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Messages - Halbred

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3976
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.


3977
TalkBack / Re: Mario Kart Wii should take a page from Wipeout
« on: May 27, 2008, 07:10:06 PM »
The Blue Shell is annoying, yes, but the other "f*ck you" items in the game are just as bad, if not worse:

1) Lightning Bolt
The computer always seems to know exactly where you are. Are you jumping over lava? Are you carrying a lot of momentum going around a corner? Are you on Rainbow Road? Expect a Lightning Bolt to screw you over, not only halting your momentum, but also throwing away your item(s) and making you fall into the lava and/or void of space!

2) POW Block
Here's the inside scoop: If you activate a trick on the very last pow-nd (HA!), you MIGHT avoid losing all your speed. But not always. And on the higher difficulties (150cc, Mirror), your opponents don't really seem affected by the POW Block.

3) Bullet Bill
Are you on a narrow stretch of road, or even a wide one? An opponent's Bullet Bill will always seem to smash into you, no matter where you are on the track. And if you're in, like, 12th place and manage to get a Bullet Bill, you'll leap ahead maybe FOUR PLACES. Like that'll do you any good.

4) Mega Mushroom
It's like a Super Star, but it sucks even more, because your opponent is huge and means to flatten you, thus causing you to spin out AND impeding your speed. W...T...F.

5) Blue Shell
Are you ahead of the pack on the final lap of a 150cc or Mirror course? You can be DAMN sure the Blue Shell will smash into you, followed, potentially, by a Red Shell, Lightning Bolt, Blooper, Bullet Bill, or any combination of the above! It's so agonizing it's almost funny!

3978
TalkBack / Re: IMPRESSIONS: Wii Fit
« on: May 22, 2008, 02:28:19 PM »
My wife and I love it so far. After forty minutes of yoga, aerobics, and weight training, I was sweatin'. I didn't think I was going to sweat! More impressive, though, was the sheer variety of things to do. I liked the jogging and the balance games a lot. I've already unlocked a lot of content--Wii Fit is good about keeping you motivated.

3979
TalkBack / Re: REVIEWS: Crosswords DS
« on: May 19, 2008, 04:25:22 PM »
I haven't seen any obvious pop culture references, but the game's difficulty really shoots up when you unlock the Hard puzzles. I mean, dang.

3980
TalkBack / Re: EDITORIALS: What Mario Kart Does Right
« on: May 16, 2008, 07:28:42 PM »
I'd like to note that you can see what your buddies are doing online, and if one of them is playing a Regional or Worldwide match, you can join their game and race with them in the next race.

The "Gamerscore" is also a huge plus. It lets you see how good you are in comparison to everyone else, and gives you motivation to really do well. The Wii Wheel icon is also kind of cool. It's a bragging right, especially the Golden Wheel. I use the GC controller for my solo 150cc races, but it's Wii Wheel all the way for online matches. Gotta keep up appearances!

I would actually prefer that voice chat remain absent from Mario Kart Wii. I've played voice chat games on the PS3 and 360, and virtually every game is dominated by one or two spastic loudmouths (CoD4 is a rampant example) who annoy everybody else. Mario Kart is a gentlemen's game. At least, I like to pretend it is, and the absence of voice chat allows me to keep up that charade.

You're absolutely right that Nintendo needs to impliment a feature wherein specific game codes are sent to your Wii Friends List automatically. In fact, and I'm sure we've all said this at one time or another, they could get rid of game-specific Friend Codes altogether! z

But overall, yes, Mario Kart Wii is the first Nintendo game to do online play right, and I hope they continue to learn from these early efforts.

3981
TalkBack / Re: Castlevania: Order of Ecclesia Details Emerge
« on: May 16, 2008, 07:16:49 PM »
I would guess that the "Glyph" system is just a rebranding of the Dawn of Sorrow/Portrait of Ruin magic system. Don't be mistaken--the magic systems were the same in both games, but different spells were just collected and used by different characters in Portrait.

I gotta be honest, here. I didn't really care for Portrait. I liked the idea of traveling to different worlds outside of the castle, but I couldn't stand the repeated environments and the forced grinding to level-up Jonathan's weaponry. I really like the Aria/Dawn of Sorrow gameplay, but grinding for spells should be eliminated. That part is just never fun.

3982
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.


3983
TalkBack / Re: REVIEWS: Crosswords DS
« on: May 16, 2008, 01:09:14 AM »
Hahahaha...I like this game more than Phantom Hourglass! :-D

3984
TalkBack / Re: Beyond Good and Evil 2 in Preproduction
« on: May 16, 2008, 01:07:43 AM »
SKEET SKEET SKEET!!!

For the uninitiated, BG&E is the best multiplatform game of the last generation. If you haven't played it, track it down TODAY.

3985
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.      


    3986
    TalkBack / Re: REVIEWS: Speed Racer
    « on: May 07, 2008, 04:18:24 PM »
    Ah, that was back when she had some weight on her and was curvy. Now she's stick-thin and the appeal has been lost.

    3987
    TalkBack / Re: Nintendo Ships Crosswords DS to Stores
    « on: May 06, 2008, 08:04:47 PM »
    If you like crossword puzzles (and word searches, and anagrams) it's a great game. It takes some experimentation to get some letters "correct" but once you figure that out, it's cake.

    Tips for getting your letters right:

    1) Try writing them from the top down.

    2) Try to use capitol letters, but if ever you're having trouble getting your letter recognized, try lower-case. Once and awhile that helps.

    3) The bigger and more exaggerated, the better. With letters like W and K, try to fill the entire square. The software does better with large, obvious letters than little scribbles.

    3988
    TalkBack / Re: Nintendo Ships Crosswords DS to Stores
    « on: May 06, 2008, 06:59:27 PM »
    I'm in the process of reviewing CrossworDS, and while the puzzling is quite fun, the writing recognition software has some problems (as it did in Brain Age). The letters E and K in particular are problematic.

    3989
    TalkBack / Re: This Week’s Virtual Console
    « on: May 05, 2008, 07:34:37 PM »
    I nabbed Puzzle League today. I still have my copy of Tetris Attack on the SNES (and honestly, the Yoshi's Island theme is much more tolerable than the Pokemon one), but Puzzle League has that cool sort-of-3D mode.

    I don't remember James (of Team Rocket) being this freaking GAY.

    3990
    TalkBack / Re: REVIEWS: Mario Kart Wii
    « on: May 03, 2008, 06:43:02 PM »
    I couldn't agree more with Jonny's review. 7.5 is a perfect score, and all of his reasons are completely valid. The item-spamming is much worse in this game than in previous games (even Double Dash). Even at the 100cc level, I'm getting smashed by multiple Blue Shells, Bullet Bills, and Super Stars than ever before. What's more, I noticed an ugly trend that perhaps Jonny didn't pick up on:

    The higher the difficulty level, the worse your access to powerful items, even at the back of the line.

    Example: You're in 9th place in a 50cc race. You get a Bullet Bill and shoot ahead to 3rd. Next, you're in 9th place in a 100cc race. The best item you can get seems to be a Triple Red Shell. Yeah, that'll help a LOT. Finally, you're in a 150cc race in, again, 9th place. Your best item? Let me tell you what I got one time: A Lightning Cloud. On the final lap. GREAT.

    The single-player game suffers from rubberband AI, opponents who want your head on a stake, and terrible item distribution. The 150cc game is beyond frustrating.

    It's lucky the online matches are damn awesome!

    3991
    TalkBack / Re: Earthbound Bound for the Virtual Console
    « on: May 02, 2008, 06:36:07 PM »
    Which will we get first? This or Zombies Ate My Neighbors?

    Neither. First we'll be treated to Hey You, Pikachu!

    3992
    TalkBack / Re: Earthbound Bound for the Virtual Console
    « on: May 02, 2008, 06:14:59 PM »
    I am compelled to offer some troubling news, true believers.

    Just because a game is RATED by the ESRB for the VC does not guarantee it will be released on the VC. There are several games which have been approved but have not been released. However, I somehow doubt that Earthbound will be one of those games, as its fanbase is such that it would make plenty of buck here in the States.

    So keep those candles burning, and in the name of Miyamoto, pray for the release of Earthbound...and soon!

    3993
    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.


    3994
    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?      


    3995
    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.


    3996
    TalkBack / Re: REVIEWS: Mario Kart Wii
    « on: April 21, 2008, 08:26:51 PM »
    I'll buy it. I'll buy it the day it comes out. But I do so cautiously. As Lindemann and I have discussed, Mario Kart seems to be a "checklist" title that Nintendo feels the need to spit out for every console and handheld. The quality of this game (compared to the others) seems questionable according to Greg's excellent review. I look forward to the online play, but the omnipresent Blue Shell disasters and retro tracks make me cringe. I already played a bunch of retro tracks in Super Circuit and Kart DS. Just give me more NEW ones!

    3997
    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.      


    3998
    Nintendo Gaming / Re: The Subspace Emissary Sucks
    « on: April 16, 2008, 04:34:23 PM »
    I like Subspace, but I'm stuck at 98%. There are flags in both areas of the Halberd and like...the Wilds or something, and I'm not sure how to get those extra 2%.

    I'm kind of irritated that Trophy Stands only pop up at random intervals during boss fights, and usually not at all. I got a Trophy Stand during the first ten seconds of the Rayquaza fight and I was like "oh, COME ON." It disappeared before I could do significant damage to the beastie.

    3999
    TalkBack / Re: Castlevania: Order of Ecclesia Rated by the ESRB
    « on: April 16, 2008, 04:19:34 PM »
    I wasn't crazy about Portrait, but I loved both Dawn and Aria of Sorrow. I'm a Castlevania nut, so I'm looking forward to this new one!

    4000
    Nintendo Gaming / Re: Your Online Experience with Brawl
    « on: April 08, 2008, 06:49:10 PM »
    Question:

    One of my friends is online. I join his game. I select a character. A little message pops up that says "the rules have been changed." I'm disconnected. I curse and scream, but try again.

    This time I succeed...in getting to the Sandbag waiting area. The fight never actually begins, and when the timer hits zero (nobody else is apparently fighting, even though...my friend has set up a game) I'm disconnected again.

    So, I guess my question is...WTF?!?

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