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Topics - Pryopizm

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1
NWR Forums Discord / I Do This Out of Attention Whoring
« on: August 28, 2010, 03:01:42 PM »
So I'm pimping my new project and Karls' new site.

Thoroughly Manly Musicals.  Video reviews of the fabulous art but with 100% more chest hair.

http://www.crosstawk.com/newbusiness/2010/8/28/introducing-thoroughly-manly-musicals.html

3
NWR Forums Discord / LOL
« on: May 23, 2008, 10:02:40 PM »
I'm back.  What happened to Mafia?

4
TalkBack / REVIEWS: Super Swing Golf PANGYA
« on: April 10, 2007, 11:25:08 AM »
Sinner’s Swing!
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=13300

 Welcome to the most incomprehensible golf course in the world.  It’s a mixture of real world physics and fantastic environments.  Japanese characters mesh seamlessly with an ancient Scottish sport using ridiculous items such as bombs for golf balls and baseball bats for clubs.  Logic is thrown out the window and so is the fun.  Welcome to Pangya, home of Super Swing Golf.    


Yes, there’s no fun to be found in the golf courses of Pangya.  Fun left town and was replaced with a user-hateful interface; a control system that’s so far beyond wonky that there’s no more wonk to be found, only despair; and hydrocephalic characters who are so super-deformed that bad little boys and girls everywhere who are punished with this game will suffer nightmares well into their adult life.    


However, to its credit, the game actively believes it’s fun.  Right down to its insipid story, characters, dialogue, overwrought emotions (repeated ad nauseum due to lack of animation variety), and heartfelt belief that you will give a damn about Scout, not to mention the assortment of freaks he meets along the way.  And the courses would be pretty amazing if Mario Golf’s fantastic environments weren’t so incredibly lush in comparison.  The game dilutes its own attempt at charm by being far too straightforward at golf.      


Hope you enjoy ciphers, this game is full of them.  In fact, you’ll be playing as one for a good long while as Scout.  Scout is the protagonist of Super Swing Golf’s main single-player mode.  He’s a generic anime design that works as your primary avatar.  He has no personality, lacks style (unless you change his hair color and clothes) and zero charisma.  Ah, but this is a golf game, who cares about all that?  Apparently someone does, or anime golf games wouldn’t exist at all.    


In fact, I’m going to digress for a moment here and ponder the existence of this game.  Is it made with the solo player in mind or as a multiplayer game?  This question is due, in part, to one of Super Swing’s major problems.  You have one whole character to choose from in the beginning, and the others are available through a tediously slow unlocking process. Right out of the box, the only way to tell the difference between two avatars is the "1P" and "2P" hovering over their heads.    


So this game is primarily for single player, right?  I couldn’t tell you.  In fact, it raises a number of unanswerable questions.  Why can’t I make my own character?  Why is there a golf genre smack in the middle of Mario Golf games and Tiger Woods losing all the strengths of either game and suffering every weakness?  What if Mario Golf wasn’t fast paced, silly, and charming?  What if Tiger Woods had no variety or choice?  The answer, friends, is Super Swing Golf.    


Touching back on the controls for a moment, no matter how the controller is tilted, the club is pulled back.  That’s realism, folks.  One would think that in order to hit the ball straight, the controller is swung down straight.  Truth is, only the developers know.  It’s impossible to gauge what was done either consistently or inconsistently from any other shot.  Since the movement isn’t 1:1, correction is painfully difficult.    


The best part, however, is fighting the interface.  The Wii was made to simplify.  Super Swing complicates.  Sometimes the controller is a club; other times it’s a mouse.  In itself it’s slightly cumbersome, but possibly a necessary evil since other factors such as club selection and positioning are involved.  However, not everything is available on the screen.  For example, how do you access the map?  There’s no mini-map to click on the screen to enlarge.  Hit the number one button on the bottom of the controller instead.  Make sure it’s hit twice, or else the game will simply move to free camera mode.  Okay, now that we’re on the map screen, let’s play "Find the cup."  Don’t see it?  Well, hit the B button and wave the pointer around to move the camera wildly up and down the course until you get lucky and find the flag.  Now this is a game!    


No need to ponder the target audience anymore.  The answer is obvious: no one.  Super Swing Golf is obnoxious, gimmicky, featureless, and, despite its best attempts otherwise, humorless.

Pros:
       

  • It's the only anime golf simulation on the Wii so far.


  •        Cons:
           
  • Terrible controls.
  •  
  • One playable character out of the box.
  •  
  • Unable to create a character.
  •  
  • I could go on and on.


  •                Graphics:  5.0
           The art design is generic and seems to ape Mario Golf and anime themes equally.  In neither aspect is it particularly successful.  There are no glaring graphical difficulties; however, there’s nothing particularly appealing or eye popping.

                   Sound:  2.0
           The sound effects are serviceable, but the music is gratingly bad and cheesy.  I’m sure the cheese was intentional, but it didn’t need to be so terrible.

                   Control:  3.0
           At best it works in the abstract.  At worst it’s incomprehensible and frustrating.  And neither aspect, either using the pointer through the menus or swinging the controller like a club, works well.  On top of that, correction is difficult since there’s little way to distinguish what was done from one swing to the next.

                          Gameplay:  3.0
           Assuming you have grasped the control scheme, unlocked all the different characters, and mastered all the courses, you have only succeeded in winning a battle of attrition.  And those are never fun.

     


           Lastability:  2.0
           Technically, there’s enough to do here to last you several hours.  But, in the same vein, you could spend several hours watching Bill http://www.imdb.com/title/tt0099654/">Cosby http://www.imdb.com/title/tt0396592/">movies.  Neither is recommended.

     


           Final:  3.5
           This game makes a bad first impression with your choice of only one character, and it only goes downhill from there.  Don’t bother.      


    5
    TalkBack / Arthur and the Invisibles Shipped
    « on: January 10, 2007, 06:23:13 PM »
    From the man that brought you Leon:  The Professional, comes a game based on his movie about invisible people getting the beat down.

    Atari Ships 'Arthur and the Invisibles'    


    - Video Game Based on Luc Besson's Animated Feature Film Available Now -
       


    NEW YORK, Jan. 9 /PRNewswire-FirstCall/ -- Atari, Inc. (NASDAQ:ATAR), one of   the world's most recognized brands and third-party video game publisher,   today announced that Arthur and the Invisibles is now in stores nationwide.   Available for PlayStation(R)2 computer entertainment system, Windows, Game   Boy(R) Advance and Nintendo DS (TM), Arthur and the Invisibles is directly   inspired by the CGI animated film of the same name by world famous film   director and writer Luc Besson and features the film's storyline,   eye-popping graphics and technical innovations.  The film, distributed by   MGM/The Weinstein Company, opens nationwide on January 12th.    


    Arthur and the Invisibles invites players to relive the fantastic adventure   of young Arthur and his two pals, princess Selenia and her brother   Betameche, in their mission to save the Land of the Invisibles and its   inhabitants from destruction.  As they move through the Land of the   Invisibles, players will encounter extraordinary adventures, menacing   enemies, rich environments and varying gameplay elements including driving,   fighting, flying and puzzle solving.   The game offers an intense enactment   of Besson's magnificent adventure while incorporating all of the richness   and extraordinary visuals of the film.    


    "Arthur and the Invisibles is a brilliant adventure game that not only   showcases Luc Besson's fantastic universe but further extends it by bringing   the on-screen charm and action to an interactive medium that is eye-popping,   engaging and extremely fun," said Rick Mehler, Director, Marketing, Atari,   Inc. "Arthur and the Invisibles is a rare gem of a game that outshines other   titles based on movies."    


    Arthur and the Invisibles' unique and innovative game structure revolves   around the supportive co-op teamwork of the three characters, Arthur,   Selenia and Betameche.  Players can only progress by cleverly combining the   three characters' skills -- Arthur is an acrobat, Selenia a warrior and   Betameche a marksman.  In solving mysteries and overcoming obstacles,   players will realize that anything is possible when you work together.


    6
    TalkBack / Yu-Gi-Oh! GX Spirit Caller Shipped
    « on: January 10, 2007, 06:19:25 PM »
    Online Yu-Gi-Oh for the DS?  Now you can play card games with other people!

    KONAMI SHIPS YU-GI-OH! GX SPIRIT CALLER TO  RETAIL STORES NATIONWIDE    


    First Handheld Yu-Gi-Oh! Game to Feature Full Online Play, Character Customization and Original Library of New and Classic Cards
       


       


      REDWOOD CITY, Calif. – January 9, 2007 – Konami Digital Entertainment, Inc., today announced that Yu-Gi-Oh! GX Spirit Caller for the Nintendo DS™ has shipped to retail stores throughout North America. The first handheld Yu-Gi-Oh! game to feature full online head-to-head play, Spirit Caller also includes new character customization features and an updated card library consisting of more than 1,400 classic and new cards. Each copy of Yu-Gi-Oh! GX Spirit Caller includes the limited edition Brain Crusher, Hunter Owl and Masked Chopper trading cards.     Based on the hit Yu-Gi-Oh! GX television series from Cartoon Network, Yu-Gi-Oh! GX Spirit Caller immerses players in the Duel Academy, an elite school for gifted young duelists, as they start a new school year with the low ranking Slifer Red dormitory. Once classes are underway, strange things start to happen around campus and many duelists fear that the school itself has become haunted. With the help of top duelist Jaden, players learn that the school has come in contact with Duel Spirits, helpful apparitions that impart wisdom and help them to solve the mysteries behind the Duel Academy once and for all.     Introducing new gameplay elements to the series, Yu-Gi-Oh! GX Spirit Caller lets players duel with the aid of a Duel Spirit, which will provide guidance to help players reach the top of the Duel Academy. Players can now create their own custom avatars to use in the single player and multiplayer games, selecting from a number of body, face and clothing types to create an original personalized look. Yu-Gi-Oh! GX Spirit Caller features a new library of over 1,400 cards consisting of new cards and older hard to find classics, allowing for new strategic possibilities. Building upon the legendary head-to-head pedigree of the Yu-Gi-Oh! series, Yu-Gi-Oh! GX Spirit Caller features full online play for two gamers via the Nintendo® Wi-Fi Connection service.


    7
    TalkBack / Radio Free Nintendo - Episode 32
    « on: December 28, 2006, 03:30:56 PM »
    The Pirates return to discuss how they're not playing the Wii or enjoying any of the fruits of the Virtual Console.

    O wretched state! O bosom black as death!    


       


    Episode 32: Men Without Wiis    


    AAC Format    


    MP3 Format    


    In a move too stupid to be true, I take the reigns from Karl and decide to demonstrate once and for all (again) why I never host Radio Free Nintendo.      


    Karl and I return as the lovable pirates and discuss all manner of things we know little to nothing about.  Allow your jaws to drop in utter horror as we have absolutely nothing to say about the Forecast Channel.    


    In fact, we're in such a sad state that we end up discussing what we're not playing.  And since--at the time of recording--neither of us had a Wii, it becomes a rather pathetic pity party between us.    


    In the end we discuss the potential drought the Wii may or may not face.  Then we take forever to say goodbye so as not to forget any major holiday this season.    


    Enjoy the podcast and enjoy Coca-Cola.    


    Credits:    


    This podcast was edited by Stan Ferguson. Video Game Advanage  commercial performed by Steven Rodriguez. Radio Free Nintendo spot   performed by Stan Ferguson.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also  purchase their album directly from the iTunes Music Store.    


    Please visit our sponsor, Video  Game Advantage.


    8
    TalkBack / Radio Free Nintendo - Episode 30
    « on: December 13, 2006, 10:12:30 AM »
    Jonny, along with guests TYP and Windy, hosts tonight's show about GameCube Zelda, the European launch, and if the Wii has the legs to  last.

    In today's podcast, the sun rises from the west and sets in the east.    


       


    Episode 30: There's Christmas in Europe!    


    AAC Format    


    MP3 Format    


    You can also listen to the podcast on the good 'ole Odeo!    



    powered by ODEO    


    Due to copious quantities of technical bewilderment and utter stupidity, I was unable to take part of this podcast.  That, and I was thrown overboard by my fellow podcasters like so much ballast.      


    However, my loss is their gain.  In a wonderfully orchestrated podcast (I came up with the agenda), Jonny masterfully guides the discussion and touches on important topics affecting today's children such as the Zelda GameCube release and the resulting mirror world, the untimely demise of the Bob Ross painting game, and the European launch and sales data.    


    This news is bookended nicely by another edition of "What Are We Playing" and our feature discussion on whether the Wii can sustain its momentum and win the war, not just the battle.  Enjoy this finely crafted work of editorial skill--sliced, diced, and sauteed by yours truly.  May I recommend a delightful merlot for tonight's verbal feast?    


    Credits:    


      This podcast was edited by Stan Ferguson.  Video Game Advantage Commercial performed by Steven Rodriguez. The fake Commercial was written and performed by Stan Ferguson.    


    Music for this episode of Radio Free Nintendo  is used with permission from Jason Ricci & New Blood.  You can also purchase their album directly from the iTunes Music Store.    


    Please visit our sponsor Video Game Advantage.


    9
    NWR Forums Discord / Bait Cars Take on a Whole New Meaning
    « on: December 13, 2006, 05:17:33 AM »
    From the Washington Post

    Quote

    Aside from being a high-tech way to nab thieves, bait cars provide a rare look at the initial moments of a common crime. Most of the time, it's not that exciting, officers said, because most interceptions take place within about two minutes and most arrests within four.

    But not always. In one Loudoun incident that has become infamous among area police departments, a man stole a bait vehicle and was able to drive it from Leesburg to Southeast Washington because of technical difficulties. Police eventually got the suspect, minutes after the camera caught him smoking crack and masturbating. He had spent part of his ride urinating in a soda can, then drinking his urine to try to quell a case of the hiccups. He also vomited twice.

    10
    General Chat / Beatles - Love
    « on: December 06, 2006, 02:32:07 PM »
    Album of the year.  No need for discussion.   Just agree and post your favorite stuff from the album.  If you haven't heard it, buy it, listen to it, and then post your favorite stuff.

    11
    TalkBack / Radio Free Nintendo - Episode 27
    « on: November 20, 2006, 01:28:11 PM »
    Windy waits for Wii.

    It's the final countdown!    


       


    Not being involved in this podcast in any way, I inherited this project from Steven Rodriguez who gave explicit instructions to only add the intro and exit music.    


      Episode 27: Ultimate Wii Launch Spectacular    


    AAC Format    


    MP3 Format    


    You can also listen to the podcast on Odeo, or subscribe to us on iTunes.    



    powered by ODEO    


    So, I got this fresh new podcast that I knew nothing about and listened to it.  After having my brain melt from giddiness, I can easily say this is one of the coolest podcasts ever in the history of podcasts.  There are several on-site interviews at the Universal City Walk in California, so don't expect the greatest sound quality in the world.    


    But, hey, like the Wii, what we lose in potential production values, we make up for in pure, unadulterated awesome.  Included in this podcast are strange and wonderful events such as:    


    • We talk with people who have played the Wii at the event, including a hearing-impaired woman through her sign language translator    


    • An interview with Nintendo's Vice President of Marketing, George Harrison about the the CityWalk launch event and the rest of Nintendo's launch plans    


    • A walk down the line that took over 20 minutes to finish, including talks with those at the front, in the back, and the madness in between (including a chat with one of the Wii Segway ladies)             
    • The decisive moment when the first one in line gets his Wii...then sings?
       


    I speak with complete authority when I say: if this isn't the most significant podcast you'll ever hear, then you have no soul.


    12
    TalkBack / Radio Free Nintendo - Episode 26
    « on: November 14, 2006, 05:13:26 PM »
    PGC Past, Present, and Future

    Leave the room so I can change.    


       


    We here at Radio Free Nintendo would like to present Jonathan Metts debut as host in this all senior-staff good-bye edition of our show.  They also take a moment to dish on the new site and its name.  Want to know what it is?  Take a listen!    


    Episode 26: Thanks for the Memories    


    AAC Format    


    MP3 Format    


    You can also listen to the podcast on Odeo, or subscribe to us on iTunes.    



    powered by ODEO    


    Unlike most podcast blurbs, I'm not going to waste a lot of your time with words like a certain Oregonian does.  Frequently.    


    What I will tell you is what you need to know.  Included in this very special RFN is:    


       
    • Jonny recounts his adventures through time and space before he landed on Planet GameCube.
    •    


    • Windy discusses the fall of Nintendo Nation and his life as a refugee.
    •    


    • Bloodworth celebrates his rags to riches tale from random poster to Senior Editor.
    •    


    • TYP excites us with his sordid shenanigans when he snuck in to E3 underage
    •    


    • You'll finally learn the name of the new site.
    •  
       


    Enjoy!    


    Credits:    


    This podcast was edited by Stan Ferguson.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood.  You can also purchase their album directly from the iTunes Music Store.    


    This Podcast is dedicated to all of PGC's readers.  We hope you love the new site as much as we do.


    13
    NWR Forums Discord / Say Something About the Person Above You
    « on: November 01, 2006, 01:02:55 PM »
    In this thread, we will each say something about the person who posted before us.  So, since I'm the first poster, there's no one to say anything about.  However the next poster has to say something about me.  Just a sentence will do, and we'll continue on ad-infinitum.


    14
    General Gaming / Got Final Fantasy XII
    « on: October 31, 2006, 07:06:29 PM »
    The only reason I stopped playing is because the AC is broken and the living room got suffocatingly hot.

    Otherwise, I love this game so much!  

    Pale, if you read this, drop FF XI and go pick up FF XII, it plays like XI but without all the crappy waiting for a balanced party.

    15
    TalkBack / WalMart.com Taking Wii Pre-Orders November 1st
    « on: October 31, 2006, 06:49:11 PM »
    Missed out on the GameStop pre-order madness?  Fret not!

    According to Cheap Ass Gamer, WalMart.com will begin taking Wii preorders Wednesday November 1st.  Unfortunately, we don't know at what time they start nor how many units will be available, but if you must be absolutely sure to have one at launch, we recommend you get friendly with your preferred browser's refresh button early.    


      Thanks to UncleBob from our forums for the tip!


    16
    TalkBack / SpongeBob SquarePants: Creature from the Krusty Krab Shipped
    « on: October 17, 2006, 03:21:20 PM »
    And coming to the Wii at launch.

    THQ SHIPS SPONGEBOB SQUAREPANTS: CREATURE FROM THE KRUSTY KRAB FEATURING   BRAND NEW ADVENTURES WITH THE MOST POPULAR CHARACTERS UNDER THE SEA    


      AGOURA HILLS, CA, - October 16, 2006 - THQ Inc. (NASDAQ: THQI) today   announced that SpongeBob SquarePants: Creature from the Krusty Krab has   begun shipping to retail outlets nationwide.  The title is now available for   major gaming systems including PlayStation®2 computer entertainment system,   Nintendo GameCube, Game Boy® Advance and Nintendo DS.  The game will also   be available as a launch title for the highly anticipated Wii home video   game console.    


    "THQ's SpongeBob-branded videogames are extremely popular among gamers of   all ages, having shipped more than 16 million units worldwide," said John   Ardell, director, global brand management, THQ.  "SpongeBob SquarePants:   Creature from the Krusty Krab continues THQ's tradition of offering players   new and unique ways to interact with their favorite characters from the   show."    


    "SpongeBob SquarePants is consistently one of the most popular characters on   television and is loved by viewers and video gamers of all ages," said Paul   Jelinek, vice president, digital media products of Nickelodeon and MTVN Kids   and Family Group.  "We look forward to the continued success of the   SpongeBob video game series and to offering fans a brand new way to   experience SpongeBob's amazing world."


    17
    TalkBack / Touch Generations Growing
    « on: October 11, 2006, 01:44:51 PM »
    Nintendo is touched.

    Nintendo's Touch Generations Portable Gaming Brand Sees Huge Growth    


                                                      New Games Include a Dalmatian Puppy and 40+ Clubhouse Games
       


        REDMOND, Wash., Oct. 11 /PRNewswire/ -- Nintendo's popular Touch   Generations portable gaming brand includes Nintendo DS(TM) video games meant   for anyone to pick up and play, regardless of their prior gaming experience.    And that easy-to-use philosophy is translating into strong sales.  Already,   close to 3.5 million Touch Generations games have sold in the United States,   demonstrating an expanding audience of consumers' desire for simple, fun games   that don't take years of gaming experience to master.          


        One of the most popular Touch Generations games is Nintendogs(TM), an   emotionally addictive, portable puppy-training program that took the world by   storm last year and redefined the meaning of "video game."  A limited-edition   version of Nintendogs called Dalmatian & Friends hits stores Oct. 18.  The   game lets users adopt, train and care for a puppy chosen from one of the six   starter breeds: Dalmatian, golden retriever, Yorkshire terrier, beagle, boxer   and German shepherd.  To date in the United States, the three versions of   Nintendogs have sold more than 2.2 million units combined, ranking them atop   the list of all-time Nintendo DS best sellers.    


          Another Touch Generations game is Nintendo's new Clubhouse Games(TM).    Available today exclusively for Nintendo DS(TM) Lite, Clubhouse Games includes   more than 40 traditional party favorites like checkers, darts and poker.  A   highly social product, players can play solo, or with up to seven friends via   single-card local wireless play.  Or they can log onto Nintendo(R) Wi-Fi   Connection, Nintendo's wireless gaming service, to challenge friends   worldwide.    


          "Clubhouse Games demonstrates yet another way we're reaching beyond avid,   experienced gamers and providing entertaining experiences for everyone --   young and old," explains George Harrison, Nintendo of America's senior vice   president of marketing and corporate communications.  "Our Touch Generations   brand has proved to be a huge hit -- just find the distinctive orange labels   and you're ready to play."


    18
    TalkBack / Alex Rider: Stormbreaker Shipped
    « on: September 27, 2006, 07:41:07 PM »
    Finally, a game that speaks to the 14 year old British spy in all of us.

    A New Mission Based on the Forthcoming Movie Begins as Alex Rider(TM):   Stormbreaker(TM) Heads to Retailers for Nintendo DS(TM) and Game Boy(R)   Advance    


    Inspired by the Best-Selling Book Series, Alex Rider Takes on Video Games   for the First Time, Allowing Players to Become the Popular Teenage Spy in an   Action-Packed New Adventure
       


    AGOURA HILLS, Calif., Sept. 27 /PRNewswire-FirstCall/ -- THQ Inc.   (NASDAQ:THQI) today announced that Alex Rider(TM): Stormbreaker(TM) for the   Nintendo DS(TM) and Game Boy(R) Advance has shipped to North American   retailers.  The game is based on the upcoming teen movie "Alex Rider:   Operation Stormbreaker" starring Mickey Rourke, Alicia Silverstone and Ewan   McGregor and inspired by the best-selling Alex Rider book series from   award-winning author Anthony Horowitz.  The video game captures the   excitement of being 14-year-old British spy Alex Rider as he solves   mysteries by completing mission objectives.  Alex Rider: Stormbreaker is   rated "E10+" for everyone 10 and older for Game Boy Advance and "T" for teen   for the Nintendo DS.  The game is now available for a suggested retail price   of $29.99.    


    "The strength and depth of the Alex Rider brand translates flawlessly to an   interactive entertainment format," said John Ardell, director of global   brand management, THQ.  "With Alex Rider: Stormbreaker, franchise fans, as   well as newcomers to the series can now experience these popular characters   in an interactive adventure wherever they go."    


    "The extension of Alex Rider to new mediums and audiences is an exciting   initiative for all of us," said Peter Samuelson, co-producer, Samuelson   Productions.  "We feel consumers will readily embrace the ambition, wit and   versatility of Alex Rider on both the big screen and handheld video game   screen."


    19
    TalkBack / Ice Age 2 The Meltdown for Wii Announced
    « on: September 25, 2006, 09:33:24 AM »
    Just in time to capitalize on the movie's release.

    SIERRA ENTERTAINMENT AND 20TH CENTURY FOX   DELIVER ICE AGE 2 THE MELTDOWN VIDEOGAME TO    Wii JUST IN TIME FOR THE HOLIDAYS    


    Ray Romano, John Leguizamo, Denis Leary and Jay Leno Lend Their Voice Talents to Hit Game Ice Age 2 The Meltdown on Nintendo’s New System
       


    LOS ANGELES (September 25, 2006) – Sierra Entertainment announced today that the video game Ice Age 2 The Meltdown, based on the worldwide blockbuster animated film from 20th Century Fox is being developed for Nintendo’s highly anticipated Wii console and will be available at retailers nationwide this holiday season.    


    Ice Age 2 The Meltdown for Wii will utilize the full capability of Wii and its unique controller.    


    “We are excited to bring such an entertaining game to such an innovative platform," said Cindy Cook, chief strategy and marketing officer, Vivendi Games. “Ice Age fans and gamers of all ages will without a doubt enjoy embarking on this new adventure, within the game itself and as part of the truly unique Wii experience Nintendo is bringing to consumers."    


    Elie Dekel, executive vice president, Fox Licensing & Merchandising, added, “Ice Age is an amazing franchise and the perfect fit for Nintendo’s next generation platform. Ice Age 2 promises to utilize the Wii’s specs to the fullest capacity for a great gaming experience.  Thanks to the cooperation of much of the voice talent from the film, fans will get to explore a true extension of one of the year’s biggest blockbusters."


    20
    TalkBack / Radio Free Nintendo - Episode 19
    « on: September 25, 2006, 09:00:00 AM »
    In this thrilling episode, the Pirates, Karl and Stan, have a battle of wits with the unarmed Evan Burchfield as Jonny sits back and laughs.

    A perfect ten.    


       


    Yet again, we've gone and filled the cup to the brim with a four man podcast.  Evan, hosting again, asks Jonny, Stan, and Karl pertinent questions regarding the Wii remote speakers, the depth of third party support Wii needs to succeed, and our recent glut of controversial articles.    


    Episode 19: For the Sake of Controversy    


    AAC Format    


      MP3 Format    


    You can also listen to the podcast on Odeo.    



    powered by ODEO    


    Wii Megaton. . .one week later.  Don't think your mail and comments go unnoticed.  What with Evan's Zelda editorial, Karl's questioning the potency of the Wii controller, Jonny's reign of terror, and Stan's Mario Tennis review (What?  Again?), we've all had our share of controversy here at PGC.  We've decided to discuss a few of these controversies and possibly create some more as we discuss what third party support is needed for the Wii to be successful.  But then there's that darn policy that Jonny mentions...    


    However in order for us to be successful in stirring the pot, we need you, our fair readers and listeners, to comment, send email to our podcast address, and of course review us (your big chance to strike back!) on iTunes.      


    And though Evan stole his own thunder last night, we're also announcing the big Naruto/Radio Free Nintendo contest.    


       


    Thanks for listening, and Sweet Pete says, "Hi."    


    Music for this episode of Radio Free Nintendo  is used with permission from Jason Ricci & New Blood.


    21
    TalkBack / Grim Adventures of Billy and Mandy Shipped
    « on: September 25, 2006, 05:55:09 AM »
    You may be a king or a lowly street sweeper, but sooner or later, you dance with the reaper.

    MIDWAY BATTLES ITS WAY INTO RETAIL WITH RELEASE OF  THE GRIM ADVENTURES OF BILLY & MANDY™ VIDEO GAME    


    One of Cartoon Network's Top–Rated Shows Comes to Game Systems
       


    Chicago – September 25, 2006 – Midway Games Inc. (NYSE:MWY), a leading interactive entertainment industry publisher and developer, today announced that The Grim Adventures of Billy & Mandy™ video game has shipped for the PlayStation®2 computer entertainment system and Nintendo GameCube™. Gamers can play as any of 15 characters from one of Cartoon Network's most popular television shows in the fighting/adventure game, which is also scheduled to be available for Nintendo Wii™ and Game Boy® Advance in November of this year.    


    "The Grim Adventures of Billy & Mandy features a unique brand of humor and animation that translates perfectly to this intense, frenetic video game," said Steve Allison, chief marketing officer, Midway. "We have worked closely with Cartoon Network and show creator Maxwell Atoms to ensure the game retains the unique energy of the show, and we're excited to bring Grim, Billy, Mandy and their friends to video game consoles."    


    "We have a very successful relationship with Midway," said Christina Miller, vice president of U.S. consumer products for Cartoon Network Enterprises, the networks' global merchandising division. "They really understand the fun and humor that sets Cartoon Network apart and they are able to translate that into exciting gaming formats for our fans. 'The Grim Adventures of Billy and Mandy' is no exception."


    22
    NWR Forums Discord / Vudu and ShyGuy Are One and the Same
    « on: September 09, 2006, 03:30:32 PM »
    Believe it.

    23
    NWR Forums Discord / MEGATON SEPTEMBER 8TH ANNOUNCEMENT!
    « on: September 07, 2006, 07:36:09 PM »
    It's my birthday!

    24
    TalkBack / Naruto is Popular
    « on: September 01, 2006, 06:35:12 AM »
    The whiskered Ninja is now Players Choice.

    NARUTO(TM): Clash of Ninja(TM) Joins Player's Choice Club as One of the Most   Popular Nintendo GameCube Games of 2006!    


    TOMY and D3Publisher of America Announce Price Reduction for 1st NARUTO Game   for the Nintendo GameCube(TM) and NARUTO(TM): Ninja Council(TM) for Game   Boy(R) Advance
       


    LOS ANGELES, Sept. 1 /PRNewswire/ -- Already recognized by the critics and   gamers as a hit, TOMY Corporation and D3Publisher of America, Inc. (D3PA)   today announced that NARUTO: Clash of Ninja for Nintendo GameCube(TM) has   qualified as a Players Choice title, which is reserved for the best selling   games available for the Nintendo GameCube. Based on VIZ Media's hit anime   series SHONEN JUMP NARUTO and first released in March 2006, NARUTO: Clash of   Ninja and NARUTO: Ninja Council for Nintendo Game Boy(R) Advance are now   available at a new low price of $19.95 MSRP each. TOMY Corporation and D3PA   are set to release the sequels to both games with NARUTO: Clash of Ninja 2   scheduled to be released September 26, 2006 and NARUTO: Ninja Council 2   scheduled to be released October 10, 2006.    


    "Both of these games feature high production values and deliver quality   gaming to players that mirrors VIZ Media's hit anime series," said Laura   Yoshioka, senior marketing manager, TOMY Corporation. "The upcoming releases   of NARUTO: Clash of Ninja 2 and NARUTO: Ninja Council 2 will expand the   family of NARUTO games available and we will soon be announcing more NARUTO   titles for 2007."    


    NARUTO: Clash of Ninja was featured in cover stories in both GamePro   magazine and 1UP.com and has remained in the top 5 for sales on the Nintendo   GameCube, according to the NPD Group since its launch in March 2006.    


    "Just in time for the holiday buying season we are able to provide these   very popular, quality video games at a price that appeal to both fans of   NARUTO and gamers everywhere," said Kim Motika, vice president of worldwide   sales and operations, D3PA. "Now that both of these games are $19.95, NARUTO   will move beyond the installed fan base and will appeal to a whole new   audience that loves great fighting games."


    25
    TalkBack / REVIEWS: Mario Hoops 3-on-3
    « on: August 28, 2006, 06:42:50 AM »
    Swish?  Miss!

    It was with great anticipation that I opened the wrapping from the shiny new import copy of Mario Basketball 3 on 3, courtesy of our partners at Lik-Sang.  They're also taking pre-orders for the North American version here.  I’d never done an import review, and just having something in my grubby hands before it reached the United States was enough to put me in a euphoric state.  Plus, I was highly interested in what Square-Enix would do with the Mario sports franchise.    


    Sadly, the throbbing pain in my wrist overwhelmed my interest.  In the spirit of full disclosure, I do not own a DS Lite, and that may make a slight difference; however, many of the problems also lay in the control design and my lack of knowledge regarding the Japanese language.      


    But, I digress; this requires a bit more background.  Mario Basketball 3 on 3 opens up with a colorful blast of J-Pop and that certain Mario je ne sais quoi.  It beckons you to leave your gaming inhibitions at the door and have some silly basketball-related fun.  The menu, while in Kanji, is simple enough to navigate through after some minor trial and error.  It’s quite easy to find—and eventually distinguish between—the tutorial, tournament, and quick-play modes.  It feels quite a bit like treasure hunting when you fail to understand what any of it actually means.    


    The tutorial is heaven sent.  It quickly and simply teaches you the basics of the touch screen control system through demonstration; and once finished, you can proceed to learning more advanced moves.  Soon after, you may decide to actually play the tournament mode, which follows the Mario Kart formula in that you play in three different arenas to earn a cup and open up more tournaments and characters.    


    The difficulty scales gradually as you proceed; with the cup-winning games being significantly more of a challenge than the previous competitions.  Each session is very short and the scoring is interesting, to say the least.  A basket is worth twenty points, but you can earn additional points by forcefully bouncing your ball on classic Mario Mystery Squares to earn coins.  Each coin is worth an extra point.  Also, there are certain shots that can earn a few extra coins/points if not successfully blocked.    


    The touch controls are extremely simple.  Simply strike the stylus on the screen at the direction you’d like to pass the ball toward.  A simple tap can change which side of your body that you’re holding the ball in order to confound defenders.  And a stroke straight up the middle will launch a shot or lay-up depending on your distance from the goal.  Two quick strikes will get you an extra-coin-earning slam dunk which is just as easy to have blocked as it is to perform.    


    The game is kept lively through Mario Kart-style attacks.  These provide a myriad of methods to foil your opponent from red homing shells, shrinking lightening, and the magic mushroom that increases your speed.  Firing a leader-killer just as your opponent is about to make a power shot can be quite satisfying, in a diabolical sort of way.   To launch these attacks requires a simple button press or simply tapping the screen at your hated enemy.      


    The graphics are nothing short of gorgeous.  The colors are lush, the animations varied, and the special effects superlative.  That’s right, it’s a Square-Enix game.  If there were no other reason to play it, the visuals would be enough to interest someone in at least seeing all the power shots, arenas, and characters.  Add the super-happy-fun-time music, along with S-E’s patented magical sound effects, and you have a winning combination…at least, for a while.    


    There are a several odd minigames thrown in that can be figured out through trial and error, but are more dependant upon being able to read Kanji than any other part of the game.  These games are reminiscent of the Mission Modes found in Mario Kart and add a bit more to accomplish before completion, however, they’re pretty simple.  The challenge is in decreasing your time performing each required task (e.g. collecting 100 coins from Mystery Squares while an endless torrent of turtle shells are being fired at you) so you can demonstrate your complete dominance of all things Mario.    


    Now, as promised, I present to you: the bad news.  The default controls are analogous to Metroid Prime Hunters.  The direction your character moves is controlled by the D-pad whereas shooting, passing, and power moves are done using the touch screen.  It all feels incredibly intuitive and—aside from a difficulty distinguishing between forward passes and taking a shot—spot-on.      


    Okay, that doesn’t sound like bad news, but it is.  Any amount of gameplay on the more difficult modes, where quite a bit of dodging and passing is necessary, can cause excruciating wrist pain.  Through a bit of noodling, I was able to change the control setup and utilize the buttons instead of relying on the touch screen.  This mode is a lot easier on my poor wrists, but the power-moves then become impossible to perform.  Not that it really matters; they aren’t necessary since goals are not guaranteed and require quite a bit of time to set up.  The only reward to performing a power shot is the beautiful animation bursting forth to treat your eyes.  Another issue is that, even on button-mode, navigating the menu requires using the touch screen, which is extremely obnoxious.    


    There’s more bad news, but this only applies to the import.  The multiplayer for all intents and purposes, is broken.  The only accessible option is single card download, which isn't terrible by any means.  However there is no WiFi Connect mode, and you'd need another import owner to really enjoy the best the multiplayer has to offer.  As such, the imported version of 3 on 3 remains a single player game, which greatly shortens its longevity.    


    In the end, importing Mario Basketball 3 on 3 is a bad idea.  It’ll only be a short while until we receive the localized version, however, without WiFi Connect access, I look forward to it with less anticipation I had before playing the import version.  Mario sports games tend to be more successful when they’re multiplayer focused, but I have little doubt this will be a nice addition to any DS library.

    Pros:
           

  • It’s beautiful.  
  • Both control schemes are precise.  
  • Several modes allow for varied gameplay.

           Cons:
           
  • Wrists will suffer.  
  • No practical multiplayer for importers

                   Graphics: 10.0
           This is the prettiest game I’ve played on the DS and is filled to the brim with eye candy.  Few developers do graphics better than Square-Enix.

                   Sound: 10.0
           It’s a J-Pop lover's dream come true!  The music is so infectiously joyful, you will have no choice but to submit to exuberance.  Each shot, pass, and character exclamation enhances the game perfectly.  The sound enhances the experience greatly.

                   Control:  6.0
           I love the option to use the face buttons to give my wrist a rest, but the poor implementation hardly makes it worthwhile.  If there was any way to set menu controls to face-button-mode, I never found it.  However, the experience of using the touch screen may differ for those who own DS Lites.

                          Gameplay:  6.0
           Gameplay is hindered by the controls and lack of multiplayer.  While everything works with great precision, it’s not worth bothering with when you’re either in severe pain or bouncing back and forth from touch screen to buttons.

     


           Lastability:  7.0
           Once everything unlocked (which will be done in a matter of—maybe—a few short hours) there’s nothing left.  There’s no multiplayer to speak of unless you know someone is else with an import copy or resign yourself to single card download.  Should be much improved when the game is released in your own region.  Bear in mind, the lack of wireless multiplayer is not a failing of the game itself, but rather, in owning the import copy, you place yourself at an automatic disadvantage.

     


           Final:  6.5
           Oh, it could’ve been great.  All the ingredients are there, the problem lies in the execution.  However, there’s much to look forward to once the North American version arrives.  Here's hoping there are methods of performing all functions with the face buttons.      


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