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Messages - Chessa

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51
TalkBack / Ubisoft Acquires Action Pants Inc.
« on: February 04, 2009, 12:08:26 PM »
Their first game together will be an exclusive Wii sports title, expected out sometime in 2009.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=17671

 Earlier this week, French publisher Ubisoft announced the acquisition of the Vancouver-based Action Pants Inc. While Ubisoft currently has studios in many other locations around the world, the acquisition will mark their first in-house development studio on the west coast of North America.    


  Ubisoft Executive Director of Worldwide Production Christine Burgess-Quemard stated that his company had been "looking closely at Vancouver for some time" and had wanted to "set up a presence" in one of the "industry's largest talent pools."According to Burgess-Quemard the decision to take on Action Pants Inc was "easy." Simon Andrews, one of the founders of Action Pants Inc., was in agreement, stating that they are "very excited about [the] opportunity" because both companies share similar values.    


The first title planned for production will be a sports game developed specifically for the Wii, due out sometime in 2009. The new intellectual property established by that title will expand on the success Ubisoft found with their recent snowboarding franchise, Shaun White Snowboarding.    


Created in 2006 by founders Nik Palmer, Simon Andrews, and Omar Al-Khafaji, Action Pants Inc. currently employs over 110 game developers. The company was rated one of British Columbia's Best Companies to Work For in 2007 and one of the province's Top Fifty Employers of 2008 and 2009.    


UBISOFT® TAKES ON THE WEST COAST WITH NEW VANCOUVER-BASED STUDIO Acquires Action Pants Inc.    


Paris, France – February 3, 2009 – Today Ubisoft announced it will be expanding its studio operations to Vancouver, BC, Canada through the acquisition of video game developer Action Pants Inc. This marks Ubisoft's first in-house development studio on the North American West Coast.    


Established in 2006 by industry veterans Simon Andrews, Nik Palmer and Omar Al-Khafaji, Action Pants Inc. currently employs more than 110 video game developers. Based in the trendy Yaletown area, the studio was ranked as one of the province's Top 50 employers in 2008 and 2009, and among BC Business magazine's "Best Companies to work for in BC in 2007." 2009 will see the release of the studio's first title, a sports game developed exclusively for Wii™. This new intellectual property will expand upon Ubisoft's recent success in the sports genre with the Shaun White Snowboarding franchise.    


"We have been looking closely at Vancouver for some time, as we wished to set up a presence in what is one of the industry's biggest talent pools," said Christine Burgess-Quemard, executive director of worldwide production studios at Ubisoft. "The creative talent at Action Pants made the decision an easy one, and we are delighted to both establish ourselves in the region as well as welcome a fantastic group of experienced developers who can start exchanging with our other teams worldwide."    


"We are very excited about this opportunity, and how it will benefit our studio" stated Simon Andrews, co-founder and executive partner of Action Pants Inc. "Action Pants and Ubisoft share very similar values and we are confident that this synergy will provide all of our staff with new and exciting opportunities, as well as resources that will benefit all of our future products".


52
TalkBack / Mini Ninjas Announced for Wii and DS
« on: January 27, 2009, 10:52:13 AM »
Players will control a miniature ninja on his quest to save the world from evil over-sized samurai.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=17623

 Hitman creators Io Interactive have announced the upcoming release or their newest title, Mini Ninjas for the Wii and DS.    


The player will control Hiro, a miniature Ninja who traverses a dangerous world full of evil samurai. He must confront and destroy the samurai warlord in order to restore peace to a world on the "brink of chaos."      


Contrary to the name, the case appears to be that Hiro and his party are not actually miniaturized but that their adversaries can be big, really big. Mini Ninjas will make use of a cell shaded graphical art style for the characters and on-screen action. Screenshots of the game suggest that the title is most likely a third-person action game, and while there have been no official confirmations, it appears that players will be able to control characters other the Hiro.    


A combination of basic sword mechanics and special skills will comprise the combat system of Mini Ninjas. By tapping into the power of Kuji magic the player will able to utilize the special skills of Hiro's ninja friends, Suzume, Futo, and possible other unnamed companions.    


Mini Ninjas is rated E10+ and is dated to release during Q3 2009.    


Introducing the world's smallest hero    


'No one trips over a mountain; it is the smallest pebble that causes you to stumble'
   


It is with great pride that Io Interactive unveils their latest videogame creation in a brand new game - MINI NINJAS™, due for release Fall 2009 on NWii™, Nintendo DS™, Xbox 360(R) video game and entertainment system from Microsoft, PC Games for Windows(R) and PLAYSTATION(R)3 computer entertainment system. The game is rated E10+ and will be published by Eidos Interactive Limited and co-published in North America by Eidos, Inc. and Warner Bros. Interactive Entertainment.    


Prepare yourself for a Ninja adventure like you have never seen before! Join Hiro, the smallest hero on the biggest adventure, as he embarks on an epic and electrifying quest to restore harmony to a world on the brink of chaos. Use your skills and mighty Ninja training to battle a magical army of evil Samurai. Harness the power of your Kuji magic and utilise the special skills of your Mini Ninja friends as you travel through a perilous world to reach the final confrontation with the Evil Samurai Warlord in his Fortress of Doom.    


"Mini Ninjas represents a truly special game for us," said Niels Jørgensen, General Manager of Io Interactive. "The whole team is very excited about it, because it is unique in so many ways. From the art style to the characters and the depth of the game – Mini Ninjas has that exceptional appeal, which is sure to keep both young and old very entertained."    


Visit www.minininjas.com for trailers, screenshots and information.


53
TalkBack / Wii Fit Helps Once Paralyzed Girl Walk Again
« on: January 22, 2009, 08:19:27 PM »
After suffering a severe infection at a young age, Nicole Cahill was left with severe motor disabilities and a high probability that she might never walk again.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=17587

 Implementing the use of Wii Fit has become an increasingly popular trend in the world of physical therapy. It has even been used to help people walk again, as is the case with ten-year-old Nicole Cahill from Marshaltown, Ireland.    


In June 2008, Nicole Cahill traveled to Beth Israel medical center in Manhattan, New York to seek treatment for her motor disabilities. Nicole was struck with a severe viral infection in 2004 that left her in a coma for twenty-four days. This infection led to a condition known as acute disseminating encephalitis, which causes brain swelling and can lead to a stroke. Both the swelling and strokes, left Nicole with severe disabilities. According to Nicole’s mother, Mairead, she was unable to move, swallow, or speak and had spent eight months receiving physiotherapy and injections for treatment. Before agreeing to receive treatment at Beth Israel, Mrs. Cahill told doctors she would not allow it unless they were "100 per cent sure [they could] do something for her."    


After six months of rehabilitation treatment at Beth Israel, including the use of Wii Fit, Nicole Cahill amazed friends and family with her progress as she took her first steps in four years. The game was a key tool in her recovery as it incorporated both balance and stretch exercises, which were vital while working to strengthen her muscles. Mrs. Cahill stated that "the Wii Fit has really helped," and that it has "taken an awful lot of pressure off her as well."    


Nicole is reportedly doing "really well" and is receiving six physical therapy sessions a week. She continues to use the Wii Fit exercises in her daily physiotherapy routine at the Ferrycarraig Hotel and is expected to walk unaided once again by the end of this year.


54
TalkBack / New Monster Hunter 3 Details Revealed in Interview
« on: January 15, 2009, 06:14:48 AM »
Producer Ryozo Tsujimoto describes his quest to create the best graphics on the Wii, a better networking system, and the possibility of an overseas release.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=17530

 Monster Hunter, first released in Japan on the Playstation 2, was a widely appreciated title throughout the country. While there is a single-player mode, much of the game's allure spawned from its extensive online multiplayer mode which contained rare monsters and items only attainable through online play. As the Japanese release of Monster Hunter 3 (read as "tri") for Wii approaches, producer Ryozo Tsujimoto provides new details and insight about the title in a recent interview with GameTrailers.com.    


Built from the ground up, every character model, "system, and resource" was designed specifically for Monster Hunter 3. Tsujimoto comments that the graphics engine is "built from scratch" with the goal of creating the "number one graphics for the Wii."    


Since Monster Hunter 3 is being released on the Wii, Tsujimoto was able to create a new type of control scheme impossible in previous Monster Hunter titles. A major concern when developing the game's controls was to create a setup that wouldn't tire out the player. The development team wanted to create a control style which was "adaptable to different kinds of players", whether they were new or experienced. Players will be able to choose between motion controls using the Wii Remote or more traditional controls with the Classic Controller. When using the simple control scheme on the Classic Controller, pushing the "A" button will automatically create a series of attacks.    


Creating a better online network was another major development concern of the team. The Monster Hunter 3 (tri~) network is intended to "be easier to allow individual machines to connect" with one another. Previously, with the handheld PSP versions, players were forced to sit very close to one another in order to make use of the Ad hoc networking functionality. Tsujimoto assures fans that with their "seven years of experience in creating networks" there have been very few problems during development of the Wii game.    


Monster Hunter 3 online play will feature parties of (up to) four players, performing different quests throughout the world. While the town will be the general meeting place for characters, Tsujimoto states that they have yet to determine the exact number of players able to "fit in one town at a time."    


As of yet, Monster Hunter 3 is still a Japanese exclusive and it is unknown whether or not there will be an overseas release. Tsujimoto states that if the demand is high and there are enough cries of "we want it, we want it," then perhaps an overseas version will be released.


55
TalkBack / REVIEWS: Guinness World Records: The Videogame
« on: January 10, 2009, 04:43:27 AM »
A party game without the party.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=17508

 The Guinness Book of World records, first published in 1955, has gone on to become the best-selling copyrighted series of all time. People all over the world have accomplished some amazing and unique feats in order to gain Guinness' recognition. Surely a Wii game based off the talents and success of people all around the world would be both fun and informational! Disappointingly, the game is neither.    


Players start a new game by selecting one of twelve generic-looking characters. Later on, players will have the option to change their clothes and appearance if they so wish. The game's main screen is similar to the map of Elite Beat Agents: a scrolling globe that players traverse. Scattered about the globe are landmarks which bounce when nearby, indicating the player can access the locale's mini-games. Each landmark contains three mini-games, two of which are locked. When the player completes a mini-game his or her performance is ranked in terms of "records". World record is first place, state record is second, and regional record is third. Coin amounts are awarded based on which record was broken, and can be used to unlock further mini-games or to purchase clothing and accessories for the player's character.    


Each mini-game implements a different motion control scheme, similar to that of Wario Ware: Smooth Moves. Some require the Wii remote to be pointed at the screen while others control merely with waggle. The way a particular mini-game controls is demonstrated by an animated Wii remote before the game begins. Players must duplicate the presented actions in order to successfully complete the game. In general the motion controls are very responsive; only a few of the games require a minor learning curve.    


While there are a good amount of mini-games available, the game suffers from two primary downfalls: no solid connection to the Guinness records concept, and a lack of simultaneous multiplayer. The loss of identity in this particular title is simply astounding. Without the minute feed of random world records that slowly scrolls along the menu screen, the game would be nothing more than another collection of random games. At no point are the mini-games or their locales suggested to have any relevance to actual records. Furthermore, the featured multiplayer mode requires players to take turns to see who can net the highest score, rather than challenging the records simultaneously. Given that the game feels and plays like a party game, having players wait for their turn drastically slows down the experience and makes the game unenjoyable with more than one player.    


For a game based on Guinness World Records achieved by people worldwide, they are awfully hidden from view, serving little function in the game. The lack of identity and direction is unfulfilling, and while a select group of mini-games are entertaining and original, many of them feel generic and bland. But in the end, it's the lack of simultaneous multiplayer that makes the game nearly pointless.

Pros:
       

  • Good selection of games
  •  
  • Controls work well


  •        Cons:
           
  • No simultaneous multiplayer
  •  
  • Guinness franchise is never really established
  •  
  • Too many generic mini-games


  •                Graphics:  6.0
           Though bright and colorful, choppy textures drag down the game's presentation.

                   Sound:  5.0
           The game's music and sound effects are generic and bland, doing little to make a game based on breaking world records feel epic or exciting.

                   Control:  8.0
           While the mini-games' controls are very responsive and nearly flawless, the provided instructions for any given game are cryptic and uninformative, making simple games more complicated than they need to be. Navigating the excessive menus, with their unacceptably long loading times, is frustrating.

                          Gameplay:  7.0
           Even though the lack of simultaneous multiplayer is disappointing, the one player mode can still be fun at times. Original games based off of growing absurdly long nails, smashing watermelons with your head, and creating the longest burp are a few examples of mini-games that can be entertaining, even when playing alone.

     


           Lastability:  6.0
           After unlocking all the mini-games, there is little to come back to besides earning coins to purchase additional wardrobe pieces for the player's character.

     


           Final:  6.0
           Without any real sense of purpose, focus, or multiplayer, Guinness Book of World Records falls short in all categories. Long-time gamers will be numb from boredom and the more casual gamer will be stumped by the game's lack of meaning.      


    56
    TalkBack / Secondhand Games on Wii, DS Retain Most Value
    « on: January 10, 2009, 12:35:08 PM »
    Nintendo-published titles rank second in maintaining their price as used games, and several even sell for more than their MSRP.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17507

     According to a recent analysis of the second-hand game market, Nintendo-published titles retain their value longer than those of any other publisher save Bethesda.    


    The study, conducted by pricing data site Video Game Price Charts, compared the resale price of games from publishers who had released six or more game SKUs (meaning different editions of the same game are counted separately) in 2008. They found that Nintendo-published titles have an average value decrease of 12.9 percent between MSRP and second-hand pricing. They also discovered that Mario Kart Wii, Wii Fit, Rapala Fishing Frenzy, and the Rock Band 2 bundle actually surpassed their MSRP pricing by 16 to 55 percent when sold used.    


    Although Nintendo-published games did not claim the top spot in value retention, used games for Nintendo's Wii and DS consoles maintained their prices better than all other consoles on the market. On average, secondhand DS games sold for 25.5 percent off their MSRP, and used Wii games sold at only a 25.4 percent decrease.    


    VGPC discussed some of the factors that lead to a particular titles value retention including game quality, lastability, and appeal. They stated that "casual games," such as Mario Kart Wii and Wii Fit, tend to sell consistently over time and have better resale values because people are more likely to play them continuously. Games for the "hardcore" crowd tend to be played through quickly and then resold in order to purchase a new game.    


    VGPC also suggested that retailers are raising the demand for used Wii games by failing to stock enough titles to begin with. Electronic Entertainment Design and Research Director of Analytical Services Jesse Divnich stated that retailers "don't fully understand the Wii consumer yet which often leads to retail sell-outs, which correlates with higher resale prices." VGPC pointed out that "the top four titles on the top games by resale price list are Wii games that were sold out at many stores at the end of 2008."


    57
    TalkBack / Nyko Announces Custom Wii Remote, New Accessories
    « on: January 09, 2009, 09:47:35 PM »
    The new product lineup includes the Charging Station EX, Kama Charge Kit, and a competitor to Nintendo's own Wii Remote, the Wand.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17504

     Yesterday, Nyko officially debuted their new Wii devices at the 2009 Consumer Electronics Show in Las Vegas, Nevada. Along with previously announced peripherals such as the Charge Station Quad and the Metal Pedal, The Wand, Charging Station EX, and The Kama Charge Kit were on display for the first time ever.    


    The Wand features many distinct differences from the Nintendo-made Wii Remote, like a distinctively shaped A button and D-Pad. Larger 1 and 2 buttons were also featured in order to allow for easier classic gaming when turned sideways. A rubber coated battery cover was added ensuring better grip, and the controller features Nyko's Trans-Port technology.    


    Trans-Port allows feedback of motion and vibration to be electrically transmitted between the remote and a "compatible attachment". While current Wii Remote peripherals generate feedback through triggers from pushing buttons, the Wand will implement electric signals allowing for data to be transmitted to the peripheral. One such potential attachment is a "pistol grip" which "electrically replicates key action buttons". The Nyko wand will be available for purchase in April 2009 at select retail stores.    


    Nyko's second product, the Charging Station EX is a two-port charging and storage device. An LED battery on the front of the device shows when a controller is charging and the charge level of the controller. The Charging Station EX releases in April 2009 and will be available at stores nationwide for an MSRP of $34.99.    


    Nyko's Kama Charge Kit, the final new product, is an all-in-one package that includes a charging and storage device, a Kama wireless controller (also redesigned due to the recent legal dispute), a rechargeable battery pack and a rubber battery pack cover. The charging station will be capable of charging Wii remotes as well as the Kama remote. The Kama Charge Kit will release in April of 2009 at retailers nationwide.    


    CORRECTION:    


    The original story included a sentence claiming that the Wand controller had been designed within the limits of the recent settlement between Nintendo and Nyko. This claim was inaccurate and has been removed.    


    CES 2009: Nyko Technologies Unveils Full CES Product Lineup    


    The Wand, Charge Station EX and Kama Charge Kit Make Their Debut    


    LOS ANGELES - Jan. 8, 2009
       


    The premier videogame accessories manufacturer, Nyko Technologies®, today debuted its full lineup of new products at the Consumer Electronics Show 2009 in Las Vegas, Nevada. In addition to the previously announced Metal Pedal™ and Charge Station™ Quad, the following lineup of brand new videogame accessories for the Nintendo® Wii™ will be on display for an exclusive hands-on demo:    


    The Wand™    


    The Nyko Wand is the world's most advanced alternative to the Wii Remote™ and has been designed from the ground up for superior functionality, comfort, and value. The new controller maintains all of the control functions Wii gamers expect with full motion-sensing capability, pointer functionality, vibration feedback, and a built-in speaker, while offering a variety of new features.    


    The Wand contains Nyko's all-new Trans-Port™ technology, which enables control and vibration feedback to be electrically replicated on a compatible attachment accessory, providing for faster and more accurate input response. Current attachments made for the Wii Remote can only access buttons through use of mechanical triggers and provide no vibration feedback. One of the many potential uses of Trans-Port technology is a pistol grip that connects to the Wand and electrically replicates key action buttons, providing controls not currently accessible with attachments for the Wii Remote. In addition, enlarged 1 and 2 buttons make the Wand an exceptional choice for classic gaming control when turned sideways, complete with Nyko's signature rubberized battery cover to ensure maximum comfort and grip.    


    The Wand will be available at select retail stores nationwide in April, 2009.    


    Charge Station™ EX    


    The Charge Station EX is the latest iteration of North America's best-selling third party videogame accessory, the Charge Station™ for Wii. Also a 2-port Wii Remote charging and storage solution, the Charge Station EX adds LED battery level indicators to the front of the device and a new sleek look. Now users will be able to determine not only when a controller is charging but also the charge level of the battery based on the LED indicators.    


    The Charge Station™ EX will be available at stores nationwide in April, 2009 and will retail for an MSRP of $34.99.    


    Kama Charge Kit™    


    The Kama Charge Kit is an all-in-one charging solution for the Wii. The device simultaneously stores and charges both the Wii Remote™ and the Kama controllers in one convenient unit. Included with the Kama Charge Kit is a Kama Wireless Controller, a rechargeable battery pack, and a rubberized battery cover for both the Wii Remote and Kama controllers to allow for seamless drop-in charging.    


    The Kama Charge Kit will be available at stores nationwide in April, 2009.


    58
    TalkBack / UK Hospital Adopts Wii Fit to Rehabilitate Amputees
    « on: January 05, 2009, 03:56:13 PM »
    Patients are able to practice using their prosthetic limbs with the help of Wii Fit and the balance board.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17484

     Seacroft Hospital in Leeds England recently garnered attention for utilizing the Wii in conjunction with Wii Fit as a means of rehabilitation and physical therapy.    


    Physiotherapists at the hospital are among the first in the country to incorporate sessions of Wii Fit into the schedule of patients learning to use a lower prosthetic limb. Senior physiotherapist Lynn Hirst states that many times patients have trouble "getting their weight through the prosthetic limb." However, with the aid of the balance board, Wii Fit allows patients to see "where they are taking their weight."    


    Many of the Wii Fit games are similar to actual physical therapy exercises, and Hirst adds that there are many "lively games" that help "[improve] their core stability and their balance." For example, Wii Fit's skiing helps patients learn balance, control, and cooperation between a real and prosthetic limb.    


    For many patients, coping with an amputation can be difficult and frustrating. Prior to having tools such as Wii Fit, patients would only have the word of the trainer to depict their progress. Now, using the Balance Board, patients are able to visually see their center of gravity and rehabilitate themselves with games rather than tedious and strenuous physical therapy. Regardless of age, patients seeking rehabilitation have connected with the colorful game and are inspired to push their hardest in order to return to their normal lives.    


    Sixty year old David Crossland, a patient at Seacroft Hospitalm serves as a prime example. As a result of complications relating to an old accident Crossland's leg recently needed to be amputated. He describes the therapy with Wii Fit and the Balance Board as "marvelous" and adds that "it makes sure you have got your balance," which is important when "learning to walk again." Furthermore, it has allowed him to do things like "ski down a mountain or head a football during sessions using the machine – even though he has a prosthetic leg."    


    Hirst, Crossland's physiotherapist, states that the Wii Fit therapy has been "absolutely fantastic" for Crossland and all of her other patients. Being the first institute in the country to adopt the system, Hirst hopes that others will follow suit with similar programs.


    59
    TalkBack / Yuji Naka Discusses Prope, Let's Tap
    « on: December 30, 2008, 08:07:05 AM »
    Interview reveals the reasons behind Naka's departure from Sega and gives insight into the development of his latest game, Let's Tap.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17465

     Yuji Naka, famous for his role in creating the original Sonic as well as the upcoming rhythm game Let's Tap, interviewed with Game Developer Magazine earlier this month to discuss his reasons for branching out from Sega and share details on his new company, Prope.    


    For Naka, it was the hands-on game creation that always appealed to him. Yet as he created more games, he rose to a higher position which took him out of the programming room.  He described this lack of direct involvement as a "lost opportunity" and said he began to feel as if he was "running out of time to actually make games."    


    At the age of forty, Naka "convinced Sega" to allow him to build his own company, with Sega as their publisher. Prope was created with a staff of around forty employees and is already well known for the yet-to-be-released music-based game Let's Tap.    


    Surprisingly enough, the inspiration for Let's Tap evolved from a simple action many people do every day without ever realizing it: tapping their fingers. While working on another game, Naka tested the vibration sensitivity of the Wii Remote by tapping it against a table. The response was phenomenal and this "process of discovery" led Naka to "take a digital game and make it analog," allowing for a "spectrum of strength to the tapping." However, when questioned about the inevitable finger fatigue players may experience form extended play periods of Let's Tap, Naka simply shrugged and stated, "It's a music game, after all!"    


    While Prope is currently busy on creating another "game like Sonic," Naka said that they intend to create "various kinds of games" in the future. When questioned about whether or not a series will emerge from the "Let's" games, which also includes the WiiWare project Let's Catch, Naka simply states, "If it sells well enough…I'd love to make another one."


    60
    TalkBack / Re: Persona 3 Audio Discussion
    « on: December 29, 2008, 05:00:34 PM »
    I think when I've finished the Answer, I'm going to put off starting a Persona 4 game aside (my save game is only a few hours in) for a long while just to get the Persona fatigue out of my system.

    After getting so drawn in to the entire Persona 3 universe I simply couldn't wait to get into Persona 4, and honestly I wish I had waited just a tiny bit longer.

    I felt the same way with the ending of Persona 3, it just leaves you hanging and dangles "the answer" in your face knowing you're eventually going to play it since you already sold your soul for it. Perhaps I'm even a bit ashamed to admit I felt sad after I completed the Journey, which is probably why it took me quite a while to truly immerse myself in Persona 4.

    Every review states Persona 4 is more of the same...blah blah blah. And all I want to know, is who on Earth is reviewing that game? Did they play either of them? I won't say much else since there's another time and podcast for that discussion, but as a word of advice, definitely put something else between 3 and 4.

    61
    TalkBack / Online Video Coming Soon to Wii
    « on: December 29, 2008, 07:08:57 AM »
    Nintendo and Dentsu Inc. will team up to provide Japanese Wii owners with original entertainment.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17458

     A recent article published in the Nikkei business journal announced Nintendo's plan to release a video distribution service on the Wii.    


    Nintendo and advertising agency Dentsu Inc. are joining efforts in order to establish a new line of revenue. Unlike similar services on different consoles, the content will be completely original, created exclusively for the Wii. Viewers should expect to see cartoons along with other unspecified programs when the service comes to fruition.    


    Both companies expect the service to be ready early next year in Japan, and later in 2009 overseas.


    62
    TalkBack / Child's Play Releases Charity CD
    « on: December 18, 2008, 11:00:25 PM »
    Proceeds will fund the purchase of toys for sick children.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17424

     The charity Child's Play, founded by the authors of the famed Penny Arcade webcomic, has been providing hospitalized children worldwide with videogames, books, and toys for over five years. Recently Child's Play released a CD available for purchase, the proceeds of which will go entirely to the foundation.    


    The fourteen track CD features the best known names in "nerdcore" and is available now through the Penny Arcade store for $10. The full list of tracks follows.    


       
    1. Armcannon - Go Go Power Rangers
    2.  
    3. The Darkest of the Hillside Thickets - Kill the Chupacabra
    4.  
    5. The Grammar Club – Underbeard
    6.  
    7. Select Start – Terra
    8.  
    9. The OneUps - Crash Man
    10.  
    11. MC Lars - The Lint Song
    12.  
    13. Anamanaguchi - Dawn Metropolis
    14.  
    15. Michael "Piano Squall" Gluck – Korobeiniki
    16.  
    17. Freezepop- Pop Music is Not a Crime (Mustin Mix)
    18.  
    19. MC Frontalot - Better at Rapping
    20.  
    21. Jonathan Coulton - Still Alive feat. Felicia Day
    22.  
    23. The Smash Brothers – Onett
    24.  
    25. Beefy - Game Store Girl
    26.  
    27. Jake "virt" Kaufman – Plasmatextor
    28.  


    63
    TalkBack / Nintendo and Nyko Settle Lawsuit
    « on: December 18, 2008, 04:15:24 PM »
    Nyko permitted to distribute redesigned nunchuk controller.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17422

     Nintendo's legal dispute with Nyko technologies over patent infringement was resolved earlier this week.    


    In April 2008 Nintendo filed a lawsuit stating Nyko's wireless nunchuk violated Nintendo's patented design and the name nunchuk itself was in violation of Nintendo's copyrighted intellectual property. Nintendo sought an order to prevent Nyko from selling the controller along with cash compensation.    


    Recently the dispute was settled under the agreement that Nyko will be allowed to sell a redesigned version of the remote. Nintendo Representative of America Reggie Fils-Aime stated that Nintendo is "pleased to have resolved this dispute."    


    NINTENDO, NYKO SETTLE PATENT AND TRADEMARK INFRINGEMENT LAWSUIT    


    Settlement Resolves Dispute about Wireless Controllers    


    REDMOND, Wash., Dec. 17, 2008 – Nintendo of America Inc. and Nyko Technologies, Inc. today announced they have settled a lawsuit brought by Nintendo regarding Nintendo’s intellectual property rights relating to its popular Nunchuk® controller.    


    Under the agreement, Nyko will continue to sell a redesigned version of its Kama wireless controller.    


    "We are pleased to have resolved this dispute," said Nintendo of America President and COO Reggie Fils-Aime. "The Nunchuk and Wii brands are familiar to consumers worldwide, and Nintendo is dedicated to vigorous defense of those brands."    


    "Nyko Technologies is proud to be an industry leader in gaming accessories," said Herschel Naghi, CEO of Nyko, "and we will continue to develop exciting products for the benefit of the gaming community."


    64
    TalkBack / DS Homebrew Developer Locks Himself in Room for DS SDK
    « on: December 18, 2008, 04:05:28 PM »
    Bob's Quest Developer refuses to leave room until Nintendo addresses his application for official developer status.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17421

     Robert Pelloni has spent the last five years of his life creating a DS Homebrew title, aptly named Bob's Quest.    


    The 2-D adventure game is set in modern times and contains about twenty hours of gameplay. Pelloni is actually not asking Nintendo to publish the title, he merely wants action on his application for licensed developer status and a DS Nitro software development kit. Without the kit, Pelloni is ineligible for publisher support as development was done through homebrew means. However, he says that "many third-party publishers are interested."    


    Seeking to draw attention to his plight, and a response from Nintendo that is two months overdue, Pelloni has locked himself in his room, with his webpage providing live images of him 24/7 at the computer. He lacks a connection to the internet (he updates his website through cellphone) and is given meals when requested. He plans to stay there for 100 days in protest hoping Nintendo will hear his plea and send him the kit he needs to complete 5 years of his life's work.


    65
    TalkBack / EA Ad Banned for Misleading Visuals in UK
    « on: December 18, 2008, 03:44:24 PM »
    The Tiger Woods PGA Tour 09 ad showed gameplay using the Wii Remote, but featured visuals from the Xbox 360.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17420

     One of EA's commercials for Tiger Woods PGA Tour 09 has been reported to the ASA (Advertising Standards Authority) by consumers stating that the commercial is misleading.    


    The commercial, which aired in the UK last August, shows a person using the Wii remote to control the game, inferring the footage seen on the screen was that of the Wii version. However, the footage featured is from the Xbox 360 version, which generated complaints that EA was misleading consumers.    


    While EA confirms that the game footage shown was in fact that of the 360 version, they stated that it was necessary to use those graphics instead since the Wii graphics would not be of broadcast quality. EA also added they never intended the graphics to appear as though they were from the Wii due to their disclaimer that the game was "available on all platforms".    


    Although the ASA recognizes EA's intent behind the disclaimer, they ruled that since the actor in the commercial was using a remote, consumers would assume the graphics were representative of the Wii version. As such, the ASA has deemed the commercial as deceiving and restricted it from airing again in its current state.    


    EA has acknowledged the ruling and has agreed that it would make sure the play format and graphics were congruous in future advertisements.


    66
    TalkBack / Free Radical is Closing Shop
    « on: December 18, 2008, 10:17:09 PM »
    Poor game reviews and loss of LucasArts contracts forces them to close their doors.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17419

     Free Radical, creators of well known titles such as Second Sight and TimeSplitters were forced to close their doors for good today.    


    Early this morning the staff of Free Radical discovered the building's locks had been changed with no explanation and were heavily guarded by security. A notice taped to the door informed them of a meeting that was to take place at a local hotel.    


    Co-founder Steve Ellis was described as "visibly upset" as he delivered the news to the staff, and apologized for the situation. The company had known for several months of the trouble after unfavorable reviews of their latest game Haze, along with the collapse of an exclusive contract with LucasArts Entertainment. They had been struggling to find a publisher for TimeSplitters 4, but without any financial backing were forced to close doors.    


    The company employed between 150-200 people and an inside source described them all as "shell-shocked" by the incident. Twenty employees are rumored to have been offered new positions at Ellis' new company, Pumpkin Beach while the rest of the staff received termination notices. Employees are expected to receive compensation through December, but no further.


    67
    TalkBack / Club Nintendo of America Officially Launches
    « on: December 17, 2008, 10:12:08 AM »
    Members can register games and take surveys to earn coins and redeem exclusive prizes.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17409

     Earlier this week the much awaited Club Nintendo of America officially launched. For the first time, people were able to get a glimpse of the prizes available to them including a Game and Watch Collection game, hanafuda cards, and playing cards emblazoned with favorite Nintendo characters, just to name a few prizes. According to Nintendo, members who reach a specified point level in a Club Nintendo year (July 1st until June 30th) will also qualify for gold (300 Coins) and platinum (600 coins) memberships which will yield special prizes.    


    In order to redeem prizes members must earn coins by registering their games and completing a corresponding survey. The amount of coins earned by games is as follows: Wii (50 coins), DS (30 coins), WiiWare (10 coins), and Virtual Console (10 coins). Currently, the only exception to this is Wii Fit which will net members 80 coins.    


    Club Nintendo also offers ways to increase the coin total of particular games in three ways. The first is informing Nintendo of your "Intent to buy" a game. After purchasing the game and completing a survey, members will earn ten extra coins. Another set of ten coins can be redeemed by purchasing a game and completing a survey within the first four weeks of its launch. Finally, a member can earn an additional ten coins by completing a "Post play survey" available four to six days after the game launches.    


    Any games released during December 2008 or later can be registered and surveyed; however, only specific titles released earlier have the same ability. The list of titles available for survey can be found below. Players should take note that any unredeemed coins will expire after two full Club Nintendo years.    


    Currently the system seems to be in turmoil due to high traffic, often prompting users that "the sign in function may not be working properly." After login, many users are reporting that previously registered games from their My Nintendo account are not showing up to be surveyed due to other problems with the system. Furthermore, simply navigating the site can result in random logging out.    


       


    Wii Games  

       
    • Animal Crossing: City Folk
    •  
    • Big Brain Academy: Wii Degree
    •  
    • Endless Ocean
    •  
    • Fire Emblem: Radiant Dawn
    •  
    • Legend of Zelda: Twilight Princess
    •  
    • Link's Crossbow Training
    •  
    • Mario Kart Wii
    •  
    • Mario Party 8
    •  
    • Mario Strikers Charged
    •  
    • Mario Super Sluggers
    •  
    • Metroid Prime 3: Corruption
    •  
    • Pokemon Battle Revolution
    •  
    • Super Mario Galaxy
    •  
    • Super Paper Mario
    •  
    • Super Smash Bros. Brawl
    •  
    • Wario Land: Shake It!
    •  
    • WarioWare: Smooth Moves
    •  
    • Wii Fit
    •  
    • Wii Music
    •  
    • Wii Play
    •  
       


    Wii Shop Channel games and Wii Channels  

       
    • Alien Crush Returns
    •  
    • Art Style: Cubello
    •  
    • Art Style: Rotohex
    •  
    • Big Kahuna Party
    •  
    • Boingz
    •  
    • Boogerman: A Pick and Flick Adventure
    •  
    • Brain Challenge
    •  
    • Bruiser and Scratch
    •  
    • Digital Champ Battle Boxing
    •  
    • Earthworm Jim
    •  
    • Enduro Racer
    •  
    • Forgotten Worlds
    •  
    • Gradius II Gofer No Yabou
    •  
    • Hockey Allstar Shootout
    •  
    • Home Sweet Home
    •  
    • Mega Man 3
    •  
    • Metal Slug 2
    •  
    • Pit Crew Panic!
    •  
    • Secret of Mana
    •  
    • Sonic the Hedgehog 2
    •  
    • Space Harrier
    •  
    • Space Invaders Get Even
    •  
    • Space Invaders: The Original Game
    •  
    • Street Fighter II: Special Champion Edition
    •  
    • Strong Bad Episode 3: Baddest of the Bands
    •  
    • Strong Bad Episode 4: Dangeresque 3
    •  
    • Strong Bad Episode 5: 8-bit is Enough
    •  
    • Sudoku Challenge!
    •  
    • Target Toss Pro: Bags
    •  
    • Tetris Party
    •  
    • The Incredible Maze
    •  
    • World of Goo
    •  
    • Yummy Yummy Cooking Jam
    •  
       


    Nintendo DS Games  

       
    • Advance Wars: Days of Ruin
    •  
    • Animal Crossing: Wild World
    •  
    • Big Brain Academy
    •  
    • Brain Age: Train Your Brain in Minutes a Day
    •  
    • Brain Age 2: More Training in Minutes a Day
    •  
    • Clubhouse Games
    •  
    • Crosswords DS
    •  
    • Diddy Kong Racing
    •  
    • Electroplankton
    •  
    • Elite Beat Agents
    •  
    • Flash Focus: Vision Training in Minutes a Day
    •  
    • Hotel Dusk: Room 215
    •  
    • Kirby Super Star Ultra
    •  
    • Legend of Zelda: Phantom Hourglass
    •  
    • Mario Kart DS
    •  
    • Mario Party DS
    •  
    • Master of Illusion
    •  
    • Mystery Case Files: MillionHeir
    •  
    • New Super Mario Bros.
    •  
    • Nintendogs: Chihuahua and Friends
    •  
    • Nintendogs: Dalmatian and Friends
    •  
    • Nintendogs: Labrador Retriever and Friends
    •  
    • Nintendogs: Miniature Dachshund and Friends
    •  
    • Personal Trainer: Cooking
    •  
    • Planet Puzzle League
    •  
    • Pokemon Diamond
    •  
    • Pokemon Mystery Dungeon: Explorers of Time
    •  
    • Pokemon Mystery Dungeon: Explorers of Darkness
    •  
    • Pokemon Pearl
    •  
    • Pokemon Ranger
    •  
    • Pokemon Ranger: Shadows of Almia
    •  
    • Professor Layton and the Curious Village
    •  
    • Super Mario 64 DS
    •  
    • Tetris DS
    •  
    • Yoshi's Island DS
    •  
       


    CLUB NINTENDO OFFERS SPECIAL MEMBERSHIP FOR FANS    


    Dec. 16, 2008    


    Starting today, Nintendo welcomes its North American fans to Club Nintendo™, a special club that rewards members for registering Nintendo products and completing surveys. Nintendo fans can sign up by visiting Club.Nintendo.com. After joining, fans can register select Nintendo hardware and Nintendo-published games in exchange for Nintendo Coins, which can then be redeemed for limited-edition Nintendo rewards available only to Club Nintendo members.     "Club Nintendo gives fans what they want - access to exclusive rewards for their loyalty to our brand and our products," said Cammie Dunaway, Nintendo of America Inc.'s executive vice president of Sales & Marketing. "We're offering some unique items as a way to say thanks for their support of Nintendo."    


    Once they become Club Nintendo members, Nintendo fans and former My Nintendo members can create a profile and register select Nintendo products on the site by inputting a product serial ID (a list of compatible products is posted on the site). The user is then asked to complete a survey about the product. Coins are awarded once surveys are complete. That's when the fun begins. Some of the exclusive rewards include the Game & Watch™ Collection for the Nintendo DS™ and a set of traditional Hanafuda cards printed with Nintendo characters.    


    Customers who purchase a new Wii™ or Nintendo DS™ system can register the product with Club Nintendo and complete a survey to extend the product warranty. Club Nintendo members can reach Gold and Platinum status by collecting a certain amount of Coins each year. Gold and Platinum members will be eligible to receive exclusive rewards. As members, fans can also sign up for personalized newsletters to learn about upcoming products that best match their interests.


    68
    TalkBack / Nintendo Sued Once More Over Wrist Straps
    « on: December 12, 2008, 04:05:04 PM »
    New class action lawsuit claims Nintendo covered up evidence, will include documented customer service cases.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17374

     The Wii Remote wrist strap dilemma is one not unfamiliar to most Wii owners. In late 2006 a class action lawsuit was filed against Nintendo stating the wrist strap of their Wii remote was defective and thus responsible for the damage it caused. Nintendo denounced the lawsuit as "completely without merit," and cited their motions to replace the straps for anyone who was in need. Former plaintiff in the 2006 case Jon Leonard commented that the case was "resolved amicably."    


    Since that time Nintendo has released two updates to their Wii remote strap, one with a stronger strap and another with a clasp that locks securely around the player's hand. This time however Nintendo is not only being sued for faulty wrist strap functionality, but for covering up evidence from the Consumer Product Safety Commission (CPSC).    


    While Nintendo insists no formal lawsuit has been brought forth, papers filed on December 2nd by a Colorado resident named Molly Elvig have been found and are in regards to much of the same issues in the 2006 case. Elvig's attorneys claim that every Wii remote strap available is faulty and does not allow the player to follow Nintendo's play instructions of "Swing hard to make sure you clear the net!" The plaintiff has submitted evidence, some of which are video interviews citing the broken straps featured on IGN's Wii Channel.    


    Her attorneys also intend to provide the court with proof that Nintendo has been hiding evidence of consumer complaints including "cracked televisions and broken Wiimote straps" from the CPSC. Part of this proof will include documented cases from Nintendo's customer service department, detailing damages caused by the Wii remote.    


    Elvig is suing for immediate replacement of the product (a 52" Samsung TV) and damages incurred on 12/6/2006, along with compensation to those who have experienced similar property damage.


    69
    TalkBack / Nintendo Sets Sales Record with Wii and DS
    « on: December 12, 2008, 04:01:42 PM »
    New all-time US records for units sold in a non-December month.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17373

     This holiday season has proved fruitful for Nintendo as their products peak on the sales charts. According to the independent game sales tracking NPD group, Nintendo set new hardware sales records for the month of November, by moving the most units ever in a single non-December month. The Wii now holds the all-time record for selling more than two million units in the month, with the DS taking the second seat for selling 1.56 million units.    


    In addition to strong hardware sales, Nintendo saw strong software sales for the month as well. Four of the top ten US best sellers were published by Nintendo: Wii Play (No. 3 with 796,000 sold), Wii Fit (No. 4 with 697,000 sold), Mario Kart Wii (No. 5 with 637,000 sold), and Wii Music (No. 9 with 297,000 sold).    


    Cammie Dunaway attributes the sales records to people looking for entertainment suitable for the entire family. She claims that consumers are not just looking for good value among games, but also among "all entertainment options." This month Nintendo dominated the market, accounting for 66% of gaming sales, in turn contributing to a reported 198% growth over 2007.    


    WII AND NINTENDO DS SET HISTORIC NEW U.S. SALES RECORDS    


    REDMOND, Wash., Dec. 11, 2008 – With more than 3.6 million combined systems sold in November, Wii™ and Nintendo DS™ set new hardware sales records, according to the independent NPD Group, which tracks video game sales in the United States. The Wii console sold more than 2 million in November, a new all-time record for a non-December month. The Nintendo DS system sold more than 1.56 million in November, which is now the second-highest total for a non-December month in history. The Wii console has sold 15.4 million in the United States since it launched in November 2006, and Nintendo DS has sold nearly 24.6 million in the United States since it launched in November 2004.    


    "Nintendo's record-breaking sales demonstrate that consumers are looking for the best value not only among video games, but also among all entertainment options," said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. "Shoppers are looking for gifts that can be enjoyed by the whole family, and Nintendo provides an incomparable range of experiences that gets the whole family involved."    


    Four games made for Nintendo systems placed in the top 10 U.S. best-sellers for November, representing the diversity of people who play Nintendo games. These included Wii Play™ (for casual and lapsed players) at No. 3 with more than 796,000 sold, Wii Fit™ (for new gamers) at No. 4 with more than 697,000 sold, Mario Kart™ Wii (for both core and casual payers) at No. 5 with nearly 637,000 sold and Wii Music™ (for everyone) placed at No. 9 with more than 297,000 sold, following its long-tail trend.    


    Looking at the industry as a whole, Nintendo products continue to fuel the engine of the video game industry. In November alone, Nintendo represented 198 percent of industry growth over 2007. Nintendo systems represented 66 percent of all hardware sales in November, including 59 percent of all console sales and 79 percent of all portable hardware sales.    


    For more information about Nintendo, visit www.Nintendo.com.


    70
    TalkBack / Re: REVIEWS: Ninjatown
    « on: December 10, 2008, 03:14:10 PM »
    I honestly never played the demo, I just saw Ninja Town and did my thing where cute=must have. So, in response to statements describing how the same tactic works in every level, although I tried it many times as the game progressed, I never found it to actually work.

    For many levels, one can assume they should put the orange ninjas at every entrance and exit point, however certain levels either don't allow this by severely limiting your starting money, creating multiple enemy entrance points, or spawning waves of enemies that require different ninjas each time.

    Of course, once an adequate supply of a variety of ninja types is established there is a very good chance of survival for the player. However in many cases the game likes to throw a superior ninja race as the last wave and leave you wondering why you didn't have more of "insert particular ninja" on the grid.

    Then you lose, blink a lot at your DS screen, scream multiple random profanities and try again.  :P

    71
    TalkBack / REVIEWS: Ninjatown
    « on: December 09, 2008, 03:37:01 AM »
    Though adorable, these ninjas are tougher than they seem.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17340

     As a fan of all things cute it’s no wonder I was immediately drawn into every aspect of this game. Chibi Ninjas talking about defending their cookie recipe from an evil Ninja is absolutely adorable. But then something unforeseen began to happen: this cute little game started completely destroying me!    


    The place known as Ninjatown is a peaceful community where ninjas live under the protection of the mayor. That is, until one day a volcano erupts and Mr. Demon decides to invade the town. Your "courageous" mayor puts the town's existence into the hands of the Ol' Master Ninja and swiftly runs off to cower in fear. Ol' Master Ninja quickly gathers all types of ninjas to fight and gets to work defending Ninjatown.    


    Like most tower defense games, keeping enemies out is the highest priority. Each level has a designated entrance and exit for enemies; allow an enemy to exit unscathed and the player will lose one point from the ten they are allotted each level. There are eight ninja types that the player will encounter, all having their own special ability, strength, and weakness.    


    The player is allotted a certain amount of cookies (money) for building ninja huts and buildings at the beginning of a level, and must spend it very wisely. Cookies are earned as enemies are killed, allowing the player to build more huts or upgrade existing ones. The player is also given powers from Ol' Master Ninja himself, and are able to utilize these when times get rough via the Hickory Cane Meter. One such power enables players to push back enemies if they have past your ninja defenders, enabling their defeat. After successful completion of a level, the player is given a grade from A-D and also wins a bonus ninja token that can perform special tasks when used.    


    Controlling Ninjatown is completely touchscreen-based and extremely simple. All one has to do is touch an area of land and choose which type of hut or building they would like to place. After that, the player just needs to tap the hut again if they want to create a specific post spot for the ninjas, upgrade them, or demolish the hut. The top screen shows the overall map of the area which details where enemies will be entering along with a bar that depicts how long it will be until the next wave of enemies, and what type they will be. If a player ever needs a bit of help, the Ol' Master Ninja powers are accessed by touching the hickory cane in the top left corner of the touch screen. This brings up a menu with the different powers, and as long as enough power has been stored all it takes is a tap to access them.    


    Simplicity was the key when designing this game and this concept shows in its graphics. The areas are just detailed enough to give the game a crisp look, but not overly detailed as to take away from the art direction. Everything is bright, colorful, and basically designed to be ironically adorable. While they could have added more flair, it probably would have been a distraction.    


    Ninjatown is a wonderful experience overall, and never feels frustrating despite its challenge. While there may be a specific formula to beating every level, it's the trial and error that allows ultimate success to feel so very gratifying. Parents beware: while this game may seem cute and colorful, it will not likely appeal to your small child.  However, everyone else should put this charming game on their list.

    Pros:
           

  • Charming characters and environment
  •  
  • Challenge is gratifying, not frustrating


  •        Cons:
           
  • Challenges can be long to replay
  •  
  • Graphics may appeal to younger players, but the game likely won’t


  •                Graphics: 10.0
           The simple and colorful graphic design gives the game a charming atmosphere. The characters are cute and perfectly detailed, never being too complicated or too simplistic.

                   Sound:  8.0
           While not entirely memorable, the soundtrack suffices with a compilation of songs infused with traditional Japanese sound. Not to mention the incredibly satisfying little punching and shooting clips of your ninjas beating their enemies into oblivion.

                   Control:  9.0
           For the majority of the game, control is made seamless through use of the DS touchscreen; however, some special moves require blowing into the microphone and have a frustrating delay.

                          Gameplay:  9.0
           A typical tower defense title that is fun and challenging. With varied levels and new ninjas, huts, and moves being introduced regularly, the game stays fresh and fun from beginning to end.

     


           Lastability: 10.0
           Every level has its own unique personality, allowing gamers to come back any time they want. Earning a grade encourages replay, as the first time through a level may not result in the highest mark.

     


           Final:  9.0
           Ninjatown is challenging, fun and incredibly entertaining. Whether you're in the mood for a quick five minute session or want to play longer, Ninjatown has a level for everyone.      


    72
    TalkBack / REVIEWS: Madagascar Escape 2 Africa
    « on: December 09, 2008, 03:26:12 AM »
    A decent movie tie-in game hindered by its clunky controls.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17339

     Once upon a time, videogames created around a beloved cartoon or movie character were generally received with anticipation. However, as the years have gone by, movie games generally have a big "Avoid at All Costs" label on them. To be honest, I wasn't expecting much as an adult playing a game clearly geared towards children, but then something strange happened: I found myself having a decent amount of fun.    


    Madagascar: Escape 2 Africa is a sequel which, like its predecessor, maintains the same plot as the movie it's based on. Escape 2 Africa follows the characters through their journey from Africa back to New York. Featuring the full cast of characters from the movie along with superb voice acting, it will surely charm any fan of the feature film.    


    A collection of mini-games and basic platforming comprise the majority of this game, as well as collecting and discovering hidden paths. The game is paced slowly for the younger crowd and plays more like an interactive movie, following a pattern of completing a challenge and then watching a cutscene. Players must find ways to access levels and acquire items in order to broaden the in-game world and allow for less limited exploration. Using the four main characters - Alex the lion, Marty the zebra, Gloria the hippo, and Melman the giraffe - players will be able to leverage each of their unique abilities in order to thoroughly explore the entire world.    


    Regardless of the character currently under the player's control, completion of a number of minigames is required in order to progress. The mini-games are all very simple, and while at times clunky to control, are not unplayable.  They range from a game of soccer to a Katamari Damacy-like challenge in which the player must roll up scrap metal. Interestingly, a number of these minigames can be purchased by collecting coins in the platforming segments, and are made available in the game's multiplayer mode.    


    Controlling the game tends to be very erratic. While platforming, doing the exact same thing two separate times will often produce two different results. As one can imagine, this grows extremely frustrating, forcing the player to redo an area multiple times. Awkward camera angles and poor depth perception also dampen the experience. Fortunately, most of the minigames control well and typically only require one button. Players are also given the option of gesture-based input, which also works well.     Graphically, Madagascar 2 leaves quite a bit to be desired. While the animation itself is smooth and transitions well, the graphics themselves are hideous. People often talk about the lack of visual power of the Wii, but there's no excuse here. Pixelated textures, terribly jagged edges, and water that looks like a blue grid are just the beginning. While the visuals never truly interfere with actual gameplay, they are distracting and off-putting, especially considering the source material.    


    Even in light of the game's many flaws, it is still decent and even fun at times; however, a bit more time and effort would have made this game very good. While most adults may have a hard time finding enjoyment, the game's character and goofy nature makes for a great experience for the younger demographic.

    Pros:
           

  • Quirky and funny
  •  
  • Excellent voice acting
  •  
  • Entertaining challenges


  •        Cons:
           
  • Spotty controls
  •  
  • Awful graphics
  •  
  • No real challenge


  •                Graphics:  4.0
           For such a colorful game with wonderful characters, the terrible quality of the graphics is very disappointing.

                   Sound:  6.0
           The soundtrack is very basic, consisting of cliché "jungle" music comprised of drums and animal sounds.

                   Control:  6.0
           While the mini-games generally control well, the platforming segments need help.

                          Gameplay:  7.0
           Designing the game to constantly switch between a challenge and a cutscene is fun, and may appeal to younger kids.

     


           Lastability:  8.0
           While multiplayer is hidden quite well, there are numerous games that can be unlocked with collected coins as well as hidden areas the player may want to find and play through.

     


           Final:  6.0
           While Madagascar: Escape 2 Africa is not terrible, there are definitely some aspects that could have used more work. While I wouldn't recommend this game to an adult, children - especially those who are fans of the movie - should greatly enjoy this game.      


    73
    TalkBack / PREVIEWS: Help Wanted
    « on: December 08, 2008, 08:11:55 PM »
    A life simulator that allows players to save the world by working up to fifty different jobs.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=17326

     Help Wanted is best described as a "life simulator." Players will work jobs in order to save the world from an incoming meteor. Due out summer of 2009 the game will feature slap-stick humor pertaining to the daily grind.    


    Performing the game's "odd jobs", will net the player money that can be used to purchase items to defend the planet. There are fifty playable jobs including an astronaut, game creator, dentist, and a haunted house monster. In addition to purchasing goods for defense, quirky keepsakes are also available for grabs to show off in the collector's room.    


    Help Wanted also features multiple difficulty settings along with multiplayer support for fifteen jobs where players can challenge one another. A full list of the game's jobs have been included below.  
     
       

             
     
       
    1. Cleaning Crew
    2.  
    3. Newscaster
    4.  
    5. Astronaut
    6.  
    7. Babysitter
    8.  
    9. Beach Waiter
    10.  
    11. Boat Captain (Resort Captain)
    12.  
    13. Bodybuilder
    14.  
    15. Master Higgins
    16.  
    17. Market Clerk
    18.  
    19. Cook
    20.  
    21. Dairy Farmer
    22.  
    23. Dentist
    24.  
    25. CEO
    26.  
    27. Dry Cleaner
    28.  
    29. Emergency Medical Technician
    30.  
    31. Exercise Instructor
    32.  
    33. Farmer
    34.  
    35. Fire Fighter
    36.  
    37. Fisherman
    38.  
    39. Arctic Delivery
    40.  
    41. Game Creator
    42.  
    43. Goalkeeper
    44.  
    45. Grill Cook
    46.  
    47. Haunted House Monster
    48.  
    49. Interpreter
    50.  
     
     
       
    1. Interpreter
    2.  
    3. Interviewer
    4.  
    5. Clown
    6.  
    7. Lighting Crew Member
    8.  
    9. Make-up Artist
    10.  
    11. Manicurist
    12.  
    13. Courier
    14.  
    15. Pinch Hitter
    16.  
    17. Pit Crew
    18.  
    19. Pizza Chef
    20.  
    21. Policeman
    22.  
    23. Crane Operator
    24.  
    25. Art Restorer
    26.  
    27. Security Guard
    28.  
    29. Aerial Camera
    30.  
    31. Stunt Car Driver
    32.  
    33. Submarine Crew
    34.  
    35. Sumo Referee
    36.  
    37. Action Hero
    38.  
    39. Sushi Master
    40.  
    41. Tailor
    42.  
    43. Teacher
    44.  
    45. TV Camera Person
    46.  
    47. TV Shopping Crew
    48.  
    49. Volleyball Referee
    50.  
     
     


    74
    TalkBack / Namco Bandai Announces Newest Publishing Label "Surge"
    « on: December 05, 2008, 10:06:10 PM »
    Games will be developed specifically with the Western gamer in mind.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17308

     Namco Bandai announced recently the creation of their newest publishing label, Surge. This new label was developed specifically for targeting the tastes of western gamers and will provide games from a wide variety of genres across multiple platforms.    


    Vice President of Sales and Marketing at Namco Bandai games America Andrew Lelchuk stated that Surge marks a milestone in their commitment to distribute ground breaking games that differ from the ordinary. In contrast to Namco Bandai's existing franchises and intellectual properties, Surge will provide new games that will "complement [their] portfolio" as well as "[position] the company as a creative force".    


    Afro Samurai, based off the anime of the same name, is the label's first game and a combination of traditional Japanese and hip hop culture elements. Afro Samurai has so far only been confirmed for the 360 and PS3, but further intellectual properties are currently in development for publishing under the Surge label.    


      NAMCO BANDAI GAMES ANNOUNCES NEW 'SURGE' PUBLISHING LABEL    


    SURGE Represents Robust Line of Titles and Audience Expansion    


    Santa Clara, Calif., (December 4, 2008) – Leading video games publisher and developer NAMCO BANDAI Games America Inc., today unveiled the formation of SURGE™, a new studio and publishing label dedicated to providing cutting-edge, genre-defining games that are targeted at satiating the appetite of western gamers. SURGE will deliver quality interactive entertainment across a wide assortment of categories and platforms.    


    "SURGE presents a significant milestone for NAMCO BANDAI as it personifies our commitment to deliver compelling content for the discriminating player who is looking for games that are not only groundbreaking but also push the envelope," said Andrew Lelchuk, executive vice president of sales and marketing at NAMCO BANDAI Games America, Inc. "Through passion and innovation, SURGE will complement our portfolio of established franchises and intellectual property while positioning the company as a creative force."    


    Afro Samurai®, the high-style title that blends urban hip hop culture with traditional Japanese aesthetics, will be the first game to launch under the new label when it is released on January 27, 2009. Additional IPs currently in development and slated for 2009 will also be published under the SURGE label.


    75
    TalkBack / Aussie Animal Crossing for Wii Can't Link to Wild World
    « on: December 05, 2008, 09:56:46 PM »
    US region coding of Wild World is to blame.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17307

     Recently many Australian Wii owners have complained over an apparent glitch that prevents them from importing their Animal Crossing: Wild World character into the newly released, Animal Crossing: Let's Go to the City.    


    The cause of the issue was discovered to be a region mismatch. Australian copies of Wild World were in fact identical to the American release, including region coding. As a result, Let's Go to the City does not recognize the game on import.    


    Nintendo has yet to comment on the issue.


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