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4276
TalkBack / REVIEWS: Ikaruga
« on: March 16, 2003, 11:37:25 AM »
With about a month to go before Ikaruga’s North American debut, see what you should expect from this old-school 2D shooter, and whether you should go ahead and import.

Ikaruga is the kind of game that interests me, that I can respect, but that I will never love.  Playing the game feels more like a military training exercise for my reflexes than anything else.  The game is brutally, unrelentlessly difficult, and it very much expects you to play through the same levels and same situations over and over again until you get it right.    


If this sounds like your cup of tea, you shouldn’t hesitate to import Ikaruga or pick it up when it comes out in your neck of the woods.  This game is intended for a very narrow, niche audience that will absolutely love it.  Others may find it enjoyable to watch or play occasionally, but probably not enough to warrant the full price tag.  In other words, if you’re not already a huge, extremely hardcore 2D shooter fan, don’t expect Ikaruga to turn you into one.  But if you can beat Super R-Type III without continuing…well, you’ve probably already imported Ikaruga on either Dreamcast or GameCube.  For everyone in-between, perhaps more information would be useful.    


Ikaruga is a top-down, vertically scrolling 2D shooter.  In many ways, it sticks very firmly to the genre’s foundations: excessive difficulty, swarms of enemies and projectiles, gigantic bosses, lots of patterns to memorize.  After a while, you’ll start to gauge your progress through the game by how many continues you spend to kill a certain mini-boss.    


The game’s uniqueness lies in its innovative light/dark system.  I’ll spare you the long explanation, but here are the basics: your ship can absorb bullets of the same color, your shots do double damage to enemies of the opposite color, and you can change colors at any time.  Most of Ikaruga’s gameplay involves navigating through intricate fields of bullets and switching back and forth from light to dark to survive.  When you’ve absorbed enough same-colored shots, you can use a special homing laser attack.  There’s also a simple but wonderfully implemented combo system that really motivates you to learn the enemy patterns and pay attention to where you’re shooting.    


As you have probably heard, these patterns of energy shots and the non-interactive backgrounds make Ikaruga a very beautiful game.  Every graphical element has a sharp, clean look to it, and the framerate is high and consistent.  Neither your ship nor the enemies are blessed with very animated models, but the action is so frantic that a lot of animation would probably be distracting.  Ikaruga doesn’t really look like anything more than a handsome Dreamcast title, even in its GameCube incarnation, but it still looks very good compared to other games currently available.  If nothing else, the visuals are quite hypnotic and will likely attract the attention of your friends and family.    


Ikaruga is very much an arcade game at heart; it has only five levels and a handful of extra modes that amount to slight variations on the normal game.  That’s not to say that you’ll beat it in a few days though… not unless you’ve already honed your reflexes to superhuman levels with other old-school shooters.  More likely, you’ll play for a few hours or even days before beating the first couple of levels. As the difficulty ramps up ever more steeply, your progress will slow even further.  Mastering Ikaruga will require you to play through the levels over and over again, literally memorizing enemy and bullet patterns so you can die fewer times and have a better chance of passing whatever point is giving you the most trouble.    


The game does include one excellent tool to help you improve your skills: a slow-motion computer demo.  It’s a chance to see a true master (probably one of the testers at Treasure) plow through these levels in slow motion.  Watching this person dart in and out of enemy squadrons and selectively pick off targets to achieve insane point totals can be just as entertaining as actually playing the game.  And, of course, it can show you some great strategies and methods to use yourself.    


Playing Ikaruga can be an exercise in both awe and frustration.  Often you’ll “get in the zone" and safely steer through an absurdly complex wave of bullets, only to snap out of it afterwards and be utterly amazed at what you just accomplished in the game.  A second later, a tiny stray bullet will come out of nowhere and blow you to smithereens.  Your ship is extremely fragile, so a big part of the gameplay is pure survival.  Many times you’ll feel so overwhelmed that you’ll forget to keep shooting and just seek cover from the onslaught.    


The unusual two-player mode has to be mentioned.  It’s not exactly unique in concept; instead of one ship flying around shooting enemies, you have two.  What makes Ikaruga’s two-player mode so special is that it can actually make the game harder, or at least more complex.  Twice the shots on screen means twice the confusion, and things get even hairier if you try tag-teaming the Hard mode, where defeated enemies shower energy debris onto the screen.    


Just to reiterate: Ikaruga is not for everyone.  If you think it sounds cool but aren’t sure you’ve got the chops, your best bet is to give the game a rent when it is released locally.  If you consider yourself to be a true hardcore gamer and love a good challenge, Ikaruga makes a great import.  Pretty much every word in the game is presented in English, and the game itself is easily one of the best titles of its kind.  However, Ikaruga definitely does not transcend its genre; it’s not at all accessible to people who aren’t familiar with 2D shooters or with old-school, arcade-style games.

Pros:
       

  • Innovative gameplay mechanics  
  • Tight level design and frantic action  
  • Great graphics

           Cons:
           
  • Very limited appeal  
  • Few options or extras

                   Graphics:  8.0
           Clean, stylish models and great special effects, plus a solid framerate.  The backgrounds are nothing special, which is probably a good thing.  It looks like a high-end Dreamcast game, not surprisingly.  It would have been nice if the ship glowed or otherwise indicated when your special meter is full, since it’s not very convenient to look over on the side of the screen amidst waves of bullets.

                   Sound:  7.0
           The music has a steady beat, but it is only truly noticeable during occasional breaks in the action.  Like the graphics, the sound is mainly intended to not distract you from playing the game, and it does well in that regard.

                   Control:  8.0
           Feels just right with either the joystick or D-pad.  The button controls are simple and can be configured to your taste.  The ship’s vulnerable area is mysteriously smaller than its visual representation, which can be confusing at times.

                   Lastability:  8.0
           For some of us, Ikaruga will never end.  That’s because we can’t get past the third or fourth level, even after dozens of attempts.  Regardless, five levels isn’t exactly a feast of content for those skilled enough to see them all.  The two-player mode is great, if you can find another person brave enough to play this game.  You’ll probably spend a lot of time with Ikaruga before finishing it or giving up, but the game’s extra features aren’t much to speak of.

                   Gameplay:  9.0
           It’s hard.  Really frickin’ hard.  This is a game to test your reflexes and tolerance for memorizing enemy and bullet patterns.  The light/dark and chain mechanics are explored thoroughly in each of the five levels, and mastering them can be a lot of fun…if you’ve got the patience.

                   Final:  8.5
           Ikaruga is easily one of the best shooters around.  What it doesn’t do is ever step outside that strict classification, which keeps it from being the kind of game I could recommend to just anybody.  If you’re a fan of the genre, you can’t go wrong with this gem from Treasure.      


  • 4277
    TalkBack / REVIEWS: GBA Movie Player
    « on: February 14, 2004, 07:07:26 PM »
    This handy little accessory lets you play digital movies, music, and even text on your Game Boy Advance.

    Have you ever wanted one of those cool portable DVD or MP3 players, but just couldn’t handle the high prices?  A new third-party accessory from China lets you use your Game Boy Advance in place of those devices, and it is much less expensive, even factoring in the cost of the GBA.  

     The Movie Advance GBA Movie Player is surprisingly easy to use, and it provides an impressive set of features.  The device plugs into the cartridge slot of the GBA, and from there provides two of its own slots.  The lower one is a pass-through for a game cartridge; you have to have one inserted or the system won’t recognize the Movie Advance.  The upper slot is for a Compact Flash memory card (sold separately), which stores your media files.  A small switch on the device lets you switch between the game and the device interface, but you can’t hot-swap between the two.  The whole thing sticks out about two inches from the GBA, much like the Game Genies and GameSharks that have been released for Game Boy systems over the years.  The extra bulk of this device sticking out of the GBA is offset by the fact that you don’t have to remove it in order to play your games.  

     The Movie Advance ships with a mini-CD containing two Windows programs, one for converting music and the other for converting movies.  Both are simple to use, though I would have liked more quality settings in the music program.  You can either drag-and-drop or browse for media files you want to convert.  Supported input formats are fairly exhaustive, including .wav, .mp3, .wmv, .avi, .mov, etc.  Real media formats are also supported, though they aren’t selectable in the software by default.  (Choosing to browse “All File Types" fixes the problem.)  Then choose a destination folder and hit the Convert button.  MP3 files are converted almost instantly, while movies convert at about one-half real-time.  (So if the movie file is fifteen minutes long, it may take about half an hour to convert.)  The resulting .gbm and .gbs files are then ready to be loaded on your Compact Flash card via a multi-card reader or some other flash memory transfer device.  The Movie Advance reads standard .txt files for e-books, so no conversion is usually needed.  

     Reading books on your GBA might seem odd, but it’s actually a pretty cool feature.  The GBA SP’s lighted screen makes it better for this function than even some dedicated e-book readers.  Some people might have trouble reading on the small screen, but the text is at least as large as the average game text.  The controls for turning pages are limited, as you can only go forward one or ten pages at a time, but that’s probably not a big deal unless you’re trying to read The Decline and Fall of the Roman Empire in its 6000 pages of glory.  (Yes, I tested it, but only as a joke.)  Considering the wealth of free e-books on the Internet (Project Gutenberg) and the ease of converting any other kind of document into a .txt file in Notepad, this is a simplistic but powerful feature that casual readers will enjoy.

    I wouldn’t recommend it as a complete MP3 player replacement, but the Movie Advance also handles digital music pretty well.  Stereo music files tend to be somewhat larger than a corresponding MP3, though you can reduce file size by selecting a compressed mono .gbs conversion.  The sound quality in stereo mode is perfectly acceptable, just a notch below what you would get from the MP3 format.  However, the GBA speaker is definitely not suited for high fidelity music, so using headphones is recommended.  One of my favorite features of the music player is that you can listen to your songs while reading e-books in the text mode.  The music skips slightly when you turn the page, which is a real shame, but hopefully that little bug can be fixed in a future firmware update.  Another slick feature is included especially for GBA SP owners.  You can fold up the system and use the L and R triggers to pause, stop, or advance tracks.  This clever inclusion allows you to slip the system in your pocket with only headphones remaining visible, and you can just reach down to easily access the controls while jogging, driving, etc.  

     But of course, the primary reason to own the GBA Movie Advance is that it plays movies.  The movie converter creates two files, one .gbm with just the visuals, and a .gbs with the audio track.  (Yes, you can play the audio track by itself in music mode.)  The two files combined are smaller than most digital movie formats, probably because the video resolution is being reduced to fit on the GBA screen.  In order to test the video quality, I used a 17MB DivX-compressed .avi of someone blazing through level 6 of Ikaruga.  The game’s graphics are somewhere between realistic film and anime styles, so it seemed like a good choice to test the file converter’s “Film" and “Anime" conversion types.  The Film version was about 15MB total with great picture quality, easily clear enough to see and distinguish all the crazy stuff going on in Ikaruga.  The Anime version was about 11MB, with the only noticeable loss in quality being less definition for sharp edges and a slightly lower frame-rate.  Hardcore video-philes could probably find more to gripe about, but if you demand pristine video quality, you probably shouldn’t even consider watching movies on the GBA in the first place.  I was impressed by the quality of both formats, though it’s easy to see that Anime is mainly intended for animation, where its quality disadvantages will be minimized for the sake of better file sizes.  The many other video files I tested performed just as well, though I didn’t do side-by-side tests on most of them.  So, to answer the main question, this device does a great job of displaying digital movie files on the Game Boy Advance screen.  

     Just how big the movies can be depends entirely on how much you want to invest (or already have invested) in a Compact Flash card.  The cards are sold separately from the Movie Advance, but many people already have CF cards for their digital cameras or PDAs.  It’s certainly one of the most common types of flash memory, and you can find several sizes at widely varying prices all over the Internet and in electronics stores.  I’ve seen cards as small as 64MB and as large as 2GB, the latter being enough space to store several feature-length movies or dozens of hours of music.  How much you should get depends largely on what you want to use the Movie Advance for.  On my 128MB card, I was able to simultaneously store several short movie clips, about an hour of stereo-mode music, and hundreds of pages of text.  The same card could alternatively hold about an hour of Film-mode video or roughly 90 minutes of Anime-mode video.  You’ll also need a CF card reader, or the more common multi-card reader, also sold separately.  These USB devices connect to a PC and act as portable disc drives.  So being able to use the Movie Advance has certain equipment prerequisites, though there’s a good chance that you already have a card reader and at least one CF card.  Otherwise, the cost of these items has to be factored into the total cost of owning the Movie Advance.

    If you’ve already got some of the necessary equipment, and if you would get sufficient use out of a portable media player, the Movie Advance GBA Movie Player is a slick little device and reasonably priced around $40 plus shipping.  I hope the manufacturers will provide software and firmware updates in the future, because the conversion tools and interface could be perfect with just a few more features and tweaks.  Nevertheless, this product is easy to recommend to anyone who’s into digital movies and music, as well as anime freaks who want to watch Cowboy Bebop on the bus.  You can order it from Lik-Sang, along with any CF cards and multi-card readers you might need.

    Pros:
           

  • Great movie playback quality  
  • Good music and text modes  
  • User-friendly conversion tools

           Cons:
           
  • Expensive if you don’t have a card and/or reader  
  • Fewer features than a real DVD player, MP3 player, or e-book reader

                   Appearance:  8.0
           The bulky black cartridge is about twice the length of a GBA game.  The only marking on it is a small, tasteful label with the product name.  The device doesn’t look first-party, but it’s not gaudy like many other third-party GBA accessories.  Definitely looks best with a black or dark-colored GBA.

                   Comfort:  8.0
           The way it sticks out of the GBA SP can be a bit irritating, depending on how you like to hold the system, but it’s not a big deal.  On a regular GBA, there’s no problem at all.  The device is light-weight, so it doesn’t imbalance the system.  Removing the memory card is easy, since it sticks out far enough to get a good grip.

                   Quality:  7.0
           The cartridge is made from good, solid plastic, and its connectors seem to be of standard quality.  The conversion programs are both very easy to use, although there aren’t very many output settings for either movies or music.  A strange bug makes RealMedia files only show up for browsing if you select “All File Types".

                   Construction:  7.5
           The device creaks a little if you try to pull it apart, but the four embedded screws hold it together firmly.  Both the game cartridge and memory card fit snugly into their slots and have to be pulled out by conscious effort.  The device can slide side-to-side ever so slightly in the GBA, but only if you’re pushing it with your fingers.

                   Value:  9.0
           This category is hard to judge, because it depends heavily on whether you already own a Compact Flash card and reader for your PC.  But even if you have to purchase those items separately, the Movie Advance is cheaper than any portable DVD player and most MP3 players.  And it performs both functions, along with the less useful but still cool text mode.  If you already have the prerequisite equipment, the device itself is cheap.

                   Final:  8.5
           Despite a few nagging flaws, the Movie Advance does what it’s supposed to do, and it does it well.  This device is certainly much more useful than the officially licensed GBA movie player in Japan, which only plays pre-packaged movies sold on expensive read-only cards.  The Movie Advance is a lot of fun just to play around with, but it’s powerful enough to offer real utility to serious movie fans, and especially anime fans.  The music and text functions are not as polished, so it’s best to consider them as bonus features.  You can order the Movie Advance at Lik-Sang.      


  • 4278
    TalkBack / REVIEWS: Game Boy Advance SP
    « on: March 27, 2003, 08:00:50 PM »
    Nintendo’s newest handheld blows away its predecessors.

    The Game Boy Advance SP is the smaller, sleeker version of Nintendo’s newest handheld technology, and it should be on the wish list of anyone seriously interested in portable gaming.  The SP is an improvement over the original GBA in practically every way, and if you’ve ever had a gripe about the system, the latest model has probably addressed your concerns.    


    First, and most importantly, the new screen looks fantastic.  It is the same size and resolution as before, but now a “front-light" system, not unlike Triton Labs’ Afterburner, illuminates the screen and makes it playable even in pitch-black darkness.  Even better, the light can be turned off to save battery power or improve visibility in certain situations, such as playing in direct sunlight.  (The screen still works with reflected light, just like the Game Boy Color and original GBA.)  The light is very bright and an enormous improvement over the old GBA’s display.  Having a lit screen not only lets you play in the dark, which probably will not happen very often, but also lets you see the screen clearly while holding it at any angle.  The effect is subtle but liberating, like the first time you played GameCube with a WaveBird.    


    Similarly, having a rechargeable battery built into the system also makes playing GBA more carefree.  A full charge lasts about a dozen hours with the light on and several more with the light off.  But since an AC adapter is included and the battery takes only three or four hours to fully charge, there’s no reason to turn the light off unless it’s interfering with outside sources.  Not having to think about changing the batteries or buying extras makes it easier to just sit back and enjoy your games.    


    The SP’s flip-top lid works flawlessly and looks quite slick.  The hinge is stiff and sturdy, and the screen can be tilted more than 180 degrees back without causing any problems, although the natural resting position is at a very handy 150 degrees or so.  The lid snaps shut firmly and tightly, protecting both the screen and the face buttons.  When folded up, the system is barely thicker than the original GBA, fitting easily into all sorts of pockets as well as most cases designed for the original model.    


    The new D-pad is smoother, slightly larger, and more “clicky" than the old one.  For all the games I’ve tested, it feels better than the original GBA’s D-pad.  The buttons follow suit, being larger and generally easier to use.  Despite being set deeper into the system, it’s actually easier to tell when you’ve hit one of the new face buttons, because they are stiffer and give better tactile feedback (just like a good keyboard).  Though you wouldn’t expect it from their appearance, the tiny new L and R triggers are a marked improvement on their predecessors.  They are still a bit too easy to depress, but the new triggers are much more “clicky", and they fit much better into the curve of the fingers.  All of the face buttons, including the one that turns the screen light on and off, are made from smooth, hard plastic; there is no rubber at all on the SP.    


    Ergonomically, the SP itself is surprisingly comfortable to hold and play.  When the original GBA was first announced, many of us large-handed gamers were glad to see the horizontal design.  The Game Boy Color was the cause of many wrist-cramps, but as it turned out, the GBA was not much of an improvement.  Yes, the hands could be placed farther apart, but the system was so short that it had to be held almost entirely by the fingers; the configuration placed an uncomfortable load too far out from the wrists.  Although the part of the SP you hold is much smaller than both the GBC and original GBA, it’s much more comfortable for one very key reason: the whole thing fits (pun alert!) squarely into your hands.  The load is once more focused into the palms, while the index fingers offer support at the top.  Who knows if this effect was intentional or just a happy side-effect of the system’s design, but Nintendo has managed to create a unit that feels comfortable in big hands while being the smallest Game Boy yet.  And of course, it works great for small hands too, though the L and R triggers may fit into a different finger joint.    


    Before wrapping up, I also have to mention the system’s few flaws.  Most notably, it doesn’t include a headphone jack.  You can buy an adapter, but at a measly $5, Nintendo could have and should have simply included one to begin with.  The SP also seems to be prone to scratches, since its casing is painted rather than made of colored plastic.  That’s the price we have to pay for such a smooth, sexy surface.  And finally, it doesn’t look like the plastic screen cover can be replaced easily, as it could on the original GBA.  The flip-top lid should cut down on potential hazards for the screen, but make sure you’re careful to close the system when it’s not being played.    


    If you haven’t yet purchased a Game Boy Advance, it’s time to stop making excuses.  The GBA SP is easily the best Game Boy and the best portable gaming system ever designed.  With technology this good, lower game prices than ever, and such an extensive software library, the SP is nothing less than a gaming powerhouse.  Owners of the original GBA will be thrilled with the improvements in this new model, but whether upgrading is worth the money really depends on how much you play (or would like to play) portable games.  If you have an original GBA with the Afterburner installed, you should probably hold off on the SP.  Its main feature, the front-lit screen, is not a huge improvement over the Afterburner, and you’ve already spent at least $100 for your old system, the light, and possibly installation.  Then again, if you’re willing to do all that just to play a well-lit GBA, you’re probably hardcore enough to justify getting the SP too.    


    There’s no doubt that the SP is what the original GBA should have been.  But, it hardly does any good to protest Nintendo releasing an updated version, when so many people were dissatisfied with the original model.  This is a case of Nintendo listening to feedback on the first GBA and correcting practically every issue with the second model.  If you’ve ever wished the Game Boy Advance were easier to see, easier to hold, or easier to own, GBA SP is the answer.

    Pros:
           

  • Front-lit screen looks great  
  • Battery lasts long and recharges quickly  
  • Both smaller and more comfortable than ever before

           Cons:
           
  • No headphone jack or included adapter  
  • Painted casing can be scratched easily

                   Appearance:  9.5
           Looks like a large flip-top mobile phone.  Or perhaps a square makeup compact.  But seriously, the SP’s new painted surface is very eye-catching, and when unfolded, it looks like a modern re-imagining of the old Game Boy Pocket.  You can’t go wrong with simultaneously chic and retro.

                   Comfort:  9.5
           Small and lightweight, the SP can go anywhere without adding much bulk or heft to your load.  Remarkably, it actually fits more comfortably into hands of all sizes than its larger predecessors.  The buttons and triggers are not just within reach, but very naturally placed.

                   Quality:  9.0
           The new buttons are great, but the casing’s paint is rather soft and easily scratched.  The light is a huge improvement, but the light-distributing film over the screen can sometimes give the display a segmented appearance, as if the image were being generated in horizontal bars.  Other than these minor complaints, the SP is made of top-notch parts, as we’ve come to expect from Nintendo.

                   Construction: 10.0
           The buttons and switches offer firm resistance.  The flip-top hinge is stiff but easy to adjust, and the system folds together very tightly to protect the screen.  You couldn’t ask for more.

                   Value:  9.0
           The SP is a great deal, especially factoring in the money you’ll save on batteries.  Still, $100 is rather a lot to ask of someone who already owns the original GBA.  The SP is a fantastic upgrade, but it’s still just an upgrade and won’t drastically change your experience with the system.  If you don’t like portable games, it isn’t likely the SP will change that outlook.

                   Final:  9.5
           Other than the silly headphone issue, the SP is a damn near perfect gaming system.      


  • 4279
    TalkBack / REVIEWS: Donkey Kong Jungle Beat
    « on: January 24, 2005, 08:25:27 PM »
    Get funky with the “King of Kings".

    Donkey Kong Jungle Beat is quite a surprise.  I expected it to be a gimmick game with some fun platforming action and little else.  After all, how much can you do in a game played with drums?  As it turns out, quite a lot, thanks to a challenging combo system and dense, carefully planned level design.  The game is scheduled for a U.S. release this spring, but if you don’t want to wait, the Japanese version is very import-friendly and can be purchased from our import partners at Lik-Sang.    


    Many people will approach this game knowing only that it is controlled with the DK Bongos of Donkey Konga fame (you can buy the game with or without the special controller).  What they may not realize is that the game itself is actually quite similar to Rare’s Donkey Kong Country series.  Jungle Beat is a fast-paced platforming game that focuses on DK’s love for bananas and agile movement style.  The Bongos seem superfluous at first, but eventually it becomes clear that the game has a built-in sense of rhythm.  If you play to that rhythm, enormous combos and spectacular moves will reveal themselves.  Certainly you can play Jungle Beat with a normal controller, but it helps to have the aural and tactile feedback from the Bongos.  It’s just more fun, and certain actions like pummeling an enemy are easier to do with the Bongos.    


    The most important part of controlling DK actually involves clapping into the Bongo microphone.  Clapping creates a sound wave around DK, in two concentric circles.  The smaller circle grabs any bananas within its radius, kills certain enemies, and activates most of the interactive elements in each level.  The larger circle stuns certain enemies, breaks bubbles holding bananas (which then fall), and activates some other things.  Allowing DK to grab nearby bananas by clapping is a touch of genius.  It’s great in terms of play control, because it means you don’t need as much precision movement, which can be tedious with the Bongos.  The greater benefit is that the game rewards you with bonus bananas for grabbing multiple bananas with a single clap.  That means it’s almost always better to clap than just touch a banana to pick it up, and that you should go for as many bananas as possible with each single clap.  This mechanic drives much of the level design, as bananas are strategically placed so that, in many cases, taking risks allows you to grab a ton of bananas at once instead of in two or three smaller grabs.    


    The other driving mechanic is the combo system, which further multiplies the number of bananas you can earn.  Each different kind of move you perform increases the combo multiplier, until you land on the ground.  It encourages you to learn how to move fluidly from one enemy and obstacle to the next (and of course, playing to the beat helps), and it encourages you to use tons of different moves and methods in order to keep tacking on more multipliers.  The combo system has its own risk vs. reward conflict, too.  You have to land the combo to get anything; get hit by an enemy, and you lose everything.  It works just like in the Tony Hawk games.  By the time you are running up a 400 banana combo, the tension level is extremely high, and you are desperate to find a landing place and claim that big pot.  Some levels are built so that you can go from start to finish without ever touching the ground, which would result in a ridiculous combo and be quite an impressive feat of playing skill.    


    Like any good skill-based game, Jungle Beat makes you want to get better and better and beat your top scores.  At the end of each level, you are awarded medals for reaching certain goals: 200 bananas for bronze, 400 for silver, 800 for gold, and 1200 for platinum.  New levels require a certain number of these medals before they can be played, and as the unlock requirements get higher, you’ll end up going back to play the earlier levels to get better scores and more medals on them.  I was blown away by how much my playing had improved since first starting on those levels.  Areas ripe for big combos are easier to see, and secret areas revealed themselves as my jumps got higher and my swings got longer.  Some of the secret levels, several of which are not accessible until after you beat the game, require dozens of medals, which means you have to nearly master all the earlier levels to ever see that extra material.  The game helps out by offering, at the end of each level, a short gameplay video showing a cool combo opportunity or secret passage that will help you score better the next time.    


    Jungle Beat’s only real failure is its meager set of boss encounters.  The bosses are actually very clever, if a bit easy once you figure out their patterns.  The problem is that the same four bosses are reused over and over for the game’s sixteen main levels.  When you finally reach the end boss of the game, it’s a relief, not because you’re about to beat the game, but because you actually get to fight something new.  And even that final boss is reused, in a supposedly harder incarnation, in a later secret level.    


    Boss gripes aside, Donkey Kong Jungle Beat is a fantastic platforming game with plenty of new ideas and a great style to call its own.  The game also features beautiful graphics which are reminiscent of the technical qualities of Rare’s Star Fox Adventures.  It’s been a long time since we had a great action game starring Donkey Kong (I’m not counting DK64), and Jungle Beat makes a strong case for this big ape to stick around for many years to come.  As much as Nintendo has done for 3D gaming, here is evidence that they still know how to make excellent 2D platformers.  Mario, you’re on deck.

    Pros:
           

  • Awesome, old-school 2D platforming  
  • Makes you want to collect bananas so bad  
  • Gorgeous visuals based around jungle environments

           Cons:
           
  • Fighting the same boss in four different levels  
  • Hands hurt after an hour of frantic play  
  • Useless close-up of DK covers up one corner of the screen

                   Graphics:  9.0
           Jungle Beat may be a simple game with simple environments, but everything looks amazing.  Virtually every character in the game is fuzz-shaded.  Although close-up camera angles are rare, when they do happen, you can see how sharp the textures are.  DK is highly animated and has quite a lot of personality.  The only visual mistake is that the bottom-left corner of the screen is always covered up by a large and useless close-up view of DK.  These are beautiful levels, so why cover them up with this redundant display?

                   Sound:  8.0
           The music is full of, well, jungle beats, but it’s not terribly captivating.  Much more important are the sound effects, including those that activate every time you hit the Bongos, because these sounds help you time up your movements with the beat and hit that sweet rhythm.

                   Control:  8.0
           Jungle Beat reminds me of the Sonic the Hedgehog games in this regard.  When you’re moving quickly and taking the level as it comes, it feels great.  If you try to move slowly and ignore the rhythm, you’ll find that DK’s running speed is hard to control, and he turns around slowly.  But if that becomes a problem, it means you’re not playing the game the right way.

                   Lastability:  7.5
           There are sixteen levels, each with two distinct parts, plus two boss-only levels.  Some levels are fairly short, others quite long, but all of them beg to be replayed for higher scores, which is practically required to open up new levels.  How long the game lasts really depends on how quickly you get good at it, but the levels are so rich that even extremely skilled players will keep finding secrets and new combo possibilities.

                   Gameplay:  9.0
           Jungle Beat is a blast to play.  The levels are so rich that you can play them over and over and find something new every time.  Getting higher scores is both encouraged by the game (to unlock new levels) and exciting on its own terms.  The only real problem is a lack of unique boss battles, which is disappointing in a game where everything else seems so fresh.

                   Final:  8.5
           Donkey Kong Jungle Beat will appeal most to gamers who enjoy skill-based platformers and playing levels over and over to get high scores, but the game is so purely entertaining that everyone can have fun with it.  The use of the Bongos makes the game particularly appealing to people who don’t normally play games, but the strange controller also happens to fit in extremely well with how the game plays.      


  • 4280
    TalkBack / REVIEWS: Dance Dance Revolution: Mario Mix
    « on: August 20, 2005, 11:13:00 PM »
    Mario's first dancing game probably won't change much through localization, so check out this import review to help you decide whether it should be on your holiday shopping list!

    Dance Dance Revolution has been around for about seven years in Japan, with dozens of versions across numerous platforms.  (Thanks to Cutriss @ DDR Freak for the correction!)  Thus far, Nintendo fans have received only a scaled down Game Boy version and a creepy Disney version for N64, neither released outside Japan.  But now, Nintendo and Konami have finally teamed up to create the first GameCube iteration, DDR with Mario, and it's even going to be released elsewhere as DDR: Mario Mix.    


    This version does a good job of appealing to a wide audience.  Players new to the series will find a relaxed learning curve and plenty of familiar music from the Mario series of games, rather than the daunting (and arguably terrible) techno lineup of most DDR games.  Hardcore players may be put off by having to play the game's annoying story mode to unlock songs, but the songs can eventually be played at very high difficulty levels that should challenge, or at least keep the interest of, nearly any pro stepper.  Overall, the game is definitely geared towards beginners and intermediate players, but DDR fanatics may be lured in by the game's soundtrack and graphics, both of which trump any DDR home version released in the U.S.    


    The most visible unique feature in DDR with Mario is, of course, Mario.  The pudgy plumber dances on the screen during every song, though he doesn't try to match your own steps.  Instead, he rocks back and forth, waving his hands and tapping his feet to the beat.  You can also select Luigi as your character, but sadly, he has the same animations as Mario, and both brothers hardly make a sound at any time during the game.  Instead, the in-game pep talks are still given by the same goofy announcer that DDR games have been cursed with forever.  Several other major characters make an appearance, including Bowser, who evokes You Got Served with his hilarious break-dance moves.    


    In terms of gameplay, DDR with Mario adds a significant new element in the form of special steps that look and sometimes behave like classic Mario enemies.  Koopa Troopas have to be stepped on twice, on successive beats.  Hammers from the Hammer Bros. fly in from the side, so you can't tell which button they'll correspond to until the last second.  On top of the unusual movements of these special steps, they're also difficult simply for looking different, so even the relatively simple Goombas and coins can be confusing, especially on songs with isolated half-beat steps.  These special steps are thus quite interesting as new obstacles for advanced players, while also appealing to new players who just like to see the recognizable Mario items and characters.    


    Mario's strongest influence is on the soundtrack, which is comprised almost entirely of remixes and remakes of familiar songs from the many Mario games over the years.  These songs, many of them bona fide classics in the annals of game music, have been brushed up with various styles ranging from jazz to techno.  There are also a few classical songs, but they only help to bring up the grand total to about thirty songs, which is quite low by DDR standards.  Nevertheless, the soundtrack works well because most of the songs are catchy, familiar, and danceable, whereas a typical DDR home version (at least in the U.S.) might only have a handful of great tunes among a huge selection of techno turds.  In fact, my only real complaint about the soundtrack is that the original Super Mario Bros. theme, remixed as "Here We Go" in this game, doesn't quite match up to its step patterns.  The steps feel slightly offbeat, which makes the song oddly hard even at low difficulty levels.  I didn't notice this problem on any of the other tracks, but it's disappointing to find such a fundamental DDR faux pas in the game's showcase song.    


    The game comes in a big box containing one GameCube dance pad.  The pad is soft and lightweight, but it does have some padding, and the buttons are very responsive.  Since the buttons can't be felt through the cover material, I had occasional problems with losing my placement during a song, which can ruin the performance very quickly.  Additional pads can be ordered from Nintendo in Japan, but an easier solution for two-player mode is to connect a PS2 dance pad with a controller converter, such as Nyko's PlayCube.  Both of my PS2 pads worked great through this device, except that there's no mapping for the Z button, which toggles the special steps in arcade mode.  That's easy enough to deal with, and with such a converter, you could possibly use fancy RedOctane thick foam and metal pads.  The folks at DDR Freak seem to like the Gemini Game-Elements converter for minimal time delay.    


    DDR with Mario is a very good dancing game suitable for Nintendo fans looking to get into DDR for the first time, as well as seasoned DDR players looking for a completely new set of songs and the added layer of challenge presented by the special steps.  Extremely hardcore players will have complaints about some missing features and the lack of incredibly hard songs.  Due to the long period between Japanese and U.S. releases, and since the soundtrack probably won't change much or at all in that time, DDR with Mario is a great game to import.  The menus are easy to navigate without knowing Japanese, and the story mode is self-explanatory despite having plenty of text.  The main issue is cost, since the game comes with a GameCube dance pad and thus is expensive to ship.  If you can find a good deal on shipping, I do recommend importing.  You can order it from our partners at Lik-Sang.

    Pros:
           

  • Great soundtrack full of remixed classics  
  • Special steps are fun and surprisingly difficult  
  • Dance pad looks good and works well  
  • The best DDR yet for beginners

           Cons:
           
  • Must beat the annoying story mode twice to unlock all songs  
  • Max. difficulty is lower than in most DDR games  
  • Missing some pro features such as Edit Mode and Double Mode  
  • Only Mario and Luigi are playable

                   Graphics:  8.0
           The character models look fantastic, and the backgrounds here are a major step up from other DDR games.  You have to love the dancing animations for Mario, Bowser, and others.  Even more variety would have been better, though…and it's a shame that Luigi is just a pallet swap for Mario and that there aren't more playable characters.

                   Sound:  9.0
           This category is huge, and DDR with Mario performs well.  The music is scattered across many styles, but most songs are recognizable from the series, and they all sound great.  Toad has some hilarious vocal snippets in the story mode, but why are Mario and Luigi completely silent?  And why do we have to put up with the same old dorky DDR announcer?  "You should dance one more time!"  Ugh.

                   Control:  9.0
           Simple but hugely important, DDR's controls are accurate and responsive through the included dance pad.  The only real problem is that your feet may go askew after a while, causing you to miss the buttons until you look down and realign, but this can be overcome with practice and concentration.

                   Lastability:  8.0
           It depends on your initial skill level and your desire to set high scores on every song.  Unlike in other DDR home versions, you can unlock every song within a couple of hours, so the lasting appeal lies within honing your skills (and scores).  DDR with Mario is also a great party game…if you can find another dance pad or use a PS2 pad with converter.

                   Gameplay:  8.0
           The story mode is a nice addition to the series and helps set up the wacky scenarios for each song, but scrolling through the text with the dance pad's A button can be a real pain. Only the easiest difficulty levels are available at first, so advanced players are going to hate it the first time through.  Special steps are a fantastic addition but can be turned off if you prefer classic DDR.  The learning curve is very forgiving for new players, and after the songs are unlocked, pros can crank up the difficulty fairly high.  There is something for everyone, even if hardcore players may feel the loss of a few modes.

                   Final:  8.0
           In terms of consistent song quality, graphics, and playability for beginners, DDR with Mario is probably the best DDR home version yet.  It lacks the edgier song choices and super advanced features of other releases in the series, but new elements like the special steps are great additions for new and old players alike.  Plus, you get to see Bowser break-dance!      


  • 4281
    TalkBack / REVIEWS: Cubivore
    « on: April 08, 2002, 11:13:30 AM »
    Picasso would be proud.  Animal Leader definitely has a unique visual style, but how does the gameplay hold up?

    I was fascinated by Animal Leader when it was first shown for the N64 back at Spaceworld 2000, and ever since it was announced for GameCube I’ve been very interested in the game.  But I never seriously thought I would import the game until I heard the music.  For all its weirdo graphics and extremely savage gameplay, Dobutso Bancho has simply gorgeous music.  If ever there was a doubt in my mind that this game was just a shoddy programming job rather than a truly artistic achievement, the music put down my fears immediately.    


    Nearly all the songs are very short and simple loops that are really quite repetitive, but the way in which they’re done keeps any of it from being annoying to me.  Perhaps others will disagree.  For example, there’s one song that is literally a three-second acoustic guitar riff played over and over, indefinitely.  Sounds terrible in theory, but it fits so well against the gameplay and graphics, and is just so overall pleasant and non-threatening, that I found myself looking forward to the levels where that song plays.  There are many other examples, but suffice it to say that the sound, both music and effects, is a high point for Dobutso Bancho.    


    Imagine that some brave company released a brand-new NES cartridge today, in 2002, containing an FX-like chip and the first and only true polygonal game for that system.  It would probably look a lot like Animal Leader.  The graphics border on horrid, and yet keeping in mind that they are deliberately so, it’s hard for me to say anything bad about them.  Anyone with a good sense of humor should be able to appreciate the cubic clouds and square water ripples, and eventually such touches become quite endearing.  Otherwise, the game is very solid in this area: mostly strong framerates, a manageable (if sometimes annoying) camera system, and decent textures.  Many other effects are thrown in to really pump up the retro look, from garishly pixelated Japanese text to hilariously gaudy flashes of solid background color.  Animal Leader is certainly one of the most visually unique games you’ll ever play, and that’s a very good thing in my book.    


    Gameplay follows suit with a very simple and yet addicting design.  The initial concept of eating other animals to upgrade your own slowly blossoms into a remarkably full-featured and complex system of colors, patterns, and eating order.  You can get through most of the game without understanding much of this underlying system, but reaching the higher ranks will require a lot of planning and very careful decision-making about what to eat.  Interspersed with all the munching is a carefully driven path through many levels and bosses, full of exploration, item-collecting, and combat.  The combat itself is actually the only disappointing thing about Animal Leader’s gameplay; it seems cool enough for a while, but eventually the constant tackling wears rather thin.  By the end of the game I was still excited about devouring colors and finding new transformations, but the combat required to do so had become a chore.  There are certainly a few enemies and bosses that will keep you on your toes, but with your only options as tackle, jump, and block, the battles essentially all boil down to the same pattern.  The latter half of the game could have been much more engaging if your combat skills were more varied, or even if each incarnation (major section of the game) brought with it unique moves or something.  However, overall the gameplay is brilliantly designed and even the simple combat can be entertaining in small doses.  I personally found it worth putting up with the ho-hum battles towards the end because making new transformations and progressing through the levels is just so much fun.    


    The truth is that Animal Leader really is an artsy game...and like any piece of art, some people will be able to appreciate it and many others will not.  It’s not just the graphics that are weird, but really the whole game’s sense of style and gameplay philosophy are simultaneously old-school and art nouveau.  Overall, I think the game could have benefited from a more complex combat system, but everything else simply amazes me.  Definitely check it out if you’re looking for something new and different on your GameCube.

    Pros:
           

  • Excellent sound  
  • Very solid and engaging game design  
  • Hilarious Japanese quirkiness throughout

           Cons:
           
  • Overly simple combat system  
  • Some people may not like the bizarre graphics

                   Graphics:  8.0
           I thought about being realistic and giving this game a very low score for graphics, but you know what?  Style counts for everything, and Animal Leader has assloads of style.  I am deducting for the often annoying camera though.

                   Sound:  9.5
           Simple, yet oh so elegant.  You’ll be humming the tunes all day long, and the sound effects are both effective and funny as hell.

                   Control:  9.0
           The layout is pretty logical and everything responds well.  My only gripe is that camera commands with the C-stick are digital (a la Super Mario 64) as opposed to analog, but I didn’t use the C-stick much anyway.

                   Lastability:  8.0
           Again, the simple battles hurt this category somewhat, but there’s a TON of stuff to do, and earning new transformations can quickly become an obsession.  Hell, I had fun just getting as many ladies as possible...my record is 20.  Now that’s pimpin’.  Certainly, if you get into increasing your rank and seeing what happens when you achieve all 150 transformation, you’ll be playing for a very long time.

                   Gameplay:  8.0
           Running around and eating other animals is just plain fun, and once you get deeper into the game, you’ll find that there’s actually a lot of method to that madness.  The progression through levels and bosses is done very well, and the difficulty is just right.  The only problem here is the very basic combat, which is functional but not as engaging as it should be.

                   Final:  8.5
           Animal Leader is a strikingly original game in practically every way possible, but more importantly, it’s well-designed and very entertaining.  Seriously consider importing it if you enjoy a bit of weirdness mixed in with your “retro" gaming.      


  • 4282
    TalkBack / REVIEWS: Chaos Field
    « on: March 29, 2005, 08:13:35 PM »
    This GameCube shmup port is lazily executed, but may be worth playing for fans of the genre.

    Chaos Field Expanded, a slightly enhanced port of a Dreamcast port of the arcade original, is one of the GameCube’s few vertical scrolling shooters (or vertical “shmups", short for “shoot-‘em-ups").  That doesn’t mean hardcore shmup fans should frothingly demand to import it, however.  The game seems to offer some great new ideas, but it lacks balance and depth, two things we’ve been spoiled with, thanks to the shmup gods at Treasure.    


    I imported this game thinking it would be at least somewhat like Ikaruga, and it is in the sense that you shoot things while flying vertically.  Otherwise, forget it.  Chaos Field Expanded is far more mindless and gimmicky, not to mention vastly easier to complete.  There are, however, some interesting mechanics to spice up this very old game design model.    


    Foremost among these features is the ability to switch between two fields.  The default Order Field is “normal" gameplay; Chaos Field offers red-tinted graphics, upgrades to all of your weapons, and way more shots filling up the screen.  You can kill some bosses in mere seconds with efficient use of Chaos Field, but it’s extremely dangerous to fly around in this mode, with all the extra enemy shots and the general state of confusion from trying to navigate around the hundreds of particles on screen.  Switching between the modes gives you a second or two of invincibility, and then there’s a recharge period before you can switch again.  You probably won’t want to switch very often though, because playing in Chaos Field is a lot more thrilling and fun, and it generally lets you rack up higher scores.  Playing in Order Field doesn’t make much sense unless you just want to be defensive (but I found it just as easy to progress in the game by being offensive).    


    The other big, weird feature in Chaos Field Expanded is the sword move, which clears away most types of enemy shots and also deals out some damage.  In action, the move looks more like a windshield wiper than a sword, which complements the way it wipes out a swath all around your ship.  By repeatedly pressing the sword button, you can continuously clear out shots and, at least in the Order Field, basically become untouchable except by the pink triangle shots, which can’t be destroyed.  Of course, the move is balanced out by the fact that you can’t swipe and shoot at the same time, and you also won’t be able to kill bosses as quickly if you’re always playing defense.    


    The three playable ships are quite different from one another, but they all have a homing laser and some kind of shield.  Both use up your special meter, but it refills so quickly that you can use these “special" moves almost continuously throughout the game.  And why wouldn’t you want the shield out as much as possible?  By dishing out the pain with the Chaos Field and constantly throwing up protective shields, it’s fairly easy to blow through the game and rack up huge scores.  As in most shmups, the real point of the game is to play for high scores, but Chaos Legion puts up far less resistance to your progress than most of its competitors.    


    But this game isn’t that great for score aficionados, either.  Your score is displayed at the top of the screen in small, hard to read characters, so you have to pause or look away from the action just to see how well you’re doing.  There’s no combo system at all (just a tally of how many hits you’ve made on the current continue), nor any sort of Internet ranking system to show off your scores.  When you hit an enemy, there’s no indication of how many points you scored for the hit, so it’s difficult to tell which strategies work best for building high scores.    


    Other problems also weigh down the game.  There are only five levels, which can be beaten in about fifteen minutes if you’re any good.  The default Arcade mode consists only of bosses, three per stage; the new Original mode gives a whimpering effort to stretch things out by inserting a brief wave of smaller enemies between bosses, and these smaller guys are more or less the same in every level.  There is no multiplayer at all, not even alternating two-player mode for convenient score competitions.  And the game’s graphics are awful.    


    Chaos Field Expanded would be a decent, though not great, game if a little more effort had been spent on balancing the gameplay and adding some more content.  As it stands, the game is still far too weird and lean to appeal to anyone but hardcore shmup fans.  Those hardest of the hardcore will find some intense moments and unique features to enjoy in this game, though maybe not enough to justify the premium import price.

    Pros:
           

  • Three playable ships with different weapons  
  • Crazy particle orgies

           Cons:
           
  • Unbalanced and shallow gameplay  
  • Very lean on content and modes, even for a shmup  
  • Poor score displays  
  • Outdated graphics

                   Graphics:  3.0
           The game engine does a good job of displaying hundreds of projectiles without slowing down, but otherwise the graphics are terrible.  Some backgrounds repeat after two or three seconds, and the foreground models probably could have been done on the PSone.

                   Sound:  7.0
           The techno soundtrack is actually one of the best things about the game.  I’m almost positive that I’ve heard one of these songs in a real club.  The music loops frequently, but hey, it’s techno…you probably won’t notice.

                   Control:  8.0
           Your ship controls pretty well with either the D-pad or analog stick.  Button assignments can be customized in the options menu, which is always appreciated.

                   Lastability:  2.0
           This genre is known for its short games, and Chaos Field is no different.  I reached the fourth level (out of five) the very first time I played, and getting that far or farther is an easy matter regardless of your playing style.  Original mode adds nearly nothing to the experience, and there are no other modes to explore.  The default high scores are extremely easy to beat, and with no multiplayer or online ranking, you’re left to guess what a good score should look like.

                   Gameplay:  5.0
           Even with its attempts to introduce new mechanics to its genre, Chaos Field is an average shmup at best.  The level design isn’t nearly as tight as can be found in other such games, and there is no combo system or even a good way of keeping up with your score.  Still, there’s no denying that blasting through with the Chaos Field can be fun for a little while.

                   Final:  4.5
           Chaos Field Expanded is a mediocre shmup with anemic production values and some problems with balance, level design, and even basic scoring principles.  It could only be recommended to the gamer who is obsessed at competing with himself.      


  • 4283
    TalkBack / REVIEWS: Castlevania: Dawn of Sorrow
    « on: September 18, 2005, 11:55:22 AM »
    Jonny's spoiler-free import review should help you decide whether to buy the newest Castlevania when it's released in your hometown.  (Hint: YES.)

    Discuss in Talkback    


    Since the release of Symphony of the Night on PlayStation, every new Castlevania has to be compared to that masterpiece of 2D gaming.  The last GBA game in the series, Aria of Sorrow, approached the watermark for gameplay.  Its direct sequel, Dawn of Sorrow, builds on that momentum with upgrades to the graphics and sound, plus more replay value.  I'm going on record to say that Dawn of Sorrow matches and in some cases exceeds the quality of Symphony of the Night in almost every way.  Yet the two games have their own styles and features, so the newest addition to the series is in no way redundant with its legendary forebear.    


    Although Dawn of Sorrow inherits a great deal from Aria of Sorrow, there's no particular reason to play the games in order (though you should definitely play Aria, as it's by far one of the best games on GBA).  Castlevania games have never had strong storylines, and this one is no different.  In fact, the game would be easy to play through in Japanese except that enemy souls are identified only by name, so it's hard to find a particular soul for accessing new areas or for weapon synthesis.  There's also a story event late in the game that requires you to equip a certain item, but you'd have a hard time knowing what to do without being able to read the text or item descriptions.  Besides, the game is due out in both Europe and North America within a few weeks.  If you can't wait (which is understandable) or can deal with the Japanese text, you can import a copy from our partners at Lik-Sang.  They also have the North American version for pre-sale.    


    I explained the new gameplay systems in my preview update, but now I can say just how much these improvements add to the game.  Weapon synthesis is a great feature that lets you put your souls to work by upgrading basic weapons until they are blades of legend.  Some of the advanced weapons are extremely useful (and cool) and are well worth the effort to track down specific souls for the forging process.  Being able to upgrade souls themselves by obtaining multiple copies is of minor consequence, but if you find a soul you really like, it's nice to have the option of making it more potent.  The main problem with both of these features is that souls are just too hard to find.  Even if you find a way to earn crazy money (and there are some useful tricks…) for the Soul Eater Ring, which increases the chances of finding enemy souls, many enemies are still maddeningly stubborn in this regard.  If you're looking for a particular soul and it happens to be rare, you may have to spend several minutes of "grinding" to get it, which just isn't much fun.    


    Another new feature lets you create two separate equipment and soul profiles and switch between them at the touch of a button, which keeps you from having to constantly search the menu for souls to get past special barriers.  The touch screen is used to break small ice blocks once you gain a special ability.  The ice blocks are only found in a few rooms, and the cleverness of their placement varies widely.  All in all, it's a forgettable feature.  What you're much more likely to remember is the Magic Seal system, which requires you to draw mystical symbols on the touch screen to lock away boss enemies after depleting their hit points.  The task is really not very difficult, but you don't have much time to input the symbol, so it still adds an extra layer of panic to the already challenging boss battles.  That's the only thing keeping Magic Seals from feeling like a cheap gimmick, but it's enough for me.  You'll definitely have to remember to pull out the stylus and have it ready for bosses, though, which is annoying when the game otherwise uses the D-pad and buttons exclusively.    


    The core gameplay in Dawn of Sorrow is exactly the same as in its predecessor, and in fact little has changed in any of these games since Symphony of the Night revolutionized the series.  Dawn of Sorrow offers a brand new, huge castle to explore, with many new enemy types and thus new soul abilities for Soma.  He starts out with a few moves that had to be earned in Aria of Sorrow, such as slide and back-dash, so this game feels more playable right from the start.  The enemies and bosses in Dawn of Sorrow are a bit more challenging, but the liberally placed save and warp points keep frustration at bay, even when an especially nasty boss kicks your ass for the third time in a row.  As long as you keep a full supply of healing potions, which isn't too hard since money is generally in abundance, you can make it through the tough parts by just keeping a close eye on the life gauge.    


    My only enduring complaint against the "Metroidvania" games (so named because they combine gothic Castlevania gameplay with Super Metroid-inspired exploration) is that they are just too short.  They all have ways of diminishing the problem, either by including a mirrored castle or some kind of replay mode with a different character.  Dawn of Sorrow takes the latter route, and in fact, its replay mode is unbelievably cool and even quite challenging.  But I still wish the main quest was longer.  You can spend countless hours trying to find every single soul, but the castle itself is no bigger or more complex than any of the others, so devoted fans of this series (like myself) will be able to blaze through pretty quickly.  You can get to the end of Dawn of Sorrow in eight or ten hours, and it'll take more like fifteen to get 100% exploration and most or all of the souls.  The replay mode adds another few hours.  Twenty hours of total gameplay is great for your average handheld game, but Dawn of Sorrow feels so epic and is so addictive that you'll still wish it offered more.    


    Though the gameplay is familiar territory, Dawn of Sorrow makes huge leaps forward in terms of technology and art.  The 2D graphics are simply gorgeous, with strikingly animated characters, huge multi-jointed bosses, and special effects so wild that they can be occasionally distracting.  Most areas use several layers of parallax scrolling to give depth to the castle's architecture, and the effect is even more striking than in the last game.  The use of polygons is so subtle and well done that you may not even notice their presence.  All of this is run with perfect fluidity for a true visual feast on your DS.  My only nitpick, and one of the very few things Symphony of the Night still holds over the handheld games, is that Soma's appearance never changes as you equip new items.    


    The sound is equally lush, with remarkable quality coming through the DS audio hardware.  The game sounds great through the system speakers, but it'll make love to your ears through a pair of headphones.  The music is perfectly suited to the game, with many original tracks and some irresistible remixes of classic songs (including one awesome remake only available in the replay mode).  I might complain about the lack of full voice acting if the story were more important to the game's appeal.  There are a few very brief voice samples for cut-scenes, and they sound fine.    


    There's no denying that Dawn of Sorrow is more of the same.  It plays almost exactly like Aria of Sorrow, since most of the new features are pretty minor.  But Konami's newest Castlevania is nonetheless a slightly more satisfying, challenging sequel to an already near-perfect game design.  It has more replay value, and the production values have skyrocketed.  Whether you got the best ending in Aria of Sorrow or this is your first "Metroidvania", Dawn of Sorrow is an impeccable adventure game that every DS owner should own and cherish.

    Pros:
           

  • Excellent, though familiar, gameplay  
  • Fan-service replay mode is the best yet  
  • Stunning graphics and sound truly rival those of SotN  
  • Ridiculous, disgusting, difficult final boss

           Cons:
           
  • Rare souls are too rare  
  • Does little to advance this aging game design

                   Graphics:  9.5
           Wow.  Within the first five minutes of the game, the large Soma sprite will be jumping through an old village, shadowy trails behind him, his hair and snow blowing in the wind, with imperceptibly polygonal houses in the background shifting with the parallax layers to give a remarkable illusion of depth to the environment.  If only Soma's cloak changed color…

                   Sound:  9.0
           Excellent music composition and instrument quality provide a real treat for headphone users.  Sound effects seem reused but still sound great.

                   Control:  9.5
           The regular movement and action functions are dead-on and fully customizable.  This is one of the most responsive 2D games I've played in a long while.  The touch screen control is less elegant, because you'll need to quickly switch to the stylus to draw the intricate Magic Seal patterns.

                   Lastability:  8.5
           All told, the game lasts about twenty hours if you get the best ending and go through the killer replay mode.  We Castlevania addicts want more more more, but honestly…this is a more than respectable amount of content, and the game is highly replayable anyway.

                   Gameplay:  9.5
           There isn't much to move the series forward, but this is one tight experience.  Having the map always visible on the top screen is surprisingly useful.  A slight increase in difficulty is much appreciated, and the modestly upgraded soul system is still fantastic.  But why are souls so hard to get?

                   Final:  9.5
           Castlevania: Dawn of Sorrows is a safe but luscious sequel to one of the best handheld games ever released.  And yes, it can compete with Symphony of the Night on all levels except perhaps sound quality.  This is the must-buy DS game of the fall!TM      


  • 4284
    TalkBack / REVIEWS: Bonk's Adventure
    « on: February 14, 2004, 08:00:51 PM »
    BONK! ZUB! SOB! POW! DUM! VADOOM!

    As part of its continuing line of classic remakes for GameCube and PS2, Hudson has released a fancy new version of the classic Bonk’s Adventure, also known as PC Genjin in Japan. (The “PC" stands for “Pithecanthropus Computerurus", according to the box.) Bonk was one of the few notable games on NEC’s TurboGrafx-16 system, but versions were also released on NES and other platforms back in the day. The newly re-mastered version contains more or less the same gameplay, but with new 3D character models and other enhanced features. And, I’m happy to report, the game is still fun after all these years.  

     Bonk’s Adventure is a traditional platforming action game starring a demented little caveman who battles enemies with his gigantic head. This mechanic is what sets Bonk apart from characters like Mario, though otherwise the game is very similar to Nintendo’s platformers from that era. Bonk runs and jumps through levels, attacking enemies head-on (cough) with a basic standing head butt and a more powerful jump attack. The latter is simply Bonk jumping into the air and coming down head-first, and it is how most of the harder enemies and bosses have to be attacked. An interesting touch is that another press of the button will turn Bonk right-side-up again and insert a slight pause into the animation, so you can jump and repeatedly press B to spin around as a kind of limited hover move. Bonk’s only other moves are the ability to climb certain walls or swim up waterfalls, both of which are done by rapidly pressing the A button. His walking/running is completely digital and can be controlled with either the main joystick or the D-pad. The simple button layout makes this game perfect for the Hori Digital Controller, although my trusty WaveBird worked fine too.  

     The levels are designed to offer an equal mix of enemy bashing and platforming. There are few truly difficult jumps once you get the hang of “hovering", but the platforming is interesting and consistently challenging. Fighting enemies is surprisingly varied and tough, even late in the game. Due to a diverse set of baddies and the clever level design, you are forced to approach enemies from various angles, thereby nullifying one or more attacks in Bonk’s arsenal. The bosses all require different strategies, and there’s even one which you fight a pseudo-boxing match with.  

     There’s no doubt that Bonk’s quest is fun and well designed. It will appeal strongly to any fan of the old Mario and Sonic platformers. The game’s only real flaw is that it’s quite short. There are a few dozen levels, but they tend to be short and easy. Playing on the default difficulty level, I beat the game all the way through, with only one continue. This was my first time to ever play Bonk. The bosses are usually easy after figuring out their patterns and weak points, but you’ll die many times before figuring them out. That’s how the many easy-to-earn extra lives will be burned up, though you can also continue when those run out, losing your points but retaining progress through the game.  

     As a remake, Bonk’s Adventure sports a modest graphical upgrade and includes a few special features not in the original game. Although the stages are all 2D and have a hand-drawn look to them, the characters and items are 3D models with a slight cel-shaded effect. Bonk himself looks great, mainly by virtue of his hilarious and plentiful animations. It’s impossible not to laugh the first time you see him climb a wall with his teeth or transform into a monkey, especially with the absurd comic-book-style onomatopoeia which erupts from his loins with each chomp or jump or bash.  

     It’s not a huge or long game, but Bonk’s Adventure is a great platformer that can be played again and again, especially if you want to find the secret items and unlock bonus features. It’s also budget-priced and friendly to importers, so I can easily recommend it to fans of the original game or of action platformers in general. The game is not likely to be released outside of Japan, so head to Video Game Depot if you’re interested.

    Pros:
           

  • Fun gameplay and interesting levels  
  • Very funny animations  
  • Budget price, even as an import

           Cons:
           
  • Short and fairly easy

                   Graphics:  7.0
           Definitely doesn’t compete with other GameCube games on a technical level, but it looks very nice and retains the cartoony style of the original game. Bonk’s animations are fantastic, especially the ones for his face.

                   Sound:  6.0
           The songs are catchy and well composed, and there enough of them. The instrument quality, however, is not much better than what you’d expect from a 16-bit game.

                   Control:  8.0
           Playing Bonk only requires two buttons and the D-pad, but there are several moves to be performed with these simple controls. The buttons are very responsive, and the game just feels easy and fun to control overall.

                   Lastability:  5.0
           You can easily plow through the entire game in a couple of hours, even having never played the original version. It’s worth playing again though, if only to find the hidden wheels and to attempt all three difficulty levels. Unlockable features include a huge set of alternate faces for Bonk, as well as three Japanese commercials for the original game.

                   Gameplay:  8.0
           Bonk’s Adventure plays not unlike the Mario platformers, although the quality isn’t quite as high. The level designs are clever and teach you to use all of Bonk’s moves in different ways. Some enemies and bosses take a bit of strategy to attack successfully. There are items to collect, but they are always optional. The transformation mechanic is too simple to add much to the gameplay.

                   Final:  7.5
           It’s not a must-play, but Bonk’s Adventure is definitely a lot of fun while it lasts. Platformer fans will eat it up as if it were a vine-covered wall. The redone graphics are nice, but probably not so much that fans of the original would want to play this release just for the 3D character models. A very nice price point makes it easier to overlook the game’s short length.      


  • 4285
    TalkBack / Welcome to PGC's New Database!
    « on: February 10, 2006, 09:02:26 PM »
    Read about all the new features that will make your browsing experience so much better…and the staff's lives so much easier!

    Over the past few months, Michael "TYP" Cole has been slaving away at this fabulous new database for Planet GameCube, and now you are viewing the result.  Looks much the same as before, doesn't it?  But it's not.  We'll be remaking the site's cosmetics later this year; this update is all about the back-end stuff.  TYP has written a completely new database structure and ported over all the information from the old database.  (That process alone is a massive improvement over the last time we upgraded the site; when switching from Planet N2000 to Planet GameCube in late 2000, every single archived article had to be re-entered in Justin Nation's database by hand.)    


    Virtually every type of article and other feature has been tweaked or reinvented in the new database.  For our beloved readers, the result is a sleeker, easier to use site that helps you get to the information you want in less time and with less hassle.  Looking for information on Eternal Darkness (maybe to answer a Planet Trivia question)?  Just type the game title in our new search box at the top-left corner of every page.  Yes, we FINALLY have a search feature!  It's a full text search that literally scans through the entire text of every article we've ever published.  And it's fast, too.    


    Our massive games list has been completely overhauled.  Now release dates are displayed next to the game title and other information, so there is no separate page for release dates…it's all right there on one page.  By default, the games list shows every game in our system (currently over 1000 of them!), but you have tons of options to narrow down the list.  Want to look only at GBA games released in Australia that start with the letter H?  No problem.  You can even sort that heavily filtered list by rating, number of players, whatever.    


    When you click on the name of a game, you get a page we call a game profile.  The new database has tons of new information fields in each game profile.  We can now list a separate title, publisher, release date, and content rating for each of four regions: North America, Japan, Europe, and Australia.  There's also more flexibility on how to define the number of players, including for online modes if applicable.  Of course, all this information has to be entered manually, going all the way back to the first GameCube and GBA games that we ever covered.  That's why we just hired three new Data Editors to help us fill in the (thousands and thousands) of blanks.    


    Much of the beauty of the new database is in how it handles some common behind-the-scenes tasks, which makes our jobs a lot easier.  For instance, the once laborious task of uploading a large batch of screenshots can now be done with a single click.  That means we can bring you the latest media faster than before…especially during critical times like E3.  Other fixes will help us to remove broken and redundant articles more quickly, which helps to keep PGC looking clean and professional.    


    Oh yeah, and you can now see THREE screenshots on most types of articles…take that, Something Awful!    


    Talkback has always been a popular feature, but it used to only work for news articles.  The new database creates Talkback threads for most types of articles…reviews, impressions, editorials, and so on.  Bitching about our coverage has never been easier!    


    But for now, allow me to suggest a more polite use of this feature.  If you are enjoying the new features at PGC, or are simply excited by the potential the new database brings, please visit this announcement's Talkback thread and leave a message for Michael.  He has devoted a tremendous amount of time to this project, and although the time of a guy this talented is quite valuable, he is doing it for free in true PGC fashion.  Send your love.


    4286
    General Chat / RE: Favorite Films
    « on: February 10, 2006, 05:34:32 AM »
    Yeah, this kind of thread usually doesn't end well.  It looks like there is a start to a Studio Ghibli discussion, so please feel free to create a new thread for that.  What we don't need is six pages of people listing movies.

    4287
    TalkBack / RE:DS Lite Details
    « on: February 09, 2006, 09:30:23 AM »
    Quote

    Originally posted by: KnowsNothing
    Is "lowest setting" the same as "off"?



    I wondered that myself.  I'm guessing no, because the original DS lasts longer than 5-8 hours with the light off, and the DS Lite appears to use the same battery.  (The physical size is the same, at least, and I don't know why they would use a lower-power battery of the same size in an otherwise upgraded system.)

    4288
    TalkBack / RE: DS Lite Details
    « on: February 09, 2006, 06:43:18 AM »
    These are very poor photos of a prototype unit.  Once Nintendo sees that these ugly things are all over the Net, I'm sure they'll release gorgeous new photos (hopefully of a black DSL).

    4289
    TalkBack / DS Lite Details
    « on: February 09, 2006, 05:52:25 AM »
    Documents and photos filed with the U.S. government answer many detailed questions about the Nintendo DS Lite.

    Since the DS Lite was announced in January, Nintendo has been typically quiet about any details of the system, and no actual photos have been released (the announcement was accompanied only by rendered artwork).  All that has changed in the past couple of days, since Nintendo's filing with the Federal Communications Commission was discovered.  The public filing includes numerous external and internal photos of a DS Lite prototype, as well as the system's manual in various languages.  You can see the external photos in our DS Lite hardware profile.  Below is a summary of new information about the DS Lite, gathered from the photographs and manual.    


       
    • PictoChat appears to be exactly the same as in the original DS model, shooting down rumors of a new online version of the program...though such a product could still be released separately.    


    • Although the DS Lite's external port appears to be identical to that of the Game Boy Micro, the manual firmly states that the DS Lite AC adaptor is only compatible with the DS Lite.  Presumably, this means that the system cannot be recharged with the Micro's adaptor.  The manual says there is still no multiplayer compatibility in GBA mode, which had been speculated due to the Micro-like port.    


    • The GBA cartridge slot does indeed have a removable cover to keep out dust when a GBA cartridge or DS Option Pak is not inserted.  The cover can be removed with your thumb.    


    • The shoulder buttons do not protrude from the system casing as much as on the original DS or the GBA SP.  They cannot be seen when looking directly at the front of the system.    


    • The new brightness levels have a significant impact on battery life.  At the brightest level, the DS Lite can be played for 5-8 hours, which is slightly less than with the original DS.  (This setting may be brighter than the original DS, though.)  On the lowest brightness level, the DS Lite can operate for 15-19 hours.  There are two additional brightness levels between these two extremes.    


    • The DS firmware (system menus and settings) seems to be exactly the same, except that the backlight icon can be touched multiple times to scroll through the brightness settings, whereas the light could simply be turned on and off with the original model.    


    • The new power button appears to be a spring-loaded slider switch, not a button as on the original DS.  You push it up to turn on the system, but it returns to the bottom position when you let go.  To turn off the system, you push the switch up again and hold for a few seconds.  The power switch is located on the right side of the system, above the stylus.    


    • The DS Lite includes a new stylus with a rounded back end, which makes it fit flush with the system casing when stored.  Drawings in the manual indicate that the new stylus may be thicker and longer than the original version.    


    • The dual-screen logo on the outside of the system is not prominently raised, as seemed to be the case in Nintendo's concept art.  The logo appears to be only very slightly raised, and it may in fact be slightly recessed.    


    • The wrist strap will now be sold separately instead of included with the system, according to the manual.  


    4290
    NWR Feedback / RE: Some of the "True" ads verge on porn...
    « on: February 08, 2006, 06:29:09 PM »
    We are hosted by Webcore Technologies in Austin, TX.  They are excellent but not cheap.  We pay for bandwidth on a tiered rate with no choke failsafe, so if our traffic suddenly doubled one month, the site would run fine throughout and we'd get hit with a monstrous bill.

    4291
    TalkBack / The Movies Not Coming to Consoles
    « on: February 08, 2006, 04:51:50 AM »
    You can still find it on PC, though.

    Peter Molyneux's Hollywood simulator, The Movies, was originally announced as a multiplatform release even though it was clearly designed as a PC game.  Since Activision was publishing it, "multiplatform" included GameCube, although it would be missing the extensive online features of other versions.    


    However, a GameCube version was never shown at E3, and along with the other console versions, it may never have been started.  Activision's stance throughout 2005 was that they were concentrating on the PC version first.  That version was finally released last fall, to good reviews and poor sales.    


    According to GameSpot, the game's poor performance on PC sealed the fate of the unseen console versions.  Activision confirmed in yesterday's financial report that the console adaptations have been canceled.


    4292
    TalkBack / THQ Ships Finding Nemo for DS
    « on: February 08, 2006, 04:36:00 AM »
    This is a new sequel to 2003's game about the lovable clownfish from Pixar.

    Finding Nemo: Escape to the Big Blue, a New Underwater Journey Inspired by a Disney Presentation of a Pixar Film, Finding Nemo, Now Available for Nintendo DS(TM)    


    AGOURA HILLS, Calif., Feb. 8 -- THQ Inc. (NASDAQ:THQI), today announced the release of Finding Nemo: Escape to the Big Blue for Nintendo DS(TM).  Families will now be able to follow the new adventures of Nemo and The Tank Gang from the beloved Academy Award(R)-winning film Finding Nemo.  Finding Nemo: Escape to the Big Blue is now available at retail outlets throughout North America.    


    The original Finding Nemo video game, which launched May 2003, continues to win the hearts of gamers both young and old, having earned best-seller status as a "Greatest Hit" on Sony PlayStation(R)2, a "Platinum Family Hit" on Microsoft Xbox(TM) and a "Players Choice" on Nintendo Game Cube(TM).  In addition, THQ has shipped more than seven million units across multiple platforms in more than 40 international territories.    


    "The Finding Nemo video games have been a tremendous hit for THQ at retail, illustrating the success the company has had in working with both Disney and Pixar," said John Ardell, director of global brand marketing, THQ. "THQ is thrilled to offer a new handheld experience with Finding Nemo: Escape to the Big Blue on Nintendo DS, extending the Finding Nemo franchise for both fans of the film and video games."    


    About Finding Nemo: Escape to the Big Blue    


    After years of aquarium life, the Tank Gang is finally ready to make a daring break for the deep blue sea.  The beloved characters from the film including Nemo, Marlin and Dory lend a helping fin as their briny buddies dive deep into the unknown on an incredible journey to find a brand new home in the coral reef.  The game utilizes the Nintendo DS touch screen to take players on an adventure through more than 20 mini-games.  Players will also be able to utilize the Nintendo DS microphone and wireless capabilities for multiplayer mode.    


    For more information on Finding Nemo: Escape to Big Blue, or the rest of THQ's upcoming video game titles, please visit www.thq.com.


    4293
    TalkBack / Chibi Robo On Shelves
    « on: February 08, 2006, 04:30:44 AM »
    Pun-friendly news title: Chibi and Telly in da house!

    Nintendo Introduces New Line of Robotic Helpers    


    4-Inch Chibi-Robo Stands Tall in New Nintendo GameCube Title
       


    REDMOND, Wash., Feb. 8 -- This week a legion of diminutive Nintendo robots invades American homes.  Chibi-Robo(TM), made exclusively for Nintendo GameCube(TM), puts players in control of a 4-inch-tall robot who travels back in time, meets aliens and blasts robotic spiders, all in a day's work.  The cute anime cartoon style of Chibi-Robo belies a bizarre, creative storyline that revolves around little Chibi-Robo, who only wants to bring happiness to his human family.    


    With the help of his lounge-singer-wannabe sidekick Telly, Chibi meets and communicates with a host of wacky toys that come to life at night.  These include a pirate, a mummy, Space Hunter Drake Redcrest (a legendary action hero) and the Free Rangers, a battalion of egg-shaped soldiers.  Each character has a distinct personality that shines through as Chibi works to help his family achieve happiness.  That's not always easy to do in a home where the parents are having marital troubles, their daughter thinks she's a frog and the teddy bear has an unhealthy addiction to honey.    


    "Chibi-Robo represents a great blending of American and Japanese pop-culture sensibilities," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications.  "Its freewheeling approach lets players progress at their own pace while they explore a huge, adventure-filled world."    


    Chibi can don a variety of different suits that give him new abilities and help him communicate with other characters in the game.  For instance, while wearing his dog outfit he can interpret what the family dog is saying when he barks.  Chibi can scare people while wearing his ghost outfit or even turn day into night after putting on his pajamas.    


    Players can focus solely on their main goals or wander off to do side tasks that help increase the happiness of the household.  Whether they fly through the air on their Chibi-Copter or target small obstacles with their Chibi-Blaster, the only restriction they have is a limited power supply.  If it runs low, they just plug themselves into the nearest outlet.  Chibi-Robo offers the kind of nonlinear approach that Nintendo has pioneered with other games, such as the puppy-training Nintendogs(TM) or the music-making Electroplankton(TM).  Players can proceed at their own pace and decide how much they want to accomplish at a given time.    


    The gaming media already has singled out Chibi-Robo as much more than a cute cartoon adventure.  According to 1UP.com, "...there's a subversive streak of humor to the game, as well as the ever-fascinating premise of being a tiny creature in an outsized real-world environment..."  And IGN.com says "Chibi-Robo is a colorful and lighthearted affair that is appropriate for just about any age group, young or old."    


    Chibi-Robo is Rated E10+ for Everyone 10 and Older.  For more information about the game, visit www.chibi-robo.com.


    4294
    TalkBack / NOA Ships Drill Dozer
    « on: February 07, 2006, 06:52:30 AM »
    This non-Pokemon action title from Game Freaks should be on store shelves today.

    Nintendo's Drill-Driving Jill is a Girl Gone Wild    


    Ever have one of those days when you just want to trash everything in   sight?  Every day is like that for young, pink-haired Jill, the star of the   new Drill Dozer(TM) game for Game Boy(R) Micro and Game Boy(R) Advance SP.    She spends her days piloting her Drill Dozer robot and leaving a trail of   destruction in her wake.        Just like Nintendo's critically acclaimed Metroid(R) series, Drill Dozer   features a strong female protagonist.  Jill's not a bad girl, she just has   some issues.  A gang attacked her father and stole her precious red diamond.   Really, what's a girl to do?    


    Drill Dozer was developed by GAME FREAK, a company known for its  top-selling Pokemon(R) games.  In this side-scrolling platformer, players use   the shoulder buttons to rotate the drill as they search for hidden gears to   power up the Drill Dozer.  The game combines elements of action, adventure and   exploration, and comes with a built-in rumble pak that really lets players get   a feel for the devastation they're causing.    


    Drill Dozer, Rated E for Everyone, launched Feb. 6.


    4295
    TalkBack / RE: Ubisoft To Publish LostMagic
    « on: February 04, 2006, 07:27:09 PM »
    Yes, the art is by Studio Ghibli, and this game supports Nintendo WiFi Connection.

    4296
    NWR Feedback / RE: Some of the "True" ads verge on porn...
    « on: February 04, 2006, 07:25:39 PM »
    No one at PGC earns a salary.  Ads (and t-shirt sales) pay for our expenses, and that's it.  Most of our expenses are for hosting.

    We can't do colocation for various technical reasons.  Dedicated server is the only way to go, and it costs a lot of money.

    Of course I'm very concerned about ads turning people away from the site.  How could I not be?  But there's little I can do to reduce the number of ads or change their content, except in extreme cases (which I don't believe this is).  The only thing I have real control over is the quality of our content.  If it's good enough, people will read the site regardless of the ads.  So that's what I concentrate on.

    4297
    Podcast Discussion / RE: Co-host Radio Trivia Results for 2/03/2006
    « on: February 04, 2006, 05:28:02 PM »
    Hilariously, my cable internet also went out...but it waited until right after trivia was over.  Close call!

    4298
    NWR Feedback / RE: Some of the "True" ads verge on porn...
    « on: February 03, 2006, 03:35:38 PM »
    I appreciate the feedback, but these ads are well short of crossing the line for me to complain to our ad partners.  Yes, they're sexy, but they contain no nudity or profanity, and they are clearly advertising an online dating service, not pornography of any kind.  There are much more provocative ads in most magazines, newspapers, and television commercials.  When you see Girls Gone Wild ads with stars over college girls' breasts on PGC, then we've gone too far.

    Since these ads are not pornographic in nature and are not affiliated with a porn company, I have no grounds to take action on them.

    No offense, but if you're surfing PGC at work, you should probably be more concerned that someone will pass by and notice that you're not working.

    4299
    NWR Feedback / RE: The Mailbag Lives!!!
    « on: February 01, 2006, 12:11:33 PM »
    I'm trying to get Windy on the job.  Those of you who have been around for a long time may remember that he did the excellent mailbag at Nintendo Next/Nation.  We're trying to shuffle around his other duties so he can make time to revive the mailbag, but I don't know when it will happen.

    4300
    TalkBack / RE: PGC is Hiring!
    « on: February 01, 2006, 08:44:34 AM »
    This is not a temporary position.  There will be a lot of work up front, leading to, during, and after E3.  Once the new database fields are completed, and all of the old database entries have been checked for accuracy (a job which Windy has already started), the Data Editor(s) will be responsible for making sure that newly announced products are entered into the system and that periodically refreshed data (release dates) are updated.  It's going to be a lot of work to track down and maintain this stuff, especially for Japanese games and regions where data is harder to acquire (Europe and Australia).  But the end result will be very special: a comprehensive database for all modern Nintendo-platform games that is equally useful for readers across the globe.

    My expectation is that the job will be easier to commit to at first, because it will be so hectic and involving.  Once the intial information is entered, and the entries merely need ongoing maintenance, that's when your devotion and work ethic really count.  It's harder to take care of something than it is to fix it.  We're looking for someone who can do both, and maybe some other stuff on the side.

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