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Messages - Chessa

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26
TalkBack / IMPRESSIONS: Flipnote Studio
« on: June 02, 2009, 07:01:32 PM »
This game can allow anyone to create flipbook movies with incredible ease.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18673

 To be honest, when I saw the new title Flipnote Studio that is coming to DSiWare, I was a bit uncertain about how well it would actually work and if it would be accessible and enjoyable to anyone who’s a bit artistically challenged, like myself.    


However, after a brief tutorial given to me by the incredibly pleasant lady by the Flipnote Studio booth, I was creating my own movies in no time. I was surprised by the absolute ease with which a short movie can be created. At first the interface seemed incredibly overwhelming, however with a learning curve of about one minute, navigating the menu and tools is much simpler than it initially seems.  Flipnote Studios is a DSiWare title that allows players to create their own flipbook style movie through still frame pictures that the player draws one-by-one. The initial step is to begin with any picture that the player would want to build off of. After this first picture is drawn the player would tap the back button on the touch screen which would save the picture. From here, players will go back to the drawing screen to create their second slide. The one aspect of this game that allows the flipbooks to be created with ease is that, when players go on to create their second slide, the previously drawn picture is outlined on the new slide. This allows players to draw with accuracy and focus on the picture itself, instead of where the object was previously positioned. However, if players desire to build off of the same picture, instead of needing to draw a completely new one, pushing down on the D-Pad will bring up the original saved image from the first slide.    


Movie frames can then be colored using a limited color palette (I mostly used black, red, and blue) as well as different effects for adding color. For example, color can be added in a solid line or with a stipple effect, just to name a few. Once you feel satisfied and proud of your accomplishment, just hit play to watch the playback! While my tree blowing in the wind was cool to me, it was dwarfed in comparison to some of the truly spectacular creations I witnessed other E3 goers make.    


One of the other great features I discovered was the ability to add sound to your movie clips. Sounds can either be recorded via the microphone through the game or imported from a sound file off an SD card. Completed movies can also be shared via WiFi with other players.    


Overall I had a lot of fun with Flipnote Studio, and it certainly seems like a cool little DSiWare tool that can undoubtedly hold lasting appeal.


27
TalkBack / PREVIEWS: New Super Mario Bros. Wii
« on: June 02, 2009, 03:47:08 PM »
Nintendo reveals New Super Mario Bros. Wii and shows off some four player co-op play.
 http://www.nintendoworldreport.com/previewArt.cfm?artid=18656

 After some speculation that there would be a new New Super Mario Bros. title announced due to a picture from IGN, Nintendo officially revealed New Super Mario Bros Wii at their E3 Press Conference.    


The real surprise in this announcement lies in the fact that it will not be a traditional sequel to its predecessor on the DS. Instead, New Super Mario Bros. Wii features up-to-four player cooperative play in which players will have the option of controlling Mario, Luigi, and two different colored toads.    


The game appears just as bright and vibrant as its predecessor, and also sees the return of the star coin collecting. We saw familiar staples of the Super Mario franchise as well as new features that have never been seen before.    


Not only will players be able to traverse levels with one another but their characters will also have the ability to interact with one another. One interaction demonstrated a few times on stage was the ability to pick up another player’s characters and carry them and/or throw them at blocks and enemies. Another new addition is the Propeller Suit, which wraps a tight jumpsuit with a little propeller overhead onto the player’s character. By acquiring this suit players will be able to travel to higher areas of a level by shaking the Wii Remote.    


In addition to new suits and co-operative play we saw hidden areas contained within the landscape and in case of an unfortunate death, players are brought back to life in bubbles. There is also ranking system at the end of each level which weighs out and compares the performances of each player in order to hand out a ranking.    


New Super Mario Bros. Wii is expected to release worldwide during Q4 2009.


28
TalkBack / PREVIEWS: Wii Sports Resort
« on: June 02, 2009, 03:18:45 PM »
Archery, Basketball, and Skydiving were demonstrated live on stage and a trailer was seen depicting multiple other Wii Sports Resort games to anticipate.
 http://www.nintendoworldreport.com/previewArt.cfm?artid=18645

 This morning at the Nintendo E3 Press Conference, Nintendo revealed more of their upcoming title, Wii Sports Resort. At last year's E3 Nintendo Conference we saw but a small ounce of what to expect from Wii Sports Resort, but today we were able to get a more comprehensive understanding of what we are going to experience.    


The opening screen of Wii Sports Resort will feature a group of Miis in a plane awaiting their turn to jump. In order to reach the island, players must skydive to the resort. According to Bill Trinen, it is the first game that players will encounter in order to get accustomed to the mechanics of Wii MotionPlus. As players are free falling through the air, they are able to twist their Mii in different directions in accordance with the twisting of their Remote. After they are comfortable with the controls there are many different actions they can perform on their way down including reaching out to other Miis that are falling in order to grasp hands and link together. Players can also tilt the Wii Remote down to dive at higher speeds or hold it level to slow down. After a certain amount of time, the Miis line up and their parachutes open in their final descent.    


There were two other main games demonstrated at today’s press conference, although a trailer shown prior to the demonstration depicted other games to expect such as water skiing, sword fighting, and table tennis.    


Archery, the first title demonstratred, will utilize both the Wii Remote and the Nunchuk. First, players must hold the Wii Remote vertically in their dominant hand and the Nunchuk upright in their other. Pushing the A button will grip the bow string and, while holding Z on the Nunchuk, players must slowly pull back as if they were drawing a real bow. Releasing Z shoots the arrow, however like golf in the original Wii Sports, players must account for wind speed as well as wind direction when aiming their arrows. Shooting a bulls eye isn’t as easy as aiming the reticule at the target, since players will need to account for swerving and arching of the arrow. For every target in each level, players will have three chances to shoot for a high score.    


Basketball was the next, and last, Wii Sports Resort title to be demonstrated through a little friendly competition between Bill Trenton and Reggie Fils-Aime. To begin the game players must first reach down with their Wii Remotes in order to pick up a basketball and attempt to shoot as many hoops as they can within a predetermined time frame. According to Nintendo, Wii MotionPlus relies on the direction and force in which the players push the Wii Remote to determine the balls actual path. After players shoot a total of five balls (the last being worth double points) they will be moved to a different location on the court to shoot mmore. This pattern continues until players are horizontal with the hoop on the opposite end of the court. By the way, in case any of you readers are wondering, Reggie won by two points in a comeback, last shot win.    


Wii Sports Resort will be released on July 26th bundled with the Wii MotionPlus for the suggested retail price of $49.99.


29
The new third-person action adventure will allow players to play through Aragorn's most epic quests in the Lord of the Rings trilogy.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18583

 Earlier today, Headstrong GamesWarner Bros. Interactive Entertainment announced Lord of the Rings: Aragorn's Quest for Wii and DS.  They also announced Aa new partnership between Warner Bros Interactive Entertainmentthem, The Sail Zaentz Company, and New Line Productions, Inc, which has allowed the game to come to fruition. The partnership will allow Warner Bros to expand the series with titles that appeal to a broad demographic of gamers.    


Aragorn's Quest is being developed by Headstrong Games for the Wii and TT Fusion for DS. It takes place later in the Lord of the Rings timeline, after Frodo destroyed the ring and saved Mmiddle-e Earth. Hobbiton is preparing for a feast to honor the new king of Gondor, Aragorn, as well as Samwise Gamgee for his efforts during the war. Samwise Gamgee, now the mayor of Hobbinton, has been requested by the children of the village to recount the tales of Aragorn, or Strider as he was known earlier in the trilogy. The title is being developed as a third-person action adventure in which players will take on the role of Aragorn and play through the great quests he embarked on throughout the trilogy.    


Players will be able to traverse middle -Earth on foot and horseback wielding weapons such as swords, bows, and spears. Two player co-op gameplay will be featured in the Wii edition, allowing one player to take control of Gandalf.    


Warner Bros. Interactive Entertainment Announces a Game Franchise Based on The Lord of the Rings Literary and Film Library and First Franchise Title "The Lord of the Rings: Aragorn’s Quest"    


Franchise Plans Include Games Across Multiple Genres and Platforms    


BURBANK, Calif.--(BUSINESS WIRE)--Warner Bros. Interactive Entertainment today announced a long-term partnership with The Saul Zaentz Company and New Line Productions, Inc. for literary and film rights to develop and publish games based on The Lord of the Rings trilogy. As part of the game franchise, Warner Bros. Interactive Entertainment will publish multiple games across many genres designed to appeal to a wide range of unique gamers, including hard-core RPG fans and families. The first game will be The Lord of the Rings: Aragorn'’s Quest, a new third-person action adventure videogame offering an authentic gameplay experience based on The Lord of the Rings that all ages can play together on Wii™, Nintendo DS™, PlayStation®2 and PSP® (PlayStation®Portable) system in Fall 2009.     "“The Lord of the Rings franchise is world renowned for its captivating adventures, and we are creating new experiences in the game space designed to appeal to a wide array of consumer tastes from core to casual,"” said Martin Tremblay, President, Warner Bros. Interactive Entertainment. "“The Lord of the Rings: Aragorn’s Quest is the first of many different types of games we will be developing with the film and literary rights. It is also the first game allowing kids and their families to interact in their favorite locations and stories from The Lord of the Rings with accessible gameplay."”    


"“We are looking forward to continuing The Lord of the Rings'’ amazing legacy with new videogames that capture and expand upon elements from the trilogy,"” said Fredrica Drotos, Business Affairs, The Saul Zaentz Company. "“The first title with Warner Bros. Interactive Entertainment, The Lord of the Rings: Aragorn'’s Quest, is set in a colorful, action-filled rendition of Middle-earth that will appeal to new and dedicated fans."”    


In The Lord of the Rings: Aragorn’'s Quest, preparations are underway in Hobbiton for a great party to welcome Aragorn, King of Gondor, and honor Samwise Gamgee for his service during the War of the Ring. The children of the town are eager to learn more of this great man and so Samwise, now Mayor, embarks on a tale of the revered warrior, Strider—as Aragorn is known in his Ranger days—and his most valiant battles. Players assume the role of Aragorn and embark on his greatest quests from The Lord of the Rings trilogy as they wield his sword, bow or spear on foot and on horseback through an action-packed gameplay experience. On the Wii platform, two-player co-op gameplay featuring Gandalf will allow kids, families and friends to work together in the heart of the action.    


The Lord of the Rings: Aragorn’s Quest is being developed for Wii™ by Headstrong Games and for Nintendo DS™, PlayStation®2 and PSP® (PlayStation®Portable) system by TT Fusion. For more information visit www.aragornsquest.com">www.aragornsquest.com.


30
TalkBack / REVIEWS: Boing! Docomodake
« on: May 01, 2009, 02:05:58 AM »
Charming, simple, and oh-so-much fun
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=18346

 I have to admit that the first time I saw Boing! Docomodake I was completely taken in by the quaint charm and overabundance of adorableness that surrounded it. Then I learned that the main character was based off of a mascot for a cellular phone company in Japan (NTT Docomo). Obviously, I was instantly worried about what the actual quality of the game would be given that fact. Unfortunately for me, it was too late to back out as I had already reserved the review and it was en route to my mailbox.    


I am happy to report that all my worries were completely tossed aside the moment I began playing it. In fact, I would say it was the best six hours of play I have enjoyed on DS in a while. There aren't any words to describe the simplistic charm and endearing nature of Boing! Docomodake. It uses basic platforming and a wide variety of obstacles to create a fun and original game with endearing characters and intriguing puzzles. This charming tale emphasizes the importance of family and is a welcome addition to a genre that is sadly disappearing.    


Papa Docomodake, the protagonist of the tale, is in search of his family members that have mysteriously gone missing. Each family member set off to a specific location searching for something and sadly found themselves the victim of misfortune. Now Papa must scour different areas of their world in order to rescue every member before the annual festival begins. After all, they're family.    


There are a total of seven areas for players to explore and each area is designed as a chapter in a storybook containing a prologue and an epilogue. The prologue explains the missing family member's tale of woe, detailing how they ended up in such an unfortunate situation. It then concludes with an upbeat little jingle and a confused narrator asking the players "Now where could they be?"  Each area consists of eight different levels that transition automatically into one another. Progress is saved whenever a player leaves a level, so they can continue at a later time.    


The one element that truly separates Boing! Docomodake from other puzzle-platformers is Papa Docomodake's ability to separate into multiple mini-docomodakes. These minis are used to kill enemies, create ladders, and overcome a wide variety of obstacles that attempt to slow players down. Some of the obstacles include switches, cannons, blocks, rebounding walls, and warps. The game is made in a way that players must perform the proper actions in the proper places or else the level may be unable to be completed.    


Some of the more interesting tasks require players rationing the use of minis. In one instance I had to leave a mini on a switch, some others inside of a cannon, and save some others to build a ladder to reach the finish line. Other instances will require players to squeeze into small areas by emptying Papa of all his minis or call for Papa to be larger in order to move heavy blocks. Players should always remember to keep at least one extra mini in Papa, because if he takes damage with none, it is back to the beginning.    


Each level in Boing! Docomodake features a slew of collectables including coins and chests. The chests are usually filled with coins, which are later used to unlock bonus material, such as music in the Docomodake House. During later levels, chests will begin to contain an extra mini-docomodake that is crucial to successful completion of the game. In order to achieve the highest ranking,"S", players must complete the level as quickly as possible.    


Boing! Docomodake requires players to use touch-based and traditional controls cooperatively to achieve their goals. Movement is controlled by the D-Pad and jumping can be done by pressing up on the D-Pad or pushing X. Players control the minis movement with the stylus; this includes stacking, throwing, and removing them one-by-one from Papa Docomodake. Cooperation between button pressing and stylus controls may seem awkward at first, but after some time, it's incredibly fluid. The only time controls become a bit frustrating are in close quarters, as it is incredibly easy to accidentally redeposit minis into Papa while trying to stack them instead.    


The music within Boing! Docomodake may not be the most memorable, but it is definitely worth mentioning as it has a profound effect on mood throughout the game. If it's possible for sound to provoke a feeling of cuteness, this game has achieved that status. Sometimes it is nearly impossible to keep from moving your head from side to side in tempo with the bouncy music. At the end of every level, players hear a little jingle that simply goes "Doco, Doco, Docomodake." Believe me when I say that these three words will be stuck in your head long after the game is finished.    


The game's charm is also carried into its graphical presentation. Featuring colorful 2D sprites on bright and cheery backdrops, the game world isn't the most detailed, but it is beautiful in its own right.    


Every inch of this game just screams adorable and sometimes it's just too much to take…in a good way, of course. In fact, there's little bad to say about Boing! Docomodake; the entire experience is incredibly enjoyable from beginning to end. Good puzzle-platformers are few and far between these days and it is refreshing to have the opportunity to play one. While it may not be the most challenging or immersive title available, it is fun in its simplest form. With its budget price, no gamer should let this absolutely charming game pass them by.

Pros:
       

  • Original concept
  •  
  • Enjoyable puzzles and platforming
  •  
  • Fitting music


  •        Cons:
           
  • Maneuvering minis is difficult in close quarters


  •                Graphics:  8.0
           The graphics, like the rest of the game, are simple but fitting. Players won't find overly detailed environments, just bright and colorful levels with adorable characters, and enemies too!

                   Sound:  9.0
           The music throughout the levels may not be memorable, but it is incredibly upbeat. The small music clips, such as the jingles used during the prologues, epilogues, and level endings, are the most memorable in this title.

                   Control:  9.5
           Controlling Papa and the minis is incredibly simple once you figure out how to balance the button and touch screen controls. Papa jumps flawlessly and the minis stack, bounce, and are maneuvered with excellent precision. The only problem is the small learning curve associated with mini-control in close quarters.

                          Gameplay: 10.0
           The variety of puzzles makes it hard to get bored, even in later levels when all obstacles are familiar. Players will find themselves having to use familiar tactics in new ways to traverse worlds.

     


           Lastability:  8.0
           Just as players may think the game is about to end, new areas always seem to be popping up. After every area is complete, players can redo each level for an "S" ranking or earn enough coins to purchase everything in the store, including one little item that makes achieving the speed run scores a breeze.

     


           Final:  9.0
           Boing! Docomodake may be simple and cute, but players shouldn't underestimate this bargain catch. It's full of character, emotion, and charm on top of the great puzzles and platforming it has to offer. It may not be long or complicated, but it is a great title offering a wonderful play experience that shouldn't be overlooked.      


    31
    TalkBack / This Week in Nintendo Downloads
    « on: April 27, 2009, 11:16:27 AM »
    This week brings about two new DSiWare games, a Cocoto WiiWare game, and a Super Nintendo game for the Virtual Console.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18298

     This week in Nintendo Downloads, Nintendo again releases two new titles for DSiWare, while Neko Entertainment brings us Cocoto Platform Jumper to WiiWare, and the SNES game Nobunaga's Ambition finds its way onto the Virtual Console.    


    Clubhouse Games Express: Card Classics is a compilation of familiar card games, including Blackjack and Five Card Draw as well as titles based on speed such as Last Card and President. Up to eight players can battle head-to-head through DS Download Play. Clubhouse Games Express: Card Classics is rated T for Teen by the ESRB and is available now for download through the DSi Ware shop for 500 DSi points ($5).    


    Paper Airplane Chase requires players to navigate a paper airplane through a windy path while avoiding any obstacles in the plane's path. There is an Endless mode, multiple Time Attack levels, and a two player mode where players can race one another using a single DSi. Paper Airplane Chase is rated E for Everyone by the ESRB and is available now through the DSi download store for 200 DSi points ($2).    


    Cocoto Platform Jumper, a former PAL exclusive by Neko Entertainment, follows the tale of Cocoto, a mysterious creature who protects a caludron that is the source of power in his land. Zaron, the lightning God, wishes to steal the power for himself and kidnaps Cocoto's friends, leading Cocoto onto his platforming adventure.  Cocoto Platformer Jumper is rated E for Everyone by the ESRB and is available through Wii Ware for 700 Wii points ($7).    


    Nobunaga's Ambition, developed by Koei, is a turn-based strategy game that is set in feudal Japan. The main goal is to reunite Japan, and players can choose to do so in a diplomatic fashion or by less conventional methods. Nobunaga's Ambition is rated E for Everyone and is available now through the Wii Shop Channel for 800 Wii points ($8).    


    NINTENDO DOWNLOAD: POKER, PLANES AND PLATFORM GAMES FUEL PLAYERS' AMBITION    


    April 27, 2009    


    The table is set for card-flipping fun with this week's release of Clubhouse Games™ Express: Card Classics on Nintendo DSiWare™, while the new Paper Airplane Chase™ packs portable challenges for fans of airborne action. WiiWare™ users will find Cocoto Platform Jumper, a wildly imaginative new platformer populated by mysterious creatures. Last but not least, Nobunaga's Ambition, a classic strategy game from the Super NES™ system era, finds its way to the Virtual Console™.    


    As an added bonus to help celebrate the recent launch of the new Nintendo DSi™ system, Club Nintendo members now will be able to earn coins for registering, linking and providing feedback about their Nintendo DSi systems. They also will be able to earn coins for providing feedback about Nintendo DSiWare titles, which will be automatically registered on their Club Nintendo account when they link their Nintendo DSi Shop to their Club Nintendo account.    


    Nintendo DSiWare    


    Clubhouse Games Express: Card Classics (Nintendo, 1-8 players, Rated T for Teen - Simulated Gambling, 500 Nintendo DSi Points™): Clubhouse Games comes to Nintendo DSiWare with a collection of five fun card games in Clubhouse Games Express: Card Classics. Play familiar favorites like Blackjack and Five Card Draw, or test your ability in the fast-paced Last Card, Last Card Plus and President. DS Download Play allows players to host as many as seven friends.    


    Paper Airplane Chase™ (Nintendo, 1-2 players, Rated E for Everyone, 200 Nintendo DSi Points): In Paper Airplane Chase, glide your virtual paper plane through an increasingly tricky slalom course. Take it slow in Endless mode or zip through several Time Attack courses. The two-player Race mode allows friends to race each other using a single Nintendo DSi system.    


    WiiWare    


    Cocoto Platform Jumper (Neko Entertainment, 1-4 players, Rated E for Everyone - Mild Cartoon Violence, 700 Wii Points™): A long time ago in a faraway land, strange little creatures lived in the depths of Abyss. Cocoto, his little devil friends and the mysterious Fairy protect the secret of the magma — the source of their power — in a magic cauldron. Meanwhile, Zaron, the god of lightning who lusts after this force, is up to something. He can count on the rulers of the other kingdoms that Cocoto must cross. The tragic kidnapping of Shiny, Baggy and Neuro has left Cocoto alone to watch over the cauldron. Refusing to leave his friends, he will set out to find them with Fairy.    


    Virtual Console    


    Nobunaga's Ambition (Super NES, 1-8 players, Rated E for Everyone - Violent References, 800 Wii Points): Nobunaga's Ambition is a game set in Japan's Warring States period, a turbulent age when feudal warlords battled for control of the country. As the ruler of a fief, the player chooses his or her own path to conquest: Will you wage war on your neighbors or rely on diplomacy? Use economic sanctions or send ninja assassins? Use all of your ingenuity and resources to unite Japan under your banner.    


    Nintendo adds new titles to the Nintendo DSi Shop and the Wii™ Shop Channel at 9 a.m. Pacific time on Mondays. Users with broadband Internet access can redeem Wii Points or Nintendo DSi Points to download the games. Wii Points can be purchased in the Wii Shop Channel. Nintendo DSi Points can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Nintendo DSi Shop or the Wii Shop Channel. They are not transferable and cannot be divided between the two systems.    


    Remember that both Wii and Nintendo DSi feature parental controls that let adults manage the content their children can access. For more information about this and other features, visit Wii.com or NintendoDSi.com.


    32
    TalkBack / PREVIEWS: We Ski & Snowboard
    « on: March 16, 2009, 06:20:38 AM »
    Return to the slopes with a snowboard in hand for another round of the family friendly winter sports title.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=17976

     Namco is back with the second iteration of their casual skiing game, We Ski & Snowboard. As was the first title, We Ski and Snowboard is geared towards sports entertainment that the whole family can share and enjoy. The game will feature enhanced maneuvering as well as interactive environments and NPC's.    


    For this sequel, Namco has included more tricks, such as flips and backwards-riding that can be done on the two massive mountains featured. With over 7,000 interactive acres of land to explore and three time setting modes, players will be able to enjoy the slopes any time of day, morning, afternoon, or evening. A new Snowboard Fun Park has also been included, allowing players to practice their skills, as well as learn and master new ones.    


    With the new playback feature, players can relive extraordinary moments from multiple camera angles, similar to footage on actual sports news coverage. Just like the original, Wii Balance Board support has been included to give players a more intuitive and engaging control method. Players can also recruit Miis as tour guides and ski pals.    


    We Ski & Snowboard is rated E for Everyone and is available now in North America.


    33
    MSico from The Speed Gamers here, always a joy to see ourselves on Nintendo World Report, I've loved this site since it was PGC.

    We're happy to support you guys and your cause. It's very generous of you all to donate your time to help others.

    Quote
    But we ARE doing Faces of Evil and Wand of Gamelon because I bought a working CDi from eBay.

    So you're the one who stole my CDi auction at the last second huh. *sigh*
    :P

    34
    TalkBack / SpeedGamers.com Hosts 72 Hour Zelda Speed Run for Charity
    « on: March 10, 2009, 04:39:27 PM »
    Over the course of three days, the team will play nonstop through thirteen titles to raise money for Ally's House.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17945

     For over a year now, The Speed Gamers have been racing through popular series such as Metroid, Pokémon, Earthbound, and Halo all in hopes that they can raise a significant amount of money for charity. So far they have donated over $15,000 to different charities across the US.    


    This month the volunteers, aged 18 to 28, will be hosting a seventy-two hour Zelda marathon that will run from Friday March 13 at 6pm (CST) until Monday March 16. They're hoping to complete all thirteen Zelda titles, including both the console and handheld versions. All the donations made by viewers will be sent to Ally's House. The charity was created by Toby Keith to help families with young members seeking cancer treatment pay medical bills and other expenses.    


    For anyone interested in donating to their cause (via Paypal) or watching the speed run, there will be a live feed accompanied by a commentary and viewer prizes at their website http://www.thespeedgamers.com.


    35
    TalkBack / PREVIEWS: Overlord Minions
    « on: March 09, 2009, 03:57:34 PM »
    Control four of the overlord's minions in this upcoming DS spin-off.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=17932

     Thanks to the success of their title Overlord for the 360, PC, and PS3, Codemasters has decided to create a spin-off title, Overlord: Minions for the DS. Unlike its predecessor, Overlord: Minions is slower paced title, that plays more like a puzzle game with some action elements, rather than an action strategy title like the original. The series' wacky art style and mischievous humor will be returning, regardless of the genre change. This time around the player is the overlord and instead of commanding an entire army, they will take use of four different colored minions named Giblet, Blaze, Stench, and Zap.    


    Giblet, the brown minion, is a terrific fighter, though a bit dumb at times. Blaze, the red minion, is a pyromaniac who can throw fireballs for a ranged attack. Stench, the green minion, lives up to his name as he defeats enemies with "obnoxious attacks" including his "Fart Dart." Lastly, Zap the blue minion, is a magic based ally. He can channel magic for attacks and has the ability to heal other party members. The final minion, Gnarl is not on the front lines of battle, but rather a support character that provides information and tactical advice to the player.    


    Filling the role as evil overlord, players will fight to prevent Silas, leader of the Kindred cult from resurrecting the dragon kin, a mighty race of humanoid dragon hybrids who wish to overthrow you.    


    The main concept of the game is to strategically control the four colorful "mischievous, malevolent, and manic minions" in order to solve puzzles, perform powerful attacks, and most importantly, do the overlord's bidding.  As the game progresses, the puzzles become more complicated. Players will have to use a combination of each colored minion's unique abilities in order to complete these more challenging endeavors.    


    The game will take full use of the DS touch screen as a means of controlling the action. With these controls players will encounter and defeat an array of enemies including goats, infected sheep, winged elves, and mutated trolls, among many others.    


    Overlord: Minions will be available for the DS this June alongside the Wii release of Overlord: Dark Legend.


    36
    TalkBack / PREVIEWS: A Boy and His Blob
    « on: March 09, 2009, 11:09:41 PM »
    The NES classic is being revived on the Wii this holiday season.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=17927

     A Boy and His Blob: Trouble on Blobonia is an NES game released in 1989, developed by David Crane, best known as the creator of Pitfall. The side-scrolling platformer followed the tale of a boy and his blob friend, Blobert who travel to Blobert's home planet, Blobonia in order to save it. A remake, currently titled A Boy and His Blob, is being made for Wii by developers Wayforward Technologies and is due out during the 2009 holiday season.    


    Players will once again return to Blobonia; however, quite a few changes and additions have been made to the original NES formula.    


    The simple 8-bit graphics of the original have been replaced with hand-drawn characters and backgrounds, made to resemble a moving painting. Players will be able to travel through Blobonia's four worlds each of which contain ten levels rich with treasure to collect and enemies to battle. Players will fight against serpents, the Quadruped Beast, and even the Blobonian Emperor himself.    


    For those that remember the original, Blobert was controlled by his consumption of jelly beans. This unique feature will return, though it is updated in many new ways. The jelly beans fed to Blobert will still make him transform into different objects useful for solving puzzles and escaping danger, though new jelly bean flavors such as Caramel Cannon and Bubble Gum Bubble have been added. These two specific flavors will transform Blobert into useful items such as a cannon and a shield. A total of fifteen jelly bean flavors will be present in order to guide Blobert and the boy through Blobonia.    


      Blobert's shape-shifting abilities are a crucial part of the game, as the boy's movement and range is extremely limited. Players will need to make both characters cooperate in order to reach new areas and battle enemies.    


    Unlockable bonus content will also be included in the game as a celebration of the original's twentieth anniversary.


    37
    TalkBack / Regigas for Download at Toys R Us
    « on: March 07, 2009, 05:54:30 AM »
    Why waste hours searching for the Regi Trio and flying to Snow Point City when you can get him in thirty seconds?
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17896

     Next week, Pokémon fans will be able to run down to their local Toys R Us and download the gigantic Regigas Pokémon to their Nintendo DS.    


    Players must bring their DS equipped with an English copy of Pokémon Diamond or Pokémon Pearl to the DS Download Station usually located in the game section of any Toys R Us.  Also, players must be sure they have already obtained the Pokédex and that there are no more than two Wonder Cards in their inventory, otherwise  they will have to delete one of these Wonder Cards.    


    There is a limit of one Regigas per Pokémon Diamond or Pearl game card. The promotion will run from March 8th until March 21st at Toys R Us.    


    For those living in Japan, there is an alternative way to obtain Regigas (known there as Regigigas). Those who purchased a movie ticket to the latest Pokémon movie release will be able to download him for free from a Download Station.    


    According to information on the Japanese Pokémon site, trading Regigas to a Pokémon Platinum cartridge will make something special occur. It also allows players to obtain the Regi Trio (Regirock, Registeel, and Regice) in Snow Point City, the location players originally went to get Regigas in Diamond and Pearl.


    38
    TalkBack / Re: REVIEWS: Fire Emblem: Shadow Dragon
    « on: March 06, 2009, 02:37:56 PM »

    Now my choice is to either kill them off or sit them on the sidelines for the entire game.  But from what I've read, if I don't kill them I won't be able to recruit new (and better) characters later on?  Bah.  I've never lost a character in Fire Emblem in my entire history of playing the series and you want me to start now?  I hate you, Nintendo.

    Nah, you don't HAVE to kill them to get new characters, the weaker ones just sort of tend to sit and do nothing for the rest of the game. Honestly, I took all the new lower level characters I acquired and threw them on the front lines. The only time you really have to kill someone off is when the game tells you to sacrifice someone. 

    Something that made my life easier though when trying to figure out who could be recruited from the enemy side during a battle, was tapping on all the enemy characters (except the boss and his protector minions) before the battle started. Generally if a name popped up instead of a general description of the enemy's race, they could be rescued.

    39
    TalkBack / REVIEWS: Fire Emblem: Shadow Dragon
    « on: March 05, 2009, 04:38:28 PM »
    Western gamers finally learn the tale of Marth's quest to avenge his father and save his kingdom.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17886

     Fire Emblem: Shadow Dragon finally gives the western world a version of the game that started the beloved series. After playing Shadow Dragon, it's easy to understand why Fire Emblem has withstood countless console generations and still remains a well received and beloved Nintendo IP to this very day. While certain elements feel lacking in this title, this remake adds many features to improve upon a classic.    


    Fire Emblem: Shadow Dragon is set on the continent Archanea, which is split into nine kingdoms, one of which is the protagonist Marth's homeland of Altea. The game begins by telling the story of a battle between good and evil. Long ago the Dohl Empire, led by the shadow dragon Medeus, invaded the continent of Archanea. A young man from Altea, Anri, defeated the shadow dragon using the sacred sword Falchion and restored peace to the continent. One hundred years later, Medeus was resurrected and joined forces with the wicked Gharnef in order to rule the world. The kin of Altea Cornelius, successor to Anri and father of Marth, journeys out with the Falchion to defeat Medeus but is sadly slain in battle. The responsibility then lies on Marth to continue his father's legacy and help save Archanea.    


    Fire Emblem: Shadow Dragon is a twenty-five chapter strategy RPG that offers very similar gameplay to other entries in the series. However, unlike newer entries, Shadow Dragon only features offensive battles in which players must seize the enemy throne. Before battle, players prepare their party, which includes choosing characters, trading items among them, purchasing or forging new weapons, changing classes, and switching the starting locations of characters on the battle map. Once these preparations have been made, players can save and begin the battle.    


    During the Player Phase, players can move their characters within a specific range (determined by the particular character) in order to battle enemies, trade items with adjacent characters, open chests (although only thieves and, later on, Marth have this ability), visit homes to gain advice and/or items, use items, or wait. Should players wish to do so, they have the ability to end the Player Phase without having to direct all their characters. Once players have performed all of their characters' moves, the Enemy Phase will ensue. The opposing side will instigate battles, steal items in chests (which can be redeemed by defeating them), and sometimes call for reinforcements.    


    As one would expect, strategy plays a vital role in winning battles in Shadow Dragon. Players must always keep in mind the strengths and weaknesses of their allies and enemies. The game's general battle guidelines have a rock-paper-scissors-type system where lances beat swords, swords beat axes, and axes beat lances. Augmenting the battle mechanics are magic spells which have varying effects depending on the enemy troops. Ignoring these rules of engagement will most likely result in the death of party members, and the inevitable game reset.    


    Many times, either at the beginning of or during a new battle, players will encounter an allied force which will augment their group, or an enemy soldier who can be turned into a useful ally. Recruiting an enemy soldier usually requires Marth to speak to him/her, but there are instances where a different party member is necessary instead. Integrating these members into your party allows you to be more successful in battles, and slowly becomes a vital part of in-battle strategy. It is also worth mentioning that while new party members are added often and fatalities can't always be helped, it is very important to always try to keep your teammates alive during battles, because once deceased, they are permanently gone.    


    There are two control options in Shadow Dragon, the first being a classic combination of buttons and the D-Pad, and the other being touch screen-based controls. While the classic formula still works, the ability to use the stylus for complete control allows for fluid movement around the map, simple navigation through menus, and quick tap-based battling. The only real annoyance occurs when a player accidentally hits a physical button while using the stylus controls. The functions can easily, and unintentionally, negate one another causing a brief moment of confusion and frustration.    


    There are many differences between this remake and the original Japanese Famicom release. Nintendo clearly made great efforts to improve upon the original's design and update it for today's modern consumers. The most noticeable differences are the updated graphics and battle sequences. They are presented in a top down view, and while of fairly low resolution and not as polished as they could be, the 2-D landscapes still look wonderful, as do the character sprites in the animated battle sequences. The maps have also been updated to match the modern Fire Emblem look. Overall, it looks much better and more realistic than the last handheld Fire Emblem title, The Scared Stones.    


    Another update is the addition of the prologue. This eases new players and veterans alike into the gameplay and control schemes in order to prepare them for battle. Additionally, one-time-use   mid-battle save points are now positioned about the map, allowing players to save during a battle to prevent having to redo the whole thing, which can easily exceed twenty or even thirty minutes. This differs from the unlimited mid-battle save function found in Radiant Dawn.    


    While these new additions to Shadow Dragon are certainly an improvement, there are certain lacking aspects that are overshadowed by the original's descendents. One of my biggest complaints with the game is the complete lack of character development. In other Fire Emblem games, I took painstaking care to keep my party members alive, not only to keep them as essential fighting tools, but also because the game would provide the biggest guilt trip in the world if I allowed them to die. With Shadow Dragon, the player's attachment to their party is minimal, and since they are so regularly replaced, this leaves the player with no real reason to mourn the loss of certain characters. And although this is the original, there are gameplay aspects from later Fire Emblem games that could have been added to improve Shadow Dragon's quality, such as the ability to rescue party members (a command which allows players to save severely injured, important troop members). Finally, due to the unvarying mission goal across all chapters, Shadow Dragon begins to drag towards the end of the game.    


    The online mode is a surprising addition to this NES remake and is a wonderful example of taking an old formula and updating it to take advantage of new technology. Two players are able to battle one another locally or over Wi-Fi using five warriors from their single player campaign on one of six exclusive, randomized maps. The objective is either to completely annihilate the opponent's army or seize a castle's central flag. Victorious players are awarded a card which can be used on party members to grant them special abilities. In addition to battling, players can also import and export their troops via Wi-Fi to a friend's copy of the game. Finally, if players desire the strongest weapons available, they will need to access the online armory; however, it is important to note that the armory's inventory changes often and many items are only available during certain times of the month.    


    Westerners have waited many years to experience the title that started it all, and now players around the world are able to experience the wonder that Fire Emblem: Shadow Dragon truly is. While not revolutionary by today's standards, it is easy to understand why the original was groundbreaking in its day. Although the strong storylines and character development that has become a series staple isn't well established in Shadow Dragon, there are still many additions inspired by later Fire Emblems that make Shadow Dragon much more than a port. Shadow Dragon is an epic look into Fire Emblem's once unknown past and is in its purist form, a beautiful experience that no one should pass by.

    Pros:
           

  • Challenging gameplay
  •  
  • Great additions


  •        Cons:
           
  • Lack of character development
  •  
  • Generic storyline


  •                Graphics:  8.0
           The battle scenes, as well as the character models and landscapes, are generally wonderful. While the graphics could have been more detailed, this does not impact its enjoyment factor.

                   Sound:  8.0
           A staple of Fire Emblem has always been soundtracks that evokes emotion and properly sets the tone for a specific situation. Shadow Dragon continues this tradition: the music for the player phase is bright and inspiring, while the enemy phase is dark and ominous.

                   Control:  9.0
           Controlling Shadow Dragon is as simple as tapping. While players have the option of using the D-pad and buttons, the touch screen makes controls that can be slow and clunky feel fluid and simple, even for beginners.

                          Gameplay:  8.0
           Elements of new and old come together in Fire Emblem: Shadow Dragon, creating an experience that is simple enough for new players and still satisfying to veterans of the series. Terrific battle mechanics along with increasingly fun and challenging campaigns keep this title from being a mere port with updated graphics. However, the completely missing element of character interaction is felt through-and-through: it's difficult to care about the welfare or mourn the passing of a character you barely know.

     


           Lastability:  8.0
           Completing the game is a challenge, and many players will not want to revisit the single player journey right away. However, the online mode is an easy way to come back to the title long after the single player campaign has ended. With randomized maps and a wide selection of troops to pick from, players can spend endless hours online battling and developing new strategies in the hopes of achieving victory.

     


           Final:  8.5
           Fire Emblem: Shadow Dragon is without a doubt a great game worthy of praise. Although the lack of character development leaves the player a bit unsatisfied, it is still a remarkable title. Fans of the Fire Emblem series will feel at home in the game that started it all, and finally western gamers can connect with Marth outside of Smash Brothers.      


    40
    TalkBack / REVIEWS: Elebits: The Adventures of Kai and Zero
    « on: March 02, 2009, 01:51:10 AM »
    Gotta catch 'em all! El-é-bits!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17854

     Elebits: The Adventures of Kai and Zero is a classic case of confused identity, struggling to do too many things at once. In addition to the inherent element of Elebit collection, there's a 2D Zelda-esque world to explore mixed in with obscure puzzle-solving elements and item collecting to top it all off. Although Elebits: The Adventures of Kai and Zero is a good game which combines unique concepts, colorful worlds, and a charming story, a more focused approach would have made it great.    


    The title continues where its predecessor, Elebits, left off. Players came to learn at the end of the first title that the Elebits were acting strangely due to the presence of an Omega Elebit. Kai (the story's protagonist) captured the Omega, befriended him, and named him Zero. This second installment begins with Zero discovering a magical bus of Kai's father's creation. The bus accidentally charges up and activates, sending Kai and Zero reeling into another universe. Players must guide the bus, named Gigi, through many universes in order to return Kai and Zero home.    


    Upon entering a new universe, players have a few moments to explore and acquaint themselves with the world before encountering a denizen who asks Kai for help in aiding their world. As each denizen initially explains their troubles to Kai they will mention particular Omega Elebits that inhabit the universe. They even mark their location on Kai's map, which is featured on the top screen of the DS. In exchange for Kai and Zero's help, the denizens promise to award them with a map to another new universe. Later in the game, players gain the ability to revisit previous areas.    


    Initially, the only power Kai possesses is his electrical capture gun. With this power, he can open doors, charge elevators, reactivate moving platforms, etc., though he must first collect Elebits in order to charge the gun. Elebits are scattered throughout each universe, sometimes in plain sight. Most of the time, however, players will have to shake trees, pick up rocks, break vases, or scare them out by charging up particular items. Unlike the original game, Kai no longer directly collects Elebits; he instead relies on Zero and the other Omega Elebits to do so.     As mentioned earlier, players will need to capture the various Omega Elebits in order to complete their quest. Typically, each Omega is captured by successfully completing a puzzle or rescuing an inhabitant of that world. Each Omega has its own unique ability (such as fire, water, ice, surfing, magnetism, digging, strength, etc.) and can be likened to Nintendo's popular Pokémon creatures. Players are even able to evolve their Omega Elebits by charging them with watts, though the result is extremely insignificant and does not alter the gameplay in any meaningful way. The various Omega powers are required in order to reach new parts of the map or defeat the bosses, similar to another Nintendo series, The Legend of Zelda.    


    The game's more mundane tasks, such as collecting normal Elebits to power items, become increasingly tedious as the game moves on. Though the wattage necessary to power items increases, the wattage of the Elebits you collect does not. This results in an increasing amount of time being dedicated to the least enjoyable part of the game. Another aspect that becomes increasingly annoying as the game goes on, particularly in the more challenging levels, is the necessity to redo everything after leaving an area not unlike a square on a 2D Zelda map. Each task in the game must be completed in a linear manner, and leaving an area results in a total reset of any progress made. Players can easily leave an area accidentally by walking too close to the boundary on the map.    


    Controlling the game is as simple as moving Kai with the D-Pad and using the touch screen. Regardless of whether players are capturing Elebits, talking to NPCs, or using the Omegas, a simple tap will perform the desired action. In order to have an Elebit perform its ability, you must position Kai and then tap your Elebit. For example, if you want to crush a rock, you must position Kai so he is facing it and then tap the strength Omega, who will temporarily switch places with Kai to smash the rock. In frantic situations the controls can become cumbersome, since players must perfectly position Kai with the D-Pad for the desired action to occur in the proper direction. Thankfully, these situations are few and far between.    


    Presented in a top-down view, Elebits: The Adventures of Kai and Zero is quite beautiful. The bright colors are appealing and each themed area is very well designed and decorated. While some of the surrounding scenery has no impact on play and exists solely as aesthetic appeal, most of the environment is constantly moving and changing. In some worlds leaves will slowly fall, in others waves will crash against rocks lining the shore, and wherever Kai walks he leaves his mark whether by kicking up grass or making footprints in the sand. It's these interactions that make the game vivid, imaginitive, and beautiful.    


    The characters are also highly detailed and colorful, giving players an attractive palette to appreciate. Additionally, each Elebit's unique personality quirks are animated in a hilarious manner as some run in terror and others stumble carelessly along.    


    The multiplayer mode is a surprisingly great addition to the game, with an addictive nature that can keep players occupied for hours. Players can choose to play with friends or random players through Nintendo Wi-Fi Connection. Each player chooses five Omega Elebits collected in their single player adventure and battles to collect the most Elebits in a specified time limit on a randomly generated map. As with the single player adventure, there are obstructions that can only be overcome through the use of specific Omega abilities. Due to the random generation of maps, there is a certain amount of luck associated with winning, though it doesn't hinder the experience.    


    Strangely enough, Elebits: The Adventures of Kai and Zero is enjoyable, but not for the same reasons its predecessor was. Collecting Elebits in a 2D setting becomes tedious after just a short time; however, the game excels where it emulates two of its adventure brethren, Zelda and Pokémon. There are many wonderful hours to experience while traveling among the colorful worlds, all the while collecting Omega Elebits whose individual abilities create an even more intriguing game. Had the game given more precedence to these aspects, the resulting product would've been even better.

    Pros:
           

  • Beautifully detailed characters and environments
  •  
  • Interesting, varied gameplay


  •        Cons:
           
  • Collecting Elebits becomes tiring
  •  
  • Redoing tasks as a result of accidentally leaving an area is frustrating


  •                Graphics:  9.0
           The beautiful, static scenery and character models are only half of what makes Elebits look terrific. The humorous animation of the Elebits and the dynamic environments make the game look even more fantastic.

                   Sound:  7.0
           While not entirely memorable, each location has its own unique tracks and sounds effects that fit perfectly with the locale. Original Elebit noises make a comeback to this title, alongside new shock and capture sound effects.

                   Control:  8.0
           While the controls are generally responsive, getting Omega Elebits to perform their specific skill can sometimes be cumbersome and frustrating, especially during boss battles where speed and precision are a necessity.

                          Gameplay:  8.0
           The game features a combination of the original title's Elebit capturing and harnessing, Zelda-esque puzzle solving and adventuring, and Pokemon-like collection, giving the game a unique yet familiar feel. Unfortunately, the Elebit-collecting staple of its predecessor is overshadowed by the Zelda-Pokemon gameplay elements.

     


           Lastability:  8.0
           There are quite a few reasons to return to this title: collecting the remaining Omega and pink Elebits, finding pages of a mysterious journal, evolving every Elebit, and playing local/online multiplayer extend its life.

     


           Final:  8.0
           Elebits: The Adventures of Kai and Zero is a charming sequel to a unique title. However, while Elebits: The Adventures of Kai and Zero provides unique and solid gameplay, it's hard to ignore how the game tries to do too many things at once. With influences from the Wii Elebits game, The Legend of Zelda, and Pokémon, the game would've been better off if its developers had focused on its stronger points and ditched the more tedious ones. Overall, though, it is still a wonderful game that fans of adventure games and the original Elebits will surely enjoy.      


    41
    TalkBack / Iwata Asks: DSi
    « on: February 27, 2009, 09:04:32 AM »
    Did you know that the DSi was originally supposed to have two DS game card slots?
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17840

     Iwata Asks is back for another edition, and this time the Nintendo CEO interviewed the DSi development team about their thoughts, opinions, and the development of the latest DS redesign.    


    The DSi story begins with Masato Kuwahara, from Nintendo's Development Engineering Department. At the end of 2006, roughly two years ago, his boss had assigned him the task of doing yet another redesign of the DS hardware. The caveat: Kuwahara needed to have the proposal completed by the end of December. Listening to the story, Iwata remarked that it was "quite short notice," to which Kuwahara quickly agreed, "I'll say!" Kuwahara and the rest of the team also had to move at top speed in order to meet their second goal, producing the internal chip for the DSi.    


    While developing the system, Kuwahara needed to keep in mind how they were going to market and sell the DSi since it wasn't a brand new handheld system, but rather the third edition of the DS line. Kuwahara admits that this problem caused "some frustration," but he persisted nonetheless.    


    Iwata revealed that the idea for the cameras began early on, when a coworker mentioned how the DS already had ears (the microphone) and a sense of touch (the touch pad). The only thing lacking was for the DS to have eyes.    


    According to Iwata and the team, two cameras were created in order to make the DSi more versatile. The outer camera is used to take general pictures and/or videos, whereas the camera on the inner side of the DSi is used to photograph a person during play. When the camera idea began, the development team considered inserting a rotating camera instead of two separate ones, but due to the extra cost of production of such a camera and the possible durability issues, this idea was ruled out. The camera pixel count was another concern of the team. As such they decided on an ample 0.3 megapixel camera to avoid increasing the DSi's physical size and reduce possible processing times associated with higher megapixel cameras. Iwata claimed that there was nothing to be worried about in regards to the clarity and quality of the pictures.    


    The other DSi hardware upgrade was the new SD Card slot. According to Iwata, the feature was heavily questioned by the development team, but was strongly "pushed for" by Shigeru Miyamoto.    


    According to Kuwahara, the hardest part of building the DSi was physically designing it. Back in October of 2007, while the molds were being prepared, the DSi team held a meeting with producers from Nintendo's EAD division to finally unveil the new product to the company. After the presentation, the DSi team asked the representatives from EAD if they would want a DSi of their own. Of the twelve questioned, only three felt they would actually want one. Kuwahara remarked that they seemed to "[hold] back their true" opinions since "one of the designers was standing right there." This lukewarm response was due largely to the DSi's huge size at the time. The original design featured two DS cartridge slots due to the many requests Nintendo had received from gamers and in-house employees as well.    


    Due to the negative reaction the developers decided it needed to be changed. Unfortunately, at the time of unveiling everything was already done for the DSi including the parts configuration, durability and assembly checks, and prototype evaluations.    


    Physically redesigning the DSi pushed back the release date and forced the development team to abandon the dream of having two DS cartridge slots in the system. According to Kuwahara, "it was more important that lots of people who would see the Nintendo DSi would want one." Since the internal structure of the DSi was complete, the deadline to create its new outer design was on a very strict schedule. Yui Ehara, designer of the outer shell of the DS Lite, was put in charge of redesigning the DSi's structure. Ehara stated that he wanted to make "Nintendo DS a kind of icon" instead of drastically redesigning a new version. He wanted to keep its general concept (the two top and bottom rectangles) the same so that anyone would be able to recognize it.    


    Ehara had three goals while redesigning the DSi structure. The first was to make the unit slimmer than the preceding DS Lite. The second was to make a strong outer shell that could withstand a decent amount of force and that was also not too stressful on the moulds in order to ensure easy duplication. The final goal was to design the casing with affordable materials in order to keep cost down.    


    Ehara also made some other cosmetic changes from the DS Lite to give the system an even cleaner cut look. The original speaker design featured six small holes. This was discarded in favor of a single horizontal slit. The shiny material used to create the DS Lite casing was also discarded in favor of a matte finish. This prevents fingerprints from showing on the casing, and gave it a distinguishable look from the DS Lite.    


    The response after the unveiling of the second version was much better received, with everyone in agreement that it was much better than the original design. The EAD team also appreciated the larger LCD screens that were built into the DSi. Though Kuwahara admitted that the feature was not something that would cause people to "shout from the rooftops," he believed that the new screens, now measuring in at 3.25 inches across, was a great update.    


    A reset button was also added so players could return to the menu. From here they could play a different game without having to turn off the DSi thanks to the extra system RAM.    


    Another feature that was updated was the quality of the handheld's sound. In the DSi the team upgraded the IC codec, which is responsible for amplifying sound and converting digital into analog signals. This upgrade allowed for a much louder and better quality sound. Developers, and Iwata himself, were very pleased that this aspect was improved.    


    Kentaro Mita, the go-between for the software and hardware DSi development teams, told Iwata that the true "turning point" of the DSi, the point where it was separated from its predecessors, was achieved when the Shop functionality was implemented. The concept of a personalized "My DS" image was a concept conceived by Nintendo prior to the inception of the DSi project, and the shop brought the DSi one step closer to realizing it. The DSi shop could allow players to purchase various games and applications to make their DSi unique to their own tastes.    


    The DSi Shop also works in Nintendo's favor, allowing the company to market and sell items that wouldn't have been practical to sell previously as software packages. These applications include things such as maps and calculators. With low-cost downloads like an Animal Crossing clock, Link calculator, and even a simple version of Tetris, players can customize their DSi to their liking. In order to accommodate the shop functionality, the hardware development team incorporated internal memory to store players' downloaded content, similarly to the Wii.    


    Kuwahara expressed his hopes that everyone's individual personality will be reflected in their DSi systems. He said it would be great if the DSi was an integral part of its owner's life, something they couldn't leave home without. Iwata echoed this sentiment stating that he hoped it would become "something [people] carry around with them at all times."    


    Iwata closed the interview by stating that the DSi is "full of changes" and users will come to discover all of them "little by little once they get their hands on one and start playing."


    42
    TalkBack / Nyko Releases New Accessories for The Wand
    « on: February 25, 2009, 08:10:10 PM »
    The new wired Kama with rumble and Pistol Grip Gun will take use of the Wand's patented Trans-Port technology.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17817

     Nyko announced last week that they plan on releasing two new accessories for the Wand, following its release during the second quarter of 2009. Both the Wired Kama with Rumble and Pistol Grip Gun will use The Wands patented Trans-Port technology which will digitally replicate the input commands of the A and B buttons.    


    The Wand was recognized as Best of CES 2009 in the Gaming Category and according to Nyko Technologies Director of Marketing, the Wand opens a "myriad of new features and accessories," which allows them to "improve how consumers experience games on the Wii." Nyko's Wand will be available for purchase individually in April of 2009 for an MSRP of $34.99, $5.00 cheaper than Nintendo's own Wii Remote.    


    The Pistol Grip Gun seeks to improve upon existing gun peripherals, particularly their delay in response time due to the mechanical activation system. The Pistol Grip also has a button located underneath that will allow players to switch the A and B button functions on the wand to the same as the hammer and trigger. Additionally, a secondary port on the bottom of the Pistol Grip has been made available in order to connect other accessories, such as the Wired Kama.    


    The Wired Kama with Rumble is an updated version of Nyko's Kama controller and will now be the "first and only model" to feature full vibration feedback. The physical design has been kept the same in order to assure the same fit and grip, and will connect to the Wand via a four-foot cord.    


    Consumers can purchase the accessories in two different Wand value packs. The Wand Action Pak is designed for gamers with an affinity for shooters and will include one Wand and one Pistol Grip Gun. This pack will be available in June for an MSRP $49.99. Nyko's second option, the Wand Core Pak is designed as a starter set for all types of gamers and includes one Wand and one Wired Kama with Rumble. This set will also be available in June for an MSRP $49.99.    


    Nyko Technologies® Announces New Wand Packs - Action Pak and Core Pak    


    New Wii Controller and Accessories to be Offered Together in Two Value Packs    


    LOS ANGELES - Feb. 19, 2009  Nyko Technologies®, the premier videogame accessories manufacturer, today announced two new accessories that will be available for its new Wand™ controller, expected to ship this April. Designed to work with the Wand’s patented Trans-Port™ technology, the new attachments include a Wired Kama with Rumble and the Pistol Grip gun that digitally replicates the A and B input commands. Both products are expected to be available in value packs following the Wand’s release in the second quarter of 2009.    


    Wand Action Pak    


    The Wand Action Pak is perfect for shooting games, including one Wand controller and one Pistol Grip attachment. The Pistol Grip attachment is the first gun peripheral for the Wii with digital button relocation. Existing gun peripherals that attach to the Wii Remote™ use a mechanical activation system that is prone to breakdown from prolonged use, experiences a slight delay in response time and has software compatibility issues.    


    The Wand’s Trans-Port technology enables the Pistol Grip to activate the A and B commands digitally, as if depressing the buttons directly on the Wand itself. A small switch on the bottom of the Pistol Grip allows the A and B button functions to be easily flipped between the controller’s two buttons, the trigger and the hammer, depending on the game and convenience of button access. A port has also been included on the bottom of the Pistol Grip to allow for the connection of additional accessories, such as the Kama controller. The Wand Action Pak will be available in June for a MSRP of $49.99    


    Wand Core Pak    


    The Wand Core Pak is the ideal starter set for any Wii gamer and includes one Wand controller and one Wired Kama with Rumble. The Wired Kama with Rumble is the latest version of Nyko’s Kama controller for Wii, the first and only model to incorporate full vibration feedback support for an immersive gameplay experience. The Wired Kama with Rumble connects to the Wand via a 4-foot cord and utilizes Nyko’s exclusive Trans-Port technology to enable vibration with all titles that utilize remote vibration. The new controller will feature the same design and form factor of the Wireless Kama for a comfortable fit and extra grip. The Wand Core Pak will be available in June for a MSRP of $49.99    


    The Wand is designed for maximum compatibility with Wii software and accessories and will be available individually in April for an MSRP of $34.99  ”The Wand opens up a myriad of new features and accessories for us to improve how consumers experience games on Wii,” states Chris Arbogast, Director of Marketing, Nyko Technologies. “Recognized as Best of CES 2009 in the Gaming category, the Wand will ship as a stand alone unit and in both the Action Pak and Core Pak so users can customize their gaming experience. We’re pleased to announce these two new Wand-compatible accessories and look forward to introducing innovative new ways of utilizing Trans-Port technology in the future.”    


    For more information on these and other Nyko products, please visit: www.nyko.com.


    43
    TalkBack / Re: REVIEWS: Mortimer Beckett and the Secrets of Spooky Manor
    « on: February 22, 2009, 11:35:50 PM »
    How much does this game cost?

    It's $30 dollars new. Believe me, I got this game for free and I feel ripped off.

    44
    TalkBack / REVIEWS: Mortimer Beckett and the Secrets of Spooky Manor
    « on: February 21, 2009, 04:17:30 PM »
    Piece together objects in order to solve this forty-five minute mystery.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17808

     Mortimer Beckett and the Secrets of Spooky Manor is a seek-and-find, point-and-click adventure that bears similarities to popular book-based games such as I Spy. Like many other seek-and-find games, the story is simple, the controls are intuitive, and the ultimate satisfaction a player can reach is finding misplaced items without using hints. Although Mortimer Beckett adds some unique features to a simple concept, the result is an extremely short, eye-straining adventure that ends far too soon.    


    The game's story begins when protagonist Mortimer Beckett receives a letter from his uncle, who requests Mortimer's presence at his mansion. In the letter, his uncle details a machine he was building in order to rid his mansion of ghosts. However, the spirits discovered the Uncle's plan and imprisoned him within the mansion walls. Thus, Mortimer must go to the mansion, find all the pieces of the ghost machine, and rid the mansion of spirits to rescue his uncle.    


    The game is split into five levels, each corresponding to a different section of the mansion. Within each section are several rooms where players must find a number of specified objects. Unlike other similar games, players must find several pieces of an object rather than the object as a whole. Once players collect all of the pieces of the given object, they are able to make use of said object in order to solve puzzles within each of the rooms.    


    Each room contains three main objectives: find all of the object pieces, properly place the assembled objects, and discover all of the secrets, which range from sharpening a pair of hedge clippers to returning a lost broach to a ghost. Finding all of the object pieces allows players to complete the second objective, which will in turn net players a piece of the ghost machine. Discovering all of the secrets reveals a piece of a hidden message, which is used to find the final piece of the ghost machine. It should be noted that players must complete all of these tasks in order to complete the game's final objective, assembling the ghost machine.    


    The primary control input for Mortimer Beckett is the Wii Remote's pointer. Whether players are navigating to new mansion rooms via the map, searching for an object piece in a room, discovering a secret, or placing an object, pointing and pushing the A Button performs the necessary action. Clicking around a room too quickly in an attempt to find an item through brute force spawns ghosts who must be dealt with by either quickly shaking the Wii Remote or simply waiting until they disappear.    


    Unfortunately, for a game based on finding objects, its backdrops are extremely low-resolution. More often than not, items are hard to find solely because they are indistinguishable from their messy background. This causes physical strain on players' eyes, and in many instances encourage players to click around the screen frantically (regardless of the consequences) or waste a hint.    


    Mortimer Beckett and the Secrets of Spooky Manor begins just as quickly as it ends. In as little as an hour, players will fully complete the game. The game's multiplayer mode does little to expand upon this experience: up to four players compete in a mini-game where they must find specified objects floating around on screen as quickly as possible.    


    With such a poor graphical presentation, and little-to-no replay value for an already extremely short quest, Mortimer Beckett and the Secrets of Spooky Manor is incredibly disappointing and should be avoided. Fans of the seek-and-find genre will surely find themselves feeling shortchanged, and newcomers will wonder why the credits are rolling after only one hour.

    Pros:
           

  • Good point-and-click controls


  •        Cons:
           
  • Too short
  •  
  • Eye-straining graphics
  •  
  • Terrible multiplayer


  •                Graphics:  4.0
           While the game's art direction is decent, the background images are so low resolution that combing through them can cause physical eye strain.

                   Sound:  5.0
           The cliché Halloween music and sounds in Mortimer Beckett are so generic that I could swear they are straight from the five dollar CD of Halloween sounds I bought at Walmart when I was a child.

                   Control:  9.0
           With such simple premise and gameplay, there is little that can go wrong with the controls. The pointing and clicking always works well, never causing problems.

                          Gameplay:  4.0
           Though playing through the first few rooms is fun, due to the unvarying gameplay it quickly becomes a chore to complete each room's objectives. Searching for specific item pieces is sometimes unbearable, and many times I found myself merely clicking on suspicious spots instead of paying attention to what I was supposed to be finding.

     


           Lastability:  1.0
           Clocking in at a meager one hour with no replay value whatsoever, its main adventure has very poor lastability, and its worthless multiplayer mode does nothing to help.

     


           Final:  3.0
           Overall, an extremely short adventure, lackluster multiplayer, poor graphical presentation, and nonexistent replay value make Mortimer Beckett a poor package.      


    45
    TalkBack / Punch Out!! Rated Everyone 10+
    « on: February 20, 2009, 01:17:00 PM »
    The latest Wii iteration of the series has already crossed the desk of the ESRB.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17804

     Earlier this week, the ESRB rated the upcoming Wii title, Punch-Out!! Everyone 10 and up due to Cartoon Violence and Comic Mischief. Punch-Out!! boasts a cast of colorful and outrageous characters. Cartoonish boxing scenes are presented in a comical manner where characters flex their pecs and burp out loud. Although there are boxing moves unique to Punch-Out!! such as a smash to the head and other "slapstick" techniques, standard boxing moves, including jabs, hooks and uppercuts are still present.    


    While most of these depictions are innocent enough, the boxers do take physical damage that is visible to players. The boxing characters develop bruises and bumps on their faces where they have been hit, along with some boxing moves that can send opponents flying to the other side of the boxing ring.    


    Though Nintendo has yet to announce an official release date for the title, hopefully the ESRB rating of the game will prompt Nintendo to reveal the release date soon.


    46
    TalkBack / Kentaro Hisai Discusses Spectrobes: Origins
    « on: February 20, 2009, 01:05:43 PM »
    The popular DS series is headed to Wii, and producer Kentaro Hisai has revealed a number of new details through an IGN interview.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17803

     Disney's adventure series Spectrobes is being expanded with a new title, Spectrobes: Origins. In addition to being on Wii, it will be an "evolution of the series," according to producer Kentaro Hisai.       Spectrobes: Origins will continue the series' storyline from the second Spectrobes game, Beyond the Portals on DS. Hisai explains that players who have yet to experience a Spectrobes title "won't be left behind" as the game features flashbacks to keep the player up-to-date on previous happenings in the storyline. Hisai's goal is to make the game appealing to both fans and new entrants to the series.    


    Many familiar features of the previous titles will return including the ability to explore, excavate, train, and evolve the Spectrobes; even the main characters Rallen and Jeena will return. A number of "popular" Spectrobes will return in Origins, along with many new species. Hisai unveiled one new Spectrobe, Pegatinum, who will have the ability to carry Rallen across planets, significantly altering gameplay.    


    Unlike the previous title, the production team has shifted the focus of Spectrobes: Origins towards more of an adventure title than an RPG. Players can now control Rallen directly and his expanded combat abilities have allowed him a stronger presence in the upcoming title. Along with enhanced combat, players will have the ability to immediately switch the creature that fights alongside Rallen.    


    The production team is making it a point to "harness the Wii controls in a unique way" while still "staying true" to Spectrobes' roots. Players will navigate planets, battle large scale enemies, and excavate fossils using the Wii Remote while gaining a "stronger connection to their creatures" through the Wii Remote's speaker.    


    Re-designed control wasn't the only factor that could be innovated by moving to the Wii. "Larger and more epic" cut scenes were possible due to the "expansion in graphical capability." The team's ultimate goal is to produce video quality similar to that of the "popular" Spectrobes webisodes. Hisai stated that although they have set their expectations for graphics high, they feel that they "can achieve them."    


    While questions were raised on whether or not Origins will feature an online community similar to those in the previous DS titles, Hisai simply stated that they "look forward to sharing more details at a later time."


    47
    TalkBack / DSi Release Date Set for Australia
    « on: February 20, 2009, 05:03:06 AM »
    The system will be available for purchase this April with an AU SRP of $299.95 and a NZ SRP of $375.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17801

     Nintendo of Australia officially confirmed yesterday that the DSi will release in Australia and New Zealand on April 2. Featuring 17 per cent larger screens than the original DS, upgraded speakers, SD memory card slot, and the ability to download original titles through the DSi Shop, the DSi offers significant improvements of the prior iterations of the DS. In addition to the exclusive DSi Shop titles, DSi-specific retail games will also be released.    


    Players will be able to take use of the various new software upgrades of the DSi as well. An enhanced version of PictoChat will be available where users will now have the option of drawing with a rainbow colored pen in addition to the standard black. Players can also use the included camera to take and store photographs as well as utilize the camera's eleven different lenses to, among other options, distort and morph images.    


    Finally, users can play and store music through use of the SD card slot and will have the option to slow down tracks. The microphone will also allow players to record and edit their own sounds.    


    The DSi is compatible with all original DS and DS Lite titles, but due to the removal of the GBA slot, those games will no longer be supported. Available in matte white or matte black, the DSi will be on shelves for AU SRP $299.95 and NZ SRP $375.    


    Latest News    


    Nintendo DSi is Coming…  February 19th, 2009 / News    


    Nintendo Australia announces that Nintendo DSi™ – an upgrade to the Nintendo DS® hand held console – will hit shelves in Australia and New Zealand, and you can get your hands on one on 2 April 2009.    


    Nintendo DSi has something for everyone, containing more functions to bring you more fun! Keep a photo diary via your Nintendo DSi Camera; store and play music with Nintendo DSi Sound; or why not browse the web on your Nintendo DSi via the Nintendo DSi Shop! New features include larger LCD screens, SD memory card slot, improved speakers and a slimmer unit.    


    Take photos with your Nintendo DSi Camera and manipulate and play with the images – real-time interactive imaging software makes the photo taking experience different from that offered by any other portable device. With 11 different types of lenses to choose from, edit, morph and distort your photos. You can even use the merge lens to blend two faces together! Watch slideshows of your photos, store your photos on your Nintendo DSi and exchange photos with other Nintendo DSi users.    


    Store and play music with Nintendo DSi Sound. You can also play with any music that you have on an SD memory card – make your favourite songs play faster! Learning a foreign language? Slow down the playback of someone speaking in that language so it’s easier for you to learn! You can also record sounds using the microphone, and edit them to create new sounds.    


    Get your Nintendo DSi online via the Nintendo DSi Browser which will be available as a free download at launch. You can then purchase Nintendo DSi software via the Nintendo DSi Shop. By purchasing a Nintendo Points Card – formerly a Wii Points Card – you can then use your points to download software – Nintendo DSiWare – in the Nintendo DSi Shop. Nintendo DSiWare will be available in four different price categories: free, 200 points, 500 points, and 800 or more points.    


    Nintendo DSiWare will not only be games you can download, but also practical applications. Nintendo will launch a variety of applications, giving you the option to download the applications that work for you. This will further personalise and enhance the functionality of your Nintendo DSi.    


    The new features also include the dual LCD screens being 17 per cent larger than those on the Nintendo DS and PictoChat is now available in colour as you can choose between a black or rainbow pen!  Nintendo DS software is compatible with Nintendo DSi, except for software that requires the Game Boy Advance cartridge slot, as this has been removed resulting in a slimmer Nintendo DSi.    


    Available in matte black or matte white, inclusive of built in memory, Wi-Fi functionality, calendar with memo function and touch screen, Nintendo DSi is a more portable, personalised experience.    


    It’s your Nintendo DSi.    


    AU SRP $299.95 / NZ SRP $375.00 (NZ price is based on current exchange rate


    48
    TalkBack / REVIEWS: Sally's Salon
    « on: February 16, 2009, 02:36:16 PM »
    Transform a basic salon into an all-inclusive hair-dying, eyebrow-plucking, nail-buffing spa.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17774

     Sally’s Salon was originally a point-and-click adventure developed by Games Café for the PC that has since been brought to the Mac, cell phones, and now the DS. Mimicking gameplay found in similar titles such as Diner Dash and Cake Mania, Sally’s Salon delivers a simple, addictive, and satisfying formula.    


    Players control Sally, an up-and-coming stylist who aspires to be a great hairdresser and own her own prominent salon. Sally’s journey takes players through fifty playable levels set in ten different locales including The Mall, Ski Resort, Sunny Beach, and Star Studios.    


    Sally's Salon is a simple game, and the graphics match that overall tone. A top-down view is used to display the on-screen action, with simple sprites depicting each of the in-game characters. Players are only able to perform medial tasks in the beginning, such as washing, dyeing, cutting, and drying, but as they progress new responsibilities are added. Typically, as a new location is unlocked, a new ability is added as well. For example, after the player unlocks the second location, City Center, a new salon chair is revealed in which customers can sit to have their eyebrows plucked. Later on, abilities such as perming, moustache-shaping, manicuring, nail buffing, spray-on tanning, and adding hair charms are unlocked.    


    Every day in the game begins with customers arriving at the salon. Each customer has a patience meter which is represented over their heads by hearts, with some customers having more patience than others. For example, brides expect to be waited on immediately, whereas Grandpa will wait longer without becoming agitated. A thought bubble over a customer's heart meter serves as an indicator of the desired service. In order to satisfy customers' requests, players must slide them from one station to another. With many of the tasks players must scroll through a variety of different options, such as hair color, hair cut, and perm level, until the customers avatar is smiling widely, indicating a maximum level of satisfaction.    


    As the level difficulty increases so does the strategy required to optimally complete a level. Since many of the later abilities are performed in the same station as others, that station quickly congests as other customers patiently, or impatiently, wait their turn.    


    The ultimate goal of each level is to earn enough money to progress on to the next day. Money enables players to upgrade their salon by adding station chairs, upgraded waiting chairs (which will increase a customer's patience level), or adding employees to share the burden. Players can also strive to complete each level's "expert" goal, which awards a gold star. If players obtain the target amount and manage to avoid upsetting or losing a customer, they will earn the highest rating: a gold star with a heart in the center.    


    Controlling Sally’s Salon is quite simple and done entirely with the stylus. On-screen tutorials familiarize the player with the controls by mimicking the required stylus motions for specific styling abilities. They are flawlessly responsive, which is extremely important since the game is quite fast-paced towards the end.    


    Titles such as Sally’s Salon have been around for years now, and while many have migrated over to the DS, few have achieved this level of excellence. Great gameplay combined with seamless controls allows for a wonderfully fun experience. Anyone who takes interest in games such as Cake Mania and Diner Dash will be instantly hooked, and even those who only enjoy pick-up-and-play titles every once in a while won't be disappointed.

    Pros:
           

  • Fun and addictive gameplay
  •  
  • Constant additions to styling abilities
  •  
  • Surprising element of strategy towards the end


  •        Cons:
           
  • Forgettable music
  •  
  • Generic characters


  •                Graphics:  7.0
           For a game of this nature, the graphics are effective, though they are not flashy or high-tech. Colorful and fun depictions of satisfied customers compensate for bland character designs.

                   Sound:  6.0
           While the background music barely changes and isn't memorable, ambient noise from performing tasks adds a frantic and energetic undertone.

                   Control: 10.0
           Flawless controls are vital for a game played entirely with the touch screen. There’s no need to jab at the screen repeatedly to get Sally to move. Just remember to lift the stylus before selecting another customer when the pace increases!

                          Gameplay:  9.0
           The constant addition of new salon techniques increases the pace and keeps the familiar from becoming stale and boring. The fast-paced congestion towards the end of the game is great for the player who wishes for a bit more of a challenge.

     


           Lastability:  8.0
           After completing the game's main story line, players have the option of going back and attempting to acquire the best possible achievement on each level. Even long after completing all of the game's goals, it's still enjoyable to put ten minutes into the game in an attempt to best your high scores.

     


           Final:  8.0
           From the colorful salon setting to the constant addition of entertaining styling options, the feel of Sally’s Salon is charming and alluring. A combination of addictive gameplay, surprising depth, and minor strategic elements are enough to satisfy gamers of all skill levels. Fans of the point-and-click genre should be sure not to miss this wonderful offering.      


    49
    TalkBack / Loss Drives EA to Increase Wii Support
    « on: February 10, 2009, 05:36:28 PM »
    After losing $641 million over the holiday shopping season, EA's CEO discussed plans to bring Dead Space to the Wii along with 50 percent of their games "in terms of title counts."
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17742

     The holiday season is usually a jolly one for video game companies, but not this year, and not for EA. The gaming giant just reported a loss of $641 million during their fiscal third quarter. Following the release of this information, EA CEO John Riccitiello stated that in order to increase profits and decrease loss the company would restructure their business plan and bring more publishing support to the Wii.    


    One way EA plans to gain Wii marketshare is by bringing over "core intellectual property" to the Wii, notably their Dead Space franchise. They will also be creating titles dedicated to what they see as a consumer "fascination with fitness," an effort spearheaded by a new EA tennis franchise within the EA Sports brand.    


    Riccitiello stated that EA's ultimate goal is to bring titles to the Wii that "rival Nintendo" themselves, aiming to become noticed on the Wii in a way that no other third-party publisher has. Since the Wii is regarded as the market leader, he promised that the Wii would receive "half [EA's] emphasis in terms of title counts."    


    Riccitiello ended his statement saying, "You live, you learn, you adjust and improve." With their plans to bring more support and titles to the Wii he stated that "this year's title slate is a significant improvement from last year."


    50
    TalkBack / Need for Speed Nitro Announced for Wii and DS
    « on: February 04, 2009, 12:11:14 PM »
    The Nintendo platforms will get an arcade-style racing game featuring strategic shortcuts, customizable vehicles, and a unique visual style in addition to classic Need for Speed staples.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17672

     EA Montreal recently announced the latest addition to the Need for Speed series, Nitro for the Wii and DS. The Nitro title will be unique to Nintendo consoles and is designed to mimic the feel of an arcade-style racing game. A separate Need For Speed title, Shift, will appear on the other consoles.    


    Boasting a "fresh" and "unique" visual style, Nitro will allow players to gain boosting power by drifting and dragging behind opponents. Players will have to build their boosting capability in order to access new strategic shortcuts on the course, but will also have to keep a watchful lookout for police cars.    


    The game will also allow players to customize the licensed cars that it features, allowing them to add their own personality to the game.    


    Need for Speed Nitro is expected to release Q3 2009 for Wii and DS.    


    Need for Speed NITRO (Working Title) – Fall 2009    


    Developed by EA Montreal, Need for Speed NITRO for Wii™ and Nintendo DS™ will have players of all skill levels hooked from the moment they get into the action, while arcade racing fans will be exhilarated by the deep and challenging gameplay. EA Montreal has already established a strong track record of developing for these platforms and will bring their unique creativity and innovation to the Need for Speed franchise.    


    Gamers can build up their boost as they drift and drag behind their opponents and use it strategically to change the course of the race, but watch out for the cops! Offering a fresh and unique visual style, the game features a variety of licensed cars which can be fully customized to let the game reflect the player's taste and personality. This evolutionary take on arcade racing, bringing back the best features found in Need for Speed games, comes exclusively to the Nintendo platforms this fall.


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