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Topics - gbuell

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Nintendo Gaming / Aliens: Colonial Marines Won't Be Coming to WiiU
« on: April 05, 2013, 01:54:53 PM »
http://www.polygon.com/2013/4/5/4187592/aliens-colonial-marines-wii-u-canceled


Maybe it would be more efficient to put game cancellation announcements for Wii U in one big thread, otherwise this forum might end up flooded with these threads. This is getting depressing.

2
General Chat / Comics Recommendations
« on: June 24, 2012, 11:43:24 PM »
Anyone got good comic recommendations for me? I'm not very interested in superheroes (unless they're fairly cerebral and self-contained stories, like Watchmen.) I've read and enjoyed Y: The Last Man, and I am currently reading Morning Glories and Saga, but beyond that I have pretty much no experience with comics. I'd like to get into some more fairly new comics that won't require a massive time and money investment to catch up on. Any ideas?

3
TalkBack / Blaster Master NES Sequel Coming to Virtual Console
« on: January 01, 1970, 03:00:00 AM »
The rare PlayChoice-10 arcade release is coming to Virtual Console at the end of April.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=22834

 Sunsoft announced today that Blaster Master: Destination Fred, a rare arcade-only sequel to the NES classic Blaster Master, will be releasing on Virtual Console on April 26.    


Blaster Master: Destination Fred was originally released as an arcade-only title for the Nintendo PlayChoice-10, a stand-up arcade cabinet released by Nintendo in 1986 that allowed arcade gamers to choose from a pre-programmed selection of 10 NES games.  Destination Fred was a late test release on the system, appearing only briefly in select locations around Los Angeles, California in 1989/1990.  According to Victor Ireland there were only nine cartridges of the game in existence, all of them in storage at the Sunsoft Japan offices.    


The sequel has Jason and his tank "Sophia" being micronized and injected into Fred, the pet frog rescued in the original game.  The goal is to eliminate microbots that have been injected into Fred before they kill him.    


Blaster Master: Destination Fred will cost 500 Wii Points.    


BLASTER MASTER™:  DESTINATION FRED COMING TO WII VIRTUAL CONSOLE    


Redding, CA –  April 1, 2010 – Sunsoft, a division of SUNCORPORATION  (JASDAQ: 6736), has today announced that Blaster Master™:Destination Fred will be released for the Wii Virtual Console on April 26th.    


Originally created for the Nintendo PlayChoice-10 arcade system, and tested in only a few locations in and around Los Angeles, CA during 1989/1990, Destination Fred is a continuation of the story started in the original Blaster Master™, and a proper sequel to the beloved NES classic.  The game has been lost to the market since the original test market timeframe, and was never released for the home NES. "I was blown away when I saw these", said Victor Ireland about the PlayChoice-10 cartridges stored away at Sunsoft Japan's office. He then continued, "When I was going through boxes of stored code, promotional items, and ROMS to see what we had on hand to release for the US Virtual Console market, finding these nine completely unknown cartridges literally stunned me. I knew it had to be put up on the Virtual Console as fast as we could make it happen."    


The game centers on Fred, Jason's pet frog that was rescued in the original Blaster Master™ game. The Plutonium Boss intended to inject microbots into Fred and Jason so they would be destroyed even if Jason defeated him, but he only managed to inject Fred.  After the opening story, the game begins with Jason and Sophia being miniaturized and injected into Fred to seek out and destroy the microbots and the diabolical structures they are creating inside Fred that will soon prove fatal.  "It's a pretty clear video game spin on Fantastic Voyage kind of adventure.", Ireland stated.    


Kiharu Yoshida, President of SUNCORPORATION added, "I am happy that we can offer such a satisfying game to fans in the US. Perhaps now this will not seem too hard to complete. Please enjoy it."    


The lost treasure of Sunsoft's archive, Blaster Master™:Destination Fred will be released for the Wii Virtual Console on April 26th for a completely reasonable 500 Wii points.


4
TalkBack / REVIEWS: ShadowPlay
« on: February 21, 2010, 12:10:10 PM »
Shadow puppets without the puppets part.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=22600

 ShadowPlay is something new. Eliciting feelings similar to those you got as a kid when you realized that creepy shadow on your bedroom wall was just your baseball glove hanging on your bedpost, Deep Fried Entertainment's WiiWare title is about shapes, perspective, and how they interact. The game is based on one of the simplest game concepts you can find: manipulate objects such that their shadows create a certain image on a wall.  It relies on fun, intuitive and responsive motion controls (made possible by Wii MotionPlus) to eliminate the divide between the screen and your hands. ShadowPlay mostly succeeds, but there are things that could have been done with this gameplay mechanic that simply aren't realized here.    


ShadowPlay features 100 puzzles, each one consisting of a set of everyday objects such as basketballs, knives, frying pans and clothespins, and a shape outlined on a projector screen in front of you. The puzzles are divided into category by shape, and they depict things like animals, vehicles, sports equipment, and more. The goal is to complete each puzzle be making your shadows match the outline to a certain degree of accuracy.    


As the puzzles progress, the shapes outlined on the projector screen become more and more complex and require the use of more and more objects to match them. The way the game determines how "close" you are to the shape on screen is never really explained - it simply gives you a chime once you've gotten close enough to pass the level, and an icon in the corner turns bronze, silver or gold, depending on your degree of accuracy. The game keeps track of which medals you've achieved for each puzzle, as well as the fastest time in which you were able to complete it.    


Once you grab an object from the edge of the screen, it floats in midair in front of you, projecting its shadow on the projector screen. You never see the light source itself, as that's behind the view of the camera. It's your job to grab the object with the A button and either move it around in front of the screen, or rotate it by tapping the B button and rotating the remote. This is where the real magic of the game is - the object smoothly and quickly rotates on all 3 axes in exactly the same way your remote is rotating (this method of rotation only applies if you are using Wii MotionPlus, but you can still play the game if you don't). If you find yourself needing to rotate an object farther than your wrist will allow, you can simply tap B again to get out of rotation mode, move your hand to a more comfortable position, and tap B again to start rotation mode back up.    


A helpful trick that I discovered a few puzzles in is to orient your remote along the axis of the object you're manipulating - that is, if you're rotating something long like an umbrella or a fork, rotate your Wii remote to match the 3D orientation of the object on screen, and THEN press B to activate rotation mode. It's much easier to rotate an object accurately if the object in your hand matches the object on screen; so much so that it would be helpful to somehow be alerted to this fact, encouraging you to get your remote in the correct position before starting rotation mode.    


As fun and intuitive as the control scheme is, the game doesn't really change from the first puzzle to the last, and a sense of repetition quickly sets in. One opportunity that was missed is the ability to animate your creations by moving the Wii Remote; this is closer to the concept of "shadow puppets", and a lot of puzzle possibilities could have been opened up.    


Another problem to be aware of is the fact that ShadowPlay really doesn't work without MotionPlus. If you don't have it, you can still rotate objects with the Nunchuk, but this requires a very unintuitive and awkward setup, as you have to hold down C or Z to select a certain axis on which to rotate, using the control stick to turn the object. It feels wonky and uncomfortable, and frankly they should have removed the possibility altogether by making the game explicitly require Wii MotionPlus. I would hate to be the guy without MotionPlus who downloads this game based on what seems like a cool concept.    


The graphics are simple but well done; each of the objects you manipulate looks fairly realistic, and the lighting is clear and precise. Each puzzle's projector screen has a nice background suited to the puzzle theme, like a sports arena for a sports-themed puzzle, or an aquatic theme for a water animal puzzle. The projector screen's surroundings are modeled to resemble an old low-budget movie theater. The look is simple and unassuming, but lacks a bit of color and flair.    


Sound effects in this game range from bleeps and bloops to indicate when you've selected an object or a menu item, and a little thematic "payoff" sound effect when you've completed a puzzle, such as a duck quacking once you've finished creating a duck on the screen. The music is ridiculously repetitive, with one short cartoon-mystery-style song playing during each of the puzzles. In a game that requires a lot of looking at the same screen and making multiple slow, subtle movements to complete a puzzle, a little soundtrack variation would have gone a long way to spice up the experience.    


Beyond the 100 puzzles themselves, there is a also a Free Play mode in which you can choose from 29 different objects to create whatever shape you want on the wall. This is fun for a few moments, but there's no permanence to your creations. The ability to take a screenshot of the shapes to create here and send it to your Wii in a message would have greatly improved this option. As it is, once you've made a shape here, all you can do is get rid of it and make a new one. There is some replay value in going for gold medals and quicker puzzle completion times, however.    


The value of ShadowPlay boils down to its controls and concept.  Manipulating objects in 3D space feels perfect here. This is the sort of thing I imagined doing on the Wii since it was first announced. It's unfortunate that no one is really taking a similar mechanic of complex object manipulation and creating a truly varied game with it. This game nails the control aspect, but what you're doing with it is ultimately too simple and repetitive. It almost feels like a long tech demo, showing off the capabilities of Wii MotionPlus but lacking a robust game design to support them. Still, there is pleasure to be had here, and there's certainly nothing else like it out there.

Pros:
       

  • Wonderful intuitive motion controls, assuming you have Wii MotionPlus
  •  
  • Unique, simple game concept
  •  
  • Lots of puzzles


  •        Cons:
           
  • Not enough gameplay variation
  •  
  • Very repetitive soundtrack  
  •  
  • No way to save your Free Play creations


  •                Graphics:  7.5
           The game features realistic objects and good lighting, but there's just not much color or animation to be found.

                   Sound:  6.0
           Completing a puzzle rewards you with a nice, thematic sound effect, but the soundtrack is way too repetitive; one song isn't enough.

                   Control:  7.5
           They nailed the controls here, assuming you have Wii MotionPlus. Rotating the objects on screen feels like second nature. Stay far away if you don't have MotionPlus, however.

                          Gameplay:  6.5
           ShadowPlay is a cool concept and occasionally offers very challenging puzzles, but there's just not enough variation. Every puzzle plays exactly the same, only with a different level of difficulty.

     


           Lastability:  7.0
           Free Play gives you some freedom to make your own creations outside of the included puzzles, but there's no way to save them. Going for the gold medals and beating your previous completion times gives a bit of replay value.

     


           Final:  7.0
           Go for ShadowPlay if you want to see a perfect demonstration of what Wii MotionPlus can do, and if you want a simple, relaxing puzzle game to pass the time. Just don't expect the gameplay to change as you progress.      


    5
    General Gaming / X-Wing/TIE Fighter space flight sims
    « on: February 21, 2010, 02:02:49 AM »
    I just want to throw this out there - did anyone else get absolutely addicted to the X-Wing series of flight sims from Lucasarts in the mid 90's? Especially the second one, TIE Fighter. Still one of the best game series of all time. I'm just geeking out over it because I was recently able to get the collector's editions of those games running on Windows XP, and they are bringing back countless hours worth of memories. Before I owned any console, this is what I played. (Also Commander Keen games.)

    6
    TalkBack / IMPRESSIONS: Ace Attorney Investigations: Miles Edgeworth
    « on: February 01, 2010, 11:25:23 PM »
    Stand behind the prosecutor's desk in this new addition to the Ace Attorney series.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=20880

     Ace Attorney Investigations: Miles Edgeworth Demo Impressions    


    Today, Nintendo released a demo of upcoming DS game Ace Attorney Investigations: Miles Edgeworth on the Wii's Nintendo Channel. The game is due in stores in a few weeks, and is firmly in the vein of the previous Ace Attorney games, which had you playing in the shoes of defense attorneys Phoenix Wright and Apollo Justice. This time around, however, you get to see things from the other side of the courtroom, as you're taking control of Miles Edgeworth, the prosecutor who was Phoenix Wright's main adversary in previous games.    


    Capcom definitely has the development of these games down to a science. The interface and narrative style will be immediately familiar to anyone who has previously played an Ace Attorney game. The presentation is identical, down to the fonts and the music. The demo starts with a short cutscene consisting of some anime-style stills of a murder taking place in an attorney's office. After that, you enter as Miles onto the crime scene, where a couple of cops are taking evidence. The action occurs on the top screen, while you use your stylus on the lower screen to move Miles. You can also use the D-pad to move Miles around, which feels a lot more precise. This is actually a new feature for the series, as the previous games never actually showed Phoenix walking around the environments; you were simply shown a scene on the lower screen, and you poked around it with your stylus.    


    Turns out the attorney's office in which the murder took place belongs to Miles Edgeworth, who has just returned from a month-long vacation. Shortly after arriving, you are joined by Detective Gumshoe, a reliable standby from the older Ace Attorney games. He's there primarily to give Miles someone to bounce information off of, giving the character an excuse to lay out the importance of each piece of evidence in the room. As you move close to an important item in the scene, an Examine button appears on the lower screen, and tapping it lets you check it out more closely, often switching to a zoomed in view of part of the crime scene that lets you examine even smaller details more closely.    


    When you find something important, it either gets added to your Evidence menu, or, if you simply discover an important piece of information, it gets added to your Logic menu - another new addition. In the demo, you find out that the victim was a cop, and that the murder weapon was a standard-issue police revolver. Once those pieces of information are in your Logic menu, you can physically "connect" them by tapping them with your stylus and pressing Connect. Once you do so, some new information is created, propelling the investigation forward. This is a welcome addition, as the older games usually required you to hunt down a certain character and show them a piece of evidence in order for an important logical connection to be made. Now Miles can come to conclusions all on his own.    


    The demo is short, allowing you to search a single crime scene and come up with a couple of Logic connections. The courtroom portion of the Ace Attorney games isn't available in the demo, which is a shame, as that's the most iconic part of the series. Nevertheless, the addictive brainy investigative gameplay seems to remain totally intact here, while the few new interface additions have the potential to spice up the experience a bit.    


    Ace Attorney Investigation: Miles Edgeworth will be available for the Nintendo DS on February 16th, 2010.


    7
    TalkBack / REVIEWS: Diner Dash: Flo on the Go
    « on: December 05, 2009, 03:30:10 PM »
    Diner Dash: Flo on the Go brings the stress of waiting on tables right to your pocket!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=20489

     If there's one thing Diner Dash has taught me, it's that I never want to work in a restaurant for as long as I live. That's not necessarily because Diner Dash is no fun, but I just know that in real life, I could never handle the sheer amount of anger I seem to inspire in the game's customers.    


    For those who don't know, Diner Dash is a frantic restaurant simulation franchise that first appeared as a lightweight downloadable computer game, and has since been ported in various forms to the Nintendo DS, the iPhone, Xbox Live Arcade and a variety of other platforms. Actually, "restaurant simulation" might be putting it too strongly - there's no managing income or opening new locations in this game; instead, the game focuses on the fast-paced world of waitressing. In this installment, the main character, Flo, and her friend Darla are heading on a cruise for a much-needed vacation.  But when they lose their luggage in the opening scene, they are forced to work in the ship's restaurant to earn some cash to get their wardrobes back together. Pretty lame vacation if you ask me!    


    As in previous Diner Dash games, the gameplay area consists of a dining room with tables of various sizes, a counter where the food is cooked, and a bus tray. Customers come in and you have to seat them, take their order, bring their order to the food counter, grab their food when it's prepared, take it to the table, hand them their bill when they're finished, and take their dirty dishes to the bus tray. Simple enough when you're dealing with a single customer, but unfortunately, you never are. Customers keep coming and coming, and each customer is usually in a different stage of their meal than all of the others, so keeping track of where to go and in what order becomes a gargantuan task. The longer customers have to wait for anything (whether it's being seated, receiving their meal, receiving their bill, etc.), the less happy they become, as indicated by a heart graphic that slowly depletes as time goes by. You can also see a customer's happiness level through their facial expression, and a simple scowl can feel surprisingly cutting when you're doing your best to dash around and fulfill everyone's needs.    


    As the game progresses, layers of complexity are slowly added to the basic gameplay.  An optional drink dispenser can raise a table's happiness level, a mop can be used to clean up spills, and different customer types need to be placed strategically (keep those crying babies away from the other customers!). On top of that, different customers wear different-colored clothes, and arranging them at tables to sit in matching chairs can net you some extra points. The game reaches a surprising level of complication once all these extra elements are thrown into the mix, and it's pretty easy to lose your head trying to take care of everything that's going on.    


    The entire game is controlled with the stylus, and it works very well. This is one of those games that could never work well with buttons, and as such, it's perfectly suited to the DS. The real fun comes when you realize you can "stack" Flo's movements - that is, you can select her destinations faster than she can actually move to them, and the game remembers where you've been clicking such that Flo catches up eventually. Once you get the hang of it, you can reach a certain level of Zen as you smoothly click on the places Flo needs to go and simply trust that she will get there in the right order. Once you achieve this level of mastery, the gameplay can become quite addictive and satisfying.    


    However, the game's low-budget roots are evident in its graphics and presentation. The graphics are SNES-quality at best, featuring low-detail cartoon-style character sprites. Some of the interface elements are so small and pixelated that they are difficult to interpret, such as the little thought bubble that appears over customers' heads when they want their area mopped. It took me a while to figure out what the heck they were asking for. It's reasonable to expect a certain level of flash and polish when playing a game on a modern platform such the DS, and this game simply doesn't deliver. Cutscenes between sections of the game are weak as well - the story takes place in the form of comic-style panels, with word bubbles that don't actually contain any words. The words are located on the second screen, making for a pretty confusing reading experience. Fortunately, these sequences are short and inconsequential.    


    Diner Dash features little in the way of bonus content. There is a story mode, in which you play increasingly difficult levels and your vacation progresses from a cruise ship to a train to an island and beyond; there is an endless shift mode, in which you wait on customers until too many of them get fed up with your service and leave; and there is a multiplayer mode requiring each player to own their own copy of the game (which seems pretty ridiculous for a game of this graphical simplicity). You can customize Flo's outfit with pieces of clothing you earn by completing levels in the story mode, but most of the clothing is pretty nondescript, and in Flo's pixelated gameplay form, it's difficult to tell what she's wearing anyway. You can also occasionally upgrade the restaurant's furniture, which affects the gameplay in no way whatsoever.    


    The game's soundtrack features catchy background tunes that stylistically match Flo's current locale, and it never gets too frantic or repetitive, which is nice. The sound effects are decent, with chatting customers, crying babies, and cooking sounds emanating from the kitchen area blending together to give the restaurant a fair level of atmosphere.    


    Overall, the game can be quite fun, but it doesn't offer much in the way of gameplay variety, and the presentation is on par with online Flash games. I would be hard pressed to recommend the DS version of Diner Dash when the same game can be had on the PC for a much lower price. Unless you really need to play this one "on the go", there are better ways to get it.

    Pros:
           

  • Fast-paced addictive gameplay
  •  
  • Stylus controls work very well
  •  
  • Pleasant sound design


  •        Cons:
           
  • Disappointing graphics
  •  
  • Threadbare story
  •  
  • Limited replayability


  •                Graphics:  6.0
           These graphics are way too simple; the game looks like a low-end web game. I expect a little more pizazz from a handheld console game. But they are functional enough and occasionally fairly cute.

                   Sound:  7.5
           The various restaurant denizens make quite a bit of racket, and the music is simple but never too annoying or repetitive. You won't feel the need to mute this game unless you just hate crying babies.

                   Control:  8.5
           This game lends itself perfectly to stylus control, and you'll soon find yourself plotting Flo's course with ease.

                          Gameplay:  8.0
           The game mechanic can be really addictive once you get the hang of things, but each level feels like a more stressful version of the last. Variety is introduced through a few different elements, however, so the gameplay doesn't become too stale too quickly.

     


           Lastability:  6.0
           You likely won't find yourself playing through this game over and over, and there's nothing really useful to unlock. It could be good for a quick romp when you've got some downtime and feel like you're not accomplishing anything, though.

     


           Final:  7.5
           If this gameplay style suits you, you can really get addicted quickly. However, the DS version doesn't do much to spruce up the simplistic budget-game feel of the series, and the content feels sparse.      


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