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Messages - Halbred

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3951
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.      


    3952
    We've got a local version of GameStop called Microplay. I have to give them lots of credit. They usually give more in-store credit than GameStop would, the people there are REAL PEOPLE with knowledge of gaming, and their prices aren't ridiculous.

    The drawback is that, being local, Microplay usually has to go through different vendors than chain stores, so there are times where release dates aren't met. They simply don't do pre-orders (and I applaud that). You can choose to put your name on a list and they call when the game comes in, but it's not reserved for you.

    3953
    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.      


    3954
    Dude, just open it. It's a CD and an art book. And there's a little DS card case that's perfect for travel.

    3955
    I hate GameStop with a passion. The clerks are idiots, they're unaware of what games come out when, they overcharge ($24 for MP2? Really?), and very very often, they simply don't have the games I want. I don't dare divulge how many times I've called them, asking if they had something, hearing that they did, running down there right away, and finding out that no, actually, they DON'T.

    So I've stopped supporting the company entirely. The one time I pre-ordered a game from them was online. It was Portrait of Ruin, because I wanted all the awesome bonus swag. And I got it. And it was awesome. But Secret Agent Clank comes with a Clank figure (pre-order only) but I just don't care anymore. I didn't even flinch when they offered that kick-ass bonus stuff for MGS4. I'll just find it somewhere else later.

    Best Buy is pretty much my gold standard now, but up here in Alaska it's tough to get games on the release date sometimes. Unless it's an uber-popular title (like MGS4), our stores don't get games for a few days after it's announced in the paper ad.

    3956
    TalkBack / Re: Bye Bye, Wii!
    « on: June 16, 2008, 03:06:22 PM »
    Smash Bros. You know how it says "Awaiting Registration?" A few more people who had been awaiting are now registered. But not many.

    3957
    General Gaming / Re: Metal Gear Solid 4: Guns of the Patriots
    « on: June 13, 2008, 06:55:14 PM »
    Meryl is hot. I mean, that's a given, but in this game she's hot.

    3958
    General Gaming / Re: Official NWR PAX 2008 Thread
    « on: June 13, 2008, 06:53:17 PM »
    Hey now, sweats are awesome. Comfy, lightweight, and you can reach into the pockets when you're sitting down.

    3959
    TalkBack / Re: Bye Bye, Wii!
    « on: June 13, 2008, 06:52:03 PM »
    So I got my machine back yesterday (they're quick--I sent it in on Monday). I think there are some new parts! The Godzilla stickers are still there, but they fixed the irritatingly stuck screw in the GC controller port (don't ask), and cleaned out all the Dr. Pepper from the On/Reset/Eject buttons! Now they click! It's so beautiful!

    And Smash Bros. works. And more people have registered on my machine but not, of course, the vast majority of them.

    3960
    TalkBack / Re: Bye Bye, Wii!
    « on: June 11, 2008, 07:22:03 PM »
    Um...sure? We'll see if the Godzilla stickers remain upon the system's return. Only then will we know for sure.

    3961
    General Gaming / Re: Metal Gear Solid 4: Guns of the Patriots
    « on: June 11, 2008, 03:15:27 PM »
    I'm picking this game up tomorrow morning and potentially taking the day off from work to play it. MGS 4EVR!

    3962
    General Gaming / Re: Official NWR PAX 2008 Thread
    « on: June 11, 2008, 03:14:10 PM »
    I'm going, but I haven't booked a hotel yet. I'll probably just stay in the one they recommended. I was just in Seattle last month, looking for hotels while my wife attended an English conference. They're all expensive downtown, it's just a matter of figuring out which one is the LEAST expensive.

    I will be wearing gaming shirts every day. And sweats. I hate jeans. And I'll probably have a drawing pad.

    3963
    TalkBack / Re: Bye Bye, Wii!
    « on: June 11, 2008, 03:11:03 PM »
    My NES had much the same problem. The light would just blink on and off, the TV screen teasing me with a half-second of game every second. At that point, it was about time to get an SNES, so I wasn't too worried about it. Still, it was hideously annoying, and I later learned that getting the problem fixed would have been as expensive as buying a new NES.

    I got an email from Nintendo today saying that the repairs were done and my Wii is being shipped back. That was QUICK!

    Now, my friend Scott suggested that what Nintendo actually does is just pop your Wii's memory core out of the unit and toss it in a different unit, thus essentially giving you a new Wii. That would kick ass, because the Dr. Pepper problem would be solved entirely, although my awesome Godzilla stickers would be gone.

    3964
    TalkBack / Re: First Comes Love, Then Comes Marriage...
    « on: June 11, 2008, 03:07:12 PM »
    Dang, a wife who enjoys gaming? I envy you, sir.

    I liked Minish Cap a lot, but you're right, it's kind of a vague Zelda game. The shrink/grow thing was kind of cool, but I think it resulted in more wasted time than anything else in that game.

    3965
    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,


    3966
    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.


    3967
    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?


    3968
    TalkBack / Re: Darkrai Drive By? Not Quite
    « on: June 02, 2008, 06:33:49 PM »
    I got Darkrai through a trade with a fellow trainer. The creature may or may not have been as a result of a GameShark code.

    I don't really play with Darkrai. I generally found that Dark-types suck offensively. I like to go straight for the kill with my Dragons and Original Team.

    3969
    TalkBack / Re: IMPRESSIONS: Guitar Hero: On Tour
    « on: May 30, 2008, 08:37:08 PM »
    That's not...awful.

    3970
    TalkBack / Re: IMPRESSIONS: Guitar Hero: On Tour
    « on: May 30, 2008, 07:55:27 PM »
    I'll buy it, play it, love it. I'm very excited, despite the awful track list. Any word on how much it'll cost?

    3971
    TalkBack / Re: PREVIEWS: Guitar Hero: On Tour
    « on: May 30, 2008, 07:34:08 PM »
    Subway
      Do What You Want – OK Go Yeah, this song just screams Guitar Hero.
      All the Small Things – blink-182 *sigh*
      Spiderwebs – No Doubt Good song, but it's not really a Guitar Hero song, is it?
      Are you Gonna Be My Girl – Jet GOD NO.
      We’re Not Gonna Take It – Twisted Sister The only worthwhile track thus far. Too bad I already sang it a lot in Singstar 80's.


    Rooftop  All Star – Smashmouth Overplayed piece of crap.
      Breed – Nirvana Alright, Nirvana's cool.
      Jessie’s Girl – Rick Springfield Fine.
      Hit Me With Your Best Shot – Pat Benatar Wasn't this already in Guitar Hero 80's?
      This Love – Maroon 5 F*CK NO.


    Parade  Heaven – Los Lonely Boys Never heard it.
      Helicopter – Bloc Party REPEAT
      China Grove – The Doobie Brothers Anything by the Doobie Brothers is cool by me.
      Rock And Roll All Nite – Kiss (*Cover) REPEAT...AGAIN
      What I Want – Daughtry DAUGHTRY? SERIOUSLY?


    Greek Arena  Jet Airliner – Steve Miller Band (*Cover) Sounds good.
      Black Magic Woman – Santana (*Cover) IT'S LIKE GUITAR HERO 3 DS
      Stray Cat Strut – Stray Cats Meh.
      La Grange – ZZ Top (*Cover) I MEAN, COM'ON.
      Youth Gone Wild – Skid Row (*Cover) How about Skid NO?   

    By far, the worst track list ever. Virtually no effort, I feel, was put into this soundtrack. Will I still buy the game?

    Probably.

    3972
    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…      


    3973
    TalkBack / Re: Teaching an Old Vampire Hunter New Tricks
    « on: May 29, 2008, 03:19:40 PM »
    Old Axe Armor. If you kill 1,000 OAA's in the main game, you unlock a new "mode" in which you play as an OAA.

    3974
    TalkBack / Re: Teaching an Old Vampire Hunter New Tricks
    « on: May 28, 2008, 07:51:35 PM »
    Oh god. I didn't unlock OAA. That would have driven me nuts.

    3975
    TalkBack / Re: Gaming for $20
    « on: May 27, 2008, 08:04:27 PM »
    Oh, I want Penny Arcade so bad!

    I'm just unsure of whether it will run on my computer. It's just a standard desktop PC--no fancy graphics cards (just an integrated one--my brother claims it's all drivers).

    It will run all of my old games, though, like Grim Fandango, Croc, Earthworm Jim, and SimCity 3000. I'm sure none of those are as graphics-demanding as PA, though. Will the game (or the website I download the game at) tell me if my computer isn't up to speed?

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