Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Halbred

Pages: 1 ... 4 5 [6] 7 8
126
TalkBack / PAX '08: Day One
« on: August 30, 2008, 01:45:51 AM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=16615

  Well, here it is: My first PAX. It's hectic, stressful, crowded, and at times a little freaky, but I'm happy to be here. As this is a new experience, I am totally unfamiliar with the layout and general "flow" of the event. Well, there is no flow, and the layout is best described as "random." So many things to complain about, right? Well, here's the thing: I love it. And while today was a day of generally figuring things out, I can assure you that tomorrow will be far more awesome and enjoyable. This post is to explain how PAX works to people who've never been there.    


The Penny Arcade Expo '08 takes place in the (historic?) downtown convention center in Seattle. The convention center is enormous; aside from the four floors with multiple event theaters, there's a large outdoor area where people can eat and hang out. The building was at all times today packed to the brim with people. It's shoulder-to-shoulder in virtually every room. My plane didn't get in until 2 p.m., at which point I took the airport shuttle downtown and wandered around until I found my hotel. Then, it was off to the Expo!    


Attendees get a lanyard for their badge and a "swag bag" which really means "bag filled with promotional material from different companies." There's a demo for the Penny Arcade PC game in there, but my laptop can't run it. Anyway, it was time to fill that swag bag up, so I headed to the expo center, where dozens of companies had booths and (I expected) free swag. As I quickly discovered, the swag was not that great. Posters, promotional cards, a little comic book thing for Fallout 3. I was expecting demos, pens, figurines, etc.! I can't drag a dozen posters back to Anchorage! The booths were not well organized, and hallways between booths were tight. This resulted in a good deal of crowding.    


The expo center housed not just companies showing off their games (more on that in a minute), but also companies trying to sell things. Wizards of the Coast was there, selling $5 and $6 booster packs, as was some Japanese used-game store ("Pink Godzilla?"). There was a lot of Penny Arcade-related stuff, including a booth devoted to Pac-Man merch. I didn't get to play any of the games I wanted to try due to the prohibitively long lines. Rock Band 2, Guitar Hero: World Tour, The Conduit, and Castlevania: Order of Ecclesia are all on my to-do list tomorrow.    


The highlight of the night was attending a Q&A session with Gabe & Tycho. They're both very humble, funny, and lighthearted. And for those who don't know, they look NOTHING like their avatars. I went up to the microphone and asked Gabe why he didn't contribute to the commentaries for the book collections, wondering specifically about the evolution of his art style. I also gave him a picture from my own old webcomic that he seemed to like. The Q&A session didn't last too long, but it was very enjoyable.    


After that, I wandered around some more and came back to the hotel. I was beat, and my feet and knees were killing me. Tomorrow I'm going to try and get some game time in both at the expo center and with some of my fellow gamers, perhaps in one of the many handheld lounges in the building, or the classic gaming room. I'd also like to attend some of the speaking panels, although none of them are REAL high on my to-do list. The majority of the talks are aimed at those who want to break into the industry.    


If any of you readers are attending PAX tomorrow, I'll be at the Nintendo booth around noon, trying to play Castlevania and The Conduit. I'd love to play some Space Invaders Extreme, Mario Kart DS (no snaking!), Pokemon DS, or Lumines 2 with you!


127
TalkBack / Super Mario RPG Finally Hits the Virtual Console...in Europe
« on: August 22, 2008, 06:19:21 PM »
The third "Hanabi Festival" brings many long-awaited gems.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=16585

 One of the SNES' great swan songs, Super Mario RPG, hits the European Virtual Console this week as part of the third "Hanabi Festival." Named after the Japanese fireworks season, the festival welcomes both Japanese and American games which have never seen release in Europe.    


This week European gamers will have access to Super Mario RPG and Super Mario Bros. 2 (known as the Lost Levels in America). In the coming weeks, Europe can expect Bio Miracle Bokutte Upa, Dig Dug, DoReMi Fantasy: Milon’s DokiDoki Adventure, and Spelunker to make their debuts in PAL territories.    


Currently there is no word on a release date for Super Mario RPG in America, but the game has been rated by the ESRB and may eventually see release.


128
TalkBack / REVIEWS: Izuna 2: The Unemployed Ninja Returns
« on: August 20, 2008, 07:26:22 AM »
This game is brought to you by the letters T, A, and DD, and the words Cheese and Cake!
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16578

 I’ve never played, or even heard of the first Izuna game, but from what I’ve read, knowledge of the previous story is not necessary to enjoy the sequel. On the other hand, I’m thinking that Izuna 2 is an improvement on a system I would have benefitted from getting used to. This is a dungeon-crawler, a dungeon-crawler that, while actually pretty fun, is also painfully unforgiving and brutally difficult. You’ve really got to want to play it, and if this niche genre is not your style, Izuna 2 is not the game to ease you into it.    


Izuna is a wisecracking, food-loving, skintight-garb-wearing ninja with cat ear goggles and enormous breasts. I’m usually not adverse to female characters with ridiculous racks (Tomb Raider: Anniversary, Soulcalibur IV, and Dead or Alive Xtreme Beach Volleyball are all on my shelf), but when the main character is a very stylized anime teenager, it looks weird. It looks weirder when almost every female NPC in the game is similarly endowed, and the eyebrows really start to raise when the number of in-jokes involving those most mammarian of traits reaches nauseating numbers.    


If you can get past the bra-busting character portraits, you’ll find that Izuna 2 is a respectable and fun dungeon-crawler - if you’re into that sort of thing. Every area Izuna and company enter that is NOT in the overworld is considered a dungeon, and these dungeons are randomly-generated. Every time you die, you must restart the dungeon, but all of your inventory items and collected coinage are lost. Happily, all of your experience is kept. Thus, subsequent tries will undoubtedly be easier given your higher level. Procuring weapons and items on-site becomes the main focus of the game. In a way, this is great. You get to make on-the-fly decisions regarding strategy and item retention for every given situation. On the other hand, item appearances are more or less randomized along with the dungeons, so your potential item crop might suck. There is an item (which appears almost all the time) that lets you warp out of the dungeon with all of your items and money intact. Doing so allows you to go into town and store the items you really want, and buy items that you think will get you through the inevitable boss fight in one piece.    


The game is played on a giant, invisible grid. For every action Izuna takes, every enemy on the floor makes its own action, too. Thus, you must strategize where to move in relation to individual enemies, particularly if you don’t want to be caught in the middle of a group of critters.    


Izuna and her pals have access to different weapons as well as offensive and defensive items like mines, throwing stars, etc. However, this is where Izuna’s single greatest stepping stone lies: the HP (hit points) and SP system (spell/item points). Izuna has an enormous amount of HP. By the time you hit level 12, she’ll be well past 1,000 HP. However, she only has 50-something SP by that time. Using items costs SP, sometimes a lot of SP, and you have to be careful to keep your SP intact for boss fights. Unfortunately, merely moving around a dungeon drains SP, little by little. Initially, then, your first instinct is to rush from floor to floor, spending very little time on each one (thus minimizing SP loss), but doing so will limit the number of pickups you find. Balance can be attained, but it will require items bought at shops to do so.    


You’ll soon be able to take another party member along with you in dungeons, which essentially gives you two lives. However, after repeatedly slogging through the first dungeon (I must have died twelve times), Izuna’s experience level (16) far outweighed that of my companion (1), which meant that a whole lotta grinding was necessary for any real progress. It was silly of me to think that Izuna herself would be able to make it through the next few dungeons without a hitch—you need another character! The player can switch between Izuna and her compatriot a set number of times during each dungeon, but the two together can unleash a potentially devastating special attack on surrounding enemies.  Different character combinations result in different attacks, which is cool. You can also opt to leave the titular (HA!) heroine out for a round and only use other characters in dungeons, although Izuna tends to have better overall stats than her friends.    


Izuna’s character portraits look good, but the overall graphical presentation is lacking. The Game Boy Advance is capable of more. Dungeons and the overworld are merely 2D, overhead backdrops with pre-set paths and simplistic character sprites. There are a wealth of different enemy sprites, but honestly, we’ve moved beyond such a primitive sprite system in this day and age. The human character sprites look a little silly and not at all like their character portraits. The portraits themselves pop up when dialogue is presented, which is not as often as you might think. The storyline has some twists and turns and the writing is witty and full of rack references. It’s entertaining, but the limiting gameplay slows things down.    


Izuna 2 appeals to a very specific gamer crowd. I’ve never met anybody who liked hardcore, high-risk dungeon-crawlers like this, but they must exist, because the first Izuna sold well enough to warrant a sequel. What’s bizarre is that I don’t really mind playing the same dungeon over and over again, partially because it’s randomly-generated, but also because I like the idea of thinking on my feet in the dungeon. However, I’m not a fan of the presentation or the ridiculous grinding required for success. Most dungeon-crawler fans will get their fill with the Final Fantasy remakes that are popping up on the DS, but for those who wish that death resulted in the loss of all items and money, Izuna 2 may be the answer.

Pros:
       

  • Bewbies!
  •  
  • Good storyline, witty dialogue
  •  
  • Interesting dungeon-crawler gameplay


  •        Cons:
           
  • Persistence to bewbie references
  •  
  • Frustratingly high cost of death in dungeons
  •  
  • Poor graphical presentation
  •  
  • SP drains way too quickly during dungeon crawls


  •                Graphics:  4.0
           The character portraits are nice, and I like the sheer number of different enemy sprites, but 2D, sprite-based, overhead graphics are getting old on the DS. I mean, 2D, sprite-based, overhead graphics can be done WELL (Link to the Past, Secret of Evermore, Mario & Luigi: Superstar Saga), but Izuna 2 does not rise to this occasion.

                   Sound:  5.0
           Barely there, honestly, but the dungeon themes, while understated, are somehow entertaining. There are instances of spoken Japanese dialogue during cut-scenes, although it’s rare. Item use is often accompanied by a yelp or item-specific sound-effect.

                   Control:  7.0
           Pretty much exactly what you’d expect. I like the idea of holding down Y to face a different direction without wasting a movement (turn), but overall it’s all about opening menus and attacking.

                          Gameplay:  6.0
           I wish your character’s SP didn’t drop while you wander around a dungeon, because by the time you get to a boss, you’re essentially forced to either waste an SP-replenishing item or die. I like the character switching, and the special attacks. However, dying in a dungeon is punished too harshly. At least let me keep my equipment!

     


           Lastability:  6.0
           There are a ton of dungeons, all of them punishingly difficult, for you to get beaten up in. There are very few subquests, although one involves taking pictures of all the pretty girls in the game (somehow creepy) and monsters. Completing the game gives you access to some new dungeons, so if you like dungeons…you know…that’s good.

     


           Final:  6.0
           Although I got some enjoyment out of Izuna 2, there are other games I can play which are not as frustrating or time-consuming. Seriously, when it takes a few hours just to get through the first proper dungeon, there’s something amiss! Still, there must be a few RPG fans out there that enjoy these high-risk dungeon crawlers, and Izuna 2 is just what they’re looking for. The rest of us can probably stick with more accessible fare.      


    129
    TalkBack / Box Yourself to Fitness on the Wii
    « on: August 18, 2008, 11:59:31 AM »
    Twenty-Nine Cleveland State University students have concluded what we already know: Wii Boxing provides a helluva workout.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16562

     In fact, spending 30 minutes pummeling a virtual punching bag provides virtually the same burn as a real bag. A group of 29 students spent 30 minutes punching a real punching bag as well as 30 minutes virtually boxing via the Wii. Information from a heart monitor, pedometer, and oxygen analyzer was streamed into a computer and analyzed.    


    The conclusion? The students only burned an average of 28 more calories on the real thing, an amount which is not statistically significant. On the other hand, heartbeats were higher on the real bag by a large margin. Participants said that, because they’re not actually punching something, the Wii workout felt easier than the gym.    


    That's actually a good thing, according to CSU Professor Associate Professor Ken Sparks. "One reason people don't exercise is because they feel like it is too strenuous." He said, "With the Wii, they get the workout, but there isn't that negative feeling." So despite the lower heart rate on the Wii, someone who wants a workout on the games system can have it. You just "really have to get into it," Sparks said.    


    The students hope that Wiis can be implemented in schools and senior centers as an alternative to hard-hitting real-world exercise.    


    The news story does not specify whether or not the students were playing Wii Sports or Wii Fit, but Wii Sports seems like the better fit (pardon the pun).


    130
    TalkBack / REVIEWS: Kung Fu Panda
    « on: August 07, 2008, 06:56:55 AM »
    It's panda-monium! Now get off the stage!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16532

     Kung Fu Panda has now appeared on all four currently active consoles, including the PS2.  Unfortunately, the Wii version gets the short end of the stick with surprisingly primitive graphics, horrible sound quality, and questionable motion-control gameplay.    


    The game concerns Po, a fairly large panda (voiced by Jack Black) who lives in an animal village in China. Despite his lack of fighting prowess, the village elder (a turtle) names him as the Dragon Warrior and gives him the task of protecting the land from foreign invaders – specifically, a big mean tiger named Tai Lung.  Po’s ascendancy shocks the Furious Five, the village’s seemingly most-skilled fighters. Thus begins Po’s training by Shifu, the village elder. This training apparently consists of fetch quests, awkward platforming, and repetitious fights.    


    Before we begin the panda flambé, let’s talk about what Kung Fu Panda on the Wii does right. First off, this is an excellent game for younger gamers (in theory). Players are usually given a short list of objectives to complete in each level, and are praised for doing so. The main objective is always very obvious—fight the boars, find the eggs, get through the obstacle course - but the secondary objective usually amounts to “find all the fireworks,” or “don’t let the boars steal any treasures.” The levels are also littered with yellow coins which are used to upgrade Po’s stats and attacks. The attacks are wide-ranging, going from a simple punch combo to a belly flop and a Hadouken-style energy punch. The majority of these moves use simple motion-controls to activate, although some motions (like the Hadouken punch) are a little too imprecise to be very useful. Po can also use weapons—usually a simple staff—to attack enemies in yet another way. All of these combat options are great. Also, the writing is lighthearted and, at times, genuinely funny. Jack Black really breathes life into Po.    


    Unfortunately, the game is plagued by hit detection problems, platforming disasters, and combative situations that don’t take advantage of the robust combat system. Po has a double-jump, but this double-jump does not add any significant height to his jump. He can walk across a tightrope, but balance is tied to the less-responsive Nunchuk rather than the Wii Remote. He can leap across gaps, but the camera will often change direction in mid-leap, which makes landing a problem. He can curl up in a ball and roll around the environment at top speed, but the controls during a roll are iffy and the speed is such that you never really know where you’re going. Po can block enemy attacks in a manner ripped from Super Smash Bros., but enemy attacks often break the defensive sphere too quickly for it to be practical. He can fight enemies, but his stronger attacks, which require motion control, are slow on the pick-up, and our hero is often batted away while preparing his attack animation.    


    The camera is your worst enemy during the game’s platforming segments, as it switches directions seemingly at random. In open areas, you are able to rotate the camera with the D-pad, but in more static areas, the camera has its own priorities, few of which involve helping you reach your goal. The viewing apparatus tends to hide important items, like green coins (which unlock “bonus” content) and health pick-ups. Platforming sequences are further hindered by Po’s lack of shadow. Most of the time this isn’t an issue, but in swampy areas where Po must leap among lily pads this problem leads to far too many under or over-estimated jumps, and immediate deaths. There are also plenty of instances in which Po gets “stuck” on a piece of the environment while leaping. It’s never game-breaking, but it’s irritating and shouldn’t happen at all.    


    The absolute worst segments of the game involve interactive cutscenes. We’ve all played Resident Evil 4 and/or God of War by now, right? Both of those games make use of cutscenes in which the player actively partakes, pressing buttons at certain times to affect the outcome of the scene.  Instead of using buttons, Kung Fu Panda uses Wii Remote motions to get the job done, and this job is not done well.  The problem is that your motions only register half the time. Quick! Move the Remote to the left! Sorry, it didn’t register, and now you have to start all over again.  These cutscenes are absolute roadblocks due to the game’s questionable motion sensitivity. There’s also a certain boat sequence which you control with the Nunchuk that is so poorly designed that one wonders if young children (the game’s probable audience) will have the patience for it.    


    By any grading rubric out there, from a graphical standpoint Kung Fu Panda looks bad. It looks really bad. Environments are dull and painfully flat, character models are blocky and animate poorly, and particle effects are noticeably absent, replaced by obvious 2D sprite effects. When Po walks through water, he’s just walking through a floating texture, with tiny pixels follow behind him.    


    Kung Fu Panda’s sound is equally appalling. There are times—many times—when the music is just plain absent. Sound effects, depending on which sound effect you’re triggering, are either too loud or too quiet. There are instances when the sound effect just doesn’t register. You throw a bomb only to have it silently explode.  The production values are low; let’s just leave it at that.    


    Amazingly, the best part of Kung Fu Panda is its multiplayer mode. Similar to Super Smash Bros. Brawl, up to four players (sorry, no bots) can duke it out with some of the game’s main characters. Different stages and characters are unlocked by finding special coins hidden throughout the main game. And while the fighting engine isn’t as refined as Brawl itself, Kung Fu Panda’s multiplayer battles manage to keep players interested.  Vets may tire of it quickly, but the younger crowd will get the most out of it.    


    Kung Fu Panda does little to elevate itself above the typical movie tie-in game, and manages to lower itself in a few instances (e.g. graphics and sound). You’d be better off seeing the movie instead.

    Pros:
           

  • Multiplayer game is fun
  •  
  • Lots of interesting combat options
  •  
  • Great writing; Jack Black gives a good performance


  •        Cons:
           
  • Poor graphics and sound
  •  
  • Motion controls are suspect
  •  
  • Platforming is awkward and dull
  •  
  • Combat situations don't allow for much experimentation
  •  
  • Interactive cutscenes are atrocious

                   Graphics:  4.0
           The Wii is capable of more. Heck, the GameCube is capable of more.

                   Sound:  3.0
           Never good, and occasionally absent.

                   Control:  5.0
           Button controls: Great. Motion controls: Not so much. Nunchuk balancing stuff: Hideous.

                          Gameplay:  6.0
           Middling platforming and rote combat with some fetch questing thrown in for good measure. Thankfully, the multiplayer stuff is much better.

     


           Lastability:  5.0
           If you want to unlock everything, you should strive to find all of the special coins in the main game. Otherwise, there’s not much here.

     


           Final:  5.0
           For all of these reasons and more, Kung Fu Panda is belly-up. Go see the movie instead, and thank me later.      


  • 131
    TalkBack / Defecting to the Enemy Camp
    « on: August 05, 2008, 10:38:20 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16527

      I was recently given an opportunity too good to pass up: a ridiculously cheap, 6-month old, 40 gig PS3 with three games, a Blu-Ray movie, two controllers, and an HDMI cable. The asking price? Are you ready for this? $300. It just doesn't get any better than that. I won't bore you with the details of how this transaction took place, or under what bizarre circumstances, but I'll simply say "HOT DAMN!" and leave it at that. I am now able to play games I genuinely care about at my leisure, and I'm finding that...*gasp*...Sony's machine is strengthening its grip on me. Aside from reviewing games and hopping onto the Mario Kart online community once and awhile, my Wii sits virtually unused. Why? Oh, here comes the relish...    


    First, let's talk about the hardware. I don't have any issues with data storage. I don't have to bother with copying my VC games onto an SD card or debating which Nintendo Channels to keep. With 40 gigabytes of hard drive, I can download games like flOw and the Call of Duty 4 map expansion pack without a second thought. There are several bonus downloads in Metal Gear Solid 4, including extra camo, music for Snake's iPod, and podcasts, not to mention the sizable Metal Gear Solid database. And I don't have to buy a PS3 Points card to get any of this stuff, nor do I have to add virtual points to some virtual card. I pick flOw from the Playstation Store, pay by credit card, input the info, and BAM--it's on my hard drive.    


    I can also see (all the time) all of my online buddies, and whether or not they are on or offline. I can invite them to play specific games, I can assign myself a specific avatar, and I can see their gamer info. Whenever I goddamn please! There are no silly friend codes. There's no gigantic lag period between Lindy and I inputting each other's gamer names (mine is Sillysaur) and it actually registering them. It happens immediately!    


    And the games! See that screenshot? That's from Ratchet & Clank Future. That is in-game, ladies and germs. Now I am not one to jump on the graphics bandwagon, but damn. When you see an entire world--an entire universe looking this good, feeling this alive, well, it's an experience. I'm not saying that games like Super Mario Galaxy don't look good, because they look great, but there are very few Wii games that look so polished as Mario and Smash Bros. Maybe if developers would actually take advantage of the Wii's underrated graphical hardware, I wouldn't be able to complain, but they don't, and I can.    


    And then there are the games. Franchises I actually give two craps about. Screw Wii Sports/Play/Fit/Music, I'm a little more excited about God of War 3. Smash Bros. is great, and I will never give it up, but Soulcalibur IV is a little more my style these days. Metal Gear Solid 4 offers up more player freedom with a traditional control scheme than any motion control gimmick ever could. Ratchet & Clank is exactly the kind of franchise Nintendo could use on its consoles. These are lighthearted, fairly simplistic exploration games which in many ways parallel the gameplay flow of Zelda titles. But R&C is on the PS3, not the Wii, so I'm forced to go to the dark side to play one of my favorite games.    


    And then there are all the other options with the PS3. Interweb support, Blu-Ray, DVD, music, PSP connectivity, all sorts of hardware support. It's a really flexible machine, and it impresses me. My only real beef with it is that it won't play PS2 games, but I guess I still have a PS2, so it's not a big deal. Still, out of all the things Sony dropped from the system to make it more affordable, why not drop one of the media features? I don't really need a music folder when I already have an iPod, you know?    


    The other big thing is that I'm actually looking forward to a bunch of PS3 games. Bioshock, Tomb Raider: Underworld, Ratchet & Clank: The Quest for Booty, and a few others I can't think of right now, and those are just the games releasing in the next few months! What's Nintendo offering? Fatal Frame 4 (genuinely excited about it), The Conduit, and a DS remake of an ancient SNES game. Oh, and more Wii Sports.    


    Look, I'm not saying that the PS3 totally replaces the Wii, not at all. The Wii is a great system, and it will always have its place. I wouldn't give up Mario and Zelda games for the world, but the fact is that there are other franchises I care about, too, and I simply can't get them on Nintendo's machines. Additionally, the PS3 is a very impressive piece of hardware, and Sony really seems to understand that people want more than just Wii Sports 2: The Reckoning. If you stumble across the opportunity to get a PS3 for a song, I recommend you take it. It's a very impressive machine with a great roster of titles. You won't be disappointed.


    132
    TalkBack / REVIEWS: Major League Eating: The Game
    « on: August 02, 2008, 05:00:08 PM »
    HOOOOO-AHHHHH!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16517

     Major League Eating: The Game is a lot like a Farelly Brothers movie (e.g. “Something About Mary,” “Me, Myself and Irene,” etc.). It’s funny for about fifteen minutes, but then the bodily function jokes start reaching a sort of critical mass and the humor begins to elicit disgust and boredom.  MLE:TG takes the beloved, all-American sport of competitive face-stuffing and throws in some weaksauce motion controls and horrifying character models. I would far rather eat a plateful of ribs than pretend to eat ribs in this game.    


    Things begin badly when an Al Pacino sound-alike shouts “HOOO-AHHHH!” upon booting the game up. You then select your gameplay mode—solo, multiplayer, or online multiplayer - all of which are exactly the same. Instructions on how to virtually consume unhealthy amounts of food are then shown; you use a particular motion to shovel food into your mouth, press B to chew, and hold A while shaking the Wii Remote to “calm your stomach.” The starting gun fires, and it’s off to the emergency room!    


    Scooping food into your gut typically requires a motion akin to pointing at the imaginary food with your Wii Remote, and then pointing it at your face. This doesn’t always work, and you will spend most of your time screaming at your onscreen avatar for moving his arm down when you moved the Wii Remote up. The vast majority of foodstuffs require this sort of pantomime, although more interesting (and frustrating) motions involve holding the Wii Remote like a cob of corn in front of your mouth.    


    The goal is to stuff your chipmunk cheeks full of more food than your opponent. While food is gathered from a common plate you share with competitor, power-up icons occasionally pop up, requiring you to quickly clear space on your own plate to make room for the power-up before your enemy does.  Power-ups include such classy moves as the green gaseous fart and green gaseous burp (be sure to turn the sound of the Wii Remote way up so that you can hear the full cacophony of these intestinal releases). Virtually every power-up is a variation on this theme; while eating burritos, for example, the burp is replaced by a tamale (fire breath). A star power-up initiates a horrifying, wrist-cramping burp-off, during which you must madly shake the Wii Remote up and down for what seems like an eternity to force your burp cloud into your opponent’s face. Awesome.    


    As you chow down, your stomach and eventually throat begin to fill with green liquid. If it reaches your mouth, your character will throw up and forfeit the match. If you hold the A button and shake the Wii Remote, your character will use an invisible hula-hoop to settle his stomach. If you settle your stomach all the way, you get a free burp attack.    


    Ironically, the eating in Major League Eating: The Game is the most frustrating aspect. A little sectioned diagram of your mouth (where food is stored) is displayed above your character. Pressing B at the right time chews the food. It takes two chews to clear a single section in the diagram. However, chewing with an open mouth will result in your character biting his or her tongue, which is an automatic stun. Sometimes the timing of the B button is more forgiving than others; this is irritating because you never really fall into a groove. More often than not, several successful chews are followed by a stun for no good reason.    


    Playing through the game - which involves a gauntlet of one-on-one eat-offs - all at once with a single character unlocks a new character. There are lots of unlockable characters, but there’s a gigantic caveat here: if you get sick of playing the game (and you will) and decide to quit, your game will be saved but you’ll have to restart from the beginning upon booting the game up again. This is extremely frustrating.  As some consolation, dragging each character through the game unlocks Alaska’s own Kodiak brown bear, one of the largest terrestrial carnivores on the planet.    


    However, given how bad the other character models look, I’m not sure if I’d want to see my beloved grizzly bear lambasted in Major League Eating: The Game. Many of the characters are merely separate skins over the same models, with nary a difference in animation to give the character a separate personality. One character in particular looks like he could be a demon with his all-black eyes, save for the whites of his pupils. It’s either borderline creepy, or simply poor design. The background music is minimalist, and the sound effects range from farts to burps. Like I said earlier, they’re kind of funny for about five minutes but lose their appeal very quickly.    


    Multiplayer and online multiplayer differ in no significant way from the solo game. Since there is no character customization, I wouldn’t be able to tell if I was battling one of my fellow staffers or the computer. And frankly, I wouldn’t care. With gameplay as shoddy and boring as this, we’d likely quit before the round ended.   Bypass Major League Eating: The Game, and save your money for a better meal.

    Pros:
           

  • Farts and burps are funny...


  •        Cons:
           
  • ...for about five minutes
  •  
  • Motion controls are poorly implemented
  •  
  • Game doesn't save between rounds
  •  
  • It's repetitive and, ultimately, boring  
  • Multiplayer and online play are just as tedious as the main game


  •                Graphics:  4.0
           WiiWare games can do so much better than half-baked 3D character models with slapped-on skins and creepy black eyes.

                   Sound:  3.0
           Here are all the sounds in the game: “HOOO-AHHH;” FRAAAAP; BUUUUURP.  Seriously, that’s about it.

                   Control:  4.0
           Motion controls, which the game primarily depends on, are awful. When I put the Wii Remote up to my face and my character’s arm moves down, my hopes go down too. The chewing action (pressing B) is inconsistent, and the burp-off is tiring and, ultimately, pointless.

                          Gameplay:  3.0
           Stuff your face and bite your tongue…over and over and over again. And there are no save points, so you have to complete the entire game in one sitting.

     


           Lastability:  4.0
           You’re welcome to unlock Kodiak Brown Bear, but you’ll have to deal with some horrifying gameplay and controls in the process.

     


           Final:  4.0
           Take the money you’d spend on Major League Eating: The Game and go down to Chili’s to purchase some real ribs.  You’ll have a far better experience.      


    133
    MEMS gyroscopes provide a new level of motion-sensing accuracy.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16410

     Get ready for the Wii Remote 2.0. Motion-sensing developer InvenSense Inc. is helping Nintendo improve the accuracy of the Wii Remote’s 3D motion sensing thanks to a little add-on called the Wii MotionPlus. This accessory, which plugs into the bottom of the standard Wii Remote, holds within its plastic cage a new, advanced type of MEMS gyroscope. Without going into technical details, the end result is that InvenSense has brought the motion-sensing technology to a point such that it can be used in consumer devices instead of the usual industrial applications. When combined with the Wii Remote’s accelerometer and sensor bar, the Wii MotionPlus accessory will finally offer true 1:1 motion control.    


    The Wii MotionPlus accessory is set to ship with Wii Sports Resort in 2009.    


    INVENSENSE™ IDG-600 MOTION SENSING SOLUTION SHOWCASED IN NINTENDO'S NEW Wii MotionPlus ACCESSORY    


     World's Leading Multi-axis MEMS Rate Gyroscope Enhances Performance of Latest "Wii MotionPlus" Accessory    


    SUNNYVALE, Calif., July 15, 2008 – InvenSense Inc., a leading provider of MEMS-based motion sensing solutions for image stabilization, dead reckoning navigation, 3D remote control, and gaming devices, today announced that its IDG-600 multi-axis MEMS rate gyroscope has started shipping in mass production quantities to Nintendo for its Wii MotionPlus accessory. Gesture based interfaces are quickly becoming the standard for many feature-rich consumer electronic products. Utilizing InvenSense’s unique motion sensing capabilities, customers of the new generation of Wii MotionPlus controllers will enjoy an immersive gaming experience with motion control never before possible in a video game. The Wii MotionPlus accessory attaches to the end of the Wii Remote and, combined with the accelerometer and the sensor bar, allows for more comprehensive tracking of a player's arm position and orientation. In the new Wii Sports Resort product from Nintendo, for example, the ability to throw a disc through the air and control the angle of flight is now possible.    


    Conventional MEMS gyroscopes, which are the key enabling technology that can sense absolute rotational motion inputs, are typically used in commercial automotive electronic stability control and GPS applications, where their larger size, high power consumption and costs are accommodated. InvenSense has introduced an entirely new class of high performance silicon-based MEMS rate gyroscopes that offers smaller package sizes, lower power consumption, and lower price points suitable for consumer markets.  The addition of InvenSense’s multi-axis rate gyroscope solution to the Wii MotionPlus accessory allows high precision 3D tracking of rapid gaming gestures.    


    “The popularity of Wii in large part is based on its popular motion sensing interface and InvenSense’s MEMS rate gyroscope represents a truly disruptive technology that possesses inherent manufacturing and high performance advantages that drives the need for a new generation of Wii Remote,” said Genyo Takeda, General Manager of Nintendo’s Integrated Research and Development Division. “Nintendo selected the IDG-600 for its ability to measure large dynamic motions, high shock resistance, and accuracy for sensing the fast moving arm and hand motions required to support exciting new game titles.”    


    MEMS offers miniaturized sensing solutions to meet the ideal performance, size and cost requirements of consumer applications. A key advantage of MEMS technology, as compared to its quartz and piezo-ceramic counterparts, is its ability to incorporate 3D mechanical features directly into single crystal silicon substrates while easily and cost effectively integrating it with CMOS electronics. InvenSense pioneered its patented manufacturing platform, known as Nasiri-Fabrication, which enabled the company to bring the world’s first and smallest integrated multi-axis gyroscopes to consumer products. Using Nasiri-Fabrication allows for the integration of MEMS and CMOS structures at the wafer level with a proprietary bonding technology resulting in several thousand gyroscopes simultaneously produced on a single wafer.    


    “We are honored to be selected as a strategic supplier by Nintendo, the leader in consumer gaming, and provide them with the solution that met their needs”, said Steven Nasiri, founder and CEO of InvenSense. “This accomplishment is credited to our highly innovative team here at InvenSense. We will continue our development efforts to bring about leading edge motion sensing solutions with an even higher level of integration, improved cost and performance, and added functionality to address the huge demand for motion-enabled gesture recognition.”    


    For more information on InvenSense motion sensing solutions, visit http://www.invensense.com  


    134
    TalkBack / Guitar Hero: On Tour Breaks North American Sales Records
    « on: July 05, 2008, 12:32:29 PM »
    Handheld gamers don't seem to mind the $50 price point.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16281

     Activision announced that Guitar Hero: On Tour has sold over 300,000 units in North America since its recent release, making it Activision's top-selling DS game by a landslide. In fact, On Tour is among the top 5 releases for any console in the company's history, despite being the most expensive DS game on the market (thanks to the included Guitar Grip peripheral). Rock on, gamers!    


    Guitar Hero®: On Tour Sets Activision North American Retail Sales Record    


    Activision's Largest Nintendo DS™ Launch
       


    SANTA MONICA, Calif., Jul 03, 2008 - Activision, Inc. (Nasdaq: ATVI) today announced Guitar Hero®: On Tour has sold in excess of 300,000 units in North America in the first seven days since its launch, making it the largest North American launch for the Nintendo DS™ in the company's history by more than a factor of eight. In addition, Guitar Hero: On Tour's performance ranks it as one of Activision's top 5 best-selling launches of any title on any platform in the company's history.    


    Guitar Hero: On Tour brings the popular Guitar Hero franchise to the handheld platforms for the first time delivering a unique gaming experience and challenging handheld gamers to prove their skills on the most diverse set list of master tracks ever offered in a Guitar Hero game.    


    "Guitar Hero is one of the most successful entertainment properties and continues to push the boundaries of innovation with Guitar Hero: On Tour," said Mike Griffith, President and Chief Executive Officer, Activision Publishing, Inc. "The game's breakthrough peripheral brings the Guitar Hero experience to the 41 million DS users in North America and Europe, where they can play anywhere, anytime."


    135
    TalkBack / REVIEWS: Arkanoid DS
    « on: July 02, 2008, 03:30:24 PM »
    Welcome back to 1986, where games were not nearly as entertaining as you remember.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16263

     I was elated when I received Arkanoid DS for review. I was a huge fan of the original game, Breakout, and then the shameless rip-off, Arkanoid. The concept has been revisited a few times since the 80’s, most memorably in the forms of Alleyway and Kirby’s Block Ball in the 90’s. Here’s the basic concept: there’s a vertical field with lots of blocks at the top, and you control a laterally-moving paddle on the bottom. You deflect a ball off the paddle to hit and clear blocks up top.  Clear a stage, go to the next stage. Repeat ad nauseam. It’s been 22 years since Arkanoid gobbled our quarters in the arcade; Taito just released an update! Surely, they’ve managed to spruce up the package…right?    


    Wrong.  Arkanoid DS is Arkanoid in color. No, I’m serious—there’s very little growth here. Sure, the blocks are all different colors, along with silver blocks which require two hits to destroy and gold blocks that can’t be destroyed at all. There are even some new power-ups, but that doesn’t matter much when the core gameplay hasn’t changed one iota in more than two decades. The primary single-player mode is Clear Mode, in which the player progresses through a series of “planets” to save the planet Arkanoid. Each planet consists of five puzzles. I beat Clear Mode in about forty-five minutes, but because it’s a high-score-fest with no unlockable content, I couldn’t help but feel bamboozled.    


    Even worse, later puzzles are so difficult that you have little incentive to continue playing. When a puzzle consists of a large square of colored blocks surrounded by gold blocks, with four silver blocks as entrance points, it’s hard to see the point of all the effort . Arkanoid has always been a little bit about luck, what with the ball flying off the paddle at various angles, but the late-game puzzles in Arkanoid DS seem designed to mock the player (for example, another “feature” is that the longer you  stay in any particular puzzle, the faster the ball travels, which is very frustrating). Clear Mode’s one interesting feature is that you can choose the next planet you go to after every five puzzles.  This isn’t much of a hook however.    


    There are two more options for the solo player. Arkanoid DS features a psuedo-mission mode, Quest Mode, in which your job is to clear a certain number or a certain color of blocks from the field within a limited amount of time. This is more entertaining than Clear Mode, but is ultimately a hollow experience which, again, eventually proves frustrating. During this challenge mode, you net points that you can use to buy boring bonus features, such as new backgrounds and block sprites. The other option is to battle it out with the computer, who, at AI level 2 and above, will decimate you. His ball is either traveling way too fast or he has more than one ball in play, destroying blocks at a rate far superior to your weak human reflexes. There are no prizes for beating the computer, so it’s just mindless repetition. Beat an opponent (or, more likely, lose to an opponent) and you can then choose to play again or go back to the menu. Intense.    


    The game also lets you play in Nintendo Wi-Fi mode.  You can battle between one and three other people in a mode that’s structurally identical to single-player Vs. Mode. You can use the awkward Friend Code system or play with random people online, but good luck finding an opponent! At the time of this writing, I STILL haven’t been able to find ONE PERSON to play with online, and I’ve had the game for several days. Your other option is to play the game locally, at which point there is some relief. Arkanoid DS features single-card download play for up to three other people. Of course, because the core game is so boring, there are far better games to play with your friends (like Mario Kart, Pokemon, or…dare I suggest it…Metroid Prime: Hunters).    


    One design flaw that must be mentioned is the fact that the area between the DS screens counts as part of the gameplay field.  Your ball totally disappears while in that void, and while its travel time through that blind spot is realistic given the ball’s speed and the gap’s height, it becomes unbelievably frustrating once the ball starts picking up any kind of speed.    


    It’s really a shame that Arkanoid DS is such a weak update of the original game.  While the background tunes are enjoyable and obscure, they don’t match similar title like Lumines(which seems to have been an influence).  If you want to experience old-school gaming with a new-school twist, Space Invaders Extreme is EXACTLY how you do it. Even if you’re a big fan of the original Arkanoid (aren’t we all?), there are better variations on that theme (such as Kirby’s Block Ball).  Arkanoid fans should pass on this one.

    Pros:
           

  • Play with three friends and only one copy of the game
  •  
  • Supports Nintendo WFC for both Friend Codes and random matches
  •  
  • Quest Mode is passably interesting


  •        Cons:
           
  • Fails to move the game forward in any meaningful way
  •  
  • Nobody to play with online
  •  
  • The Clear and Vs. Modes are worthless and frustrating
  •  
  • If anything, Arkanoid DS reminds you of how boring the original Arkanoid really was, and how much better other versions have been

                   Graphics:  4.0
           The graphics are not horrible, but Taito has done almost nothing to improve the presentation in this new version. It’s like playing Arkanoid on your cell-phone (actually, the knock-off that’s ON my cell phone looks frighteningly similar to this DS game).  How about some 3D blocks, lighting effects, animated backgrounds, or character avatars?

                   Sound:  7.0
           Sound is the game’s the high point, with plenty of bips and bings when hitting blocks, and interesting music. It’s similar to Lumines (which is far superior).

                   Control:  8.0
           It’s either all stylus or no stylus. Drag the paddle left and right with the stylus or use the D-pad. Press B to launch the ball or use certain power-ups. The only annoyance is that once the ball really gets going, it’s tough to follow it with the paddle, partially because…

                          Gameplay:  3.0
           …the void between the DS screens is counted as in-game distance. But the gameplay really goes to hell once you reach the horrifying puzzle designs later in the game. There’s also the lack of worthwhile incentives, the pointlessness of the Clear and Vs. Modes, the overall shallow and boring game design, the fact that Taito didn’t make a single worthwhile update to the game…I could go on.

     


           Lastability:  4.0
           Remember how I said that I exhausted the game’s core content within a few hours? Unless you have some unexplainable desire to force yourself through every planet in Clear Mode, and every mind-numbing goal of the Quest Mode, Arkanoid DS offers very little.

     


           Final:  4.0
           You know, you just can’t win ‘em all. Arkanoid DS reminds me of all the other wonderful puzzle games I could’ve been playing, like Lumines, Kirby’s Block Ball, and even Tetris. But seriously, if you want some old-school gaming love, check out Space Invaders Extreme. It will rock your world.      


  • 136
    TalkBack / MGS4: An Informal Review
    « on: July 01, 2008, 03:42:22 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16258

      Well, friends, an era has come and gone. The adventures of Solid Snake, which began in 1987 with the MSX2's Metal Gear, has come to a close on the PS3. While it's sad to see our hero walk off into the sunset, he's earned his rest. For 20 years, Snake and his friends and enemies have captured our hearts and imaginations. It's a final farewell, one that longtime series director Hideo Kojima seems reluctant to acknowledge. Despite some forced plot reveals and a few overlong cinematics, MGS4 is a worthy end to an epic journey. By the way, SPOILERS AHEAD.    


    The story picks up five years after MGS2's Big Shell Incident, where the Patriots attempted to stop Solidus Snake's insurrection with their prototypical super-soldier, Raiden. Liquid Snake has shown up in the Middle East, with plans to take the reins of the world's military nanomachine technology. Otacon and Campbell once again ask Snake to stop his brother once and for all. Snake, however, may not be up to the task. His body is aging rapidly on account of genetic modification. The former tough guy is now labeled as "Old Snake." He accepts the mission, knowing that he can never settle down for good until Liquid is brought down.    


    Despite his age, Snake is still deadly on the battlefield. In fact, thanks to MGS4's rebuilt control scheme, he's even deadlier! Players can now sneak more effectively thanks to the Octocamo, a muscle suit which takes on the apperance and texture of whatever surrounds it. This is a streamlined approach to MGS3's camo system. In addition to blending in, Snake can find or earn specific outfits, usually local garbs, to help disguise himself in MGS4's constant din of warfare.    


    You see, in a sense, Big Boss' dream of Outer Heaven has come to pass. The world is engulfed in military conflict, with mercenary groups (PMCs) fighting proxy wars against local governments. The first three missions, in fact, deal with this unique scenario. Snake wanders through war-torn battlefields leveled by gunfire and mortar shells. He can choose to sneak past everybody, PMC and local alike, and not get involved in the scuffle. Or, Snake can run around, guns ablazing, and kill without favor. But the smart player will take out PMC troops to aid the local militias, who will then make Snake's life a whole lot easier.    


    But if you want to shoot some heads, MGS4 has you covered. The controllable camera works in tandem with the game's new Auto-Aim feature to deliver fast, satisfying gunplay. The level layout also offers plenty of sniping opportunities (especially in South America) for those of us who want to clear the road early. Snake has a few other tricks up his sleeve, too, like hiding in an old oil barrel or giving enemy mortars a test-drive. You can even scout ahead with Otacon's interesting little Metal Gear Mk. II droid, a little robot who can scavenge battlefields for items and weapons, and stun soldiers before you come across them. In short, MGS4 offers up untold amounts of freedom, so much so that the experience can be initially overwhelming. Weapons collected on the battlefield can be sold to Drebin (a monkey-loving arms dealer) for points necessary to buy new guns, unlock ID'd guns, and upgrade your current arsenal.    


    Unfortunately, the game's storyline drags down the overall presentation somewhat. The MGS series has always been known for cliffhangers and plot strings, and in this PS3 finale, Kojima attempts to tie everything in a nice little bow, to questionable effect. The game's main plotline, involving the Patriots and the world's military industrial complex is overdrawn. In its shadow, many potentially interesting storylines (Vamp in particular) get the shaft. And while Raiden makes several heroic appearances, we don't learn enough about him or what he's been put through in the five years following his career-defining mission.    


    The biggest lost opportunity, though, is with the boss characters. Fascinating through they might appear, each of the troubled members of Liquid's Beauty and the Beast Unit feels like a cardboard stand-up. I have seen really good boss character development since MGS2, and even the doomed souls of Dead Cell were less enthusiastic than Liquid's original FOX unit. I teared up when Sniper Wolf died in my arms in Twin Snakes, but I got no such feeling after Crying Wolf was shot down in the snowfield at Shadow Moses. Instead, she simply curled up in a ball, then Drebin called to tell me her backstory. Boooring!    


    Also, like in MGS2, the farther along in the game you get, the less you actually play. The scale tips in the favor of cinematics during the 3rd and 5th missions. After the final battle is won, be prepared to pop some popcorn because it's a loooong ending. Too long, in fact. Amazing though it may be (initially) to see a certain old friend, he quickly overstays his welcome, and you begin screaming "DIE ALREADY!" at the screen so that he'll shut the hell up.    


    Then the rest of the credit roll, Sunny cracks another egg over the pan, and you weep.    


    This is not to say that MGS4 does not have some unbelievable high points. The entirety of the 4th mission, from its trippy introduction to its jaw-dropping finale, is utterly bonerific. Seeing Meryl again is a hoot, and taking on Big Boss' role on EVA's motorcycle through the streets of London is a rush. The game includes several hilarious Codec conversations about the PS3's hardware upgrades, and a certain memorable boss pops up but seems to have lost his mojo. Finally, Snake's final confrontation with his brother will go down as one of the greatest boss fights in all of gaming. Aside from its sheer kick-assery, the fight seamlessly switches between gameplay and cinema so that, after a little while, the distinction is simply lost.    


    MGS4 may also be the system's best-looking (and sounding) game to date. From the crow's feet on Snake's eyes to Otacon's stubble and Sunny's dimples, not one tiny detail has been overlooked. The intricacies of Snake's muscle suit alone are mesmerizing. This careful eye extends to the environments, too. Dust whips across the sands, papers and cans go flying with the wind and explosions, smoke obscures your vision, muzzle blasts show you where enemies are...it's difficult to describe, in words, how good MGS4 looks. David Hayter needs to get some kind of voice acting award for his final turn as Solid Snake. By the end of the game, our hero is so grizzled, so worn, that you wonder if Hayter too is aging quickly. The voice cast from Twin Snakes (sorry, purists) returns here. Even Raiden's voice is technically the same, but like Snake, he has aged by the years and experiences since Big Shell. And Ocelot gives his finest performance, as he is channeling Liquid Snake. The character sounds like two people at once--the voice of The Boss' son, the attitude of Snake's blonder brother.    


    The game's musical score, by series veteran Henry Gregson-Williams, delivers an emotional soundtrack wrought with hopelessness, a theme which resonates throughout the game's plot. Snake and his comrades face utter destruction at every turn, moreso in this game than ever before. In fact, toward the end of the final act, you may wonder if Snake can prevail at all.    


    MGS4 is a beautiful, wonderful game that fans of the series need to play, and everyone else should at least try. And while a few cinema scenes overstay their welcome, that is by no means a major complaint about the game overall. MGS4 is an experience like no other.


    137
    TalkBack / REVIEWS: Summon Night: Twin Age
    « on: June 22, 2008, 06:28:33 PM »
    I get by with a little help from my friends.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16201

     It might not be correct to say that the DS is starved for RPG’s, but compared to its predecessor’s impressive library, one might say that the current selection is meager. Well, leave it to Atlus to fill that role-playing void, with a new entry in their pseudo-Tales franchise, Summon Night. This newest iteration chucks traditional turn-based fighting and implements real-time battles. While the game has its flaws, Summon Night: Twin Age is a deep, involving RPG that fans of the genre will have a hard time putting down.    


    The story concerns two youngsters, Reiha and Aldo, who live on a small island outside of human influence. The island is populated by a race of elf-like humanoids called the Kascuza, who were forced onto the island during a war with humans ages ago. One day, the spirits of the world begin acting up, as though frightened and injured, and monsters begin popping up on the island. Reiha and Aldo, along with many allies who they gather during the course of the game, are out to discover the cause of this imbalance. I can’t give too much away, but the story is typical anime fare. The main characters of course can’t remember their childhood, which becomes a pressing issue as the game continues. Aldo isn’t even really human—he’s a "Summon Beast" from the spirit world. The characters are your usual cut 'n' paste RPG far, too. There’s the condescending tough guy, the easily-flustered princess, the exiled teacher, the tough girl who’s soft at heart. I think I’ve played with these characters before. Oh, that’s right, in Tales of Symphonia!    


    Clichéd though the story may be, Twin Age offers deep combat and customization options. You can switch freely between Reiha and Aldo at any time during quests, and they each have their own strengths, weaknesses, and skill trees. And let me tell you, the skill trees are impressive. Aldo, for example, grows differently depending on which weapon (sword, axe, spear) you prefer. Reiha, the resident magic-user, gains elemental blasts and recovery abilities. Each distinct skill can be upgraded several times, and you don’t have to buy every skill that becomes available. Rather, the higher your experience level, the more skills are unlocked. You can choose to upgrade the ones you have or buy new skills. I was reminded of the skill tree options from Diablo II.    


    In addition to skills, you can customize the weapons and armor of Reiha and Aldo. Defeating enemies and breaking boxes on the field results in money and/or materials. These materials are used to upgrade your weapons, create recovery items, manufacture new armor, or spawn Summon Beasts. The latter are used basically as items, and depending on the amount of required material you have and the "support" rating of your allies, you can spawn up to three of any one Summon Beast. Of course, these creatures have unique elemental properties, so bringing the right Summon Beast to a certain level can really help you grind through it. Unfortunately, you are unable to take control of the many allies you collect through the game. On the one hand, this limits the amount of time you have to spend worrying about equipment and who gets what. However, I don’t really like the fact that Nassau, your first companion, has fixed HP and MP amounts, and that his equipment will never change. If he learns new skills or gains more stats every time he levels up, it’s passive and unknown to the player. Because I had absolutely no control over his actions or equipment, I spent more time worrying about Nassau than I should have. That might just my own personal OCD creeping in, but even being able to see a status screen would have been nice.    


    Like the skill trees, the combat system is surprisingly Diablo-esque. You point and click with the stylus to tell your character where to go and who to fight. Support characters fight on their own but generally follow your lead. Two customizable pull-down menus (called Command Palettes) let you assign different spells or recovery items to different spaces on the palette, so it’s just a matter of tapping a spell, then tapping the target enemy to toss a fireball or use a killer sword combo. It’s simple and intuitive, and as a result, combat is fast and satisfying. And the touch screen commands for certain spells are kind of cool, like drawing a line in the ground for a wave of fire, or tapping a series of enemies rhythmically to use a multi-strike combo. Mostly, though, spells consist of tapping either an enemy or an ally. The only hiccup in the system is that support characters tend to blow their MP on things like needless recoveries or stat boosts in areas without monsters to kill. You can, to a limited degree, assign behaviors to your support characters, but it’s easier to just let them blow their MP once and awhile as long as they use it when it’s really necessary. Besides, it’s not like recovery items are hard to come by.    


    The game doesn’t look all that great. Honestly, it looks like a GBA game. There are no impressive particle effects or 3D character models. Everything is sprite-based, and enemy sprites have very few animations. Enemies tend to repeat with different color schemes, and the triplets in the Shop look like ducks until you see their character portraits. But for a sprite-based world, Twin Age looks very much alive, with unique vistas and great character designs. Some of the boss monsters are awesome, too. The sound is impressive, and it's probably where the DS hardware is put to the best use. Almost every unique level has its own theme, and there is limited voice work during cut-scenes (more on that later).    


    There are a few flaws in the game’s design, however. First off, with a few exceptions, I never really felt underpowered or overwhelmed. Recovery items are a dime a dozen, and having enough money to buy better weapons is rarely an issue. Level-ups occur fairly frequently, and it doesn’t seem to matter whether you play as Reiha or Aldo, as both are equally prepared for battle. There are a few times where grinding through a specific level multiple times might produce better stats for the next area, but that’s a rare occurrence. Despite my worrying about them, the support characters can certainly hold their own against mobs of villains, and if you have a trio of Summon Beasts on the field with you, you’re essentially unstoppable.    


    I also don’t like how the story sequences progress. Whenever the plot unfolds, character portraits talk to each other. Now, what I like is that there’s really a lot of voice work. It’s not like actors are reading entire scripts, but things like “What?” or “Hey!” and in some cases whole sentences are read aloud, so that’s cool. However, I don’t like watching two talking heads stare at each other while dialogue scrolls across the screen. And it’s not like there’s a better way to do it on the DS, but some of the conversations are just so long that it begins to grate. More action, less talking! What’s really horrible, though, is that none of these sequences are optional. You can’t press Start and go right past the story sequence. So there are times where a big long story sequence occurs before a boss fight. If the boss kills you, you go back to your last save point and have the pleasure of tapping through the same big long story sequence again!    


    However, neither of these flaws really break the game. Indeed, the first complaint, regarding your party’s near invincibility, may appeal to you. It’s nice to not have to grind all the time, I suppose. And the story sequences are more a larger symptom of the genre, rather than the game itself. No matter your feelings regarding RPG’s, Twin Age is a deep, very enjoyable game.

    Pros:
           

  • Skill trees and weapon customization are engaging and fun
  •  
  • Battles are quick, simple and satisfying
  •  
  • Voice acting during cut-scenes and a few words on the field are impressive


  •        Cons:
           
  • Storyline is kind of boring
  •  
  • The game isn't challenging by any means
  •  
  • Cut-scenes are overly long and tedious


  •                Graphics:  7.0
           Twin Age wouldn’t look out-of-place on the GBA. Sprite-based graphics are not necessarily a bad thing, but I expect more out of the DS by now. At least the characters are well differentiated, and the environments are impressively varied.

                   Sound:  9.0
           All of the unique musical tracks are enjoyable, and the inclusion of clear voice acting is impressive and appreciated.

                   Control:  9.0
           Everything is done via the stylus. On the field, it’s all point-and-tap, just like Diablo. Casting spells couldn’t be easier thanks to this system.

                          Gameplay:  8.0
           Aside from the overly-long cut-scenes, the gameplay is solid. The skill tree management and field controls are reminiscent of Diablo. You don’t have to worry too much about grinding, and new weapons are available surprisingly often.

     


           Lastability:  7.0
           There are plenty of sub-quests, but the main game doesn’t last that long by RPG standards. It’s no Pokémon or Dragon Quest. On the other hand, you can choose whether to see the plotline through either Reiha or Aldo’s eyes at the beginning of the game, so while you don’t really get two distinct plotlines, you do get slightly different takes.

     


           Final:  8.0
           I like this game, and I usually don’t really care for RPG’s. Despite the monotonous cut-scenes, Twin Age is incredibly fun, and if you’re a fan of the genre, this game is a no-brainer. But even if you don’t really like role-playing games, Twin Age doesn’t burden you with the length of Dragon Quest, the ridiculous stat-tracking of Pokémon, or the equipment nightmare of something like Final Fantasy. At the very least, Twin Age is worth a rental.      


    138
    TalkBack / REVIEWS: Wii Fit
    « on: June 18, 2008, 07:54:18 AM »
    Raw eggs not included.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16177

     Wii Fit is possibly the ultimate casual game. Its marketing targets a wide spectrum of players, such as soccer moms and people that don’t know what exercise is.  It contains no blatant references to any established Nintendo franchise; instead, Wii Fit occupies the same as-yet-unnamed genre as Wii Sports and Wii Play, that stable of games that encourages everyone to play regardless of - in this case - weight or range of motion. I’m a huge fan of excercising at home, so my wife and I grabbed Wii Fit on Day Uno. After a full fortnight, are our waistlines slimmer? Is our posture better? Can we lift baby pachyderms over our heads without batting an eye? I’m happy to say “yes” to all of the above, excluding the pachyderm thing. I made that up.    


    Wii Fit’s biggest strength is also its biggest weakness: its focus is primarily on improving your center of balance, and thus your posture. According to the friendly, flexible on-screen Balance Board character, poor posture leads to back problems, low energy, and poor digestive health (as the owner of three collapsed intervertebral disks, I can assure you that poor posture also leads to excruciating pain!).    


    The primary method of interface with Wii Fit is through the latest Nintendo peripheral, the Balance Board. This white, large, rectangular device is divided into four equal sections, and it measures your weight, the amount of pressure applied to it, and how much pressure is being put on any one quadrant of the board. It’s a surprisingly sophisticated piece of equipment, and its sturdy frame has not yet winced under the weight of either me or my wife as we’ve danced upon it.    


    After creating a profile, which is tied to an in-game Mii avatar, you’re given a Body Test.  This test measures your center of balance (CoB) and body control. The CoB test merely asks you to stand perfectly still for about ten seconds while the board reads how your CoB wavers while standing. The body control tests usually have to do with actively moving your CoB around by leaning on the board in different directions. With practice, the body control tests become second nature, and it becomes possible to move your CoB without radically moving your body; it’s a skill that you acquire over time.  The initial tests result in a Wii Fit Age (like a Brain Age) which forms the benchmark for your ensuing exercises. Wii Fit measures your progress via this test, and you can do one test every 24 hours.    


    Otherwise, it’s all about daily training. There are four broad categories: Yoga, Strength Training, Aerobics, and Balance Games. Each category includes between nine and sixteen different activities. Virtually every Strength Training activity includes multiple repetition options, and the Balance Games include different levels of difficulty for select games. Of the four categories, Aerobics is notable for being poorly thought out. The step games are DDR-esque in that you step on and off the Balance Board in rhythm with an onscreen indicator, but it doesn’t really make you sweat (unless you’re Gilbert Grape’s mother, at which point the Balance Board might break anyway). The running games only utilize the Wii Remote, which you stick in a pocket.    


    What’s disappointing about the Aerobics games is how few there are in comparison to the other categories. There are nine distinct Balance Games and they almost all have multiple levels of difficulty, as do the boxing and solo running games.  In Aerobics, however, there are only four distinct games, and different difficulty levels are treated as games unto themselves.  So while there are technically three types of “Step” games (Basic Step, Advanced Step, and Free Step), they’re all identical and amount to no more than three difficulty levels of the same activity.  Why Nintendo didn’t include more games for this particular category is truly puzzling, and you can’t help but feel a little short-changed.    


    For the fitness enthusiast, Yoga and Strength Training are where it’s at. You can select either a male or female trainer, and they will demonstrate new activities before you do it with them. There are a ton of yoga poses. Some of them don’t use the Board or the Wii Remote (which seems bizarre), but those that do are focused on balance. After a few days, your balance really does improve. The Strength Training exercises can be pretty brutal, especially the Push-Up Challenges, but I suck at push-ups.  They get you sweating, especially when you start ramping up the reps.    


    The Balance Games are more for fun than anything else, but they do make you aware of your CoB.  The skiing, ski jump, and snowboarding games are simplistic, but indicative of the Balance Board’s robust gameplay potential.  Other games put you in silly situations like tightrope-walking, fish-catching (as a penguin, no less), or floating down a river in a bubble. Most of the Balance Games could probably be full games on their own; for example, there’s a curious Super Monkey Ball-like marble game, which is ridiculously difficult on Advanced.    


    So after two weeks of this, what do I think? Well, I can’t really speak for myself because I’m not supposed to lose much weight (what with the Cystic Fibrosis and all), so I never set a weight loss goal. My goal is to stay at the highest tier of the game’s “Normal” weight category (based on my BMI) without slipping into the “Overweight” zone. My wife, however, wanted to lose a bit of weight. I play Wii Fit for a half-hour a day, but she does an hour. And yes, she has lost weight and her CoB has improved. For myself, the biggest benefit has been an awareness of my own CoB. When I began Wii Fit, my CoB was toward my heels, but now it’s far more centered and I have fewer back aches as a result.    


    However, I can’t recommend Wii Fit as your primary source of excercise. First of all, the game is a bit too focused on CoB and BMI, the latter of which has been repeatedly shown to be a poor indicator of overall health.  When you set a fitness goal, it’s more like a weight loss goal. You can’t select “build muscle”, “tone muscle”, or “lower body fat percentage”.  Your only choices are to increase or decrease your weight.    


    To that end, another drawback is that Wii Fit doesn’t have a coaching mechanism that tells you how best to meet your weight-loss goal. You are free to do whatever you want, without direction. Sure, the game will suggest certain activity combinations, but that’s hardly a workout, and there’s no incentive to complete the workouts suggested.  Speaking of incentives, newcomers will notice that relatively few games are available at the beginning.  However, the more time you spend on the Balance Board, the more activities you’ll unlock. When you unlock all the individual games, you begin unlocking additional reps or difficulty levels. This may keep some players motivated, but future iterations of Wii Fit could really use some sort of fitness coach to help you along.    


    In terms of multiplayer, Wii Fit doesn’t feature any true two-player games. Two people can jog in place if you have a pair of Wii Remotes, but that’s about it.  Of course, a practical obstacle to multiplayer would be the need for multiple Balance Boards, but it would be nice to at least have the option of playing with a friend.  The ski-jumping would be great with two players, as would the marble game and the bubble river race.  Online play would also be great for some of the games, despite the fact that Wii Fit’s focus is on the individual.    


    Overall, Wii Fit is a great supplement to your existing exercise routine, but I don’t think it will ever replace a gym membership and proper eating.  However, it does provide at least one very unique experience: the improvement and awareness of your center of balance.  Wii Fit is a great game that my wife and I love, but it cannot and will not replace our other fitness activities.

    Pros:
           

  • Balance Board provides great feedback and works well during gameplay
  •  
  • There are a ton of activities
  •  
  • Watching your CoB improve, and feeling the effects of that improvement, is awesome


  •        Cons:
           
  • Doesn't provide a real workout
  •  
  • Fitness goals are far too limited
  •  
  • No motivational/fitness coaching mechanism
  •  
  • Meager selection of Aerobics games versus other categories


  •                Graphics:  8.0
           Wii Fit is on the same graphical level as Wii Sports and Wii Play, which is fine by me. The trainers are well-animated and easy to follow. The look of the Balance games could have some more pizzazz, but the graphics get the job done.

                   Sound:  9.5
           The trainers speak to you calmly and enunciate their words well. The music is appropriate for every type of gameplay. Ocean waves can be heard over the yoga, a beat-heavy tune keeps you on track during strength training, and various fun tunes accompany the Aerobics and Balance games. I especially like the tune during the Step games. My only complaint is that the male trainer sounds WAY too happy.

                   Control:  8.0
           The Balance Board games are the best, but the ones that use the Wii Remote (especially jogging) seem forced.  Some of the yoga poses don’t use the Remote or the Board (like Snake pose), which makes me wonder why they’re included at all.

                          Gameplay:  9.0
           Varied and never boring. There’s something for everybody in Wii Fit! There are a few Yoga exercises that don’t utilize the Board or the Wii Remote, though. Why not just replace them with poses that do, Nintendo?

     


           Lastability:  8.0
           As long as you want to stay fit, Wii Fit will be there. You’ll eventually run out of things to unlock, but if you can keep yourself motivated, you can probably play this game until your dying days.

     


           Final:  8.5
           While it has some issues, Wii Fit will definitely make you get up from the couch and do some exercise. For those of us who’ve been to a gym, the game provides a nice supplement to the usual workout but will never replace it. However, I’m not sure that’s Nintendo’s goal. Instead, Wii Fit’s intent is to provide a relaxing, easy-to-perform set of activities designed to get you up and moving, and it succeeds in that regard.      


    139
    TalkBack / Brawl with your Pop on Father's Day
    « on: June 10, 2008, 07:34:22 AM »
    The Nintendo World Store is hosting a tourney for fathers and sons (and daughters) at New York City's Rockefeller Center.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16118

     If you live in New York City (or will be in the area), you can drag your dad over to the Nintendo World Store at Rockefeller Center for a unique Super Smash Bros. Brawl tournament. Teams of two (father + child) will face off against each other in a bracket brawl with two Wiis, two copies of Brawl, and a trophy on the line. Attendees can also receive father's day themed framed photos at the event.    


    The event is scheduled for Sunday June 15th, from 1 – 4 p.m. at Rockefeller Center,


    140
    TalkBack / Bye Bye, Wii!
    « on: June 09, 2008, 09:11:05 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16109

      Well, it finally happened. After fifteen years of loyally buying Nintendo consoles without an ounce of trouble, my Wii went bad last week and now I'm shipping it to Washington to get it fixed. I blame a rogue can of Dr. Pepper, spilled carelessly by a friend during the first week I had my Wii (which would also be the first week after the initial release), and perhaps those sticky, salty molecules just now made their way into the optic whatchamahoozit. At any rate, the machine won't read my Smash Bros. disk, and it might happen to you, too.    


    This problem had reared its ugly head when I first got the game, on launch day. If I let the game sit in the system overnight, no disk would appear on the Disk Channel the next day. I had to manually eject the disk, then re-insert it (sometimes many times) in order to get the system to recognize the disk. A minor irritation, sure, but nothing I wasn't willing to live with. Never did I think that something was horribly wrong. Well, Mario Kart Wii came out, and I virtually abandoned Smash Bros. in favor of that Blue Shell-ridden game for weeks. Then, I started playing Odin Sphere (you should, too). Now, about a month later, I tried popping Smash Bros. in for the singular purpose of checking my friends list for shits 'n' giggles.    


    The system never once read the disk. After about ten tries, I actually clicked on the Disk Channel, only to find the error message you see in the screenshot above. I flipped through the Wii Operations Manual to no avail--it basically said "visit the website!" And that I did. The support website had a big link which listed all problems relating to Super Smash Bros. Brawl. Well, how encouraging is THAT? I clicked it, and quickly found my problem. I encourage you all to go to support.nintendo.com and look at the stack of problems associated with that game, as it's really unbelievable.    


    Anyway, I soon discovered that there was a problem with my Wii's optical...reading...mechanism and that I'd have to send it to a repair center in Washington, free of charge. Apparently, a small percentage of Wii's cannot read multi-layered disks, which Smash Bros. is. I filled out an online form, printed out a special FedEx label, and sent both my Wii (and Smash Bros.) off to Washington today. I wrapped the system in bubble wrap, then stuffed the box full of crumpled-up newspaper. There is no WAY that system is getting damaged. Turnaround (once they recieve the system) is about a week according to the website, and I'll have Metal Gear Solid 4 to keep me busy in the meantime.    


    However, without Wii Fit, my gut size will increase, and the little Balance Board character will scold me upon the system's return. My hope is that, in addition to fixing the optical thingamabob, the repair people will also clean out any remaining Dr. Pepper. So what about you readers out there? Has this happened to any of you? If so, what was the turnaround time? And seriously, check out the Brawl support link. There are a lot of things wrong with that game.


    141
    TalkBack / Wii Channels: Worth It?
    « on: June 04, 2008, 07:43:41 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16083

      I'm a sucker for Wii channels. I think I have them all except the Internet Channel, and that's only because my computer is mere feet away from my Wii. But seriously, I've got the Mii Channel (MC), Everybody Votes (EV), Check Mii Out (CMO), Weather, News, Nintendo Channel (EC), Shopping, Mario Kart (MK), and Wii Fit (WF). But do I really need them all? Honestly, I probably don't, especially considering that my Wii's internal memory is beginning to wane. If Nintendo doesn't release some kind of a hard drive sooner rather than later, some of the Wii channels will probably have to go...    


    So which ones should I cull? Certainly, the MK and WF channels are mandatory. If I ever just want to play some Kart at lunch, I can just boot up the channel and take part in a tournament or race a friend. I can see how I compare to other Kart players around the world and with my friends (I'm about average). That's all I need to do at lunch. The WF channel is great for when friends come over and want to try the game, or I'm in a hurry and just want to see my Wii Fit age. I love these game-specific channels, because they have practical functionality.    


    Likewise, I love the Mii Channel. Not so much for CMO (see below), but because I like seeing my address book friends on my system and in my games. And creating Miis is fun, if a little limited. Besides, Miis form the heart of Wii Sports, Wii Play, Wii Fit, and to a certain extent, Mario Kart Wii. So I love the MK, WF, and MC because they all have good practical value. The other channels? Not so much.    


    Case and point: The Nintendo Channel. The NC makes me sad, because it's really just the advertising channel. Aside from the slew of Wii Fit videos, it's just a breeding ground for commercials--commercials I have no interest in seeing. Oh look, a behind-the-scenes look at the "America Ferrera Plays New Super Mario Bros." video. I started it, gagged on the scripted propoganda, and turned it off. The only thing saving the NC right now are the DS downloads, which are kind of cool, but there aren't nearly enough of them. I imagine that the NC could be pretty awesome if there was educational stuff on there. The "How the Wii Fit Balance Board Works" video is a good start. But I'd like to see videos about how a game is made, or how a character is created.    


    Check Mii Out has become stale since users have just begun copying each other. When I saw a parade of identicle Abraham Lincolns parading down the winning square, I got scared. It's fun to make your own Mii entry, but will it win? Probably not. Will it place highly? Not anymore, not if it's unique. Judging contests is boring because most users just throw upload a random Mii, without making any effort to create a new contest-specific one. I never really click on CMO anymore, and it, along with the NC, is on the chopping block.    


    I can't let go of my Weather Channel, though. It's so satisfying to fly around the globe and see what the temperature is in Greece or Antarctica. And the local five-day forcast on the Wii is, sadly enough, more accurate than our newspaper! The Anchorage Daily News keeps claiming it's gonna rain, but it never does, and the Wii has predicted "overcast" for the last week, without a hint of rain. Similarly, the News Channel is something I probably won't give up. I like reading it more than the newspaper, especially on Thursday nights, because a lot of Friday movie reviews are on the News Channel by Thursday night. It's also awesome to see where in the world the story originates. Oh, and I'm a sucker for news crawls, and every time I turn on the Wii, I wait for the top stories crawl to run across the channel itself.    


    The only channel left over is Everybody Votes. I'm on the fence with this one. On the one hand, I like the process of voting on a question and then, a few days later, finding out how many people agree (or disagree) with me. On the other hand, a lot of the questions are stupid. One of the most recent ones, for example, asks: "Do you still own a record player?" The possible answers were, "Yes," or "No, what's that?" Well, I know damn well what a record player is, but there was no "No" (period) answer. A lot of questions are like that--kind of snarky and assuming. Overall, I like EV, but there's not a whole lot to it.    


    So I could probably get rid of a few channels and increase room for Virtual Console and WiiWare titles. Now, I certainly like seeing my Wii's front page filled with Wii-specific channels, but when my Wii's internal memory limit is at stake, it's time to do some pruning. What about you readers out there in Readerland? What are your favorite (and least-favorite) Wii Channels?


    142
    TalkBack / REVIEWS: Professor Layton and the Curious Village
    « on: May 29, 2008, 01:28:46 PM »
    I haff tvelve metchsteek.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16048

     Professor Layton really needs to get a different hobby. He gets entirely too much pleasure out of solving brain-numbing puzzles. You can only imagine Layton’s glee when, upon arriving in the curious village of St. Mystere to solve an inheritance issue, he is greeted by townsfolk who are clinically obsessed with mindbending puzzles. These people have pulled out all the stops—slide puzzles, matchstick puzzles, logic puzzles, mathematical puzzles, trick question puzzles, and more.  You’ll have to solve a whole bunch of them to reveal the mystery of Professor Layton and the Curious Village for Nintendo DS.    


    At its core, Layton is a point-and-click adventure.  At all times you’re presented with a scene, and tapping on specific things with the stylus will let you talk to characters, find hint coins (more on this later), or move to different scenes. Talking to characters or tapping on certain pieces of landscape (like, oddly enough, a flower patch) usually results in a round of puzzle-solving (and Penny Arcade is right—nobody will tell you anything or help you in any way without first presenting you with a head-scratcher. This is the game’s most inventive, yet frustrating, aspect).    


    Puzzles are usually very straightforward.  Some examples: there are three pitchers. One is eight gallons, one is five, and the last one is three. The eight-gallon pitcher is full of liquid. How can you make the eight and five-gallon pitchers have exactly four gallons each? Or: on one side of the river, there are three chicks and three wolves. If at any time the wolves outnumber the chicks, the wolves will eat the chicks. Can you get all six animals to the other side of the river? And finally: one germ is sitting in a jar. The germs split every minute, so after one minute there are two germs, and after two minutes there are four. After sixty minutes, the jar is full of germs. How long will it take to fill the jar if you start with two germs? As you can tell, there’s a lot of logic and deduction involved in solving these problems.  Fortunately the puzzles do not have time limits, so you can take as long as you want and even make notes on the touch screen with the stylus.    


    Puzzles are “ranked” for difficulty based on how many “picarats” they are worth. Each time you present a wrong answer, the number of picarats decreases (although the puzzle’s difficulty does not). You can use hint coins (found throughout the landscapes by tapping things) to unlock hints. You can get up to three hints per puzzle, but obviously you are limited to the number of hint coins that you have in your possession. Unfortunately, the game does not auto-save when you fail a puzzle. That is, if you get an answer wrong, you can simply restart the game and try again without penalty. While this does alleviate some frustration, it also undercuts the game’s intention.    


    Puzzle solving, ironically, nets you more puzzles. As you play you’ll accrue pieces of a mechanical dog, furniture, and scraps of a portrait. The mechanical dog is fairly straightforward, but the furniture and portrait pieces eventually become variations on slide puzzles. You can also download a new puzzle once a week if you have access to Wi-Fi. Solved puzzles are saved in a log, and you can challenge yourself or friends to solve them all over again if you so desire.    


    The game looks great. Drawn in a European art style vaguely reminiscent of The Triplets of Belleville, Professor Layton is brimming with color and life. Although the backgrounds and character sprites are static images, basic mouth and arm movements and the occasional fully-animated cutscene really make Layton’s world pop off the screen. The cutscenes also employ well-spoken vocal dialogue, and the entire game is backlit with a mysterious musical score which fits St. Mystere’s unusual personality very well.    


    Overall, Professor Layton and the Curious Village is a very interesting game but it definitely caters to a niche audience. If you don’t like brain-teasers, it’s probably not for you. Despite its charming atmosphere and interesting plot, your patience for puzzles will ultimately decide how much you like this game, so consider yourself warned.

    Pros:
           

  • More puzzles than you can shake a matchstick at
  •  
  • Interesting plot and characters
  •  
  • Gotta love the European animation and accents


  •        Cons:
           
  • You'd better like puzzles
  •  
  • No mechanism to keep players from restarting if they fail a puzzle


  •                Graphics:  8.0
           Although the color palette is best described as “various shades of brown and green,” the whole aesthetic works given the game’s European countryside setting. The cutscenes are wonderful, and the character designs are marvelous.

                   Sound:  9.0
           The game’s main theme is fittingly “mysterious,” and I really liked the voicework during cutscenes.

                   Control:  9.0
           While exploring the town, it’s all point-and-click. For puzzle-solving, you use the stylus for note-taking and moving puzzle pieces (like pitchers and tiles). It’s all very simple and intuitive.

                          Gameplay:  7.0
           Although there’s something fishy in the town of St. Mystere, it’s difficult to fully understand what’s going on because your progress is impeded many times by the townsfolk’s obsession with puzzles! Still, this IS a puzzle game, so I shouldn’t be complaining.

     


           Lastability:  8.0
           Well, if you like puzzles, there are enough here to keep you busy for months. If you don’t like puzzles that much, you thankfully don’t have to solve them all to beat the game. But once you do that, there’s very little reason to go back if you don’t want to solve the rest.

     


           Final:  8.0
           Professor Layton and the Curious Village will admittedly find its market with a niche audience, but it caters to this niche audience extremely well. Its production values are high, the puzzles are truly puzzling (some even familiar), and the plot is constantly thickening. Now then, there are ten candles in a room. Somebody opens a window, and three of the candles go out…      


    143
    TalkBack / Teaching an Old Vampire Hunter New Tricks
    « on: May 27, 2008, 08:19:32 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16023

      As the staff's resident Castlevania fanboy, I am both excited and nervous about the upcoming DS game, Order of Ecclesia. On the one hand, running through a gothic castle while using a handful of weapons and magic attacks to subdue undead foes and giant bosses never fails to utterly kick ass. On the other hand, the series has grown fairly stale since 1998's seminal Symphony of the Night.    


    Let's face it: Koji Igarashi has been making the same basic game for the last ten years. A large semi-nonlinear castle, multiple weapons and armor items to equip, magic spells, item shops, and multiple endings depending on whether you've equipped the proper item at a critical juncture or not. Harmony of Dissonance, one of the GBA games, was practically a love letter to Symphony. Aria of Sorrow, the final (and best) GBA game, broke with tradition as far as plotline, but kept most of Symphony's devices intact while adding a maddening, grind-heavy magic system.    


    Dawn of Sorrow, the immediate sequel to Aria, and the DS' first Castlevania game, was really more like Aria 2.0, featuring similar plot devices, environments, and enemy designs. And then came Portrait of Ruin, which actually felt like a break from the norm again, with two playable characters, unique environmental puzzles, epic boss fights, and locations set outside of the usual castle theme (like Egypt). However, the magic grinding from Aria and Dawn was made worse by the fact that spells were split between the two characters, and the method of leveling up physical spells was beyond ridiculous.    


    So perhaps you can understand my anxiety toward Order of Ecclesia. While the core, surface-level gameplay of post-Symphony Castlevania games remains virtually unbeatable, the deeper intricacies of that gameplay have become stale and repetitious over time. In fact, some aspects of the game, like the magic system, have become worse. As I'm sure you all have read, Order will feature a "Glyph" system that promises to allow up to 100 kinds of special attacks. After the last few games, I can't help but wonder if a Glyph is just a magic attack I'll need to grind for. I hope it's not, and I hope that Order delivers new gameplay devices and, hopefully, a brand-new plotline. I eagerly await its arrival, but I am restraining my fanboyism until I actually play it.

    In the meantime, all of you DS gamers who don't yet have PSP's should really check out Castlevania: The Dracula X Chronicles. It's a remake of Rondo of Blood, a game which never made it to our shores in its original form. Both an updated version, as well as the original game, are packed within this tiny UMD. And if you search hard enough in the updated game, you might another full game or two. It's a great package, and I highly recommend it.


    144
    TalkBack / Castlevania: Order of Ecclesia Details Emerge
    « on: May 16, 2008, 08:42:10 AM »
    New DS game will have a larger focus on online play.
     http://nintendoworldreport.com/newsArt.cfm?artid=15967

     New details regarding the forthcoming Castlevania DS game, Order of Ecclesia, have emerged from Konami’s Gamer’s Night show.    


    Players will take on the mantle of a member of the Order of Ecclesia, a group sworn to Dracula’s defeat. Whether your character is a Belmont, Morris, or Belnades is unknown at this point, but players will traverse twenty distinct environments, from forests to the ocean.    


    In addition, a new “Glyph” attack system has been created which allows for up to 100 special attacks.  Players will be able to use the Nintendo Wi-Fi Connection to battle other zombie-spankers across the globe and trade equipment with friends.    


    The game is being headed up by Koji Igarashi and is scheduled for a Fall 2008 release.


    145
    TalkBack / REVIEWS: Crosswords DS
    « on: May 15, 2008, 11:57:20 AM »
    And you were expecting what...the Jumble?
     http://nintendoworldreport.com/reviewArt.cfm?artid=15965

     CrossworDS, the newest Touch Generations game to hit the DS, is exactly what it claims to be: a package of crossword puzzles. But wait, there's more! You'll also get a bunch of anagram and word search puzzles! And they all work exactly as you'd expect on the DS.    


    Each type of game has several difficulty settings, although you only have access to Easy and Medium at first. The bulk of the game is made up of crosswords, and there are over one thousand distinct puzzles to enjoy. The crosswords begin easily enough with a 4x4 open grid, but they quickly ramp up to complex New York Times-style puzzle layouts.    


    There are fewer anagrams and word searches, but it will still take forever to complete them all.  Word search is a simple matter of drawing a line over the recognized word; Anagrams gives you a bunch of letter tiles, and your job is to drag them into the blank spaces to create as many words as you can - no writing necessary.    


    CrossworDS can be played by left and right-handers, and you can highlight the clue for a particular region of the grid by tapping "across" or "down." Fill in blanks with the stylus by writing the letter. The game politely auto-scrolls to the next blank if you're filling in a particular word.    


    Crossword puzzles are timed, but it's of little consequence beyond using clues, which penalizes you in terms of added time. You can get hints in the form of a new clue, a free letter, or the filling in of the entire word.  There's also an option to correct wrong letters: If you fill in a letter that's not correct, the game will show the letter in red, and you can erase it and try again.    


    It’s important to note that the game engine may have problems with the handwriting of some players. My wife, who never plays video games but loves crosswords and therefore this DS cart, doesn't have any problems in the writing-recognition area, but I found that I had to employ a few strategies to get constant recognition of my handwriting.  These tactics included using capital letters, writing certain letters from the top down (a huge help with letters like E, K, and G), and trying to take up as much of each square’s empty spaces as I could.  You may still have trouble with the letter K (which the game almost always recognizes as X), but again, this is an issue that you’ll learn to work around.    


    CrossworDS is a classic travel game. It's very fun thanks to its simplicity, it's graphically clean and simple, and there’s plenty of puzzles to keep you busy.  It’s simple, relaxing, and it exercises your brain.  If that’s what you’re looking for, you can’t go wrong.

    Pros:
           

  • Simple interface
  •  
  • Three kinds of word games
  •  
  • Progressive difficulty
  •  
  • My wife, a non-gamer, loves it

           Cons:
           
  • Letter recognition is a little iffy


  •                Graphics: 10.0
           They’re crossword puzzles, and that's what they look like.

                   Sound:  9.0
           The only sound that's really apparent is the "writing" sound of your stylus when you're writing a letter, but that’s fine.  Minimal sound is appropriate for the relaxing intent of this game.

                   Control:  9.0
           Control is accomplished entirely with the stylus, which is fine by me.  However, certain letters can be oddly interpreted.

                          Gameplay: 10.0
           If you like crosswords, anagrams, or word searches, this is your game.

     


           Lastability: 10.0
           It'll be a looong time before you run out of puzzles.

     


           Final:  9.0
           It's simple, it's meant to be simple, and that simplicity is what makes it work. CrossworDS is fun and thoughtful, and I appreciate that. Minor complaints about writing recognition aside, it doesn't get a whole lot better than this…if you like crosswords.      


    146
    TalkBack / Earthbound Bound for the Virtual Console
    « on: May 02, 2008, 05:10:25 PM »
    After considerable VC crap, we finally have something to look forward to.
     http://nintendoworldreport.com/newsArt.cfm?artid=15898

     Ever wonder exactly who Ness and Lucas are from Super Smash Bros. Brawl? They’re characters from an RPG series called Earthbound (Mother in Japan, where the series has a rabid fan base). The series has three games; only the second, for the Super Nintendo, managed to make it to America.    


    The game recently received an ESRB rating (E for Everyone) for the Wii, so this classic will be on the Virtual Console at some point in the future. The game is widely sought for its rarity, convincing humor, and stylistic design.


    147
    TalkBack / REVIEWS: Ninja Gaiden Dragon Sword
    « on: April 28, 2008, 12:57:32 PM »
    Your stylus slash through demon like blade of katana!
     http://nintendoworldreport.com/reviewArt.cfm?artid=15870

     Let me say right off the bat that Tecmo’s Ninja Gaiden (and its remakes Black and Sigma) may very well encompass the most difficult gaming tasks I’ve ever attempted.  Even Devil May Cry 3, which kicked my ass up and down, was a slightly easier endeavor. Gaiden’s normal difficulty is akin to God of War’s God mode, and I cannot begin to imagine what the harder settings are like. The DS arrival of its sequel, Ninja Gaiden: Dragon Sword, had me fearing that I was in for the same kind of ownage. Thankfully, Dragon Sword is a much less punishing experience, and despite minor flaws is a very fun title.    


    The game kicks off six months after Ryu rid the world of the Dark Dragon Sword in the first game. One of his students, Momiji, is captured by a clan of evil ninjas, and it’s up to Ryu to find her. While on his search, Ryu discovers that the Fiends (demons) have returned to stir up trouble, and seem to be looking for the Dark Dragon Stones, which, which gathered together, will unleash a powerful ancient evil which once threatened to overtake the world. The story is told through slide-show cutscenes which are extremely well-drawn and directed.    


    The most unique aspect of Dragon Sword is its control scheme. You hold the DS book-style (like Brain Age), and you can reverse the screens based on whether you’re left or right-handed.  The action takes place on one screen, and a map is displayed on the other.  Ryu is controlled almost exclusively with the stylus, and all of the DS’ face buttons are used for blocking except the Start/Select buttons, which open your inventory.    


    Otherwise, it’s all stylus, all the time. I didn’t really like this technique in Phantom Hourglass because it made the player take on a very passive role; here, Team Ninja has managed to create fast-moving combat of which the player is an active participant. Tap an enemy to launch a throwing star or arrow at them; slash an enemy to attack with your sword; slide the stylus upwards to jump or double jump, or jump off the wall! While still in the air, slide the stylus left or right to do a flying swallow attack! Slash an enemy vertically to launch it upwards, then tap it again to do a skull bash attack! Block, then tap somewhere to evade! While this may seem like stylus overload, it quickly becomes second-nature, and you’ll be slicing demons apart like a pro within your first hour of play.    


    In addition to slicing and dicing, Ryu gains access to a host of magic attacks which can be used to kill enemies and access otherwise impassable areas of the map. There’s a big rock in your way? Hit it with lighting. See that spiderweb blocking your path? Burn it with fire. These magic attacks are activated by tracing a Japanese symbol with your stylus, which is fast, easy, and actually kind of awesome. You then generally use the magic attack by tapping specific enemies, although the coolest attack has you guiding a giant ball of fire around the room. Enemies drop health, magic, and money orbs (which allow you to buy new magic attacks and sword/health upgrades back at your village between missions).    


    True to form, Team Ninja has crafted a beautiful game. The backdrops are 2D, but they blend in extremely well with the polygonal characters. The character models are well-built, animate smoothly, and feature a wide array of particle effects. There is a wealth of enemy types which differ not only in look but also behavior. Each encounter requires a different kind of strategy, be it the cat-like demons or the hulking armor knights. The boss characters are especially impressive, often taking up a large portion of the screen (Fire Dragon FTW!).    


    There’s also a host of awesome sound effects and some limited voicework (mainly on Ryu’s part), although you’ll grow tired of its repetitious sound cues after learning the skull bash attack.  Enemies aren’t really tough to deal with once you learn how the combat works, and the bosses don’t get really brutal until the last few areas of the game.  Of course, this isn’t the case on the unlockable higher difficulties.    


    Despite its novelties and beauty, Dragon Sword does falter in a few areas - most notably (and perhaps ironically), combat. Battles are brutal and satisfying, true, but there’s entirely too many of them. The basic formula for any individual level goes something like this: enter a room, kill a bunch of continually-spawning enemies, go to the next room, kill more continually-spawning enemies, repeat until the boss fight. This gets kind of old, especially since all enemies respawn when you re-enter a room.  There are also some oddly-placed save points. For example, in the second mission you save your game and then go into a new room. A gate closes behind you, and you’re forced to fight about twenty enemies and then the boss. If the boss kills you, you go back to the save point, and have to kill all those enemies again…and then fight the boss, again. There aren’t too many instances of this kind of bad save point placement, but when they do occur they’re frustrating.    


    A neat yet odd feature is the “ranking system” that utilizes Nintendo’s WiFi Connection. The server exists only so that you can see how you’re ranked compared to other hardcore players after you beat the game. Ranked players are people who’ve beaten the highest difficulty level using nothing but Ultimate Techniques (a difficult-to-set-up combat move) without dying once. While it’s kind of cool that you can see how well you stack up, it’s also self-defeating. Unless Dragon Sword becomes your favorite game of all time and you want to play it over and over and over again, this ranking system poses no benefit.    


    There’s plenty of unlockable content in Dragon Sword.  The highest difficulty throws another boss at you, and if you can beat Ryu with Momiji in the first scene then beat the first boss, you unlock her as a playable character. Playing with Momiji is cool, and also makes for a tougher game.  There are also wooden tiles that you pick up during the game which unlock little things like concept art and character profiles.    


    Despite its repetitive combat and occasionally cheap save point placement, there’s very little wrong with Ninja Gaiden: Dragon Sword. It’s stylus control done right, and it’s a beautiful game to boot. It’s relatively short (seven or eight hours), but the unlockable difficulty levels add some significant play time.  You might want to get a screen protector for your DS, though. If you thought Phantom Hourglass scratched it up, you ain’t seen nothin’ yet!

    Pros:
           

  • Vicious, fast-paced combat
  •  
  • One of the best-looking DS games yet made
  •  
  • Plenty of unlockable content
  •  
  • Online ranking system


  •        Cons:
           
  • Repetitive combat
  •  
  • Some misplaced save points
  •  
  • Online ranking system for the hardcore only


  •                Graphics:  9.0
           The wide range of character models is staggering, especially considering how well everything animates with no slowdown. The backgrounds are pre-rendered, but who cares? They’re colorful and blend in flawlessly. The only thing keeping this score from being perfect is the cartoony look of some of the villagers. The kids in particular look pretty silly.

                   Sound:  7.0
           Great music and sound, but the sound effects become repetitious very quickly. It’s nothing bad enough to make you turn the volume down, but it’s noticeable.

                   Control:  8.0
           Team Ninja essentially turns your stylus into a sword, and the whole process is extremely smooth. I don’t really like how Ryu steps forward to use a projectile, although that’s a consequence of him moving to where you touch the screen. While the learning curve may seem steep right out of the gate, you’ll have it down pat in about an hour.

                          Gameplay:  7.0
           Like I said before, the overall flow is extremely repetitious. Go into a room, kill a bunch of bad guys, go into the next room, kill more bad guys, etc. The options available for combat liven things up, and the boss fights are rewarding. Magic attacks break up the tedium, too, but I wish the game offered more than just relentless sword-slashing.

     


           Lastability:  8.0
           Finding all of the wooden tiles requires going through all the difficulty levels, so Dragon Sword offers tons of replay value for a completionist like me. But even if you’re not one for unlocking every little thing, this game is easy to pick up and play for short periods, and it’s so fun that you’ll likely be coming back for more.

     


           Final:  8.0
           I haven’t taken this card out of my DS since I got it, and that’s saying something. Dragon Sword is a fantastic little game that manages to carry the spirit of the console original over while successfully implementing an entirely different control scheme. It may be repetitious, but it’s fun and engaging, and isn’t that what really matters?      


    148
    TalkBack / Cammie Dunaway on Wii Fit
    « on: April 25, 2008, 02:59:25 AM »
    NOA’s vice president of sales and marketing talks the Wii Fit ad campaign.
     http://nintendoworldreport.com/newsArt.cfm?artid=15854

     Wii Fit is almost here. Its stateside release date is May 19, but you’d hardly know it. NOA has done little to promote the game, despite its obvious marketability. How are people going to know the game exists if they don’t hear about it? Addressing this concern is Cammie Dunaway, NOA’s vice president of sales and marketing, who sat down with the Wall Street Journal to talk about how their unique marketing strategy is going to work. Of course, if you already read Nintendo World Report, we’ve got you covered as to Wii Fit news!    


    Dunaway addressed some important points.  Among them:    


    •   Advertising will not begin until the week of the game’s launch.  Its ad slogan will be “How will it move you?”, and will feature pictures of people balancing on the Wii Balance Board.  
    •   NOA will be trying very hard to reach women and, in particular, moms. The reason for the delayed ad campaign is that NOA doesn’t believe that your mother is going to mark “Wii Fit” on the calendar weeks before the release. Rather, mom hears about the game on the radio or through a magazine, becomes interested, and buys it. She might also be bugged to do so by her kids.  
    •   Rather than going all-out on television and magazine ads, NOA is preparing a massive public-relations campaign. Diane Sawyer already tried the game and said that “it really does make you work.”  
    •   The thinking here is that women and moms are more influenced by family, friends, and the news than TV and magazine ads.  
    •   Unlike most exercise equipment, Dunaway does not believe the Balance Board will end up in the garage. Wii Fit tracks your progress over time, which Dunaway believes will keep people motivated.    


    For the full interview, click the link above.


    149
    TalkBack / REVIEWS: Apollo Justice: Ace Attorney
    « on: April 21, 2008, 07:15:06 AM »
    Ye Flask has been added to the court record.
     http://nintendoworldreport.com/reviewArt.cfm?artid=15823

     As a man who once worked in the legal sphere, I’ve always wanted to give Capcom’s Ace Attorney series a shot, but for one reason or another I never did. I was happy to be assigned this new game, however, as it would finally give me a chance to see what I’d been missing! After the first two games, Capcom has seemingly dropped Phoenix Wright from the title and replaced him with rookie defense attorney Apollo Justice, and thus the series begins anew…or does it?    


    Apollo Justice is basically a point-and-click text adventure. Half of the game takes place in a courtroom while the other half involves investigating cases. The game opens with a murder case in which the defendant (and supposed killer) is one Phoenix Wright himself! Don’t worry—I’m not giving anything away. One of the perks of Apollo Justice is that nothing is as it initially seems. Your job is to tap through paragraphs upon paragraphs of surprisingly well-written dialogue before cross-examining the witness, which really just leads to more talking. When you notice a contradiction in the witness’s testimony, you can reach into your trusty court record and whip out some evidence to expose their lies! It’s all very dramatic and well-paced. If you pull the wrong evidence, the judge will penalize you. Enough penalties result in a “Guilty” verdict, and you lose!    


    Thus, in any cross-examination, your options are limited. You know that some crucial piece of evidence will progress the story, but the challenge is to carefully listen to the facts, make connections, and present a good case. In addition to trying to figure out connections between testimony and evidence, you must look over diagrams of crime scenes, analyze spatial relationships, and make on-the-spot decisions about the direction in which to take your inquiry. Sometimes there are consequences, and other times the story moves forward in a way you never saw coming! The storytelling aspect of the game has a certain soap opera flair to it, but there’s nothing quite like revealing a witness’s lie and watching them crumble in defeat.  During cross-examination, you can hold down the Y button, then speak into the mic (“Hold it!” or “Objection!”) to activate further questioning or evidence presentation (or just tap those buttons on the Touch Screen).    


    During investigations you basically do nothing but read. You can investigate scenes by tapping areas of a static image and then tapping “Examine,” which leads to…more reading. You can talk to witnesses by tapping “Talk,” and then the topic you want to discuss, which gets monotonous. It’s lucky the writing is so good, or this game would be a snoozer.    


    Pieces of evidence can be viewed on a 3D viewer and rotated to see every angle. Suspicious things (like a splotch of paint) will cause the “Examine” button to appear so that you can take a closer look. Some of the forensic tools are fun to use; for example, fingerprinting powder has you tap powder over the screen and then blow it all away using the mic to reveal a print. However, the menu navigation feels pretty robotic after a while.    


    What’s more, your next goal isn’t always clear. If you miss one little thing during a scene examination the plot will not progress, and you’ll be left wondering why nobody will talk to you anymore. Additionally, some of the questions posed to you in the courtroom aren’t well-worded. For instance, during the very first case, you’re asked to look at a diagram of the murder scene, with colored dots marking the people in the room.  You are then asked, “Which person’s location is a contradiction?” Huh?  What does that even MEAN? After some trial and error, I came to realize that the question really meant “given this most recent piece of evidence, and given where everybody in the room was facing, which person’s position doesn’t add up?” There are actually quite a few times when badly-worded questions leave you unsure of what you’re supposed to do.    


    At least the game looks good. Nothing is animated in the traditional sense. Rather, detailed cartoony characters flip between different poses in a very anime-like manner. It works, in part thanks to the light flashes and camera shakes that go along with them. To go along with the dramatic posturing, the music is similarly overzealous, at least in the courtroom. And of course, while there is no spoken dialogue (besides “hold it!” and “objection!”), it’s very easy to imagine a different voice for each character. The writers were careful to imbue Apollo, Trucy, Phoenix, Gavin, and everybody else with a distinct personality.    


    Overall, Apollo Justice is a good game, but it comes with a few caveats. First, you have to like reading, because this game is essentially a book. Second, your patience for menu-based dialogue trees and environmental interaction must be high. Finally, you should be willing to take a few cheap hits from poorly-worded questions. If you can do all that, then Apollo Justice is a very fun “game,” even though it’s really a mystery novella.

    Pros:
           

  • Great plot and writing
  •  
  • Forensic tools are fun and get good mileage out of the DS’ hardware
  •  
  • When your parents tell you that you should read a book instead, you can honestly say that you already are!


  •        Cons:
           
  • Robotic menu navigation
  •  
  • Poorly-worded courtroom questions
  •  
  • Large amount of reading may turn off some gamers


  •                Graphics:  7.0
           It’s difficult to criticize what’s obviously an aesthetic decision, but some of the character models (including, oddly, Apollo himself) have too few “poses,” and it’s not always obvious what you’re looking at in crime scenes.

                   Sound:  7.0
           Catchy tunes overall. I like the courtroom music best. I wish there was an option to turn off the “scrolling text” sound, because while it’s tolerable it does begin to grate on your nerves after a while.

                   Control:  7.0
           The menu navigation isn’t going to floor anybody, but I do like being able to rotate evidence, present contrary evidence, and yell “OBJECTION” while I hold down the Y button. I wouldn’t call the gameplay “deep,” but it’s not really supposed to be.

                          Gameplay:  8.0
           Everything is touch screen-based, including rotating evidence in the 3D window.  I wish there had been a way for southpaws like me to look around a crime scene with one hand and tap the Examine button with the other (but then I’d have to hold my stylus in my right hand).

     


           Lastability:  7.0
           To its credit, Apollo Justice is amazingly long and spread over the course of five interwoven cases. There’s easily a few hundred pages of dialogue here. However, once you beat the game there is no real reason to go back.

     


           Final:  7.5
           Perhaps because of my legal background, I enjoyed Apollo Justice immensely but definitely felt the strain when it came to the endless menu navigation and poorly-worded courtroom questions. That aside, the game is very entertaining and is a great choice for any gamer who doesn’t mind reading and enjoys logic puzzles. Just be aware that it has its frustrating quirks.      


    150
    TalkBack / REVIEWS: House of the Dead 2 & 3 Return
    « on: April 03, 2008, 11:04:40 AM »
    Umbrella Chronicles' ancestor returns from the grave.
     http://nintendoworldreport.com/reviewArt.cfm?artid=15697

     The House of the Dead games are old. In fact, the original title penetrated our American arcade scene in 1996, which, ironically, was the year that Resident Evil took over our PlayStations. Two years later, Sega released The House of the Dead 2 in the arcades and later ported it to the Dreamcast, where it remains a system favorite. In 2002, House of the Dead 3 shambled into arcades, but because the American arcade scene had largely dissolved, the game was also ported to Xbox in 2003. Now, the latter two games have been compiled onto a single disk: House of the Dead 2 & 3 Return for Wii. The obvious light-gun potential of the Wii Remote helps make the game a whopping success, although there are instances when its arcade roots hold both games back from their true potential.    


    The House of the Dead plotline is laughably similar to that of Resident Evil’s, including the virtual duplication of some boss monsters and overall “biological weapon” theme. Just like the Mansion Incident, the zombies in The House of the Dead are accidental byproducts of a much more sinister experiment. At any rate, the comical storyline can’t get in the way of the pure fun which comes from shooting zombies in the head and watching chunks go flying in all directions.    


    For those of you who’ve never been to an arcade before (where, honestly, this series is a staple), House of the Dead is a basic rail shooter in which you’re given a pistol and shoot zombies as they come running toward you. Extra lives are earned by rescuing innocent civilians from the rampaging undead, and depending on how many zombies you’ve killed or people you’ve rescued, there are several branching paths in each individual level. Each level ends with an impressive boss fight which relies almost exclusively on pattern memorization and weak point spamming.    


    And it’s incredibly fun. I loved Umbrella Chronicles because it invoked The House of the Dead; this new package comes with all the goodies from the Xbox House 3 like Time Attack, while House 2 gets a boss rush and a unique “Original” mode featuring item collection (again, clearly inspired by the Resident Evil series (whoo!)). Whereas most of us didn’t have the excessive quarters to afford duel-wielding in the arcade, it’s entirely possible and outrageously satisfying on the Wii. Or, like old times, you can grab a friend and blow through the undead army together. This is a great multiplayer experience. What’s more, both players can calibrate the Wii Remotes in relation to where they’re sitting.    


    Unfortunately, Sega did nothing to hide the fact that this is an arcade game. “Player 1 (or 2) insert coin” flashes on the screen when somebody is dead or not playing. And it’s not like you can just insert that coin, either, because you only have so many lives (that is, quarters) until it’s Game Over. Eventually, you start earning Continues (more quarters) and extra lives which can be toggled in the options menu, but I much prefer the modern gaming approach, which has virtually phased out the concept of “lives” and “continues” and has implemented checkpoints and respawns. Maybe I’m just spoiled!    


    The package suffers from the exclusion of the original House of the Dead, although I suspect that it was not included specifically because it never received a proper console port in the past (the buggy Saturn version doesn’t count). Because the original game contains some important plot information, it would have been nice if Sega included collectable “files” like those in Umbrella Chronicles to further flesh out the story. As it stands, players unfamiliar with the franchise may be left in the dark regarding the plot.    


    While it’s disappointing that Sega didn’t include House of the Dead 4 in this package, House of the Dead 2 & 3 Return is a great value for the money. It’s a fantastic multiplayer game, and even if you’re just duel-wielding by your lonesome, blowing zombies apart is incredibly fun. If you liked Umbrella Chronicles (honestly, who didn’t?) or just like killing the undead in general, House of the Dead 2 & 3 Return is a must-buy. And if the storyline is that important to you, there’s always Wikipedia.

    Pros:
           

  • Duel-wielding Wii Remotes
  •  
  • New game modes
  •  
  • The games still look and perform great


  •        Cons:
           
  • Original game not included
  •  
  • Could've used spawn points instead of "Game Over"


  •                Graphics:  7.0
           They’ve held up very well, and being able to blow chunks off or out of the character models is still a great effect (really, how many game engines allow that?).

                   Sound:  6.0
           The dialogue is so terrible it’s funny, especially in House 2. The music has a sort of hurried, feverish sound to it, which fits with the overall pacing of the games. There are some really horrible voice actors, too—it’s like they pulled people off the street.

                   Control:  9.0
           Point at the zombie and press B. Press 1 to skip cinema scenes. Can’t get much simpler! Calibrating your Wii Remote’s IR sensor won’t be necessary for most people, but will probably help on larger and smaller televisions. It’s a painless process and only takes about a minute, and I’m grateful that Sega thought to add it for those readers who are still living in the dorms with little 17” screens.

                          Gameplay:  7.0
           House of the Dead lacks the depth of Umbrella Chronicles, although that’s like blaming chimpanzees for not being able to walk upright yet. Grenades would have been nice, though.

     


           Lastability:  7.0
           Mastering the main games will actually take longer than you think, and the other game modes are surprisingly fun. Beating the main game unlocks new modes, so keep at it! After you’ve had your fill of solo zombie-killin’, House turns into a great multiplayer offering.

     


           Final:  8.0
           I love these games just because they’re so simple and entertaining. They’re even better on Wii (get a handgun attachment if you’re hardcore), and they’re a great value for the money.  While I really wish that the original game were included in this compilation, the two games you get are fantastic.      


    Pages: 1 ... 4 5 [6] 7 8