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226
TalkBack / Gaming for $20
« on: May 25, 2008, 01:50:30 PM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=16014

  Three games have dominated my attention over the past week... and all three are just $20 each, brand new.  Here are my current recommendations for gamers on a budget.    


Mercury Meltdown Revolution - This trippy puzzle game hasn't even been marked down; it was $20 on launch day, so it's always been a great value.  Reviewed very favorably by WindyMan, Mercury is similar to Super Monkey Ball without all the cuteness, and with a stronger emphasis on single-player action.  The tilt controls work perfectly, and the physics are solid.  The tricky part about Mercury is that your "ball" isn't solid, so it can drip over ledges, split into two on a sharp corner, etc.  Despite the low price, there's nothing casual about Mercury.  This is a very challenging and surprisingly complex game, full of strange contraptions that change how your dollop of liquid metal behaves.  If you have been disappointed by other Wii games like Super Monkey Ball: Banana Blitz or Dewy's Adventure, I think you'll be much happier with Mercury.    


Zack & Wiki - It's been discussed a lot on recent episodes of Radio Free Nintendo, but for those who haven't yet discovered our podcast, I'll write about this gem too.  Zack & Wiki is a fantastic and beautiful adventure game in the classic PC "point-and-click" style, meaning that it's heavy on puzzle solving.  GameStop and EB recently marked it down to $20 for new copies; I ordered mine from their website on a day when Wii games had free shipping.  Although it's sad to see a wonderful game achieve "BOMBA" status, this is the perfect opportunity for fence-sitters like me to pick up this game and start loving it.  It's also great to play with a friend or significant other!    


Penny Arcade Adventures, Ep. 1 - Although it's not a Wii game (until Nintendo fixes the storage problem), Penny Arcade's RPG/adventure hybrid should run on most computers displaying this blog.  It's the shortest game of the three, but at five hours long, I still think it's a fine value for $20.  (I do think the subsequent episodes should be longer or cost less, though.)  This is one of those games that caused me to lose track of time.  The battles are based on Japanese RPGs like Final Fantasy and Chrono Trigger, and they are really fun.  The PC-style adventure elements are very simple, mainly serving as a vehicle for the outrageous humor in the game.  Be sure to click on every sign for Hayward's Ginger Ale!


227

We celebrate our 100th outing by recording an episode longer than the previous 99 shows combined.  Starring: Old friends, your emails, and funny memories!

http://www.nintendoworldreport.com/rfn/16000/episode-100-five-hundred-ninety-nine-us-hours

Caution: Extreme Length.  Listener discretion is advised.


Can you handle three and a half hours of RFN ecstasy?  I think you can. (Don't be afraid to listen in two or three chunks!  That's how it was recorded.)  Our giant anniversary show brings together the new crew, the old crew, the pirates, and highlights from the last two years.

Greg, Lindy, James, and Jonny start the show with New Business and a heaping ton of listener mail.  Then, you'll get a dose of the old gang as Karl, Mike, Evan, and Jonny (who was a semi-regular before becoming host) talk about what they are playing and reminisce on the origins and evolution of the podcast.

Unfortunately, Stan couldn't join us, but he and Karl did spend last weekend recording a set of skits in which Sweet Pete and his first mate, Blue Balls, travel through time to visit three different eras of Radio Free Nintendo.

Finally, the show swings back to the current lineup for closing comments and a lead-in to the long-awaited highlight reel.  Relive the funniest moments from nearly two years of talking out of our asses!

Thanks to our special guests: Mike Sklens, Evan Burchfield, Karl Castaneda, and Stan Ferguson.  We also want to thank all of our listeners for sticking with us for this long and for enduring this indulgent 100th episode.  Please let us know what you think of it -- either via email or a post in Talkback!

Credits:

This podcast was edited by James Jones and Karl Castaneda.

Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


228
TalkBack / REVIEWS: Boom Blox
« on: May 18, 2008, 08:19:48 AM »
All baby cows have been lost!
 http://nintendoworldreport.com/reviewArt.cfm?artid=15982

 Boom Blox is the rare Wii-exclusive game that really could only be done well on the Wii.  Even Nintendo seldom produces a Wii game that exploits the system in a novel way; to see such an effort from Electronic Arts is, frankly, astounding.  The game is unusual in how it combines both the pointer function of the Wii Remote with motion sensing, and it's refreshing in the sense that no silly gestures are required to play the game.  There is no artifice whatsoever in the controls for Boom Blox, and aside from the trivial character designs, there is actually no artifice in the entire game.  It is a collection of toys and pre-designed levels to play with those toys.  The same could be said for many games, but there are no attempts to hide it in this one.    


Explaining the gameplay in Boom Blox is a complex matter, simply because there is so much variety in the game.  Most levels fall into one of three categories: throwing, grabbing, or shooting.  Throwing involves pointing a cursor where you want to throw, then swinging the controller to set the throwing power.  You throw baseballs, bowling balls, bombs, etc., with goals like knocking down a tower, knocking point blocks into a multiplier, or defeating enemies as they approach something you want to protect.  The grab tool is remarkably sensitive; once you point at the object to be pulled, the Remote's accelerometers take over, and you have to start combining physics with a steady hand.      


Most of the grab levels involve pulling blocks out of a tower, but there are other variations as well.  Finally, the shooting levels use only the pointer and are just like every other shooting gallery-type of game on Wii.  Boom Blox avoids total redundancy in this area by providing some interesting physics-based levels in which you sometimes have to solve puzzles by shooting certain blocks.  Unfortunately, most of the shooting levels are not that clever, making this the least interesting mechanic in the game.    


The game makes a poor first impression with its bloated menus.  Hovering the pointer over any level brings up a video preview that takes up half the screen, often obscuring the level icon and your pointer.  There's also a slight lag while the videos load from the disc, so the first few minutes of navigating these menus can be confusing.    


Another, more important problem is the game's camera.  EA adopted a simple rotating view that is easy to control with just the Wii Remote.  It works pretty well for much of the game, giving you plenty of good angles to set up your moves.  However, there will definitely be times when you'd like to pan or zoom the camera, and these options simply aren't available (except in the level editor, if you plug in a Nunchuk).  A related issue is that certain levels have a locked perspective, where you can't move the camera at all.  This makes it very hard to throw deep into the field, and it degrades your accuracy so much that victory often feels like a matter of luck.  Such levels are infrequent but memorably frustrating.    


For the most part, Boom Blox is a work of sheer genius.  The physics modeling and level designs are perfectly married, and there is a huge quantity and variety of levels to play.  The single-player modes are driven by an achievement system that requires you to earn at least a bronze medal before opening the next level.  Collecting sets of silver or gold medals in a "stack" of levels will open up expert levels and new objects for the level editor.  The challenge of improving your performance, plus the fact that levels load quickly and can be retried instantly, lead to Gotta Try Once More Syndrome that will keep you playing for hours at a time, oblivious to the actual passage of time.  Levels range in difficulty from very easy to nearly impossible.  There are dozens of game type variations, including a few stinkers, but most are excellent.    


Multiplayer is also a blast, and sessions can easily stretch out for hours.  The control mechanics are easy to explain, but they take some practice to use with finesse.  Some of the gameplay types from the single-player mode take on new life in multiplayer, as players take turns making their moves.  Often, it is possible and desirable to score points for yourself while also making the board more difficult for the next player.  The Jenga-style grabbing levels are particularly fun in multiplayer, and even the shooting galleries can be enjoyable (though visually confusing) with a friend.  All competitive levels are available from the start; oddly enough, the cooperative levels have to be unlocked one at a time.  This effectively creates a cooperative campaign mode, but it's off-putting since the cooperative levels are placed right next to the competitive ones.  If at least one player has been through the single-player mode, cooperative becomes less interesting simply because most of the levels are recycled.  Across both multiplayer modes, the only real disappointment is that there aren't very many levels as compared to the extensive single-player content.    


Perhaps the creators of Boom Blox would suggest that we amend that situation ourselves with the level editor, which can be used to design both single-player and multiplayer challenges.  There is no doubt that the editor is deep and powerful, and in fact there are so many options that it can be intimidating for a new user.  A couple of tutorial videos ease you in, but actually creating a new level from scratch is very difficult and time-consuming.  There are two good reasons for this difficulty: the camera and pointer sensitivity conspire to make placing objects rather frustrating, and it's hard to predict what the game's physics engine will do with your level as you build it.  Don't be surprised if your first creation immediately crashes under its own weight as soon as you test it.    


The number of options and useful tools are certainly appreciated, but it soon becomes obvious that if the Boom Blox developers had to use this same editor to create their levels, the game wouldn't come with over 300 clever constructions already built for you.  However, the level editor becomes much more practical with the ability to edit any of the pre-built levels, since most of the work has already been done.  It's easy and fun to change the level's "toy" from a baseball to a laser gun, or to double the number of enemies.  You can even change the requirements for the gold medal in your version; of course, beating your own level won't unlock anything.  Another great feature is that you can send your customized levels to Wii system friends via WiiConnect24 – there is no game-specific Friend Code.  Your friends can even tweak the level further and send it right back to you, creating potential for collaborative design efforts.    


With no real narrative and not much personality, Boom Blox is exactly the sum of its parts, no more and no less.  Fortunately, most of those parts are ingenious and surprisingly addictive.  The game is special in how much it appeals to all types of gamers, from casual to core, and in how well it works in a party atmosphere as well as lengthy solo play.  Especially strange for an EA game is how complete the game feels (making sequels unlikely), and how deeply specific it is to a single platform.  But regardless of Wii exclusivity or even how well the motion controls are implemented, Boom Blox is ridiculously fun and diverse enough to be worth anyone's time and money.

Pros:
       

  • Brilliant and diverse level designs
  •  
  • Controls and physics unite in the name of fun
  •  
  • Both single-player addiction and multiplayer mayhem
  •  
  • Powerful level editor with online sharing


  •        Cons:
           
  • A few level types are duds
  •  
  • Camera control limited to rotation about a fixed point
  •  
  • Video menus are unnecessary and poorly implemented


  •                Graphics:  7.0
           The visual style is simple, colorful, and bland.  Even so, the game occasionally chugs during camera movement or explosions.  Visual performance has likely been sacrificed for physics calculations, and that is completely understandable.

                   Sound:  7.0
           There are a few interesting pieces in the soundtrack, but the music tends to get old during long play sessions.  The falling blocks and exploding bombs have quite satisfying sound effects, but some of the character sounds are utterly annoying, including a beaver that evokes the dreaded Hamster Dance of online yore.

                   Control:  8.5
           Combining the pointer and motion-sensing abilities of the Wii Remote proves to be intuitive and fun.  The pointer is sometimes overly sensitive, especially in the level editor, where the challenges of interpreting depth with a two-dimensional interface are most apparent.  A restrictive camera during gameplay keeps the control accessible for new players, but it also makes some levels more difficult than they should be.

                          Gameplay:  9.0
           Yes, there are some sets of levels that are boring, frustrating, or both.  Most of the game, however, is perfectly tuned.  The robust physics engine has been exploited for an impressive variety of entertainment.  Once you get tired of throwing balls at towers, it's easy to switch to something completely different that’s just as addictive.

     


           Lastability:  9.0
           The game is not only fun, it’s also huge.  Hundreds of levels, hundreds of achievements, hundreds of unlockables, and a fully-featured level editor will keep you playing for a very long time, and that's not even considering the multiplayer appeal.  Everyone will want to play, and unlike Wii Sports, you won't mind playing with them for hours.

     


           Final:  9.0
           A Wii-exclusive puzzle game from Steven Spielberg could have ended up as Close Encounters of the Turd Kind.  As it turns out, the man has a gift for the abstract and has conceived a wonderful game that could be played with physical objects but is far more interesting and practical as a video game.  EA's talented studio has brought Spielberg's ideas to life with a flood of ingenious level designs supported by the technical prowess of the controls and physics.  The upshot is one of the best Wii games yet.      


    229
    TalkBack / EDITORIALS: What Mario Kart Does Right
    « on: May 16, 2008, 08:11:34 PM »
    Jonny analyzes Mario Kart Wii's excellent online features, how they can be used in other Nintendo games, and where there's still room for improvement.
     http://nintendoworldreport.com/editorialArt.cfm?artid=15968

     There is no question that Mario Kart Wii is Nintendo's most advanced online Wii game (it compares less favorably to some of the top online DS games).  I thought it would be worthwhile to dissect and analyze just exactly what makes Mario Kart Wii's online features so great, and I also suggest a few ways that they could be made better in future games.  Certainly, we should all hope that Nintendo will maintain at least this level of online functionality in future titles, establishing a minimal feature set that is standard across first-party online games.  We should also hope that Nintendo will provide the tools and standards to create these features to all third-party developers, so that the overall level of Wii online functionality will be improved.  Without further ado, here are my writing crutches… a.k.a. lists.    


    Mario Kart Wii's Online Accomplishments    


    1.   Smooth Online Gameplay – There is little or no noticeable lag, a smooth frame rate (though reduced with two local players), and matches start quickly and seamlessly.  The "netcode" puts Super Smash Bros. Brawl to shame.  It feels like there is no performance sacrifice to play online.  Unless you are trying to unlock something, there is no reason NOT to play the game online.    


    2.   Methods to Avoid Friend Codes – Finally, you can invite Wii friends without typing any new codes specific to the game.  As in Brawl, you can also add friends-of-friends by clicking a button between matches.  This saves a ton of time and prevents the usual frustration associated with trying to fill up a friends list.    


    3.   Fast, Flexible Random Matching – As in most online Nintendo games, Mario Kart Wii lets you join either regional or worldwide matches.  Unlike any other online Nintendo game, this one almost always finds a large group of 8-10 other players, within seconds.  You can watch the group finish its current race while you wait to join the next one, giving you a chance to scope out the best players and their strategies.  Other people can join or leave the group between races without messing it up for everyone else.  The only thing missing is an option to meet up with friends, then join a random group together.  This would let you race with friends without being stuck in one-on-one matchups on huge tracks.    


    4.   Online Integrated Throughout – Online racing is available for either one or two players on the same machine.  An excellent ghost-trading system is packaged with the best leaderboards on Wii, showing both overall rankings and friends-only comparisons for each track.  Occasional tournaments offer altered tracks and another fun way to compete with friends and the world.  Finally, you can play Battle Mode online in addition to standard racing (not available in Mario Kart DS or even in the LAN mode of Mario Kart Double Dash).  Basically, online doesn't feel like a tacked-on extra mode… it is an integral part of the game.    


    5.   Less Anonymity – Even in random matches, you immediately see where each player is located, and you can see their names and Miis.  This is not dangerous information or an invasion of privacy.  It actually helps you feel like you are playing against real people and not thinly disguised bots.  It increases the thrill of winning and the disappointment of losing.  It also fits in with the ability to race as your Mii online.    


    Where Even Mario Kart Wii Needs Improvement    


    1.   Communication Options – Whether it's voice chat, text chat, PictoChat, even phrase chat… the important thing is that we should be able to communicate while actually playing the game, not just between matches.  From a technological standpoint, voice chat could be implemented immediately, and it's the most desirable because it lets you communicate without physically interfering with gameplay.  Wii is already Bluetooth compatible, as are many wireless headsets – so what's the holdup?  As long as it is limited to your friends list, there is no significant risk of exchanging personal information with strangers, so it should not conflict with Nintendo's mission to protect children online.    


    2.   Adding Friends Efficiently – Wii games should automatically import friend codes of friends who have the game, replacing this messaging procedure and the subsequent "handshake", which can take hours or days to finally confirm a friend.  A huge part of the success of Xbox Live and the PlayStation Network is that those services don't require separate friend registrations for each game – it's handled on a system level.  You still can't befriend random players if you like how they play, even in the limited "Rivals" tier of friendship established years ago by Metroid Prime: Hunters.    


    3.   Always Online – There should be no need to constantly connect and disconnect from Nintendo WFC.  The game should tell you upon boot-up whether your friends are online.  This also means you could receive invitations to play online with friends even when you are playing the single-player modes.  Establishing full online awareness will lead to far more opportunities to play friend matches, which currently tend to be set up outside of the game (by phone or Internet), even if you have a large friend roster.    


    Will any of these issues be addressed in Nintendo's next big online game?  Will Nintendo even bother to match Mario Kart Wii's online feature set?  These are key questions that simply cannot be answered right now, due to Nintendo's stubborn inconsistency with online games.  What we can say is that Mario Kart Wii proves Nintendo has the ability to develop solid online games.  Now we'll see if they choose to do so again, and if they will help other developers to do the same.


    230
    TalkBack / PODCAST: Radio Free Nintendo: Episode 99
    « on: May 14, 2008, 09:23:00 PM »
    Our WiiWare discussion is anything but focused, as we stray into bizarre Virtual Console games and Nintendo's mysterious fall lineup.
     http://nintendoworldreport.com/podcastArt.cfm?artid=15959

     Everyone wants to play Cho-Aniki.    


    Episode 99: Beware Our Man Beams    


     
    AAC Format    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    


    RFN is leaner and meaner this week, with a single segment dedicated to the WiiWare launch.  Of course, only James had downloaded anything at the time of recording, so he goes into detail on Final Fantasy Milking Spinoff Chronicles: My Job As A SquareEnix Concept Approver.  The rest of us discuss the launch lineup: what's surprising, what's missing, and what's up with all these casual games?    


    You know our crew can't stay on topic for very long, so we take extended flights of tangency for Cho-Aniki and speculation on what Nintendo might be selling in fall 2008.  (Hint: It rhymes with "Pee ****".)  Enjoy the shorter episode while we put together a monstrous anniversary special for next week!    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    231
    TalkBack / REVIEWS: Mario Kart Wii
    « on: May 03, 2008, 06:14:06 AM »
    Find out whether the world really needs another Mario Kart game.
     http://nintendoworldreport.com/reviewArt.cfm?artid=15901

     The sixth game in Nintendo's mascot racing series is now available, and Mario Kart Wii continues to nudge the series forward in various ways.  It is definitely not a major advancement in arcade racing, nor is it even the best game in the Mario Kart series.  Where it does succeed is in providing the most streamlined and full-featured online experience of any game Nintendo has ever released.  It also manages to be a very enjoyable, easily accessible party game for the casual market that Nintendo is now dominating with the Wii platform.    


    Your level of cynicism with the Mario Kart series is probably closely tied to how many of the games you've already played and how you tend to play them.  For new Wii owners who are unexposed to the previous Mario Kart games, or who perhaps haven't played one since the SNES or N64 versions, this game provides a lot of exciting new content and cumulative upgrades that are sure to please casual players.  It's an accessible, family-friendly racing game that is best enjoyed with a roomful of people who are there to have a good time and don't take the competition too seriously.  As a party game, Mario Kart Wii is unquestionably successful.    


    The trouble with the game is that it also attempts to serve other levels of play, and it fails utterly in many regards.  As a single-player game, it provides a massive amount of content: 32 tracks full of shortcuts, dozens of characters and vehicles, challenging unlockables, built-in staff ghosts for time trials, and even a license card that tracks your achievements.  Grand Prix is the primary solo mode, and it promises plenty of diversity with three engine classes that differ significantly in speed, aggression, and vehicle selection.  Unfortunately, your desire to play through every Grand Prix iteration is likely to die off quickly due to a number of factors.  Any experienced fan will find 50cc and 100cc to be mere introductions to the tracks, as the computer opponents put up little opposition at these levels.  Playing through every single cup (twice) just to unlock tracks and characters is rather tedious when the game is so easy.  You will, however, probably get angry on the rare occasions when you do lose races, as it will almost always be due to item assaults on the final lap, when it's too late for you to recover.    


    This frustration is merely foreshadowing the 150cc Grand Prix, which has to be one of the most infuriating experiences I've ever had playing a Nintendo game.  These racers are fast, and they are at least as aggressive as human players.  That should make for fun, challenging gameplay in which you have to fight for every single rank.  Instead, it means that most of the twelve racers stay bunched up in a tight pack, and if you get ahead of that pack, you will immediately meet a barrage of combat items against which there can be no defense.  Falling from 1st or 2nd place to 12th in a matter of seconds is not just a possibility - it's the norm.  The result is that winning and losing in 150cc becomes arbitrary; you need top racing skills just to compete, but you also need very good luck to win consistently enough for a trophy.  Yes, this dynamic is what Mario Kart is known for, and it totally works in a group setting where you can all laugh at the proceedings and congratulate the winner, regardless of how he or she pulled ahead at the end; however, it doesn't work at all when I'm playing against computer racers, and there is some valuable unlockable feature on the line if I can win the tournament.    


    One of the changes to Mario Kart Wii that makes Grand Prix and some other modes more annoying than before is that every race now includes twelve racers.  Note to Nintendo: just because you can add more doesn't mean that you should.  Having a more crowded field makes an already messy and unpredictable game begin to resemble total chaos, and chaos is not a game because the player has no control over the outcome.  The deeper field of racers is particularly unwieldy on some of the classic tracks, and it forces the Battle Mode arenas to be uniformly gigantic and thus poorly designed for anything less than the maximum number of players.  Another major factor in the Grand Prix problem is that there are too many "attack everyone else" and "automatically jump six ranks ahead" items, including those from previous games and a few new ones.  Now we have so many wide-area attacks, so many racers using these attacks throughout the race, and so few means of strategic defense against these attacks, that the only solid plan to win the 150cc Grand Prix is to get so far ahead that you can be struck by lightning, pounded with a POW block, nailed by a blue shell, and then tracked down by a trio of red shells all in succession and still recover in time to pick up first place anyway.  Such a chain of misfortune was possible but very rare in previous Mario Kart games; when it happened, we could just laugh at our own misfortune and then get back into the race.  In Mario Kart Wii, it's more shocking when this doesn't happen in every race.    


    It's time to jump over to more positive aspects of the game.  The new track designs are excellent, so much so that they make the classic tracks seem dull in comparison.  Taking cues from other Nintendo racing titles like Wave Race and Excite Truck, the new Mario Kart tracks have alternate paths, unique per-track elements, and dynamic features that change from lap to lap.  The one exception to my praise is the new Rainbow Road, a roller coaster of a track with such poor sight lines that you're likely to drive right off the edge without realizing you're in danger, and speed boosters that tend to shoot you into the abyss unless you slide into them at the perfect angle.  It's a track that demands memorization and perfect steering just to survive, and that's in direct conflict with the spirit of this franchise.    


    Bikes and tricks are seemingly important additions that turn out to be minor, though pleasant, enhancements of the core gameplay.  The motorcycles don't feel terribly different from karts, but there are some subtle distinctions that change how you steer and plan your advancement through the ranks.  It's also important to note that the bikes and karts are well-balanced; each type has its own advantages in certain situations, and both types are fully viable throughout the game in the hands of a good player.  Motion-controlled tricks aren't really a "system" like you would find in SSX or Tony Hawk games; rather, tricks are just one more chance for a little boost whenever you catch air from a ramp (or any ramp-like object).  Looking for trickable jumps adds an element of racing tempo that is most commonly associated with Excitebike and Excite Truck.  Tricks also open up some new racing lines on the classic tracks.    


    One addition that doesn't turn out to be so great is motion control with the Wii Wheel.  It's easy to see why Nintendo wanted to include this feature and its (free, well-built) accessory, but the implementation is disappointing.  When I had over a group of friends to play Mario Kart Wii, everyone wanted to try the wheel right away.  One by one, each of my friends decided that it made the game too difficult, and they gave it up in favor of the Remote/Nunchuk combination.  Even players who stick with the wheel have to admit that it's an extra challenge.  In fact, Nintendo themselves have indicated which players online are handicapped by the wheel – and yes, it's extra demeaning to be defeated by these people.  The other three controller options are far more precise, easier to manage, and don't result in power sliding the wrong way, which seems to happen frequently with the motion controls.    


    On the other hand, tremendous praise is due for Mario Kart Wii's online features.  Compared to Super Smash Bros. Brawl and especially to Mario Kart DS, this game is as much a modern, painless online experience as we can expect to have under Nintendo's self-imposed restrictions and technical limitations.  Friends can be registered without trading additional codes, and the game will let you know when they are looking for a match.  Random matching is quick, and you can keep racing the same group of people even as individual players join and drop out between each round.  It's also great that you can participate in these online modes with two players sharing the same Wii system.  Downloadable ghosts, friend list rankings, and Nintendo-sponsored tournaments are all handled seamlessly and have real potential to keep you playing the game for months to come.  I'm not sure that the Mario Kart gameplay is the best example of something you'd want to do online, but if you do enjoy online racing, there is no doubt that this game's features make it a more attractive package.    


    Mario Kart Wii is ultimately an uneven package with as many omissions and flaws as there are clever additions and solid ideas.  Forgive the list, but…why is Battle Mode now limited to teams?  Why was cooperative play needlessly removed?  Where are the tracks based on Super Mario Galaxy and New Super Mario Bros.?  Why are there so many lame secret characters?  Where are the deep customization options for multiplayer?  Why not bring back more popular tracks, like Wario Stadium, and leave out annoying ones like Ghost Valley 2?  After the relatively innovative Double Dash and the conservative but carefully balanced Mario Kart DS, this Wii sequel feels like a step sideways.  It stands out from its predecessors but is not necessarily improved, except in the area of online features.  The game is definitely fun in certain situations, but like some other Nintendo franchises, the core ideas are growing stale, leaving a strong impression that Mario Kart needs a total reboot.

    Pros:
           

  • Great local and online multiplayer racing
  •  
  • Bikes and tricks fit smoothly into the formula
  •  
  • New track designs are creative and more dynamic


  •        Cons:
           
  • Missing features from, and less balanced than, previous games
  •  
  • Lacks any personality or true affiliation with other Mario games
  •  
  • Grand Prix mode is an absolute mess


  •                Graphics:  8.0
           As you would expect, Mario Kart Wii looks essentially the same as Double Dash, but it's pushing more characters on the screen.  Perhaps the blocky character models are the price we pay for having twelve racers and a smooth frame rate.  Nevertheless, the game is colorful and attractive.  Even the older tracks look surprisingly slick.

                   Sound:  6.0
           The soundtrack is missing any unifying theme like the cheerful nature of Double Dash (remember the whistling?).  The new music is unobtrusive but also totally boring.  Character voices are thankfully restrained overall, with the exception of Donkey Kong.  Special mention is deserved for the Remote speaker's attack warnings.

                   Control:  7.0
           With four different controllers supported, it's a good thing Mario Kart doesn't require complex control schemes.  The general controls are simple and tight, with improved power sliding that is both easier to perform and free of the annoying "snaking" technique.  Motion controls are inaccurate enough to be used primarily as a handicap; even casual players will probably want a joystick after the first few races.

                          Gameplay:  7.0
           Mario Kart is at its best in the multiplayer realm, when no one takes it too seriously.  The Wii version continues this tradition, but persistent balancing issues and odd design choices render some other modes nearly unplayable.  Track designs have improved, and the modest gameplay additions like tricks and motorcycles offer subtle changes that will delight experienced players.

     


           Lastability:  9.0
           You probably don't want to play too much Mario Kart at once.  Doing so will inevitably lead you to the nightmare of Grand Prix mode, which should be completed in small chunks, if at all.  Strong local multiplayer modes and excellent online features give the game more longevity than its core gameplay really deserves.  A deployable Wii channel and occasional tournaments are admirable tricks to keep you coming back to the game, even if the disc is in storage.

     


           Final:  7.5
           Mario Kart Wii isn't the best Mario Kart game.  No one was screaming for motorcycles or motion control to be added to this series.  However, if you have a solid group of friends to play the game, or if you are keen on nearly anonymous online racing, Mario Kart Wii does deliver on these fronts.      


    232
    TalkBack / PODCAST: Radio Free Nintendo: Episode 96
    « on: April 25, 2008, 01:27:55 PM »
    Lindemann is back, Greg is beloved, and we get deep into Mario Kart and the future of Metroid in the newest episode of RFN.
     http://nintendoworldreport.com/podcastArt.cfm?artid=15849

     Get your Greg Leahy bobblehead while supplies last!    


    Episode 96: Anglophilic Man-Love    


     
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    Jon, James, Greg, and Jonny kick things off in New Business with Mario Kart Wii, Ninja Gaiden DS, Pokemon Mystery Dungeon, online Brawl, Team Fortress 2, and more.  I hope you like games!    


    Then, we catch up on your emails to answer questions about iTunes, Mario 3 e-Reader levels, Greg's irresistibility, and the best Virtual Console games to play with your girlfriend.  Also, an innocent question about Metroid throws Jonny (and the others) into a long rant about where the series should go next.  Don't miss it!    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    233
    TalkBack / PODCAST: Radio Free Nintendo: Episode 95
    « on: April 18, 2008, 01:21:14 PM »
    This week, we discuss the Nintendo media summit and why certain Mario Kart character pairings might be deemed inappropriate.
     http://nintendoworldreport.com/podcastArt.cfm?artid=15808

     For once, we talk about games that aren't even out yet!    


    Episode 95: Samba de Windy    


     
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    Jon is out again, but Steven "Windyman" Rodriguez fills in for a lengthy and wide-ranging show covering a multitude of games never before discussed on RFN.  We start with a relatively brief New Business; Steven fills us in on Pro Evolution Soccer 2008, a.k.a. the soccer game for people who don't like soccer.  Both James and Jonny have been digging into some PC games.  Greg saves his for the next segment...    


    ...which is all about the games of Nintendo's media summit last week.  We kick it off with a healthy (and positive!) chat about Mario Kart Wii, which both Steven and Greg have been playing.  There may even be hope for solid online features in this one!  Then, Steven takes center stage with Samba de Amigo, World of Goo, Boom Blox, Lost Winds, and more.  He even played the Strong Bad game, "LOL".    


    Since it was such a big week in the world of Nintendo, we stretched into a rare third segment for VC Mondays and a couple of interesting news stories that came out of the media summit.  Don't miss out on this great episode!    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    234
    TalkBack / PODCAST: Radio Free Nintendo: Episode 93
    « on: April 03, 2008, 04:55:44 AM »
    TYP sits in for more Brawl love, VC madness, and several other games of note.
     http://nintendoworldreport.com/podcastArt.cfm?artid=15688

     Do a tissue on her face.    


    Episode 93: Luigi Twins    


     
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    Jon Lindemann had to cancel at the last minute, but luckily, TYP was visiting Jonny in Colorado and sat in for this show.  The two of them dominate New Business, having played Brawl for eleven hours over the weekend.  They also run through a laundry list of Virtual Console games, including a rebuke of Sonic 3.  TYP even sneaks in some comments on the Devil May Cry 4 demo and the PS3's firmware mania.  James and Greg are no slouches in this segment, detailing the merits of Bully: Scholarship Edition and Wii Fit, respectively.    


    We round out the show with a healthy selection of Listener Mail.  Your letters include a request to create the next Pokemon game, a plea for better use of the DS microphone, forwards-compatibility of the Virtual Console service, and a possible source of lag in Smash Bros.  Please send more great questions!    


    Be sure to listen after the show for a special musical performance by TYP and Jonny.    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    235
    TalkBack / PODCAST: Radio Free Nintendo: Episode 92
    « on: March 28, 2008, 06:45:53 AM »
    We're all playing Brawl, so that's what we talk about for half the show.  Then we get into some hot news action!
     http://nintendoworldreport.com/podcastArt.cfm?artid=15600

     Let's gather 'round and bitch some more about Nintendo's online problems.    


    Episode 92: Brawl Obsession    


     
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    The crew is back, and now that all four of us have Super Smash Bros. Brawl, we can hardly talk about anything else.  Bully and Guitar Hero try to sneak into New Business but are crowded out by the Jigglypuff Final Smash-like mass of Brawl discussion.  This naturally includes some commentary on the online infrastructure, with the usual moaning over inconvenience and even some praise for how well online play sometimes works over huge distances.    


    In the second segment, we catch up on some recent news stories with discussions of Rock Band for Wii, Guitar Hero for DS, and Namco's Sky Crawlers.  You know we can't stick to an agenda, though -- listen for an extended and unexpected tribute to the Panasonic Q.    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    236
    NWR Forums Discord / Need Photoshopper (Evan's Avatar)
    « on: March 25, 2008, 05:52:40 PM »


    You know what you doing.

    237
    TalkBack / PODCAST: Radio Free Nintendo: Episode 91
    « on: March 22, 2008, 05:32:10 AM »
    Mike "Pale" Gamin joins us for this lucky show.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=15595

     Weekend Re-Confirmed!    


    Episode 91: St. Patrick's Day Edition    


     
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    With James out of town, we bring in the Previews Editor, Mike Gamin (a.k.a. Pale on the forums).  Pale gets us started on a healthy dose of Super Smash Bros. Brawl discussion, and he also tells us about the new Final Fantasy for DS.  Lindemann just got Brawl and can now contribute to that topic, while Greg expounds upon the Wii Freeloader that will save him from Nintendo's hatred of Europe.    


    In the second segment, we play catch-up with Listener Mail.  Topics include: Rare on Virtual Console, Guitar Hero Aerosmith, Sin & Punishment replacing Star Fox, hypothetical Nintendo mergers and acquisitions, revisiting Jonny's review of Twilight Princess, and our Classic Controller setups for Brawl.  Please keep sending your great emails with questions for the crew and topic suggestions!    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    238
    TalkBack / Ubisoft Buys Rights to Tom Clancy Name
    « on: March 20, 2008, 06:34:30 AM »
    Ubisoft pays Tom Clancy a one-time lump sum, giving them all rights to future Tom Clancy video games, books, movies, and lunch boxes.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15584

     UBISOFT ACQUIRES THE TOM CLANCY NAME FOR VIDEO GAMES, RELATED BOOKS, MOVIES AND MERCHANDISING    


      SAN FRANCISCO – March 20, 2008 – Today, Ubisoft, one of the world's largest video game publishers, announces that it has concluded an agreement with Mr. Tom Clancy to acquire all intellectual property rights to the Tom Clancy name, on a perpetual basis and free of all related future royalty payments, for use in video games and ancillary products including related books, movies and merchandising products.    


    The price of this all cash acquisition is not currently disclosed. Post acquisition, Ubisoft expects to have a net cash position of around 130 million Euros by the end of fiscal 2007-08, compared to a previous expectation of approximately 150 million Euros. Additional payments will be made as well in fiscal 2008-09 and fiscal 2009-10.    


    On the basis of past performance of Tom Clancy branded video games, and excluding any potential contribution coming from sales of ancillary products, the royalty savings generated by this acquisition are estimated to have an average positive impact on Ubisoft's operating income of a minimum of 5 million Euros per year.    


    "After ten years of a highly successful collaboration which has seen the creation of blockbusters that set standards in the videogame industry, such as Tom Clancy's Splinter Cell, Tom Clancy's Ghost Recon, and Tom Clancy's Rainbow Six, today, acquiring the perpetual property rights of the Tom Clancy name for video games and related projects is a major event," stated Yves Guillemot, Chief Executive Officer at Ubisoft.  "The future of our industry lies in our capacity to create and develop brands that captivate consumers and that present a myriad of opportunities for the full spectrum of entertainment, be it video games, books, movies or other media. The Tom Clancy brand is recognized around the world for offering exciting video games, films and books. The most recent example of such value creation through brand management is the EndWar book, based on the video game story, which has been in the NY Times top 10 Paperback Mass Market Fiction bestseller list for the last four weeks. Capitalizing on the strong franchises that we've built over the past 10 years, we will take the Tom Clancy game brand to the next level of the global entertainment industry."


    239
    TalkBack / PODCAST: Radio Free Nintendo: Episode 90
    « on: December 31, 1969, 07:00:00 PM »
    Early impressions of Brawl lead to an oversized New Business segment that lasts nearly the entire show.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=15551

     Rated M for Life-Like Humor.    


    Episode 90: Noob is Ness    


     
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    The usual gang is back this week for a free-wheeling episode devoted to catching up on all the games we played while RFN was being taken over by N64 nostalgia.  We start with Brawl, covering our initial thoughts, differences with Melee, and online experiences.    


    In the proper New Business portion of the show, we get into an eclectic mix of games such as Actraiser, Super Turrican, Ace Combat 6, Professor Layton, and Desktop Tower Defense.  The show wraps up with a brief tirade over the new trailer for Target Terror on Wii.    


    The Jason Ricci & New Blood video that Jonny mentions can be found here.    


    Credits:    


    This podcast was edited by James Jones.    


    Special music for this episode of Radio Free Nintendo  is copyrighted to Jean-Joseph Mouret.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    240
    TalkBack / New Carnival Games Coming for Wii, DS
    « on: March 12, 2008, 02:32:41 AM »
    Carnival Games is going handheld, while Wii gets an offshoot mini-golf title.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15543

     Step Right Up! 2K Play Expands Its Carnival Games Franchise With Carnival Games™ For Nintendo DS™ and Carnival Games: Mini-Golf™ Exclusively For Wii™    


    Original Wii Version of Carnival Games Ships More Than One Million Copies
       


      NEW YORK--(BUSINESS WIRE)--2K Play, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced two new titles as a part of its brand extension strategy for its highly popular Carnival Games series. The new titles include Carnival Games for Nintendo DS, which is scheduled to ship this summer, and Carnival Games: Mini-Golf, an all-new game exclusive to the Wii home video game system, which will debut this fall. 2K Play is also announcing that its flagship Carnival Games title has reached a milestone of shipping more than one million units worldwide, while remaining a top-selling game with a number 5 ranking on the January 2008 NPD Wii chart.    


    “The success of Carnival Games is proof that the casual game market continues to grow,” said Christoph Hartmann, president of 2K. “We are actively working to expand the 2K Play label and are committed to producing fun, quality games for the mass market with the Carnival Games franchise paving the way.”    


    “The consumer response to Carnival Games has been extraordinary,” said Steve Lux, vice president of business development for 2K Play. “The game resonates with every demographic and the feedback we have received from moms, dads, kids and grandparents shows Carnival Games as one of the drivers of family game time. Our new games build on the strength of the first title and will promote this growing trend.”    


    Carnival Games for DS brings the fun of the original to the world’s best-selling portable system during the summer vacation and travel season. Each game is designed from the ground up to take full advantage of the DS control mechanism. A frenzied combination of tapping, blowing, speaking and stylus maneuvering brings the now famous midway to life. Favorites such as Alley Ball, Frog Leap and Dunk Tank are complemented with fresh games including RC Raceway and Clown Hammer.    


    This fall, the all-new Carnival Games: Mini-Golf comes exclusively to Wii. Featuring Carnival Bob™ and characters made popular in the original, Carnival Games: Mini-Golf is home to larger-than-life, theme park style miniature golf courses. Whether back in time to the land of dinosaurs, keeping order in the Wild West or searching for treasure on an island full of pirates, the game combines traditional miniature golf fare with action-oriented game play utilizing the unique capabilities of the Wii Remote™. It is designed for four players and can best be described as “a hole in fun.”    


    “We work hand-in-hand with Nintendo on the design of our Carnival Games titles to make sure they deliver the best-possible gaming experience for their consoles,” said Harley Howe and Patrick Wilkinson, studio heads of 2K Play’s Cat Daddy Games. “These new titles in our growing Carnival Games franchise are fun, have true-to-life physics and deliver on the promise of the original: you can almost smell the cotton candy.”    


    For more information, log onto www.2kgames.com/2kplay.


    241
    Podcast Discussion / Episode 89: When I'm N64
    « on: March 06, 2008, 06:06:53 PM »

    Three special guests help Jonny remember the ups and downs of Nintendo 64.  Starring: Billy Berghammer, Chris Kohler, and Evan Burchfield!

    http://www.nintendoworldreport.com/rfn/15493/episode-89-when-im-n64

    It really wasn't all that great.


    This special episode is a full-length retrospective on one of history's least appreciated consoles, the Nintendo 64.  To make the occasion even specialer, we brought in three guests to accompany Jonny down memory lane: Evan Burchfield from NWR (and formerly of The Nformant), Chris Kohler from Wired's Game|Life, and freelancer Billy Berghammer (formerly of Game Informer and founder of this very site).

    Our motley crew dives into the system's launch, hardware oddities and drawbacks, success of the platform (or lack thereof), and our favorite non-obvious games.  It's an in-depth look at a turning point in Nintendo's history, as well as a fond remembrance of a time that brought all four of us into the gaming media.  Don't miss this exciting and hilarious and blood-curdling and spine-tingling and love-mongering episode!

    Credits:

    This podcast was edited by James Jones.

    Music for this episode of Radio Free Nintendo  is copyrighted to Rare, Natsume, and Hudson and is included under fair use protection.

    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    242
    TalkBack / PODCAST: Radio Free Nintendo: Episode 88
    « on: February 28, 2008, 09:24:47 AM »
    Right now I'm training in the mountains of Siberia, like Rocky did in Rocky IV.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=15428

     Lindy to podcast: "I must break you."    


    Episode 88: Podcast Hard: With a Vengeance    


     
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    This week, we return to the standard lineup and pull out a leaner, meaner episode.  A quick New Business segment covers: Jon's new car that will totally kick your ass and get 55 MPG, Greg's wait for the mail, and James's unsettling discovery that Dungeon Explorer smells like paint thinner (an aroma all too familiar to our resident "Staff").    


    In the Community segment, we pull a heady Star Fox discussion from the forums and also spend some time arguing about Denis Dyack's "One Console Future" theory.  Then we launch into a rare News segment, going through several interesting announcements from the recent Game Developers Conference.    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    243
    TalkBack / Sega Bass Fishing Ships for Wii
    « on: February 28, 2008, 10:49:44 AM »
    Cast a line from your couch.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15429

     SEGA BASS FISHING SHIPS TO NORTH AMERICAN   RETAIL STORES    


    Get Your Tackle Box Ready For An Arcade-Style Fishing Game   Now for the Wii
       


    SAN FRANCISCO (February 27, 2008) – SEGA® of America, Inc. announced that SEGA Bass Fishing™ is now available in North America. Developed exclusively for the Wii™, SEGA Bass Fishing is the latest addition to one of the most successful fishing game franchises of all time.    


    SEGA Bass Fishing returns with all-new intuitive controls that fully utilize the Wii Remote™ and Nunchuk™. When players hook a big one, they can use the motion sensor to reel it in. With over 20 different types of lures to choose from, gamers can cast off using the Wii Remote to try to land one of four different types of freshwater bass. SEGA Bass Fishing also offers gamers the freedom to select time-of-day and season during play which impacts the activity of the fish, as well as their appetite and their depth. Featuring 15 beautifully designed lake environments, SEGA Bass Fishing has four fun-filled game modes including Arcade, Tournament, Practice and Nature Trip.    


    SEGA Bass Fishing is rated “E for Everyone” by the ESRB and is now available in stores throughout North America for $29.95.


    244
    TalkBack / Wii Sports at the Oscars
    « on: February 24, 2008, 03:55:58 PM »
    Miis return to the Kodak Theatre.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15399

     Wii fans everywhere must have smiled tonight as Jon Stewart and Jamia Nash, a young  singer from the film August Rush, spent a few seconds volleying  the tennis ball in Wii Sports, projected on a huge screen at the 80th  Academy Awards.  Stewart wrapped up the game and returned to his hosting  duties by questioning whether he should be out of breath from playing  the game.    


    This is not the first time Wii Sports has been played at the Kodak  Theatre.  The famed venue was also host to Nintendo's E3 2006 press  conference, where Wii and its launch games were first officially  revealed to the world.  Nintendo World Report staff members, along with  hundreds of other members of the press and the gaming industry, sat in  the very same seats filled by the most famous actors and filmmakers in  the world during this year's Oscars event.  Hundreds of millions of  movie fans around the world were expected to tune into this year's  broadcast, making this one of Nintendo's most ambitious and far-reaching  marketing opportunities ever.


    245
    TalkBack / REVIEWS: No More Heroes
    « on: February 17, 2008, 06:23:30 PM »
    Tend to the Garden of Madness.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=15341

     No More Heroes starts off with a bang, as Travis Touchdown glazes over the past few days of his life and then drives his motorcycle right into the estate of the #10 assassin in the world.  Travis has just one goal in life: to become the top-ranked assassin, which will in turn get him laid by the beautiful and possibly psychotic Sylvia.  This is an in-your-face action game with buckets of blood, more swearing than a typical R-rated film, and a garish blend of Japanese and American cultural references.  There's nothing else quite like it on the Wii or any other system, and for older, core Nintendo gamers, No More Heroes is a rare treat.    


    Not many games are so upfront about their structure and length.  The best comparison is Shadow of the Colossus, a game that prides itself on a total lack of filler content between boss battles.  No More Heroes does have normal enemies leading up to the ranked assassin fights, but they are good preparation for the big battles.  These enemies are contained in short action levels, though the natures of these levels vary dramatically.  One of the great thrills in this game is experiencing a new ranked mission, because the boss battles are so unpredictable and always interesting.  Between these missions, there is a significant amount of filler content. The strange and somewhat funny part is that the game gleefully acknowledges that this content is filler and nothing but.  Travis needs to pay fees to enter each ranked fight, and most of the required money is earned by completing odd jobs and small-time assassinations.  The odd jobs play out like mini-games, and although they aren't much fun and don't pay well, they do unlock unranked assassinations.  These events are also short, but they are entertaining and tend to pay big bucks.    


    Whether it's in small-time fights or ranked assassin missions, most of the game is spent fighting.  The combat is simple and repetitive, yet very addictive.  Travis fights with an upgradeable beam sword that looks and sounds very cool, and it slices through bad guys with exaggerated blood sprays as your reward.  The game cleverly avoids motion fatigue by using standard button presses for regular attacks and reserving simple gestures for killing blows and wrestling moves.  The combination of control styles and the pacing between the two is strangely satisfying.  Motion control is utilized in one more, very subtle way: Travis changes his stance depending on how you hold the Wii Remote, so you can quickly switch between high and low attacks in the midst of a combo.  Doing so looks cool, adds variety to the moves, and helps you break stalemates with the occasional blocking enemy.  There are three main swords in the game, and they are all quite different and viable, so you can choose the one that best suits your style.    


    One combat feature that seems awesome but never goes anywhere is the Dark Side mode, wherein Travis may randomly gain a super power for several seconds after a flashy kill.  There are several abilities, all pretty cool and potentially very useful, even though you can't control when they will be activated.  One ability lets you shoot energy balls for instant kills, while another makes Travis super fast to catch enemies off-guard.  Unfortunately, I found that the Dark Side feature just disappeared halfway through the game, right about the time it could have been strategically useful on the more difficult enemies.  Even later in the game, normal enemies rarely pose much of a threat, and they always go down in just a few hits.  The ranked bosses are starkly different – they have huge life bars and often do massive damage with their combos.  They are pattern based, though, so it's usually easy to predict their next moves and take advantage of attack opportunities if you pay attention and remain patient.    


    Suda 51, the writer, director, and game designer of No More Heroes, has populated his game with many funny and mysterious characters.  The eccentric ranked assassins are prone to giving speeches before and after you hack them to bits, and they all wear outlandish costumes and take on hilarious names like "Letz Shake".  Travis himself is a snarky guy with plenty of idiosyncrasies, and it's never really clear why he has chosen this career path.  There is an underlying story somewhat deeper than "kill people to get laid", but it develops very slowly and is often confusing because characters are introduced and then suddenly removed.  With all of these crazy assassins running around, you'll probably wish that you could learn more about them before Travis starts lopping off their extremities.  At times, Travis develops deep bonds with other characters for seemingly no reason, and the lengthy end sequence is packed with abrupt story revelations that feel totally out of context.  In short, the game's story is a complete mess, packed with bizarre cultural references, unfulfilled promises of character development, and plotting that makes Akira seem reasonable.  The fact that it pokes fun at itself and frequently breaks the fourth wall doesn't make up for the fact that the story goes nowhere.  Still, it's a fascinating and subversively funny train wreck.    


    No More Heroes takes place in the fictional city of Santa Destroy, which sounds satirical but really isn't.  The city is large but mostly empty, and there are big chunks of real estate that you will never have a reason to visit, much less explore.  The emptiness is most pronounced at the beginning of the game, when you may wonder why the city was included at all.  After you go up a few ranks, some interesting new locations are activated, and you can start to earn more money to upgrade Travis's equipment and stats.  Unfortunately, the tools for getting around Santa Destroy cannot be upgraded.  The mini-map, a deliberately pixilated facsimile of the one from Grand Theft Auto, is hard to read and doesn't line up properly with your actual location or direction.  The main mode of transportation is a motorcycle, and for traveling any significant distance, it's the only real choice.  You will learn to hate the motorcycle before long, as it controls like a wheeled albatross and gets caught on everything, thanks to some terrible collision detection.  Some of these flaws carry over into the otherwise solid combat engine.  For instance, the targeting system is crude at best, and it is broken by any obstruction whatsoever–even low-lying debris between you and the enemy.  The camera flips around spastically in tight spaces, and you'll frequently need to reset its position even in large areas.    


    There is one aspect of the game that pushes the Wii farther than any other game has attempted.  No More Heroes is, unquestionably, the best example of how the Wii Remote's speaker can be used to enhance a game.  Of course, the beam katana makes all kinds of convincing lightsaber-esque sounds come out of the Remote's speaker, but even better is its use during phone calls from Sylvia before every ranked battle.  The Remote rings like a mobile phone, and then our hero's would-be girlfriend begins teasing and taunting Travis (and you) directly from the Wii Remote.  The sound still occasionally clips beyond the tiny speaker's range, but the quality and quantity of recorded voice coming out of the Remote is very impressive.  Sure, it's a gimmick, but it draws you into the story and will have you holding the speaker up to your ear like a real phone.  Knowing that the speaker can be used to this extent opens a floodgate of potential ideas for this obscure controller feature.    


    No More Heroes is the weird result of a Japanese man obsessed with American culture who has created an American hero obsessed with Japanese culture.  It's a reflection of a reflection, and both mirrors are distorted and covered with graffiti.  In terms of gameplay, it's a relatively standard brawler with some attempts to stretch that formula.  The unique style and primal action combine for a compelling experience that is definitely worth a look from any Wii owner in need of another "real" game.  It's a hearty chunk of game that lasts 10-15 hours, depending on the severity of your OCD tendencies, and a "New Game +" feature provides some additional replay content for obsessed fans.  Despite some technical deficiencies and disappointing story development, No More Heroes is a stylistic tour de force and, underneath the pretense, a fun and satisfying action game.

    Pros:
           

  • Fun, satisfying combat
  •  
  • Weird and funny premise
  •  
  • Great art style and character designs
  •  
  • Brilliant use of Remote's speaker


  •        Cons:
           
  • Poor camera and bike controls
  •  
  • Horrible radar/map
  •  
  • Annoying music


  •                Graphics:  7.5
           The amazing art style and detailed characters never get old, but the technical problems can be distracting.  There's plenty of clipping, pop-in, and frame rate slowness.  Some elements of the game world seem to have been ignored, like the totally static sky and the overall blandness of Santa Destroy.

                   Sound:  5.5
           Uneven voice acting in cut-scenes is accompanied by repetitive one-liners during combat.  There are a couple of cool songs, but most of the soundtrack is boring—or worse, annoying.  Retro sound effects are everywhere, adding charm to the otherwise failed sound design.  Innovative use of the Wii Remote's speaker is a positive in this category.

                   Control:  7.0
           Attacks have just the right amount of waggle.  There are many undocumented moves that you'll probably discover by accident.  The camera can behave poorly, and the targeting system is archaic at best.  Motorcycle controls are on a whole other level of incompetence, but you'll learn to deal with them.

                          Gameplay:  8.0
           The shallow but fast-paced combat manages to stay satisfying throughout the game.  Bosses are challenging and very old-school, and the huge variety of ranked missions keeps the game fresh and engaging right up through the last levels.  Things tend to drag between missions, as the part-time jobs and Santa Destroy itself are lame.  Small-time assassinations work better, but you'll have to replay them numerous times to earn enough money for upgrades and story progression.

     


           Lastability:  8.0
           The game is just the right length for its depth, although you may wish that less of the playing time was spent on filler material between missions.  There are a few collectibles for those players who can't get enough, particularly during the replay mode in which you start over with all of your weapons and stats from the first time through.

     


           Final:  8.0
           With solid gameplay and a pervasive style that you just need to experience, No More Heroes is a fun romp through anime histrionics that provides more gory killing than you can shake a lightsaber at.      


    246
    TalkBack / Activision Announces Guitar Hero: Aerosmith
    « on: February 15, 2008, 05:06:12 AM »
    Game will feature tons of Aerosmith songs, plus music from related bands.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15290

     WORLD RENOWNED RECORDING GROUP AEROSMITH ROCKS THIS WAY TO GUITAR HERO®: AEROSMITH®    


    Epic Collaboration Creates First Music-Based Game to Feature One Band    


    Free Download of “Dream On” Offered to Commemorate Alliance
       


    Santa Monica, CA – February 15, 2008 – Fire up the fret board, crank the amp to 11 and get ready to rock this way with Activision, Inc.’s (Nasdaq: ATVI) Guitar Hero®: Aerosmith®, the first game built around the legendary music of America’s Greatest Rock ‘N Roll Band: Steven Tyler, Joe Perry, Brad Whitford, Tom Hamilton and Joey Kramer.  Slated for release this June, this latest installment from the franchise with the #1 best-selling video game in 2007, puts players in the shoes of Perry (guitar), Whitford (guitar) and Hamilton (bass), as they rock out alongside frontman Tyler and drummer Kramer.  Gamers will experience Aerosmith’s GRAMMY® winning career, from their first gig to becoming rock royalty, in a way that no other entertainment vehicle offers.    


    To celebrate this historic, ground-breaking collaboration, Guitar Hero® III: Legends of Rock fans will have the opportunity to download and jam to Aerosmith’s “Dream On.” The song will be available for free from February 16-18 on Xbox LIVE® Marketplace for Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®Store for the PLAYSTATION®3 computer entertainment system.  For more information, please visit www.guitarhero.com.    


    “Having a game built around Aerosmith has been a huge honor and really a great experience for us,” says Joe Perry. “We’ve put a lot of ideas into the game so that fans can have fun interacting with our music, getting inside our body of work and learning about the band’s history.”    


    Steven Tyler says, “Any band that can go from ‘Don’t Want to Miss A Thing’ (Aerosmith’s #1 smash hit) to the ass-kicking ‘Sweet Emotion’ to the cheekiness of ‘Love in an Elevator,’ to the classic ballad ‘Dream On’ shows why Activision chose us to headline this game based on the diversity of the Aerosmith catalog. Not only is songwriting a bitch, but then it goes and has puppies.”    


    Perry adds, “On a larger scale, it’s cool for us to be pioneers helping to rebuild the music industry through a format like video games.  It’s great for rock since the record companies are struggling to make sense of how things are changing.  Fans want to get and experience music in new formats--and there are going to be some of them who will play the game, then pick up the guitar for real and start bands. It’s what’s happening now, and it’s only going to build more momentum in the future.  It’s a massive change for the music business.”    


    “We are extremely excited that Aerosmith chose to team up with Guitar Hero, bringing one of the world’s all-time best-selling artists together with one of the biggest video game brands, to deliver a new and unique interactive way for our customers to connect with artists and their music,” said Dusty Welch, head of publishing for Activision/RedOctane.  “This partnership will give Aerosmith, a band that has sold more than 150 million albums worldwide, a powerful and innovative platform to reach their fans and new audiences.”    


    Guitar Hero: Aerosmith brings these quintessential rock legends to the interactive realm to create the ultimate gaming experience.  As fans progress through their careers in the game, they can rock out to scores of Aerosmith’s greatest hits, as well as songs from celebrated artists that the band has either performed with or has been inspired by in some way.  Venues from historical moments during the band’s illustrious career offer the experience of “sweet emotion” and further capture the essence of the band’s rise to fame.      


    Guitar Hero: Aerosmith is being developed by Neversoft Entertainment for the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system.  The Wii™ version is being developed by Vicarious Visions.  The PlayStation®2 computer entertainment system version is being developed by Budcat.  The game is not yet rated by the ESRB.


    247
    TalkBack / PODCAST: Radio Free Nintendo: Episode 86
    « on: February 12, 2008, 05:11:23 PM »
    Get in the hot tub!
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=15265

     There Will Be Fridge-Cleaning    


    Episode 86: Perverted Messiah    


     
    AAC Format    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    


    The parade of special guests continues, as Michael "TYP" Cole sits in the proverbially musical fifth chair, which turns out to be a real metal chair in Jonny's apartment.  They took a break from skiing and driving all over the Rockies to discuss movies, board games, and even video games.  The usual gang (Lindy, James, and Greg) are also on hand to discuss various goings-on, highlighted by Jon's horrifying tale of cleaning out the Virtual Console refrigerator, a metaphor that truly never gets old.  James also takes us into the frightening, psycho-sexual world of Miami Nights: Singles in the City.    


    In the absence of forum threads to pick over, we read and discuss more reader mail, look at this week's Virtual Console releases, and even get into a bit of news.  This episode is a bit leaner than the last few, but it's packed with laughs!    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


    248
    TalkBack / Professor Layton Comes to Town
    « on: February 11, 2008, 02:53:31 AM »
    The portable puzzler from Level 5, developers of Dragon Quest 8, has arrived.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15259

     NINTENDO ENTERS A WORLD OF RIDDLES WITH PROFESSOR LAYTON AND THE CURIOUS VILLAGE    


    Unravel Mystery, Secrets and Brainteasers in a New Nintendo DS Treasure Hunt
       


    REDMOND, Wash., Feb. 11, 2008 - Move over, Sherlock Holmes! There's a new Brit in town. The Feb. 10 launch of Professor Layton and the Curious Village™ brings a world of riddles, secrets and brainteasers to the portable Nintendo DS™. The puzzle-filled game provides hours of mind-bending game play, thick story plots, funny, eccentric characters and a double murder-mystery.    


    In the curious village of St. Mystere, a wealthy baron passes away. His will reveals that a treasure is hidden someplace inside the village. Unable to locate the treasure, the baron's family calls upon renowned archaeologist and puzzle expert Professor Layton for help. Upon his arrival, the search for the treasure is interrupted by the suspicious death of another member of the family. Now with two mysteries on his hands, Professor Layton must work his way through the village's many challenges to get to the truth.    


    "Professor Layton and the Curious Village combines a mix of clever storyline and brainy twists," said Cammie Dunaway, Nintendo of America's executive vice president of sales & marketing. "Like the Brain Age titles before it, this new puzzle genre requires players to use their minds as much as their thumbs. The strong story, charming hand-drawn animation and fully voiced movies appeal to hard-core gamers and casual gamers alike."    


    Players will tackle brain twisters ranging from mazes and riddles to logic and sliding puzzles as Professor Layton progresses through an engaging 19th century anime-styled mystery. Touch-screen controls make working through the game a snap for players of all skill levels. What's more, for a limited time new puzzles will be available weekly for download via Nintendo® Wi-Fi Connection for extended replay value. The Professor Layton series is already a smash hit in Japan, where each succeeding game outsold the one before it. For more information about the U.S. game, visit www.ProfessorLaytonDS.com.


    249
    TalkBack / Harvest Moon and Lords of Thunder Arrive on VC
    « on: February 11, 2008, 02:48:54 AM »
    Farming and thunder make for one of the best Virtual Console weeks this year.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=15258

     WII-KLY UPDATE: TWO NEW CLASSIC GAMES ADDED TO WII SHOP CHANNEL    


    The two games joining the lineup this week are considered cult classics, yet they deal with topics as varied as farm management and shooting enemies to the strains of heavy-metal tunes. Just don't get the two mixed up, since most livestock don't like heavy metal and it takes more than turnips to defeat fire-spewing sea serpents.    


    Nintendo adds new games to the Wii™ Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


    Harvest Moon® (Super NES®, 1 player, Rated E for Everyone, 800 Wii Points): You bought the farm, so now it's time to roll up your sleeves and try living off the fat of the land. Fresh air and the beauty of the outdoors will be fulfilling, but a successful farm needs a lot of working capital as well. There are buildings on your property, but they are in need of livestock. You have a modest house, but if things get lonely in the field, it's going to take a remodel to woo a female farming companion. Your challenge is to dig in and build your life as a farmer from the ground up. How you manage will determine the outcome, but remember: You always reap what you sow.    


    Lords of Thunder (TurboGrafx-16 CD-ROM, 1 player, Rated E for Everyone – Fantasy Violence, 800 Wii Points): Lords of Thunder is a side-scrolling shooter that has you take on the role of a legendary warrior, blasting enemies to heavy-metal tunes. Your enemies are plotting to revive Zaggart, "The Dark One," who was sealed beneath the six continents of Mistral. It's up to Landis, descendant of the heroic Dyu, to stop them. Choose the order in which to attack the six stages. Before each stage, select one of four magic armors and use crystals you've collected during your battles to buy items. Selecting the right armor for each stage is the key to your ultimate victory. Then get ready to face awesome enemies like a fire-spewing sea serpent or a giant insect. Whether it's the fast-paced shooting or breaking into the fortress of a stage boss, you'll be blown away by the intensity of Lords of Thunder.    


    For more information about Wii, please visit wii.com.


    250
    TalkBack / PODCAST: Radio Free Nintendo: Episode 85
    « on: February 07, 2008, 01:00:25 PM »
    Yes, there are some spoilers.  No, you shouldn't care.
     http://www.nintendoworldreport.com/podcastArt.cfm?artid=15242

     Brought to you by the CosaNostra Pizza Company.    


    Episode 85: Super Bowl Bros. Brawl    


     
    AAC Format    


    MP3 Format    


    Subscribe via iTunes    


    Digg Radio Free Nintendo    


    Our beloved Director, Steven "Windyman" Rodriguez, joins us for the first thirty minutes to spill all the beans on Super Smash Bros. Brawl.  We ask lots of questions, get lots of answers, and try to convince Jon that he shouldn't be afraid of the game.  Then we fulfill the rest of the episode's title with a brief and hilarious debate on the Super Bowl, led by fanatical foreigners, Greg Leahy and Jon Lindemann.    


    Then the normal show begins, with a healthy New Business (bid on Jonny's auction here) and loads of great forum posts and reader mail.  Keep it coming, please!  Our old friend and former RFN host, Karl Castaneda, also shows up with an audio review of No More Heroes against the backdrop of a song called "No More Heroes".    


    Besides devoting many hours to editing this long, complex podcast, James has made some improvements to the audio files.  The AAC format is now enhanced with chapters and photos, and the MP3 bit rate has been reduced to make the files smaller.    


    Credits:    


    This podcast was edited by James Jones.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their new album, Rocket Number 9, directly from the record label, or download it from iTunes, or call your local record store and ask for it!


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