzles of four difficulty settings to complete. The game also has hints to help the player decipher the more abstract clues. In addition, the game has a time attack mode in which the player must complete 10 random puzzles in the fastest time possible but without any hints to help them.    


    Thanks to the straightforward, uncomplicated nature of the game and the simplicity of the Nintendo DS, the game can be played by people of all ages regardless of whether they have played computer games before.    


    Matchstick Puzzle by DS is part of the Zen series of games which have been developed with the busy, contemporary urbanite in mind. Matchstick Puzzle by DS, in line with the rest of the Zen series, does not contain any violent or competitive elements. Zen games are co–published by Mercury Games and Ertain.    


    Tomo Ohno, Chief Operating Officer of Ertain BV said: “Matchstick Puzzle by DS" is a fun, taxing and yet relaxing game. The game will appeal to all people, who like puzzles and a challenge."    


    The game will be released at the end of October and will be priced at £19.99/ €24.99.


    23
    TalkBack / Mercury Games Announces Two New DS Games
    « on: September 06, 2007, 10:19:04 PM »
    They are called Aquarium by DS and Fantasy Aquarium by DS. Guess which one will be most expensive.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14359

     Keep pet fish without having to go anywhere near the water    


    Mercury Games announces Aquarium by DS and Fantasy Aquarium by DS as part of the Zen Games series
       


    London: 7th September 2007. Two additions to the Zen Games series were announced today by growing UK games publisher, Mercury Games as part of their partnership with Japanese publisher Ertain BV. The games, “Aquarium by DS" and “Fantasy Aquarium by DS" both for the Nintendo DS are simulation games that allow the player to keep fish in a tank.    


    Just like keeping fish in real life, the fish need to be fed and have their tanks cleaned. “Aquarium by DS" allows the player to keep the usual types of fish that one would find in a fish tank including Clown Fish, Angelfish, Neon Tetra and Guppy.    


    While “Fantasy Aquarium by DS" allows the player to keep fish which could never be kept as pets in a tank such as Blue whales, dolphins, Seals and sharks.    


    There are five tanks of differing sizes to choose from, which can then be customised with different backgrounds, plants and accessories such as rocks and bridges.    


    There are more than 30 varieties of fish to choose from in both “Aquarium by DS" and “Fantasy Aquarium by DS" and more can be unlocked though good fish care. The player can also name their pet fish. Fish can also be swapped via WiFi with the player’s friends.    


    If the player doesn’t switch their DS on for a few days or if the environment is wrong and the fish are not cared for they die and disappear from the tank. And if the wrong combination of fish are added the consequences can be lethal; for example if the player puts a killer whale in the same tank as a penguin, the Killer whale will eat it.    


    Leo Zullo, President, Mercury Games said: “Aquarium by DS and Fantasy Aquarium by DS will provide players with the relaxation of having pet fish without the hassle. The game can be played by people of all ages."    


    Aquarium by DS and Fantasy Aquarium by DS are due for release in December 2007. The SRP will be £19.99/ €24.99.    


    Feature List    


    • Create your own personalised fish tank    


      • Two versions available - Aquarium by DS   and Fantasy Aquarium by DS    


    • Pick from more than 30 fishes to populate your tank    


      • Swap your fish with your friends using the DS Wi-Fi feature - allowing your fish   to play in your friends aquarium    


      • Decorate the backdrops and features of your tank    


    • Unlock extra fish and props to use in the game    


      • Control all aspects of your aquarium, size, water temp and salinity to create the perfect environment for your fishes    


    • Care for your fish, make sure they are fed and that the tank is clean


    24
    TalkBack / Conspiracy to Publish Dragon's Lair in Europe
    « on: September 06, 2007, 09:41:54 PM »
    Click to find out how this news story ties in with Elvis' and Diana's deaths.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14355

     Conspiracy Entertainment snaps up Dragon Lair for Nintendo DS...    


    Dragon Lair is due to ship in the 1st quarter of 2008...
       


    Conspiracy Entertainment Europe is pleased to announce that they have secured the publishing rights to one of the world’s best known gaming franchises; Dragon Lair. They will be releasing the original Dragon Lair and Dragon Lair II ‘Warp Time’ for the Nintendo DS. In addition, as part of this deal, they will also publish the DS version of Space Ace. United Coders (formerly announced as Wizardry Engineering) are developing all versions of the games.    


    Lead Programmer & Executive Producer, Hans Olsen of United Coders said:    


    This is such an important gaming franchise as it falls into one of those conversations ‘Do you remember were where you when Elvis or Diana died?’ except with this game it’s ‘Do you remember in which chip shop or arcade you first played this game?’. ‘We talked long and hard with the original creators of Dragon Lair - Don Bluth, Gary Goldman and Rick Dyer – they were so impressed with our vision for these titles, that we now have these gaming gems to bring to the market in a new format’.    


    Dragon’s Lair DS features two modes of play; 1983 Arcade mode and Director’s Cut.    


    The 1983 version plays just like the original arcade released in 1983. This mode satisfies the hardcore gamer who wishes to re-live the first ever handheld version of Dragon’s Lair, that is 100% true to the original and has all scenes, all death scenes, and all the quirks and oddities found in that version.    


    The Director’s Cut is aimed mostly at players who have never experienced the game before, Dragon’s Lair plays somewhat differently in a very unique way; and in director’s Cut there is also full support for Rumble Pak, Stylus Support, Voice Recognition.    


    Dragon Lair is due to ship in the 1st quarter of 2008 with the others to follow at a later date.


    25
    TalkBack / Konami Gets More Licenses for Pro Evolution 2008
    « on: September 06, 2007, 04:00:29 AM »
    There are more real teams and players than ever before in Pro Evolution 2008, but FIFA 08 still remains the clear winner in this category.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=14351

     PES 2008 signs up new talent   Konami Digital Entertainment GmbH announces new licensed teams for PES 2008    


      Konami Digital Entertainment GmbH has released further details regarding the eagerly-awaited PES 2008, due for release later in the year for PLAYSTATION®3, Xbox 360, PC-DVD, PlayStation®2, PSP® (PlayStation®Portable) and Nintendo DS.    


    Following the announcement of Cristiano Ronaldo as the European face of the new game, Konami has also extended the number of officially licensed national and club teams in the game. PES 2008 will boast more licenses than ever before, with Brazil, Portugal, Greece, Scotland and Ireland amongst the new officially licensed National teams on offer. Similarly, the roster of licensed club teams has also been bolstered, with Newcastle, Tottenham, RSC Anderlecht, HJK Helsinki, IFK Goteborg, Panathinaicos, Spartak Moscow, Fenerbache, NK Dinamo Zagreb and FC Basel amongst those added to the ranks.    


    The new licensed club sides join the likes of Juventus Turin, AC Milan, Celtic, Porto and more, and demonstrate Konami’s commitment to adding the world’s greatest teams to what is regarded as the most realistic football game for any system. The new teams also combine to ensure PES 2008 has over 3000 licensed players realistically replicated within the game, and over 250 teams.    


    PES 2008 will mark a quantum leap forward for the Pro Evolution Soccer series. An all-new AI system entitled Teamvision has been designed to actively monitor the player’s onscreen movements and adapt accordingly. This means players cannot resort to overly-familiar tactics, and forces them to change their movements if they are to pose offensive threats. New set pieces have also been implemented, with players selecting key players to receive free kicks, and tailoring defensive walls to their specific needs. Coupled with a massively enhanced aesthetic upgrade that includes facial animation and shirts creasing, plus an extensive edit mode, and PES 2008 is already shaping up to retain its footballing crown.    


    “Konami has worked hard to bolster the number of licensed clubs in PES 2008, and the new additions represent a huge step forward for the series," commented Jon Murphy, Pro Evolution Soccer Team Leader for Konami Digital Entertainment GmbH. “We listen very closely to what people want from the series, and hope these new additions further extend PES 2008’s reputation within both die-hard football fans and newcomers alike."    


    PES 2008 will be released for PLAYSTATION®3, Xbox 360, PlayStation 2, PSP® (PlayStation®Portable), PC-DVD and Nintendo DS in October.


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