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Messages - TheYoungerPlumber

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1276
The last drop of coffee is the both the richness of the cup and the bitterness of its conclusion.

...For anyone new to the series, the first game's distribution was a bit messed up, so new copies at retail are not likely.  However, you can probably find a used copy at your local GameStop. Other options for new & used include:
Amazon
EB Games/GameStop Online
eBay

1277
TalkBack / REVIEWS: Phoenix Wright: Ace Attorney Trials and Tribulations
« on: November 16, 2007, 02:13:45 PM »
"The name's Wright.  Phoenix Wright...Ace Attorney."
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=14825

 Capcom's Gyakuten Saiban series, interactive novels that give players the chance to solve murder mysteries, is very popular in Japan. While it started on the trusty GBA in 2001, ports have since spread to cell phones and Nintendo DS.  Fortunately for us, Capcom decided to introduce the series to English speakers along the way, and the Ace Attorney series remains a crowd pleaser as Trials & Tribulations (T&T) concludes the Phoenix Wright trilogy.    


For those still unfamiliar with the series, Phoenix Wright is a talented, unconventional, and trusting young defense attorney who must defend his clients—usually innocents accused of murder—by investigating and arguing in court.  Phoenix lives in a fictionalized, anime-inspired version of our world; the English translations implausibly insist Phoenix practices in America and not Japan. While the series adopts certain concepts from real judicial systems, it by no means mirrors actual courtroom or investigative proceedings.  Evidence contamination, rushed trials, and other no-no's are embraced in the interest of a compelling, dramatic narrative. Of course, you shouldn't be expecting a courtroom simulator when your sidekick is a genuine spirit medium.    


The game design remains unchanged from Justice for All, which in turn only slightly augments the original's.  The low-tech presentation is menu and text-based, with limited (but loveable) sprites and sound effects. You can use either the touch screen or D-pad + buttons to navigate and examine crime scenes, question witnesses, and gather evidence.  In the courtroom you must cross-examine witnesses by questioning testimonies and presenting evidence to reveal lies, discover the truth, and ultimately prove your client's innocence.    


Truth be told, the linear, multiple-choice-question gameplay isn't the series' primary draw. Sure, it's neat to play lawyer, point out contradictions, and yell, "Objection!" into the microphone, but the game's appeal really lies in its characters and their interactions. Phoenix's hodgepodge entourage of spirit mediums and deadbeats is still adorable, although the continued involvement of prior clients in unrelated murder cases is a bit silly. The franchise's humor is in full-force: crazy character designs, pop culture and video game references, and word play continue to amuse. And as with the first two games, it's always fun to see villains slowly lose their cool and transform in both attitude and physical appearance as the truth unfolds.    


More than anything it's the hilarious and dramatic courtroom banter that has captured fans' hearts. As usual, because of Phoenix's by-the-skin-of-his-teeth defense strategies, he is constantly pinned down and chewed out until he somehow manages a turnabout victory. Trials and Tribulations introduces yet another prosecuting attorney bent on ruining Wright. Godot is a sly, coffee-fueled renegade with a mysterious past and a passion for offbeat philosophies. While Godot cannot compete with legendary prosecutor Miles Edgeworth from the original Phoenix Wright, his rugged, confident attitude and biting retorts are far more satisfying than the shallow ramblings of Franziska von Karma from Justice for All.    


While each case mostly stands alone, the subplots spanning them are also part of the games' charm.  This rings especially true for Trials & Tribulations, which takes place both before the first game and after the second as you play as Phoenix in the present and his deceased mentor, Mia Fey, in the past to solve separate yet intertwined cases.   In doing so, the narrative brings the trilogy full-circle, resolving loose ends and cementing relationships. Cases are also cleverly presented out of temporal order, introducing brilliant twists of dramatic irony.  Like Justice for All, you could certainly play this entry first, since Phoenix and the others reminisce as needed to fill in vital details, but prior cases would be spoiled, dialog would go unappreciated, and fan service would be utterly wasted. Do yourself a favor and play them all in order.    


The game's shortfalls shouldn't be surprising to anyone who has played either of the prior games.  Sometimes the defense must press the sections of a testimony in a particular order for no clear reason. This occasionally caused me to think I was pursuing a wrong angle when I was, in reality, correct. Similarly, when presenting evidence in court or during investigations, relevant evidence may not be among the correct choices according to the game, or you might be presenting the correct evidence against the wrong portion of a testimony. This happened to me with greater frequency in T&T, causing some minor frustration.  Additionally, the player can present the correct evidence for the wrong reason or by brute force, which goes against the spirit of solving a crime. On a good note, the text no longer chronically suffers from the awkward sentence structures found in Justice for All, but a smattering of typos and singular-plural mismatches still holds this game back from reaching the original's incredible quality.    


While Capcom is known for milking its franchises, Trials and Tribulations is not a mindless sequel. You'll cheer. You'll boo. You might even yell, "Objection!" The first entry is still the best, at least in English, but the final Phoenix Wright game definitely surpasses the second.  However, all three feed off each other and are great fun, so playing them in order is strongly recommended.  If you haven't played a Phoenix Wright game yet, try to hunt down a copy of the original Ace Attorney.  If you're already a fan, then Trials and Tribulations finishes the trilogy with flair.

Pros:
       

  • Stronger emphasis on courtroom versus investigation
  •  
  • Satisfying closure for the Phoenix Wright series
  •  
  • Awesome music
  •  
  • Text and art style remains energetic and funny


  •        Cons:
           
  • The action needed to advance the plot is sometimes unclear
  •  
  • A few grammatical mistakes and typos still slipped by
  •  
  • Simple, recycled graphics
  •  
  • Save often to avoid repeating dialog if you lose the trial


  •                Graphics:  7.0
           Trials & Tribulations uses the same simple engine with static backgrounds and limited sprites…but who cares? From Godot's ultra-cool mask to Mr. Armstrong's effeminate mannerisms, character designs are as memorable and hilariously animated as ever.

                   Sound: 10.0
           The courtroom and character themes are far better than the second game's, and at least on par with the original's.  Be the melody upbeat or somber, it always fits and is usually memorable.  Even though there are more new songs than I had expected, Trials & Tribulations tops them off with reprised tunes. Simple, well-timed sound effects reinforce characters' dialog and actions.

                   Control:  9.0
           The game engine is unchanged, and the controls still work very well, with or without the touch screen. The limited voice recognition is fun to use on occasion for objections, though it is hardly integral to the experience.

                          Gameplay:  8.5
           As I've said in prior reviews, Ace Attorney's script almost equates to its gameplay.  Trials & Tribulations is entertaining from start to finish, with interesting cases, solid humor, and some great surprises. Capcom wisely cut down on the amount of investigation in favor of courtroom antics.  The cases seem slightly more stubborn with their evidence this time, though that could just be my personal experience.

     


           Lastability:  8.5
           Trials & Tribulations will last a while, assuming you take the time to enjoy non-critical banter and sometimes struggle to find the correct path forward.  I spent just under 30 hours with this game, though I got stuck for twenty minutes a few times due to my own haste and absent-mindedness.  Like an awesome episode of a favorite show, you'll eventually want to revisit this game to enjoy its humor and drama again.

     


           Final:  9.0
           In the end, Trials & Tribulations is yet another fantastic game, and the intricate threads woven throughout the series yield a gripping, surprising, and unexpected climax. This is a no-brainer for Phoenix Wright fans. For those just now stumbling on the series, start with the original.  You'll thank me.      


    1278
    TalkBack / RE: Watch SSB Brawl Online
    « on: November 16, 2007, 12:42:36 PM »
    Ummm, you DO know there were skins bets in Mario Golf, right?

    1279
    TalkBack / Radio Trivia: Podcast Edition - Episode 17
    « on: November 16, 2007, 09:55:34 AM »
    Radio Trivia is back, with a very special Japan-only episode to compete with Mario Galaxy's reign.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=14822

     Brad and I wanted to make up for our recent Radio Trivia hiatus, so after our Europe special we thought it would be fun to do the same for Japan-only games. Enjoy!    


    Episode 17: Japanese Trolls    


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    Don't forget to send us your game requests for next Radio Trivia: Podcast Edition!  Heck, throw in a question and specific songs if you want.  Just remember, it has to be a game found on a Nintendo system in North America (unless we say otherwise)!    


    Credits:  This podcast was edited by Michael Cole.    


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


    All game music used during Radio Trivia is copyright their respective owners.  


    1280
    TalkBack / RE: Watch SSB Brawl Online
    « on: November 15, 2007, 06:46:25 PM »
    The developers better be capturing all these features in easy-to-reuse software packages, because once this hits the bar for online Wii games will be set much higher.....

    1281
    TalkBack / RE: REVIEWS: The Legend of Zelda: Phantom Hourglass
    « on: November 12, 2007, 10:21:30 AM »
    *points to his Sonic Adventure 2 love-hate statement*

    1282
    TalkBack / RE:REVIEWS: The Legend of Zelda: Phantom Hourglass
    « on: November 12, 2007, 07:49:07 AM »
    Quote

    Originally posted by: Kairon
    Quote

    Originally posted by: NewsBot
    The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo.


    I disagree heartily. In contrast, I found that the game actually held back from using pull-in-this-order puzzles. There may be just 6 types of puzzles like this in the entire game, possibly less, so how can there be "too many?" Actually, there are a variety of wonderful new puzzle types involving this ingenious draw-on-your-map feature, from connecting pairs of landmarks on the map to create intersecting lines, to feeding the player where un-marked stuff can be found in the ocean or on other islands (draw your own X, and any accompanying notes), to outlining invisible features that don't show up on the map to begin with. If anything, the game didn't use these innovative puzzles enough!


    Actually, I was grouping all the puzzles you just mentioned together into that category.  I shouldn't have used push-in-this-order as the description here in my review.  Walk-in-this-order and dig-right-here were really intended in that statement as well.

    Also, thank you for not attacking me (yet), merely disagreeing with my review.  I hardly expect everyone to agree with me, because I know there were a lot of people angry at Zach.  I just felt this game deserved another review on the site, and others on staff who promised to write one have yet to do so.

    1283
    TalkBack / REVIEWS: The Legend of Zelda: Phantom Hourglass
    « on: November 12, 2007, 02:55:48 AM »
    Is the hourglass half empty or half full?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14785

     When Nintendo said Twilight Princess would be the last Zelda as we knew the series, I wasn't sure what to think. Now that Phantom Hourglass has been released, I'm still not sure what to think.  While this DS game provides many clever additions and twists to the Zelda universe, it also stumbles where its brethren are usually strongest, making it among the weakest of the Zelda games.    


    Phantom Hourglass introduces a refreshing new control scheme, with some growing pains.  Using the stylus to control both movement and attacks feels natural and intuitive.  Tap a baddy to charge towards it and attack.  Draw a circle for a spin attack.  Pull out your map and write notes or doodle!  While I initially felt as though I was playing Animal Crossing Wild World, I quickly adjusted and grew to love this slick new setup.  The controls out at sea, which consist of drawing a route on the map, then defending your ship with your cannon, are also surprisingly entertaining. The D-pad (or face buttons for lefties) is optional but useful for quickly opening a menu, and the currently selected item (e.g. your boomerang) is at the ready with either shoulder button in conjunction with the stylus. In fact, the touch screen equivalents are counterproductive: inadvertent taps of on-screen buttons are an annoyance, and intentional taps are still less convenient than the D-pad and trigger finger shortcuts. Other minor control quips include being vulnerable when accessing the item menu, since the game doesn't pause, and that the roll gesture rarely registers.    


    The Wind Waker presentation also pays off on the DS.  Sure, the game has some blurry textures (Link's eyebrows look really weird when the camera zooms in), but the cel-shading looks awesome.  Even when seven or eight enemies are on the screen, or the game renders 3D on both screens, Phantom Hourglass rarely slows down. Lighthearted storytelling with amusing dialog—especially between Celia the fairy and the self-centered pansy, Linebeck—keeps the plot interesting in spite of its simplicity.    


    Unfortunately, like in Zelda 2 for the NES, the series-defying risks don't always pay off, and the game's quality therefore slips. The game unnecessarily strives to justify its touch screen controls through many puzzles that rely on the same basic premises of making note of a solution or hint on your map, then somehow using that note later. At first it's cute, but Phantom Hourglass has far too many push-in-this-order puzzles with solutions revealed on nearby stone tablets.  The presence of such tasteless puzzles in Super Paper Mario and now Phantom Hourglass is rather discomforting, as they should be beneath Nintendo. Dungeons are also significantly shorter than in prior Zelda games—I completed one of the later dungeons in fifteen minutes. The only exception, the Temple of the Ocean King, emphasizes what remains the series' weakest game mechanic: stealth.  While one could argue shorter dungeons are appropriate for a handheld game, dungeon length wasn't a problem for the prior four Zelda portables, and Phantom Hourglass doesn't really offer more dungeons to deliver a comparable amount of content. What's more, for the first time since A Link to the Past, dungeons recycle the same music.  In fact, most of the game's music, including the dungeon music, is unbelievably boring!    


    All things considered, Phantom Hourglass is still an enjoyable game.  Eiji Aonuma and his team clearly worked hard to reinvent Zelda for a new era; only to some extent, the Phantom Hourglass team threw the baby out with the bathwater.  Hopefully Nintendo can retain Phantom Hourglass's victories while reclaiming the series' historic strengths as it sails into its next big Zelda game.

    Pros:
           

  • Bold and enjoyable new control schemes
  •  
  • Many traditional Zelda items reinvented
  •  
  • Great graphics
  •  
  • Fun boss battles


  •        Cons:
           
  • Disappointing jot-this-down-for-later puzzles
  •  
  • Short dungeons
  •  
  • Weak soundtrack
  •  
  • Touch screen menus and buttons sometimes inconvenient


  •                Graphics:  9.0
           At times the textures are pixilated, and Link's expressions and the sea don't have the zest found in The Wind Waker, but the game is still vibrant and very impressive for the platform.  The Animal Crossing camera angle works well when exploring on foot, and the boss battles spanning both screens look fantastic.

                   Sound:  7.0
           Why has Nintendo forsaken me with such a mediocre soundtrack?  With so many memorable portable Zelda soundtracks from both Flagship and Nintendo, this game's music is a disgrace. One bland dungeon theme shared amongst many dungeons? Similarly repetitive cave and island background notes? For shame! Even the enjoyable sailing theme is reused on the title screen. At least there's some quality battle music, some of which is reprised from The Wind Waker.

                   Control:  8.5
           The Link to the Past formula, while solid, was starting to grow fatigued and gimmicky; Phantom Hourglass's touch screen controls are innovative and fun, both on and off the boat. However, the menu buttons on the touch screen can get in the way, especially in a fierce fight, and it is very difficult to execute a roll attack.

                          Gameplay:  8.0
           The touch screen controls open up many new possibilities, and Phantom Hourglass isn't afraid to reinvent items such as the boomerang and bombchu to better leverage the new interface.  Boss battles are regularly invigorating.  Unfortunately, clever controls are no substitute for good level design: frequent lackluster puzzles and very short dungeons detract from the experience.

     


           Lastability:  7.0
           The main adventure is fairly short at 10 to 15 hours, and without heart pieces, there aren't all that many side-quests to explore.  Of course, side quests have never been as prominent in the portable Zelda games as their console brethren, anyway.  Between the optional treasure hunting, ship part collecting, fishing, and mildly amusing multiplayer, completists should have enough to do.

     


           Final:  8.0
           Phantom Hourglass fosters the same love-hate relationship as Sonic Adventure 2: some parts are great fun, while others will leave many players cringing.  At times it is brilliant, and overall the good outweighs the bad, but not by as much as you'd expect from a Zelda game.      


    1284
    TalkBack / Radio Trivia: Podcast Edition – TYP Short 1
    « on: November 08, 2007, 02:03:20 PM »
    Rather than canceling this week, we have a mini-episode to keep our fans appeased!
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=14764

     I had intended for this short to be posted while I was away on vacation.  However, due to various circumstances, that did not happen.  Since I'm still recovering from jet lag and a sea of email, I've decided to run this short anyway.  Hey, take what you can get!    


    Episode 16-1: TYP Short 1    


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    Don't stop submitting game requests just because there wasn't a full episode this week! Send it my way and your request may be the third game next (full) Radio Trivia: Podcast Edition!  Heck, throw in a question and specific songs if you want.  Just remember, it has to be a game found on a Nintendo system in North America (unless we say otherwise)!    


    Credits:  This podcast was edited by Michael Cole.    


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


    All game music used during Radio Trivia is copyright their respective owners.  


    1285
    TalkBack / RE: Virtual Console Mondays: November 5, 2007
    « on: November 06, 2007, 09:16:40 AM »
    *finally back from vacation*

    You could have just stolen an excerpt from my mario advance 4 review.  Seriously--watch:

    Quote

    Don’t be alarmed if a grin envelopes your face as you stomp the game’s first goomba—it’s perfectly natural. Super Mario Bros. 3 is the closest thing to Coin Heaven on Earth. With its refreshing power-ups and unrivaled level design, SMB3 remains at the top of its class to this day. The levels, while surprisingly short by modern standards, ooze of creative genius and loving care. Virtually every level has multiple secrets to uncover; adventurous newcomers to SMB3 will rejoice in every invisible 1-up, secret room, and hidden platform they discover, while veterans will get similar pleasure from revisiting their favorite nooks and crannies. It isn’t the prizes that make the secrets so rewarding—those are usually quite ordinary—but the resounding sense of accomplishment, of pride, that makes this game so gratifying. Old codgers like me will exclaim, “Aha! I remembered that!” as they frolic through their childhood memories.


    Full SMA4 review can be found here: http://www.nintendoworldreport.com/reviewArt.cfm?artid=4140  

    1286
    TalkBack / REVIEWS: Spider-Man: Friend or Foe
    « on: October 22, 2007, 02:55:48 AM »
    Perhaps the game's title refers to whomever green-lit this release.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=14652

     Spider-Man: Friend or Foe on Nintendo DS is a mostly unremarkable superhero brawler from Activision that is dubiously associated with the Spider-Man theatrical releases. For fans of fellow reviewer Jeff Shirley's corporate logo screen scale, Spider-Man: Friend or Foe has six splash screens you cannot skip before the title screen—not including "Licensed by Nintendo." Like so many superhero action games before it, Friend or Foe features faceless drones, nondescript level design, and shallow gameplay, making it a poor choice even for Spidey fans.    


    Friend or Foe is presented from a traditional fixed overhead camera perspective.  Players obviously assume the role of Spider-Man, who teams up with a variety of support characters along the way (including villains such as Doctor Octopus, Venom, and Sandman) to save the world from a dark force that is somehow controlling super-villains' minds.  The player can control either Spidey or his ally, swapping characters at will with R. You can punch and kick with X & Y, jump with B, and perform special attacks with A (which deplete the character's energy meter). You can also jump up against a wall and climb up to fight on rooftops.  Although each character has its set of special powers, they are mostly interchangeable projectile and a melee attacks. Even Spidey's signature web swing move, performed by tapping B while jumping, is useless.  That said, movement and fighting controls are responsive and would have been enjoyable had the game put them to good use.    


    The game's level and battle design is severely lacking.  Most levels involve performing some shallow, repetitive, and often irrelevant task in order to complete a mostly linear level. For example, in the first level you must save five hostages before entering the museum; in the next one you must flip eight switches to disable a security alarm; and so on. Along the way you must fight synthetic drones within a confined area, not unlike the generic foot soldier fights from the classic Ninja Turtles arcade games.  Hover, the meager cast of henchmen, which mostly look and behave the same, are not at all noteworthy.  Since you have two characters, and a KO'ed hero regains consciousness fairly quickly, the game is generous with its health.  Some skill is required to evade enemy attacks, but button mashing will generally suffice.  Bosses require more strategy and closer attention to your characters' abilities, but damaging them also usually involves asinine timing with poor visual cues.    


    Scattered throughout Friend or Foe's story mode are simplistic touch screen mini-games you must complete to unlock doors. These are mostly harmless, but one level roughly a third of the way through the game features a cruel mini-game involving a set of quickly-changing digits and a strict time-limit.  The idea is to tap each digit when it turns from red to green and stops for a split-second, before it reverts.  The mini-game starts with four digits, with later iterations of this mini-game introducing more digits (with the same time limit).  Unfortunately, the digits are not locked in any particular order (such as left-to-right) and they seem to stop/turn green randomly (not to mention that for gamers like me who are red-green color blind, this particular color choice couldn't have been any worse); in any given round a digit may only turn green once (if ever), so you need very good reflexes and a bit of luck. Throw in stubborn digit tapping detection and a time penalty for misses, and you have a brand new form of torture.    


    The game's presentation is somewhat commendable, at least.  The story progresses through a variety of decently-voiced cut scenes.  A few, such as the story intro, are presented in rendered full motion video. Others are presented in still frames with a more hand-drawn look, though most are less engaging dialog with text, not unlike Snake's CODEC from the Metal Gear Solid series.  The game definitely throws the player right into Spidey's world, so the thin plot will disorient players like me who are relatively unfamiliar with the franchise's various characters and back-stories (I certainly didn't know who Black Cat was). The in-game graphics consist of bland textures and models, though the wide and zoomed-in camera angles, presented on the two screens concurrently, is a nice touch.    


    Spider-Man: Friend or Foe's levels can be played cooperatively in multi-card mode, but with such boring gameplay I cannot recommend one, let alone two, purchases.  It's a shame, because Friend or Foe's game engine itself is respectable, with decent presentation and excellent use of both screens. Neither the time nor the money was allocated to flesh out Friend or Foe's core, resulting in this pointless phantom of a game that could have been much better.

    Pros:
           

  • Cooperative play
  •  
  • Uses both screens well
  •  
  • Decent brawler engine and controls


  •        Cons:
           
  • Unimaginative, and even cruel, touch screen mini-games
  •  
  • Repetitive enemy and level design
  •  
  • Repetitive special attacks
  •  
  • …Repetitive


  •                Graphics:  6.0
           Stretched textures and a low polygon count make for a rather underwhelming, early PS1 graphical display. Still, there is variety amongst the urban environments, which counts for something.  The game also makes decent use of both screens: it renders the 3D levels on both, with street fighting on the bottom and rooftop action, a zoomed-out perspective, or a wall to climb on the top. The FMV and comic-book style cut-scenes are infrequent but pleasing to the eye.

                   Sound:  6.0
           This game is littered with generic, subdued action music that would be more appropriate in a stealth game.  Voice acting is decent though forced. The game is never offensive to the ears.

                   Control:  5.0
           This game is a button-masher, but that's more the level and enemy designs' fault than the controls themselves.  Character movement and attacks are responsive, if slightly clunky, though the characters all play very similarly. Touch screen controls are minimal but an occasional source of pain and frustration.

                          Gameplay:  3.0
           Levels blur together with similarly repetitive tasks, as do the playable characters. There's no enemy or mission variety, and mini-games aren't fun.  Having to backtrack and find a single overlooked hostage/switch/whatever after reaching the end of an embarrassingly short stage is unacceptable.

     


           Lastability:  3.0
           The picture-less, thirteen-page instruction manual alone tells you Activision cut corners. This game attempts to extend itself with upgrades for purchase, but worthless stat enhancements and rehashes of what you already experience in story mode do nothing for lastability. I was 40% complete at two hours of game time, making the adventure all too short. Requiring two cards nullifies the co-op feature.

     


           Final:  3.5
           Franchise flair and a passable game engine keep Spidey from sinking to the very bottom of Licensed Game Hell, but its boring levels and enemies, not to mention a very evil mini-game, sentence Friend or Foe at least to handheld purgatory.  Do not buy this game.      


    1287
    TalkBack / RE: PREVIEWS: We Love Golf
    « on: October 19, 2007, 10:25:18 AM »
    Waluigi has been doing that for *years*

    1288
    TalkBack / RE: PREVIEWS: We Love Golf
    « on: October 19, 2007, 09:50:45 AM »
    BTW that Wii remote character art is really disturbing.

    1289
    TalkBack / RE: Radio Trivia: Podcast Edition - Episode 16
    « on: October 18, 2007, 04:23:27 PM »
    grrrrrrrr I block those so I wouldn't be able to tell. That's it, no spoilers. You gotta listen along if you want to avoid suggesting used games.  Maybe I'll make a thread in the forums listing all games

    1290
    TalkBack / RE: Radio Trivia: Podcast Edition - Episode 16
    « on: October 18, 2007, 04:20:40 PM »
    For some reason the in-line CSS to make text a different color is not working there....so I've made the background black instead of white.  I guess that works....but I may move these spoilers into the special "hub" page when I get the time.

    1291
    TalkBack / RE: Over 15 Characters in Sega Superstars Tennis
    « on: October 18, 2007, 03:37:49 PM »
    This game is VERY multiplatform, which means they're less likely to nail Wii controls

    1292
    TalkBack / Radio Trivia: Podcast Edition - Episode 16
    « on: October 18, 2007, 03:14:47 PM »
    Brad returns for further feuding.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=14641

     We didn't mean it!  Honest!    


    Episode 16: Subconsciousness    


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    Did you like the third game?  Let your fellow listener know! Think you've got a better choice? Send it my way and your request may be the third game next Radio Trivia: Podcast Edition!  Heck, throw in a question and specific songs if you want.  Just remember, it has to be a game found on a Nintendo system in North America (unless we say otherwise)!    


    Credits:  This podcast was edited by Michael Cole.    


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


    All game music used during Radio Trivia is copyright their respective owners.  


    1293
    TalkBack / RE: EDITORIALS: On Ratings
    « on: October 17, 2007, 06:48:22 PM »
    Soooo. I think the answer there is that individual reviewers have their own ideas of 7 vs 8.  I didn't say there was no difference.  It's just that my 7 may be Karl's 8.  For me an 8 is a game that is fun to play and is probably worth buying, but has some notable shortcomings. A 7 for me has more critical shortcomings that muck up what aspects of the game are fun, making it at least a rent-before-you-buy.

    1294
    TalkBack / RE: EDITORIALS: On Ratings
    « on: October 17, 2007, 06:11:49 PM »
    At one point we tried to put better definitions next to numbers, but it's just too difficult. For example, I think most on staff see 7 or 8 as good with some serious setbacks...but why a 7 instead of an 8?  That's really up to the reviewer.

    1295
    TalkBack / RE: Duck Amuck Interview
    « on: October 17, 2007, 06:08:11 PM »
    I haven't played the game, but this is the sort of concept licensed games SHOULD latch onto.  Draw from the license--use its history, personality, and action sequences--don't just plaster on a familiar face.

    1296
    TalkBack / RE: Radio Trivia: Podcast Edition – Episode 15
    « on: October 13, 2007, 01:10:36 PM »
    THis is true.  I keep track of prior games used so as to not repeat myself too frequently, and it is very useful for me.  Live radio trivia had score reports which included the games selected, too....

    Perhaps I'll start including a spoilered lists of games in the podcast writeup, or perhaps listing them in the special page (which links to each episode) would make more sense.  Thoughts?

    1297
    TalkBack / RE: REVIEWS: Dragon Blade: Wrath of Fire
    « on: October 12, 2007, 07:20:01 PM »
    Crimm, PLEASE do not encourage them.  Comparing a Wii hardcore brawler review to a GBA tennis review and DS adventure game review (all written by different reviewers) is wrong on so many levels.  

    1298
    TalkBack / RE: Radio Trivia: Podcast Edition – Episode 15
    « on: October 12, 2007, 07:16:10 PM »
    The live radio trivia is a nice idea, and I still like the format, but we have always run into technical snags with Live365 or a similar streaming service, and in the last few regular and live radio trivias there was a high stress environment coupled with poor attendance.  The podcast format just makes more sense.  I don't think regular trivia is gone for good--I'd like to reprise the classic 30-question trivia game for special events in the future.

    Oh, and the podcast takes more than 50 minutes, Crimm.  Prep time ranges from maybe 50 mins to 2 hours, and another 1 hour (on average) to record.  Then there's a few hours of editing involved.  So podcast edition requires more time than live edition--but I think that extra effort pays off.

    1299
    TalkBack / RE: REVIEWS: Dragon Blade: Wrath of Fire
    « on: October 12, 2007, 03:58:45 PM »
    ummmmmmmmmmmmm

    1300
    TalkBack / Radio Free Nintendo - Episode 15
    « on: October 12, 2007, 01:33:14 PM »
    Our new community manager, Crimm, joins the fray!
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=14612

     Not to be outdone by Super Smash Bros. Brawl, Radio Trivia announces its own new character!    


    Episode 15: A Childhood Ruined    


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    Did you like the third game?  Let your fellow listener know! Think you've got a better choice? Send it my way and your request may be the third game next Radio Trivia: Podcast Edition!  Heck, throw in a question and specific songs if you want.  Just remember, it has to be a game found on a Nintendo system in North America (unless we say otherwise)!    


    Credits:  This podcast was edited by Michael Cole.    


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


    All game music used during Radio Trivia is copyright their respective owners.  


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