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151
TalkBack / Australian DS Lite Date Announced
« on: May 04, 2006, 10:37:13 PM »
Australia gets something before the US?

NINTENDO DS LITE RELEASE DATE    


Melbourne, Australia May 5th 2006 – Nintendo Australia is pleased to announce the new member of the Nintendo DS™ range, the upgraded Nintendo DS™ Lite, will be available in Australia on June 1st, at SRP$199.95.    


Nintendo DS Lite, launching in Polar White, features brighter screens, is approximately two-thirds the size of the original Nintendo DS and about 20 percent lighter. It also features a larger stylus and repositioned button layout, all the while maintaining all of the original Nintendo DS features, as well as screen size.    


“We love the Nintendo DS and the new experiences it has brought to gaming," says Rose Lappin, Director of Sales and Marketing. “the super stylish Nintendo DS Lite adds a touch of class to the unit and the brighter screen is remarkably vibrant. Expect some fantastic software products in the coming months to take advantage of this."    


In Australia, Nintendo DS continues to sell through at a higher rate than all other handheld systems, and remains the best selling handheld console, since its release just over a year ago.    


The Nintendo DS Lite has experienced phenomenal success in Japan. Since its launch earlier this year, Nintendo have struggled to keep up with incredibly high consumer demand.    


With a series of exciting and innovative software releases, Nintendo Australia aims to continue this trend:    


• The highly anticipated Metroid® Prime Hunters is scheduled for release May 25th. Blast your way through six ferocious bounty hunters in adventure mode, take on up to four friends wirelessly or battle online using Nintendo® Wi-Fi Connection.
 • Twenty years after Nintendo's biggest franchise was born, the Mario Bros.® return in a dazzling, all-new platformer sure to set players' fingers twitching. New SUPER MARIO BROS.™ arrives June 8th.
 • Dr Kawashima’s Brain Training™: How Old Is Your Brain?, releasing June 15th, is designed to keep people's minds active with fun mental workouts that incorporate the user-friendly voice-command and touch-screen capabilities of Nintendo DS. Brain Training also includes more than 100 sudoku puzzles.


152
TalkBack / REVIEWS: Worms: Open Warfare
« on: April 29, 2006, 08:28:55 AM »
Those mouthy little worms have dug their way into an unripened apple on the Nintendo DS.

The Worms franchise has enjoyed a steady stream of titles over the past twelve years.  Originally created by Team17 for the PC, Worms is a turn-based strategy game that puts you in control of a team of cheeky little annelids who attack each other with everything from bazookas to shotguns to exploding sheep.  While fans may be happy that Gamesauce-developed Worms: Open Warfare goes back to the 2D roots of the series, they likely won't be as happy with just how scaled down it is or the host of annoying bugs that damper the gameplay.    


For those unfamiliar with Worms, it's quite addictive and plays a little like golf – but with guns and big explosions. You need to pay attention to the landscape and wind speed, know how your different weapons will be affected by the conditions, aim wisely, and charge your shot power accordingly.  If you've judged rightly, you'll witness the death of your slippery foe (or at least hear him spout a few curses in your general direction).  You can also tunnel beneath enemies with a blowtorch, use ninja ropes to scale cliffs or fly by on a jet pack to drop dynamite onto a group of enemies and escape quickly.      


Worms is also known for its colorful humor, mostly in the form of voice clips and wacky weapons.  While voice options have been trimmed down considerably for the handheld, there are fifteen different speech banks to choose from, including a selection of European languages and fun sterotypes like Redneck, Drill Sergeant, and Scouser.  Unfortunately, while there are fifteen weapons and seven utility devices, most of them are basics like shotguns, mines, bazookas, and grenades. To try out a banana bomb or a sheep, you'll have to either find one in a supply crate or change the game settings.      


Levels are randomly generated, which goes a long way in keeping the game fresh.  There are six backgrounds to choose from, each with its own set of random objects littering the landscape.  Landscapes are fully destructible, so whether you hit your enemy or not, you're going to be leaving a massive hole in the ground.  Creating craters does have a few worries, though. The levels are set atop a vast sea, and if you drop into the water or dig too deep, your worm will sink to an untimely end.  Strategic players will keep an eye out for any worms that can be easily dunked.  Few things are quite as satisfying as launching your enemies into the icy depths.    


The touch-screen usage is one of the better assets of the DS version of Open Warfare.  While a close view of your units is displayed on the top screen, the lower screen displays valuable information, including turn time, match time, wind direction and speed, teams' health, weapons available, and a full map of the level, showing the positions of each unit.  The stylus is used to select weapons, look around the map, and navigate menus.  Other functions such as moving, aiming, and firing weapons are mapped to the cross pad and buttons.    


You have a few different ways to start up a game.  You can choose quick game, which simply throws you into a random battle.  You can create a game with up to four human or computer controlled teams sharing the same DS system.  Or you can host a game for friends to download.  It tends to be more convenient to just share one DS since it takes a little extra time for everyone to download the map and get started.  Sadly, there is no online play, which is a real shame because Worms is the type of game that is best experienced when playing against others on an even skill level.  A person who has never played before simply can't compete with a veteran until he or she gets a fair amount of practice time in.    


The single-player gameplay is extremely lacking.  There are no pre-defined missions; only a bare-bones challenge mode, which puts your team through a series of battles against stronger and larger groups of opponents.  Take note that I didn't say smarter.  The AI in Worms Open Warfare is about as dumb as it gets.  Now, don't get me wrong: your opponents can usually hit their targets with pinpoint accuracy in bad conditions, but every other aspect of their behavior is unfathomably stupid.  Enemy worms will regularly dive off the edge of the stage in pointless suicide.  AI controlled worms will whittle away entire turns "thinking".  And on top of that, they seem to have no second thoughts about blowing up one of their own if that unit is close to you.  The later stages in challenge mode can often be won by burrowing beneath one enemy to manipulate the others into firing upon him – while you sit comfortably below ground.  Extra AI teams can make things more interesting in multiplayer, but they aren't very good for one-on-one fights.    


There are several bugs and other gripes with Open Warfare.  Worms fans will notice early-on that there are no flame weapons.  In particular, shooting green drums simply makes a bigger bang, no longer causing flaming oil to drift downhill – a change that does limit your strategic options.  And oh, those green drums, oh my!  If you get one of your worms too close to one of those green drums, there's a good chance that the worm might get stuck inside of it, forcing you to either use a teleport item or shoot the drum to get free.  You can also get stuck when trying to use the ninja rope, or more rarely, one of your worms might actually fall straight through the ground and die.  In theory, you can change the gravestone to represent your dead worms, but a glitch forces the default on you no matter what you choose.  In addition, the graphics engine stutters along with particles flying in the wind regularly slowing down, and sometimes, portions of the top screen start flickering to black. (I had to test the game on my old DS to make sure my DS Lite wasn't suffering a hardware defect.)    


In the end, while Worms: Open Warfare maintains the humor and addictive gameplay of the series, it really is only worthwhile for multiplayer on the road.  Long-time Worms fans will find nothing new, limited options, and a lacking single-player experience.  Those who have never played a Worms game may very likely succumb to the charm of the series (I know I did), but if you're in that camp, there are few reasons to pay for a $30 DS game when you can download a much better PC game for $10 less.

Pros:
       

  • Funny voice clips  
  • Efficient touch screen integration  
  • Addictive multiplayer gameplay

           Cons:
           
  • Poor AI  
  • Unrefined and buggy engine  
  • Lacking in gameplay modes and weapon selection

                   Graphics:  6.0
           Player sprites are a bit small, giving the worms a squished look and making it hard to see charming subtleties in the animation.  While the gameplay is not impeded, the wind effects run at a chuggy, inconsistent rate, and an odd flickering effect plagues the upper screen.

                   Sound:  7.0
           While most of the vocal assets have been carried over from earlier games, they're still funny and are a great reason for new players on DS to get attached to these little hellions.  The music is pleasing to the ear, setting a good tone for each environment and becoming catchy or intense at times to keep the mood shifting.

                   Control:  9.0
           The integration of Open Warfare's controls on the DS is really the biggest accomplishment.  Even though the touch screen and all of the buttons are utilized, it feels quite natural. The mini-map on the lower screen is an excellent tool.  Hopefully, a more polished sequel can make use of this system in the future.

                          Gameplay:  7.0
           The Worms style and battle system really stand out in the genre.  The gameplay can be addictive for anyone who takes the time to get into it and find some buddies for multiplayer.  However, Open Warfare merely recycles what earlier games have done better, so players more familiar with past games in the series may be disappointed.

     


           Lastability:  6.0
           From a multiplayer standpoint, the randomly generated environments really help to keep the game fresh even if you play over and over.  The single player experience really suffers both from a lack of content and AI opponents that make idiotic decisions.

     


           Final:  6.5
           With better iterations in the Worms series available for less money, it's really hard to recommend Open Warfare to anyone except fans looking for a portable multiplayer version or players who can't run any of the PC games.      


  • 153
    General Chat / New Stavesacre Album in Stores TODAY
    « on: April 17, 2006, 11:48:57 PM »
    How to Live with a Curse
    http://www.purevolume.com/stavesacre

    Heck yeah!  I've got a signed copy on its way, and I'm going to the album release party tonight.  Don't know who I'm talking about?  Better click the link above - my favorite band for ten years now and counting.

    154
    Nintendo Gaming / DS Lite Owners Don't Need to Lose Friends
    « on: April 05, 2006, 05:19:48 PM »
    Well, after the fact, TYP pointed out that the WiFi firmware has an option to transfer ALL of your settings to another DS system.  Anyone upgrading to a DS Lite can use this method for an easier transition than Smash_Bro and I went through, forcing all our friends to add us again.  If only I'd known yesterday.  

    155
    TalkBack / REVIEWS: Naruto: Ninja Council
    « on: April 03, 2006, 10:39:10 PM »
    I've completed this game four times, and still haven't put in ten hours.

    Naruto: Ninja Council for Game Boy Advance was originally released in Japan in 2003, but even for its time, it must have been a bit disappointing.  The game largely feels as if it could have been released on the original NES with few changes, and it is incredibly short and easy.    


    Ninja Council is a standard side-scrolling platformer / fighter.  You can choose either Naruto or Sasuke (or later Kakashi) to beat your way through a number of minor enemies, check corners of the map for special items and weapons, and battle against other characters from the show in boss encounters.  Each character performs hand-to-hand attacks with the B button, jumps with A, and tosses projectiles with R.  Despite having two unused buttons on the GBA, elemental scrolls, such as fire, wind, and water, (which have absolutely nothing to do with the Naruto series) are selected by holding the R button until the weapon switches and used by releasing the button – which can be quite annoying.      


    Likewise (but making a little more sense), special moves are performed by holding the B button to charge a gauge and releasing the button at the right time to perform a move.  Each bar that you fill represents a different move, with four moves per character.  There are both red and yellow sections of the bar, and if you release the button when the bar is in the red, the move will fail, producing either a less effective version of the technique or an almost entirely useless action like Naruto letting a huge fart.  Both the scrolls and specials use chakra, which builds up automatically whenever you're standing still.    


    The main levels are structured as simple mazes, requiring you to climb up and down a stage to find a path to the end.  The various scrolls allow you to pass obstructions in your path – fire burns dead trees, earth digs holes underground, wind gives a boost to your jump, etc.  Sections of the map are "darkened" so that you can only see the enemies and items in that area by entering it; thereby "darkening" the area you just came from.  There doesn't seem to be much rhyme or reason for this, with some sections being mere corners of the map.      


    The enemies along the way aren't much to contend with, especially if you use specials liberally.  Most of the ninjas in your path pretty much stand there and wait for you to hit them.  The more problematic enemies tend to be flying creatures, which are difficult to hit, and ninjas waiting at the tops of vertical shafts, knocking you down as soon as you get to the top.  In addition, some enemies simply pop up when you're right on top of them, and if you happen to knock an enemy out of its territory without killing it, it will vanish and pop up again in the original spot.  Most enemies don't drop any goodies, so it really doesn't matter if you kill them or simply avoid them and go on your merry way.      


    At the end of each short level is a boss fight with a character from the show.  The majority of bosses are easily dispatched in one of two methods: you either crowd in and attack continuously, or you dodge the opponent's attacks, build your chakra meter and hit the character with special moves over and over.  You're completely invincible while charging a special, so that puts a sly defensive ace in your pocket.  Even if a giant snake attacks you, it's no problem; you're concentrating.  Out of the eighteen total bosses in the game, only four are challenging enough for it to be worth studying their attack patterns and forming strategies – and a handful of bosses can be dispatched almost instantly if you use your knowledge of the show to use the right moves against them.    


    Ninja Council's fourteen stages take about an hour to blast through all of them, or a bit longer if you try to explore every little corner.  There are some rewards to encourage replay, including a free mode that allows you to go back to any stage you've played, and "night missions", which are just a slightly more difficult pallet swap of the original stages with a different set of bosses at the very end.  Naruto and Sasuke have significant differences – Sasuke is faster and stronger with basic moves, while Naruto has more powerful specials.  If you complete the game with both of them, you'll unlock Kakashi, who is much faster, can pull off more specials in a row, and has an insane jumping ability that allows you to simply leap over the majority of enemies and obstacles.  Still, there are only so many times you can play an hour-long game, and it's easy to have everything unlocked in a weekend.    


    Fans of the license will probably have more to complain about than someone who has no idea what Naruto is even about.  I mentioned the elemental Ninjutsu scrolls earlier, which have more of a foundation in generic game design than in the Naruto series.  Story-wise, fighting your allies makes a bit of sense as a training exercise, at least until the village is set on fire and Neji still feels the need to have a friendly match.  When you finally do face off against invading ninjas, they include completely out-of-context battles with Haku, Zabuza, and Orochimaru in the mountains above Konoha.  Last, but not least, is the oddly poor quality of the character portraits.  It appears that rather than digitizing official artwork, the designers must have copied the art by hand, because most of the character's faces simply don't look right at all. And to think there's actually an image gallery to unlock!    


    In all Naruto: Ninja Council is a decent amount of fun, but it is way too short and requires little thought or skill.  Certainly not a title you should spend thirty bucks on.

    Pros:
           

  • Distinct differences in character abilities

           Cons:
           
  • Two unused buttons, two buttons with secondary functions – why?  
  • Short  
  • Easy

                   Graphics:  5.0
           The color depth is standard for GBA, but animations are minimal. Environments are lifeless, without even so much as flickering in the water.

                   Sound:  3.0
           The Game Boy Color sound quality hits you squarely in the gut the moment you reach the title screen, and the tunes aren't really good enough to make up for it.  Grainy voice samples from the US actors play every time you use a special move, proving to be more annoying than cool.

                   Control:  6.0
           Why the L and Select buttons were ignored when they were clearly needed is beyond me.  Other than that, the controls are responsive and there are noticeable differences among the characters.

                          Gameplay:  5.0
           Routine platforming and baddie busting through the levels, but why do the baddies so rarely fight back?  The boss fights are a little more interesting, but even most of them can be beaten without giving your opponent the chance to even show his or her moves.

     


           Lastability:  2.0
           There are rewards for players who do replay the game several times.  However, that does not even approach off-setting the mere hour it takes to plow through a single run with the game.

     


           Final:  4.0
           Naruto: Ninja Council has some old-school fun while it lasts, but that isn't very long.  Endless continues and a lack of challenge make the game even shorter, and even with replay incentives, you'll have your fill of the game in six or seven hours.      


  • 156
    NWR Forums Discord / Honda ads
    « on: April 03, 2006, 08:51:37 PM »

    157
    TalkBack / Top Spin 2 in Stores
    « on: March 31, 2006, 04:27:06 PM »
    2K Sports releases their latest tennis game on GBA and DS.

    2K Sports Goes for the Grand Slam as Top Spin 2 Hits the Court on Xbox 360, Nintendo DS(TM) and Game Boy(R) Advance    


    NEW YORK--(BUSINESS WIRE)--March 30, 2006--    


    With 24 of the Top Players in the World Including Maria Sharapova, Andy Roddick and Venus Williams, Top Spin 2 Returns for Another Victory      


      2K Sports, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced that Top Spin 2 for Xbox 360(TM) video game and entertainment system from Microsoft, Nintendo DS(TM) and Game Boy(R) Advance is now available in stores across North America and will be available at stores in Europe on April 7th. The Xbox 360 version supports worldwide online play through Xbox Live(R) online game service.    


    Making gamers feel like they are on the court and in the match, Top Spin 2 combines all of the elements that made the first version a success with an assortment of new features and gameplay options. The game allows players to compete against, play as or team up with an incredible lineup of the world's top-ranked tennis professionals including Maria Sharapova, Andy Roddick, Roger Federer, Venus Williams and James Blake. Gamers can play in a wide variety of venues including all Grand Slam tournaments such as The Wimbledon Championships. Every tournament and venue is alive and dynamic with environmental elements that react to your play.    


    "Top Spin 2 for Xbox 360 combines the power of the next generation platform with all-new gameplay features including smoother animations, improved ball physics and better control," said Christoph Hartmann, Managing Director of 2K Games. "Top Spin 2 truly provides the best video game tennis experience to date."    


    Featuring a wide variety of shots including slices, drops, top spins, lobs, and drives, Top Spin 2 enables players to play their style of tennis. For experienced players, the game adds depth with a number of new risk shots and all-new advanced controls, allowing gamers to pick apart their opponent piece by piece. Top Spin 2 also includes the peerless Player-Creator. Through this powerful feature gamers can customize a wide array of characteristics to create their own, totally unique player with an amazing level of detail.    


    Top Spin 2 Key Features:    


    Xbox 360    


    -- Play as or against 24 of the world's top ranked professional tennis stars like Maria Sharapova, Andy Roddick, Roger Federer, Venus Williams, Lindsay Davenport, Lleyton Hewitt, James Blake, Amelie Mauresmo and more!    


    -- Create realistic player models by choosing gender, name, skin color, outfit and nationality as well as customizing details such as hair, face shape, and attitude.    


    -- New risk shots and all-new advanced controls enable a variety of shots like slices, drops, top spins, lobs, and drives.    


    -- High-definition technology delivers silky smooth animations and vibrant colors bringing tennis to life on the Xbox 360.    


    -- Worldwide online play allows gamers to challenge other players through Xbox Live(R).    


    Nintendo DS and Game Boy Advance    


    -- Choose to play as or against 16 of the world's best players including Maria Sharapova, Venus Williams, Andy Roddick and Roger Federer.    


    -- Customize the ultimate player by choosing from gender, name, skin color, hairstyle, outfit, and nationality.    


    -- Play like the pros, mastering every stroke - forehand, backhand, service, smash, volley, lob, and passing shot - while playing against the world's best players on any type of surface including clay, asphalt and grass.    


    -- Rise up through the ranks, serving and volleying their way to the Top Spin 2 Championship!    


    Top Spin 2 is rated "E" for Everyone and is available at retail stores across North America for a suggested retail price of $39.99 on Xbox 360(TM) and $29.99 for Nintendo DS(TM) and Game Boy(R) Advance. The title will be available in Europe on April 7th.    


    For more information, please visit http://www.topspin2.com.


    158
    TalkBack / Iwata's 2006 GDC Keynote Address
    « on: March 23, 2006, 05:53:15 PM »
    The official full transcription of Iwata's speech, covering Brain Training development, Revolution development, how the "Virtual Console" will provide new opportunities to developers, and more.

    2006 GDC KEYNOTE ADDRESS    


    Thank you so much for giving me the honor of speaking before you again this year. In my job, I have to talk to a lot of people, but as you all know, since I still have the heart of a gamer, I have the most fun talking to you!    


    Once upon a time, way back in the 1980's, a company became number one because its products meant 'fun' to young people. Then, in the 1990's, a bigger company with a bigger brand name and bigger budgets took away the number one spot.    


    Fortunately, that first company also had another line of products that let it  remain popular and profitable. This company used that threat to reconsider its  strategy, and think how it could regain overall leadership.    


    And this is what it decided.    


    It would redefine its own business, and expand its market beyond current core users. Could this strategy work?    


    Well, we already know the answer. The answer is yes.    


    Because that first company, Pepsi, has returned to number one in its industry  displacing Coke. Pepsi stopped asking, "How can we sell more cola?" Instead, it  started asking, "What else do people want to drink?"    


    Today, Pepsi is number one in bottled water. It is number one in sports drinks. It is number one in health drinks. And, of course, it remains number one in the snacks business that it used to maintain profitability while they executed their disruptive strategy. (As every game developer understands, the three basic food groups are Fritos, Cheetos and Doritos.)    


    I am here today to share some stories about Nintendo. But, I begin with a story about Pepsi because it demonstrates how thinking differently, and holding strongly to your strategy, can disrupt an entire industry - and in a good way.    


    For some time, we have believed the game industry is ready for disruption.  Not just from Nintendo, but from all game developers. It is what we all need to  expand our audience. It is what we all need to expand our imaginations.    


    Several years ago, when I began talking about reaching out to casual gamers  and non-gamers, few people listened. Today, Nintendo DS is succeeding in disrupting  the handheld market - in fact, you could attribute most industry growth last year to  just this one product line. Now, people are listening more closely.    


    I know many of you smiled when we demonstrated Nintendogs at the GDC  last year, but I'm sure not many of you believed it could sell 6 million copies around  the world in less than a year.    


    But the success of DS is not based on just one game; it is the story of several  new kinds of software creating brand new players.    


    Let me explain how disruption is working for us. Most of you are very  familiar with the American market, so let me share some information about Japan.  When it launched in 2001, Playstation 2 sold 6 million units in its first 21  months. Soon after, our Game Boy ® Advance did even better, reaching 6 million in  20 months. But Nintendo DS is selling at a much faster pace than any game system in  Japanese history. We have reached sales of 6 million systems in just 14 months. And,  this number would be far higher if production could keep up with demand.    


    In part, the DS success is due to how we redefine better technology... with  unique hardware features. But more importantly, the disruption of Nintendo DS  comes from how software takes advantage of the hardware.    


    Over the last year, no software has created more discussion (or more surprise)  than our "brain" games. The first brain training game, which launched 10 months ago,  has sold 1.97 million units. The second brain training game, which only launched the  last week of last year, has already sold over 1.8 million units.    


    I have been asked many times how we decided to develop these games... so I  thought maybe this is the first story I should share with you today.    


    Where did this idea come from? I'm sure you can guess... it started where all  great creative ideas begin - from a board of directors!    


    When Atsushi Asada was a member of our Executive Committee, he  complained that he knew no one his age who played video games. Because Japan is  an aging society, he thought a game designed just for seniors might work.    


    I agreed it was a good start, but I said it might be a mistake to target only  seniors. Instead, maybe something that would appeal to other users, as well.    


    This meeting occurred just after the E3 show two years ago - a very busy time  for us. We were finalizing the Nintendo DS hardware, as well as preparing DS launch  games. Even so, I asked each of our four main development groups to nominate a few  people to serve on a task force.    


    Some of them did not have much experience making games, so I got to play  the role of professor, talking to them not just about games, but about overall product  planning. The goal of the task force was to invent a game whose appeal would  include everyone from youngsters to baby boomers to seniors.    


    Our early meetings were just brainstorms and didn't produce any solid ideas.  But at that time, people in Japan were beginning to read a new book and do its brain  exercises. I noticed this, and thought it might be a good game idea.    


    Even Mr. Mori, our chief financial officer, was doing the exercises himself  and convinced me to go forward. Then I consulted with Mr. Miyamoto, and when he  got excited, too, I asked the task force to tackle the job.    


    Several of them said that just exercising your brain might not be enough.  Could there be a way for players to measure a "brain age?" I thought this was a great  idea. People would be eager to compare their scores. But in fact, no work at all could  begin until we came to agreement with the author, Dr. Ryuta Kawashima. Since we  were both about the same age, I decided to try to meet with him myself.    


    His schedule was very busy, but he agreed he could find just one hour on just  one day - the very day that the DS was launching in Japan. Not only was his  university a long distance from our offices, but the meeting itself lasted not one hour,  but three.    


    We showed him a prototype brain training software and explained how his  work might translate to our medium. He was enthused, and we started exchanging  ideas. The doctor offered to demonstrate evidence on how the prototype software was  stimulating brain activity. He asked if he could borrow one of the team members I  had brought along from Nintendo. I said, "Certainly."    


    You might find this unbelievable, but his assistant then entered with  something that looked like a metal bowl with wires attached to it, and then he turned  it upside down, and placed it on my team member??s head. It looked like a sci-fi  movie from the 1950's. The doctor showed that he could determine that the prototype  game was changing the amount of blood moving across the surface of the brain. This  was an important moment for all of us.    


    I'm sure some people at Nintendo wondered how I could spend so much time  on the kind of meeting on the very day of the DS launch, but I think it turned out to  be a good idea.    


    Meanwhile, back at Nintendo, we also benefited from some good timing.  Internally, we have one team we call the "Development Environmental Group." They  had just finished a library of tools for voice and sound recognition for DS.  Simultaneously, work on hand-writing recognition was also in progress.    


    When they began this work, we all thought these functions would be useful  for the DS someday, but we had no real idea how. Then suddenly, it seemed to Mr.  Miyamoto and me they would be a perfect match for this brain game.    


    By now, I admit I was getting very enthusiastic about the project. But at first, I  don't remember that the development team felt quite the same way. I assembled a  group of nine people and told them that since this wasn't a very complicated  programming they should be able to finish the first game in just 90 days... And that  included the year-end holiday period. I could tell they were not happy, but at least  with such a short schedule, they couldn??t waste much time complaining.    


    My bigger concern was how the market would react - beginning with  retailers. Few people inside Nintendo believed they would place very big orders - the game was just too different from what they knew. Maybe it wasn't even a "game" at  all. So at this point, one member of the sales team suggested a new rule. When our  salesmen showed the software to retailers, even before business was discussed, the  first 15 minutes of every meeting must be spent with the buyers trying the brain  exercises themselves.    


    Oh, when they heard this, the retailers hated the idea! They were disgusted,  but they had no choice. So they started playing, and we could only wait to see how  they would react.    


    And how did they respond? Well, at this point I think I will take a risk and see  if we can reproduce those first reactions right here on stage. In order to do that, I'd  like to introduce Bill Trinen from Nintendo of America's localization team - a person  who has spent months with Brain Age. He'll walk us through a demonstration, and  invite a few friends.    


    [Bill Trinen, from Nintendo of America's localization team, demonstrated the unique  game play of the new Nintendo DS game, Brain Age: Train Your Brain in Minutes a  Day, among a group of volunteers]    


    Thank you Bill (Trinen), Will (Wright), Geoff (Keighley) and Jamil  (Moledina). I think we have now discovered people who are determined to improve  their brain age! And of course, that is the secret appeal of this game.    


    Let me add one more note to this story. Those first retailers, after playing the  first game, agreed to buy a total of 70,000 units, which was still more than our  domestic sales team expected, but I was not satisfied with that number. But between  the launch of the first game and the second, you could see a disruption of the market  occurring across Japan. Something had changed. New people were playing.    


    Seven months later, we returned with samples of the second Big Brain  Academy game. This time, no demonstrations were needed. The retailers quickly  placed orders for 850,000 units. And even that turned out not to be enough. It  recorded the biggest first-week sales for any DS game ever.    


    As of right now, the three brain games, including Brain Flex, have sold more  than five million copies in Japan alone. The moral of this story is pretty clear. If you  want to succeed in game development, you need to follow two simple rules:
     · First, listen to your board of directors
     · And second, listen to your chief financial officer    


    The development of this game came from our belief that people wanted  something new. In this case, that game took the form of a "treadmill for the mind."  But we also learned that the only real way to demonstrate the appeal of these games is  to have people actually play them. At Nintendo in Japan, we had employees take the  game home and show it to family and friends, especially people who weren't game  players.    


    Quite a few of our employees were surprised that their parents and wives who  would never show any interest in gaming were suddenly playing this everyday. That  helped to build buzz. So, I decided that the same thing might work here in America.  And that the best time to start... is right now.    


    So, when we're finished this morning, I thought you should test your own  brain age to play yourself, and to show it to a friend or colleague or even your parents  - even if they have never played games.    


    So as you leave my keynote address, please take a copy of Brain Age with you  as a gift from Nintendo. Please only take one, and understand that the games are only  available to pick up when we finish today.    


    The second story I want to share with you involves disruption of a different  sort - not only taking a different approach to a new technology, but also finding a  way to make it attractive to everyone and thereby expand the overall audience.    


    The topic was constructing the Nintendo Wi-Fi Connection.    


    Many of you know that we have been experimenting with networks since the  1980s. Back then, you could use your NES in Japan to trade stocks. We kept working,  but never thought the time was right to introduce a game network until Nintendo DS.    


    In 2004, we began considering Wi-Fi gaming. From the start, we had several  challenges. First, we knew that both Animal Crossing and Mario Kart would be  arriving on the DS the next year, and we wanted them to feature Wi-Fi play. That  made the development timetable very short.    


    Secondly, I insisted that our Wi-Fi interface be seamless. I wanted connecting  to someone around the world to be as easy as connecting to someone playing next to  you in the same room. As you know, this creates its own problems, because normally  making things easier for players, makes things harder for developers.    


    But the most difficult aspect was deciding who players would be able to  connect with. Online gaming normally belongs to the most aggressive players, and  they can be a very vocal group. For the casual player, this kind of interaction can be very intimidating. I believed if we catered to only this very vocal group of hard-core players, we could never truly expand the audience.    


    Originally, we thought Wi-Fi should be set up as a kind of social network,  almost a game-play version of MySpace. In Japan, we initially referred to the Wi-Fi  system as "project house party." We had in mind the comfort of inviting friends over  to play in your own home. Well, at Nintendo of America this name was not very  popular. They told us that this sounded like what you call a "tupperware party." No  matter what we called it, I believed the experience must be easy and fun.    


    What did I mean by "easy?" It's simple to connect a game on DS locally when  you're sitting in a room with your friends. It should be just as easy to find those  friends and play with them even if they're thousands of miles away.    


    But what is "fun?" That depends on the player. You may want to play Mario  Kart only with people you know. Or you may find it more fun to try to defeat total  strangers. Sometimes, the choice will be determined by the nature of the game. No  one playing Animal Crossing wants someone to come in cut down all their trees and  trash their town. What was important to me was that players have the choice, and the  freedom to choose which way to play.    


    For developers, "easy" and "fun" doesn't mean the work will be "easy" or "fun." There were many barriers to overcome. And my colleague, Mr. Takao Ohara,  will share those stories with you later here at the GDC.    


    In the end, it is the freedom of choice, I believe, that has made the Nintendo  Wi-Fi Connection so successful. To date, we have surpassed 1 million unique players,  totaling more than 29 million play sessions - and, this in only 18 weeks of availability.    


    We reached 1 million players almost five times as fast as the Xbox Live  service, which also offered free connections when it began. It took them 20 months to  reach 1 million different users. Of course, this has made our Wi-Fi development team  very happy as you can see.    


    What you can't see is that sign they're holding up, a message to all of you. So  let me show you what it said: We love the GDC. They all wanted to come, but I told  them, "Sorry, no." But I did promise I would bring their picture.    


    As you know, this week we added a new wrinkle to the Nintendo Wi-Fi  Connection. Voice over internet protocol arrived with Metroid Prime Hunters. It  introduces a new level of fun.    


    At first, I thought you might like to see a Wi-Fi demonstration of the game.  But I know Wi-Fi is nothing new for you. In fact, I imagine many of you have already  played Mario Kart DS wirelessly and seamlessly. Instead, I think the true appeal of the game is seen best if we hold our own four-player battle right up here on stage.    


    Again, I'd like to invite Bill Trinen to come back on stage to get the battle underway.    


    [Bill Trinen, from Nintendo of America's localization team, demonstrated the  wireless game play capability of the Nintendo DS game, Metroid Prime Hunters,  among a group of volunteers]    


    Thank you, everyone. I know I am much better watching this game than playing it.    


    When we talk about expanding the market to new players, many times this means new kinds of software, but certainly not always. I hope that Metroid Prime  Hunters shows we're not turning our backs on the kind of games that current core  players already love. We will serve all tastes.    


    Our new Tetris DS is something even your grandmother will enjoy. On the  other hand, you can compete head to head with nine different people on a local  network, or three others via Wi-Fi.    


    We are also going to bring our first all-new Super Mario Bros. game to the DS  in a matter of a few weeks. For those of you who have been waiting for the next great  Mario game... this is for you. And because you're all such game fans, I've decided to  reveal one more brand new adventure for you today...    


    [The audience was shown a demo reel of the The Legend of Zelda: Phantom Hourglass]    


    The Legend of Zelda: Phantom Hourglass, is designed exclusively for the DS.  It will launch later this year. It's a product of Mr. Aonuma and the team that has  created most of the Zelda hits in the past. You will be seeing and playing Zelda both  on DS and Nintendo Gamecube at E3.    


    The third story I have to share is the answer to a question people ask me all  the time: how did we get the idea for the Revolution free-hand controller?    


    Well, we started out with a very simple question: why is it that anyone feels  comfortable picking up a remote control for a TV, but many people are afraid to even  touch the controller for a video game system? This was our starting point.    


    Our first controller meetings began early in 2004, and from that initial thought  we added two other requirements. First, the controller must be wireless. We need to  give players freedom to move. And second, the look of the controller had to be simple  and non-threatening. But of course, at the same time, it had to be sophisticated  enough to serve the needs of complex games.    


    And yes, we also wanted it to be "revolutionary."    


    Finding an answer to all of this was not easy. For more than six months, two  people at NCL did nothing but produce sketch after sketch with new ideas. Each  sketch caused more discussion, and the discussions led us to create dozens of  prototype designs. In all, about 15 people were involved trying to figure out an  answer.    


    At the same time, I was considering technologies which would incorporate a  direct pointing device, something that would show direct visual contact between the  controller and the screen. In fact, many good ideas were floating around, but nothing  yet felt revolutionary.    


    Early last year a young team leader of the controller development group came  up with a disruptive idea: what if you could play with just one hand?    


    Mr. Miyamoto quickly imagined a small, simple, wireless device. That  intrigued us, but we realized an immediate problem. Considering our plans, how  would we allow backward compatibility to all the previous Nintendo games that  required two-hand control?    


    Again, Mr. Miyamoto had an answer: make the small wireless controller  detachable from a larger, traditional controller - both using the same wireless  interface.    


    This sounded good, but when we shared the idea with our Metroid Prime  producers, they objected. They said their games would not work with what we  invented. They added another idea: Why not keep the simple one-hand controller, but  also add a secondary device for the other hand if the game required it? - Something  like a nun-chuk device. We think this is something that will entirely change first-person shooter games. By separately using the joystick device to control position and the direct pointing device to target enemies the experience truly feels more intuitive. Now, we really went to work. There were dozens of models and prototypes fabricated until we came up with the final result.    


    And what did it look like?    


    Well, it looked exactly like the same TV remote control that we first imagined  more than a year earlier. Sometimes ideas are like good wine in that they just need  time. After all the designs and mockups, we were happy with the final result. It met  our goals. It was wireless. It was inviting to new players. It offered something brand  new for core players. And, it was also a new interface we could offer to every player.    


    But, it also represented something else. As you can imagine, this was a very  expensive process. Not only in terms of the research and development costs, but also  the manufacturing expense of producing such an elaborate control system, and including it as part of every hardware purchase.    


    Some people put their money on the screen, but we decided to spend ours on the game experience. It is an investment in actual market disruption. Not simply to improve the market - but disrupt it. We believe a truly new kind of game entertainment will not be realized unless there is a new way to connect a player to his game.    


    "New" is good, but there also is an appetite for "old." For young players,  classic games are brand new. For others, they are a way to feel young again.    


    After we announced the virtual console concept for revolution last year, many  people asked me if only games for Nintendo systems would be available. Today, I have a better answer. I can announce that games specifically developed for both the  Sega Genesis and the NEC Turbo Grafx system will also be available for Nintendo  Revolution via the Virtual Console.    


    Between them, these systems built a library of more than a thousand different  games. Of course, not all of them will be available, but the best of them will.    


    Thank you for listening to my stories this morning. However, the most important story of all is still to be told. I hope all of you, the creative force of our industry, will help us write it. It is the story of how disruption will help every one of  us overcome the growing barriers to game development.    


    We know what the main barrier is cost. There is one dominant business model  for our industry. Publishers work backwards from a console game at retail that sells  for $50 or now, even $60. To compete at that level, games must be longer, larger and  more complex, which requires bigger development teams. Success is more likely if a strong license is acquired, but even then, huge amounts of money are needed to  market that game to a mass audience.    


    It's understandable that many publishers, in order to reduce risk, feel most  comfortable relying on sequels to already successful, high budget games. As a result,  our business is beginning to resemble a bookstore where you can only buy expensive,  full sets of encyclopedias. No romance novels. No paperbacks. No magazines.    


    In our business, too often people with a fresh idea don't have a chance. I  believe if Tetris were presented today, here is what the producer would be told: "Go  back... give me more levels... give me better graphics... give me cinematics... and  you're probably going to need a movie license to sell that idea to the public." The  producer would go away dejected. Today, Tetris might never be made.    


    Nintendo understands the dominant business model. We work with it every  day. And future Zeldas and Marios and Metroids are going to be bigger masterpieces  than ever before. But, this does not have to be the only business model. We want to  help you create a new one. One where your simple Tetris will be made.    


    With Nintendo Revolution, we offer a combination of opportunities that  simply can't be matched. Our controller allows for every existing form of game to  take on a new character. It allows for game creation that is not dependent on just the  size of the development budget. I consider our virtual console concept the video game  version of Apple's iTunes music store.    


    Since I first announced the virtual console concept last year at E3, other people  have become very interested in digital downloads. Others will offer such a service, but it will not be the same. Because for us, this is not just a new business opportunity,  for us, this is true innovation - true disruption. It is part of our DNA.    


    The digital download process will bring new games to the widest possible  audience of new players. Young people, older people, even those who never played  video games before. When I think of what faces all of us right now, I imagine what it  must have been like for the explorers who first set foot on a new continent. For them,  it was impossible to imagine all the adventure that lay ahead.    


    Our adventure is still ahead of us. Nintendo is committed to creating an  environment where all of your work can prosper. I began today saying that disruption  is not just a strategy for Nintendo.    


    Yes, we have already disrupted handheld - and it worked. Yes, we have already disrupted Wi-Fi - and it worked. We disrupted the very definition of a game - and that is working, too. In a few weeks, you will better understand how to disrupt console gaming. You will play, and you will see.    


    At Nintendo, we do not run from risk. We run to it. We are taking the risk to  move beyond current boundaries. It should be our goal, each of us, to reach the new  players as well as the current players. Our goal is to show them surprise. Our reward  is to convince them that above all video games are meant to be just one thing - fun...  Fun for everyone.    


    Thank you again so much for inviting me.


    159
    NWR Forums Discord / General Chat
    « on: March 13, 2006, 04:24:08 PM »
    So who is your favorite General?

    160
    NWR Forums Discord / Chuck Norris Stole Your Bike
    « on: March 08, 2006, 08:59:00 PM »
    This may have gone around already, but I'm posting it here because this is where it belongs.

    http://www.4q.cc/index.php?pid=fact&person=chuck

    Enjoy Refreshment.

    161
    NWR Forums Discord / Pryopizm and Bugs: The best of friends
    « on: March 08, 2006, 08:37:04 PM »
    Pryopizm: life would be so much easier if I wasn't such a sissy regarding bugs
    Bloodworth: skitters
    Pryopizm: yeah, found a spider in my bedroom
    Bloodworth: hooray for steel toed boots
    Pryopizm: haha, I require distance
    Pryopizm: I usually use a vacuum cleaner
    Pryopizm: but it's still at my old apartment
    Pryopizm: so, now I'm sleeping in the living room
    Bloodworth: hey I just thought of a new funhouse thread
    Pryopizm: oh?

    162
    NWR Forums Discord / The brilliant world of voice recognition
    « on: March 06, 2006, 04:51:51 PM »
    So, I had to call SBC/AT&T today about an ongoing billing flub caused by Sprint.  Anyways, they've decided to abandon pushing buttons in favor of the more "user friendly" voice recognition computer operators.

    STUPID COMPUTER: "To get started, say or enter your phone number"
    BLOODWORTH: *types in
    STUPID COMPUTER "It will be easier to help you if you give me your phone number."
    BLOODWORTH: *types again
    *repeat until I scream "operator"

    STUPID COMPUTER "To find someone that can help you, please say what you need in a few words" *gives examples
    BLOODWORTH: "Unauthorized charges?"
    STUPID COMPUTER: "I'm sorry I didn't understand.  Try..." gives more examples
    BLOODWORTH: "Unauthorized charges.... wait - Billing"
    STUPID COMPUTER: "Ok, service.  Would you like to add service or cancel service? You can also say 'none of the above'"
    BLOODWORTH: "None of the above"
    STUPID COMPUTER: "Ok, New Service.  I'll connect you now"

    163
    Nintendo Gaming / DS Lite Elite
    « on: March 04, 2006, 09:02:32 PM »
    So mine's not going to be here for at least another week, but who's gotten their own piece of Liteness already?

    164
    TalkBack / INTERVIEWS: NST Discusses Metroid Prime: Hunters
    « on: March 02, 2006, 05:28:59 AM »
    PGC speaks with two of the lead members of the NST team about the development and evolution of Metroid Prime Hunters.

    Earlier this week at NOA Headquarters, we had the opportunity to learn more details about the development of Metroid Prime Hunters from Director Masamichi Abe (pronounced "ah-bay") and Lead Technical Engineer Colin Reed from NST. Bill Trinen served as translator for Mr. Abe.

    PGC: I understand both of you also worked on Pikmin as well?

    Reed: Yeah, we worked on Pikmin together and 1080° on the N64 together. So we've worked together a lot.

    PGC: How large was the development team on Metroid Prime Hunters?

    Reed: I think the largest sized team got up to maybe thirty people.

    PGC: Is that quite a bit larger than other DS games?

    Abe: I think so. (laughter)

    PGC: What led to the decision early on to make Metroid Prime Hunters a multiplayer game? Was it influenced by Metroid Prime 2?

    Abe: Actually, when we first started the project, one of the main focuses of the DS hardware at that point in time was the wireless functionality and being able to play with other people wirelessly. Because of that, we felt that the multiplayer aspects of Metroid Prime Hunters were going to be very important and that was kind of our starting point.

    Then as an idea of introducing a new element to the Metroid series - really bringing in something that we haven't seen before - was this idea of the different bounty hunters. We had this idea early on and thought that would be a good way to introduce this new content and this new element to the gameplay and take advantage of that in the multiplayer.

    PGC: Do you think that this new element is going to influence the future of Metroid games, such as Metroid Prime 3 on Revolution? Or is it going to be something that's self-contained, and if it's in a sequel, it would be a "Hunters" kind of sequel?

    Abe: I think there's definitely a possibility for it to influence the series. Personally, I don't know what's going on with Metroid Prime 3, but I think that because we've been able to use this opportunity to introduce these new bounty hunters, then I think that just opens up more opportunities to continue to flesh them out and explore different avenues with them in future Metroid games.

    PGC: At what point was it decided to go online? I think that earlier they mentioned the feedback from E3 last year.

    Reed: Definitely. After last year's E3, we got a whole load of feedback. There was a certain amount of disappointment that we weren't intending to go online at that point. The schedule for when the Wi-Fi stuff was starting didn't really match up with our schedule for finishing. So, that's why at that point we decided to go into those issues.

    PGC: Voice chat: was that just a natural extension? At about what point did that come in?

    Reed: I have no idea when that got implemented. It's a fairly new technology, and it's just something that came up just as we were finishing up when we decided, "Yeah, why not? Let's put it in."

    PGC: So it was pretty easy to put in there then?"

    Reed: Oh yeah. It was really easy to put in actually.

    PGC: Great. That shows that there may be a chance that it will show up in a lot more games.

    Reed: I believe so.

    PGC: With the DS online capability, most of the games that we've seen have been four players. Is that a technical maximum or do you think that in future games or simpler games that maybe more players will be able to join-in online?

    Reed: An online game is always a trade-off between beauty and number of players. So we've tried to take a nice compromise. The thing with the more players is that the more players you have, the larger arenas you have to have. There are always these technical trade-offs that you have to make. I think that we've made a nice balance with this game, but it's not by any means a technical limitation to stop at four.

    PGC: That also influences the voice chat functionality? It would be too much information transferring to try to talk and play at the same time?

    Reed: It's always a balance that you have to take, yeah.

    PGC: What other kinds of elements were added in addition to the online and the voice chat once you knew that you had more time to work on the game?

    Reed: I think that it was mostly a case that it gave us the extra time to be able to polish the game. We got the chance to make so many more optimizations, and to get the framerate running at a solid state and to try all these new shiny material kind of effects. It gave us that time to just step it up a notch. So we're actually pretty thankful!

    PGC: Yeah, the reflectivity on the morph ball looks really nice.

    Reed: It was one artist just hammering away in the middle of the night. He comes to show us what he did, and we were like, "Oh that's cool, let's use that." (laughter) Then the effect just spreads off and starts getting used all over the place. Then we have to reel them back in and say, "Ok. No, he's using it too much."

    PGC: Was there ever a point during development when you thought that maybe with this new control scheme and all these other characters that it might be better as a different franchise?

    Abe: No, not so much. From early on, one of our key focuses was really creating this as an extension of the Metroid universe while at the same time upholding the traditions of the Metroid franchise, everything from the continuity of the story to the graphics. In that sense, I think it's really always been a part of the Metroid series.

    PGC: Who was responsible for working on the designs of the new characters and how difficult was it to try to get them to fit in to the Metroid universe?

    Abe: Actually from the very initial stages of game development, our art team worked in collaboration with the lead designer at Retro Studios, who is in charge of the design of the Metroid franchise, the Prime franchise in particular. We had a lot of discussions with them to not only talk about the design of this game, but also in creating the new characters, working with them to make sure that these characters fit into the overall Metroid Prime series.

    PGC: Hunters takes place between Metroid Prime and Metroid Prime 2. How does that work out with continuity? Is it not really influenced by either game?

    Reed: It's not really influenced at all by either of the stories. It's just a side story, really. It's a separate mission.

    Abe: As Richard [Vorodi] was saying earlier, the ship that you see in the game is the ship from Metroid Prime, whereas the suit Samus is wearing is the suit from Metroid Prime 2. So, where the character is, in terms of development, fits somewhere between the two. Maybe there are some events that happen on either side, but that's kind of the general flow of where it would fit.

    PGC: Other than the different morph forms, what are some of the gameplay differences between the different hunters?

    Abe: In addition to the morph forms, the effectiveness of the weapons can change, depending on which hunter is using the weapon. The simplest example is the charge missiles. When Samus uses the charge missiles, the homing is very effective, and they are able to home-in on targeted enemies very easily. Whereas, other hunters, when using the homing missiles, the homing may not be as effective for them as it is for Samus. In that sense, there's a balance between how effective different weapons are with different hunters.

    PGC: How was the single player mode first conceived and how did it change throughout development? We didn't see much single player for a very long time, so it's almost as if it's just been revealed.

    Abe: Actually for both modes, development started at the same time. The thing about multiplayer mode is that you've got a variety of different modes. People can pick it up and play it very easily and quickly understand what's appealing about it. Whereas, with the single player mode, you really need to spend a good half-hour or more to really understand what's appealing about it, what's interesting, what makes it different. In that sense, the single player mode was just something that was harder to show to people. We really wanted to show it off earlier, but we felt that we'd rather create demos using the multiplayer mode and show people the appeal of the multiplayer Metroid and save the single player mode for later.

    PGC: How did the control layout influence the level design and the enemy design?

    Abe: It wasn't really a driving direction in terms of changing level design based on the control scheme, but because we've gone from a control stick to the stylus/touch-screen control, our real focus in designing the levels was just to make sure that the actual gameplay didn't get more difficult or the actual control didn't get more difficult. In that sense, we just took our standard process for designing levels and fine-tuned the level design more for the stylus control. But to say that we had to shift the way we designed the levels wouldn't be very accurate.

    PGC: During the presentation, [Richard Vorodi] said that the length of the game is maybe just a little bit shorter than the first Metroid Prime. What kinds of incentives are there for replaying the game – bonuses or harder difficulties, etc.?

    Abe: It's pretty standard in terms of what you would expect from a Metroid game, having an unlock system to encourage people to go back through and play the game. But at the same time, just doing a speed run is going to be a lot of fun for people, and I think that people will enjoy the challenge of trying to beat it faster than everyone else.

    Reed: There's a couple of other things. When you finish the game, we do actually show the time that you took to get through the game. Also, we keep track of the total enemies killed through the whole life of the game. So each time you play, it keeps adding up and adding up and adding up, and I'm sure there's gonna be forums where there's like, "Ah, I got a million kills. I got two million kills." (laughter) There's all that online competition that I think that will be going on. It's always interesting to see what ways people find to play your game.

    PGC: Before, people were pretty comfortable with there being 3D Metroid on consoles and 2D Metroid on handhelds over the past couple of years. Now that Hunters has kind of broken that barrier by putting 3D on a handheld, do you think we'll still see some 2D sequels in the future?

    Abe: I guess. I'm sure that they'll probably put out some more 2D Metroid games.

    PGC: Just a couple of fun questions. Some of our staff wanted to know what some of your favorite characters and weapons are in the game as well as how you two stack up against the other players in the office.

    (laughter)

    Abe: I prefer Kanden, and I'm really not very good. (laughter)

    Reed: I think my favorite character is Weavel. I like his affinity gun. I love his HUD. I did all the HUDs as well, so that's probably my favorite. And I… don't ever play multiplayer so I'm pretty terrible. (laughter) I'm looking forward to playing once the game comes out. It's just that, obviously, I've been very busy.

    There's always a group of guys every day. They're always like down at the end of the office battling away. (laughter) I think that's one of the reasons why all the characters are so balanced. It's just because we've played it so much. Not me personally, but everyone's played it so much. (laughter) Sometimes you’re like, "John, you gotta get back to work you know?" but they're just playing it, and it's all for the good of the game. That's one of the beautiful things about it. All the characters are totally balanced. We don't think there are any broken, too-strong characters.

    One of the things that's really interesting to me - when you start playing team games – is how your combination of characters can influence the way that a match goes because your abilities can help each other. It's going to be very interesting to see how people end up playing the game.

    Thanks again to Mr. Abe and Mr. Reed for taking the time to speak with us.    

    165
    TalkBack / REVIEWS: Bleach DS: Souten ni Kakeru Unmei
    « on: February 27, 2006, 05:52:35 AM »
    Treasure delivers a great 2D fighter that's Wi-Fi compatible – then nearly destroys it by adding a card system.

    Bleach DS is part of a series of Bleach fighting games released by Sega.  I was a http://www.planetgamecube.com/reviewArt.cfm?artid=4480>little disappointed with the GameCube game, but since I had heard the DS game was being developed by Treasure and would be on Nintendo Wi-Fi Connection with four players, I decided to give it a shot.      


    At its core, Bleach DS is a strong 2D fighter that feels familiar in the basic areas.  The Y, X, and A buttons are for quick, medium, and strong attacks, respectively.  You block with R, and the B button is used to perform a "quick step" which for many characters is a short-range teleport that can get you behind your opponent.  One interesting characteristic of Bleach DS is that there are two planes to fight on, one in back and one in front.  This allows you to split up the chaos in four-player mode or to side-step attacks by pressing the L button to switch between planes.  Bleach DS also eschews the standard two round win requirement in favor of longer single matches.    


    Special and super attacks are done mostly Street Fighter-style with quick cross pad movements.  However, Bleach DS takes advantage of the touch screen to give you an assortment of hot keys for each of your character's moves.  It's a handy option for anyone lacking the dexterity to perform all the keystrokes or the patience to memorize them, but it does take a bit of time to adjust to moving your thumb over to the touch screen's extra buttons.  Two separate meters regulate how much you can use specials and supers.  The frequency with which you can use special attacks, make quick dashes, and change planes is controlled by a meter on the bottom of the screen which recharges whenever you stop momentarily.  Super moves are only available when you fill the green meter near your life bar.  It can fill three times as you attack or take damage, and each full bar allows you to use one of your lesser super moves.  Most characters also have more powerful super attacks, or bankai attacks, which require three full meters to execute.    


    Performing combos in Bleach DS is completely old-school.  While there is a challenge mode to teach you combos for specific characters, these are a far cry from the preset combos in the GC version that can be executed by simply tapping the A button over and over.  No, combos in Bleach DS require impeccable timing and careful attention to positions, and they often require you to perform some tricky juggles.  Also, if you're on the receiving end, there are some handy techniques in place that allow you to Damage Cancel and get out of a combo.    


    There are 28 fighters to choose from once you've unlocked everybody, including the twelve captains and Ichigo and his posse.  The bottom six characters seem to have been thrown in mostly for fans since they have fewer attacks than the others. Still, it is quite hilarious to see Kon, the tiny stuffed lion, battling it out against Bonnie, the giant boar that Ganju rides.      


    In case that isn't a clear enough example, the characters have a pretty wide variety of fighting styles, and fans will be pleased to know that bankai attacks have a much greater effect on gameplay than the FMV slideshows in the GC game.  The bankai attacks are extremely different for the few characters that can use them.  Byakuya's bankai is a simple large-range, multi-hit attack.  Ichigo transforms for a set amount of time, giving him a speed boost and completely replacing his normal attacks with extremely powerful projectiles. Kurotsuchi summons his crazy baby-faced caterpillar bankai to run over opponents like a freight train. But my favorite is Komamura, who summons a towering giant with arms spanning the length of the screen.  You can actually control the giant, smashing the right arm on the ground and then the left arm, effectively slapping your opponent back and forth across the screen.    


    There are several different modes to mix up the game a bit.  Arcade mode puts you through the standard paces with about six battles or so.  The Story mode is the longest stretch of the game. Starting off as Ichigo, you'll have to meet specific requirements in each match to clear the mode.  Then you'll have 22 more "episodes" to fight through, with multiple matches in each.  The final episode is pretty much a full retelling of 40 or 50 episodes from the show, so if you're concerned about spoilers, you'd better catch up to episode 60 or so before playing.  After you're done with the first leg of the story, you'll also unlock Time Attack, Survival, and Challenge modes.    


    Bleach DS has a robust suite of multiplayer options.  When no one's around, you can set up a match against three other CPU players with eight degrees of AI settings.  Friends can join two or four player matches even if they don't own the game, since Bleach DS supports download play.  On top of that, Bleach DS is the first fighter on the system to sport online play through Nintendo Wi-Fi Connection.  You can play against friends, in ranked matches, or in unranked matches.  In unranked matches, you also have options to play four player games, to choose between death match and point match games, and to play without using cards.  Since the game is only officially available in Japan, that's where the majority of players are as well, so it's not uncommon for the game to move extremely slowly to make up for the lag.  Fortunately, the lag varies from match to match depending on who you connect to, and I have been able to play a lot of matches online.      


    I haven't won many fights, though.  Despite Nintendo's goal of matching players according to skill level, I consistently get beaten over and over again.  It's simple.  You think you're a good fighter?  None of your buddies can come close to your skills?  Bleach DS will probably teach you how much you suck at fighting games if you play online.  But wait, there's more to it than raw talent, isn't there?  Sure, there are some legitimately tough guys out there and others are spamming the same move over and over (that's supposed to be fun?), but this sucker just used two bankai attacks in a row – what just happened?  Enter the card system.    


    In addition to all of that awesome stuff above, Bleach DS features a card system that pretty much breaks the game in multiplayer.  In single player it's harmless and even seems "cool" at times.  You basically create decks of cards, which can be earned through completing various tasks in single player or by buying extras in the shop.  Then during a fight, random pairs from your deck pop up on the touch screen, and you can touch a card to activate it for a few seconds.  There's a huge variety of cards, and importers are already at a disadvantage for not being able to read them.  The effects consist of defense or attack changes, healing, invincibility, forcing your opponent to jump or crouch, prohibiting your opponent's special attacks, temporarily giving you unlimited super meter, etc.  There are four power levels for each type of card.  The effects of level one cards are hard to notice, but level four cards increase the power or duration of these effects significantly.  However, level four cards are hard to earn, and this where the system completely unbalances multiplayer games.  It's no longer a game of raw fighting skill, but a game of who has the best cards and can stack them in his favor.  If your opponent has three or four healing cards in his deck, you're going to need a deck powerful enough to offset that unless you're far more skilled than him.  The unlimited super meter card is the worst offender since part of the fighting strategy is to forego lesser moves in order to build up strength and attempt a stronger move.  With one of these cards, that strategy goes out the window, and there are characters like Soi Fong who can easily defeat an opponent just by using her level three super twice.  Thankfully, you are able to play without cards in unranked battles, but ranked battles have no such option, and fighters with lots of high level cards can be found even in the beginning tier.    


    Despite the detrimental card system, Treasure has put together a pretty solid title that can appeal to fighting game fans as well as Bleach fans.  Aside from reading the cards (there are guides available online), importers shouldn't have too much trouble.  The main menu is mostly spoken in English, so navigation is just a matter of listening closely, and the submenus aren't too difficult either.  Bleach DS: Souten ni Kakeru Unmei can be ordered from our partners at http://www.lik-sang.com/info.php?category=273&products_id=7443>Lik-Sang.

    Pros:
           

  • Strong combat system  
  • Online play  
  • Touch screen hot keys

           Cons:
           
  • Card system unbalances player match-ups  
  • Online play shows how bad you really are

                   Graphics:  8.0
           Player sprites are large, detailed, and represent the characters well, but overall there's nothing spectacular.  A lot of art from the show is included in cut-scenes.

                   Sound:  8.0
           There are an impressive number of vocal samples for a DS game, and the full opening theme from the show opens the game.

                   Control:  8.5
           The touch screen hot keys are a nice feature to keep from having to memorize everyone's moves and to get new players involved quicker.  What's even nicer is that the hot keys are completely optional, and more precise variations can be performed with the cross pad and buttons.

                          Gameplay:  7.5
           Bleach DS has a solid fighting system with some useful combo escapes and a few other tricks to dodge attacks.  Fighting online may not be as chummy as Mario Kart, but it's still nice to get on with real people anytime you want.  Unfortunately, the card system can completely unbalance multiplayer, and if you aim to compete in ranked battles online, you'll have to play through all of single player first to get high-level cards.

     


           Lastability:  8.5
           With a long story mode, several other single player modes, local multiplayer, Wi-Fi, and cards, artwork, and sound clips to collect, Bleach DS has plenty to keep you going.

     


           Final:  8.0
           Sega and Treasure have delivered a good 2D fighter that's enjoyable, whether you're a fan of the series or not.  The card system can hurt the multiplayer experience if your deck's not on the same level as your opponent, but there are options that keep the cards from breaking the game completely.      


  • 166
    TalkBack / FIFA Street 2 Soundtrack
    « on: February 24, 2006, 06:26:30 PM »
    EA brings on bands from around the world for their latest take on urban soccer.

    EA SCORES A GOOOOOOAL! WITH INTERNATIONAL MUSIC MIX IN FIFA STREET 2    


    Listen to Streaming Music from 47 International Artists at fifastreet2.com    


    CHERTSEY. UK, February 23, 2006 – Electronic Arts (NASDAQ: ERTS) scores another winner with a phenomenal international soundtrack for FIFA Street 2. Hand selected to bring the exhilarating football experience to life for players worldwide, the FIFA Street 2 in-game soundtrack features 47 songs from around the world. With its unique mix of drum & bass, underground hip hop, rock and Latin artists, the game brings the most beautiful sport back to the streets.    


    Breaking out of the local music scene and exploding onto a worldwide stage through FIFA Street 2 are Curumin from Brazil, Swing Fly from Sweden and Bran Van 3000 featuring Curtis Mayfield from Canada. Also launching through the game are "Bite the Bullet" by Roni Size, "Hold Your Colour REMIX" by Pendulum, "Suzie" by Boy Kill Boy, "Flo Fashion" by Sway, "Tru Skool" by Coldcut featuring Roots Manuva and "Yeah, Yeah, Yeah" by The Flaming Lips. To listen to the sounds of these artists visit the FIFA STREET 2 official website at www.fifastreet2.com.    


    For the first time in the FIFA Street series, players will be able to shuffle through songs via three unique in-game radio stations. World-renowned DJ Zane Lowe hosts LIVE FM, the rock and hip hop station, while the Godfather of drum & bass DJ Grooverider from the UK hosts Rider Radio, and DJ Marky – a celebrated Latin DJ and artist hosts Radio Bongo, the Latin music station. Players will also be able select from the seven international DJs and the entire song list to create their own custom-made playlists, effectively creating their own radio stations.    


    "We have yet again broken new ground with the soundtrack in FIFA Street 2," said Steve Schnur, Worldwide Executive of Music and Music Marketing at EA. "These 47 songs represent the hottest emerging artists around the globe. Whether you're playing FIFA Street in Japan, Mexico, Germany or the US, there's something here for everyone."    


    The music in FIFA Street 2 includes:    


    Song Title - Artist
     Acredite Ou Nao (Funk Esquema Morro Mix) - João Marcello BTMscolli
     Ant Music - Hyper
     Astounded - Bran Van 3000 feat. Curtis Mayfield
     Babylon Rising - DJ Fresh feat. Pendulum
     Babymaker - Pacific
     Big Picture - Artificial Intelligence
     Bite The Bullet - Roni Size
     Blood Fire - The Nextmen feat. Dynamite MC
     Caionagandaia - XRS Land feat. Caio Bernardes & Fernanda Porto
     Carnival - Shimano & Codeine
     Defcom 69 (Remix) - Total Science
     Flo Fashion - Sway
     Formed A Band - Art Brut
     Free the Beast - Ivory
     Freestyle Em Movimento - J3
     Funk Academy - DJ Fresh
     Futurismo Y Tradicion - Café Tacuba
     Gaviota - Jimmy Bosch
     Get Up - Giant Robot
     Going Deaf - DJ Marky & XRS
     Guerreiro - Curumin
     Hold Your Colour (Bi-Polar Mix) - Pendulum
     Jawbreaker (Big In The Game Remix feat. Aggi Dukes) - Killa Kela
     Kickback - Lethal Bizzle
     Made In Bahia - DJ Patife feat. Cleveland Watkiss, Cortejo Afro, Mariene De Castro & MC Fats
     Munich - Editors
     Net Ripper - Futurebound & Entity
     Never Gonna Stop The Show - General Midi
     No Return - Artificial Intelligence
     No Time 2 Love - DJ Marky & Bungle
     Nu Yorica - Lemon D
     O Yeah - End of Fashion
     Que Isso Menina - DJ Patife feat. Trio Mocoto
     Raw Live - Lyrics Born, Del The Funky Homosapian, Pigeon John and Steve Knight
     Rock & Roll Queen - The Subways
     Rock The Boat - Shy FX & T Power feat. Di
     Samba De Flora - Airto Moreira
     Say Your Words - Concord Dawn
     Something's Got Me Started - Swing Fly
     Suzie - Boy Kill Boy
     The Odyssey (Grooverider VIP) - Drumsound & Simon Bassline Smith
     Tijuana Bass - Nortec Collective
     Tru Skool - Coldcut feat. Roots Manuva
     Victory - Q Project
     Without Me - British Beef
     Yeah, Yeah, Yeah - The Flaming Lips
     Your Isolation - Craggz & Parallel Forces

       


    FIFA Street 2 builds on the arcade gameplay experience of the original title, but now boasts a greater emphasis on skills battles and features a larger selection of tricks, including all-new in-game juggling. With advancements in gameplay and all-new signature moves for the world's greatest professional players, FIFA Street 2 takes the game back to the streets in the ultimate display of skills. Using the superstars of the game, legendary street masters, or a self-created character, players can rule the streets and make a name for themselves by mastering an arsenal of tricks in FIFA Street 2.    


    Celebrated Manchester United star Cristiano Ronaldo is the new face for FIFA Street 2. Since signing for Manchester United in 2003, Ronaldo has catapulted into the international spotlight and earned the reputation for being an electrifying winger. Ronaldo's impressive performances were recognized when he was awarded the club's Sir Matt Busby player of the year award in his debut season in 2003-04 and fans world wide voted him FIFPro Special Young Player of the Year in 2005. He will showcase his skills once again on the largest international stage when he makes his World Cup debut for the Portuguese national team at the FIFA World Cup in Germany in June.    


    FIFA Street 2 is developed by EA Canada in Vancouver, B.C. and will to ship on the PlayStation®2 computer entertainment system, the Xbox® video game system from Microsoft, Nintendo GameCubeTM and for the first time on the PSPTM (PlayStation®Portable) system and Nintendo DSTM handheld. Screenshots can be found at www.fifastreet2.com.


    167
    TalkBack / Puffy AmiYumi Comes to Europe for GBA
    « on: February 24, 2006, 06:02:45 PM »
    Now Europe can get their J-Pop cartoon fix.

    D3Publisher of Europe Ltd. announces the imminent release of Hi Hi Puffy AmiYumiTM: Kaznapped! For the Game Boy® Advance    


      Cambridge, UK. February 21, 2004 – There has been a Kaz-napping, and only Game Boy® Advance players can help Ami and Yumi find their manager Kaz! D3Publisher of Europe Ltd. (D3PE), a publisher and developer of interactive entertainment software, today announced the forthcoming release of Hi Hi Puffy AmiYumiTM: Kaznapped! on the Nintendo Game Boy® Advance. Based on Cartoon Network's original hit series, Hi Hi Puffy AmiYumiTM: Kaznapped! is an action packed adventure that allows kids to either play as Ami or Yumi as they travel the globe on a whirlwind rock 'n' roll tour.    


    The Cartoon Network's Hi Hi Puffy AmiYumi follows the fantastic animated rock 'n' roll adventures of two very cool, but very different, pop stars as they travel around the globe, jam with aliens, get chased by their No. 1 fan and just hang out in their hometown of Tokyo. Players assume the role of Ami or Yumi. Using their unique rock 'n' roll skills they must solve puzzles and overcome obstacles in an attempt to rescue their manager Kaz and recover their missing instruments from their #1 fan, Harmony.    


    Players must try to recover the girls' missing instruments by outwitting fanatical fans and dangerous Kaz-bots. Along the way they can unlock new costumes and find hidden items that fans of the TV series will instantly recognize. After successfully completing the game, players will gain access to a special secret level.    


    Hi Hi Puffy AmiYumiTM: Kaznapped will be released in March 2006 for the Game Boy® Advance with a MRRP of £19.99.


    169
    NWR Forums Discord / DS IS FOR GIRLZ
    « on: February 16, 2006, 07:04:58 PM »
    Check out the awesome line-up in March
    http://www.bandaigames.channel.or.jp/list/ds_stylebook/

    170
    NWR Forums Discord / Time Crisis on Mobile Phones LOL
    « on: February 13, 2006, 12:16:22 PM »
    I cannot imagine playing this game with anything less than a light-gun.  Putting it on a PHONE is absolutely hilarious, but even moreso with the quotes below.

    Quote

    Hit Arcade Series Time Crisis Debuts on Mobile Phones; Namco Networks Launches The 3D Game Time Crisis Mobile
    SAN JOSE, Calif.--(BUSINESS WIRE)--Feb. 13, 2006--Namco Networks, a leading publisher and developer of wireless games and content, today announced that arcade favorite, Time Crisis(R), is now available on mobile phones nationwide.

    "The same thrilling action you got with the Time Crisis series at the arcade is now available on your phone and on the go," said Scott Rubin, Vice President of Sales and Marketing for Namco Networks. "Namco Networks is dedicated to making sure our mobile games are faithful to the original console and arcade versions. We believe fans will agree that Time Crisis Mobile maintains the potent pace and excitement of the arcade original."

    The safety of the world is at stake and time is running out, as players dodge enemy fire and clear the compound of enemy targets in Story Mode, or play the mini-missions in the Crisis Mission Mode. 3D action, multiple enemy targets and unlockable missions make this fast-paced, 'duck and reload' shooter the most visceral shooting game on your phone.

    "Time Crisis Mobile uses a smart control scheme to bring the arcade experience to handsets," said Levi Buchanan, analyst for IGN.com. "The production comes together very well, with extra content in the Crisis Missions, as well as a Story Mode that is no push-over."

    Time Crisis Mobile is available through several major carriers and will be coming to other carriers' handsets soon. Visit www.namcogames.com for the latest handset coverage.

    171
    TalkBack / Activision to Make Transformers Games
    « on: February 13, 2006, 11:53:11 AM »
    Based on an upcoming live action movie.  Huh?

    HASBRO TAPS ACTIVISION TO PUBLISH RANGE OF VIDEO GAMES BASED ON THE TRANSFORMERS FRANCHISE AND LIVE-ACTION FILM FROM DREAMWORKS AND PARAMOUNT PICTURES    


       PAWTUCKET, R.I. Feb. 13, 2006- The Hasbro Properties Group, the intellectual property development arm of Hasbro, Inc. (NYSE: HAS)  and Activision, Inc, (NASDAQ: ATVI), a leading publisher of interactive entertainment software products, announced today a license that grants Activision the global rights, excluding Japan, to develop console, handheld and PC games based on Hasbro's renowned TRANSFORMERS brand. The first game will be tied to the much-anticipated July 4, 2007 movie release of the live action TRANSFORMERS film from DreamWorks Pictures and Paramount Pictures.    


         


    The TRANSFORMERS brand has been one of the best-selling boys' action brands in a wide-range of categories, from toys to publishing to apparel, since its launch as a global property in 1984.  Hasbro is currently gearing up to activate one of the Company's most ambitious marketing and merchandising programs yet to coincide with the live action movie in 2007.    


         


    "We are thrilled to work with Activision to bring the widely popular TRANSFORMERS brand to the world of digital entertainment and introduce millions of consumers to our best-known TRANSFORMER and biggest hero of all time-OPTIMUS PRIME," said Jane Ritson-Parsons, president of the Hasbro Properties Group (HPG). "As the leading developer of video games, Activision shares our passion and excitement for the TRANSFORMERS story line.  We know this world-class and creative team will bring TRANSFORMERS to life in powerful and exciting ways as we immerse a broad audience in this pop-culture phenomenon."    


         


    "TRANSFORMERS has all of the elements necessary to translate incredibly well into video games," said Mike Griffith, President and CEO, Activision Publishing, Inc.  "We look forward to bringing the Transformer robots to life with the latest interactive technology and graphics."    


         


    The announcement of Activision as the global game publisher for the TRANSFORMERS brand marks the beginning of Hasbro's commitment to bring its well-known toy and game brands further into the digital media space. This effort follows the reacquisition of its video gaming rights from Infogrames Entertainment SA last June.    


         


    "Video gaming is a natural next step for our classic properties as children and adults alike live more of their lives around technology," said Ritson-Parsons "We see the digital arena as a great complement to the lifestyle experiences that we're providing to consumers in a variety of categories."    


         


    In addition to console, handheld and PC-based games, Hasbro plans to expand the TRANSFORMERS brand's reach through ring tones, mobile gaming and a host of other products for gaming fans of all ages.    


         


    The live-action TRANSFORMERS movie from DreamWorks Pictures, Hasbro and Paramount Pictures, will be directed by Michael Bay ("The Rock" and  "Armageddon") from a screenplay being written by Alex Kurtzman and Roberto Orci ("Mission Impossible: 3"). Tom DeSanto ("X-Men" and "X2: X-Men United"), Don Murphy ("The League of Extraordinary Gentlemen") and Lorenzo di Bonaventura ("Four Brothers") are producing the film, with Steven Spielberg and Hasbro's Brian Goldner executive producing.  


    172
    TalkBack / Ubisoft Signs Deal with Shaun White
    « on: February 13, 2006, 11:43:58 AM »
    New snowboarding games due in 2007.

    UBISOFT AND OLYMPIC GOLD MEDALIST SHAUN WHITE TAKE SNOWBOARDING VIDEO GAMES INTO THE NEXT GENERATION    


    Top-Ranked Action Sports Phenomenon and Six-Time X Games Gold Medalist Inspires Ubisoft Game    


    SAN FRANCISCO FEBRUARY 13, 2006 Today Ubisoft, one of the world's largest video game publishers, and Shaun White, snowboarding halfpipe Gold Medalist in the 2006 Winter Olympics in Turin and six time X Games Gold Medalist, announced an exclusive worldwide agreement to create video games inspired by White's world-famous snowboarding style. White will collaborate closely with Ubisoft's award-winning development teams to create video games for current and next-generation consoles.    


    "I'm stoked to be working with Ubisoft to develop a video game that captures the thrill of snowboarding like no game has done before," White said. "I'm a huge fan of Ubisoft games like Prince of Persia, so I'm excited to be able to combine what I love about snowboarding and gaming into an experience for everyone to enjoy."    


    At 19 years-old, White is one of the most talented professional snowboarders in the world. White is the only snowboarder ever to win the Winter X Games Gold in both halfpipe and slopestyle. In his Gold Medal winning performance at the Olympics, White landed back-to-back 1080-degree rotations grabbing his board on both and displaying the style and skill expected from the world's No. 1 snowboarder.    


    "Ubisoft is thrilled to be working on a video game inspired by and created with one of the top athletes in action sports today," said Christian Salomon, director of worldwide licensing. "As the sport continues to grow in popularity, Ubisoft is looking forward to bringing the groundbreaking innovation and high-quality game play we are famous for in other genres to snowboarding."    


    Ubisoft's Shaun White signature video game is expected in 2007. For more information about Ubisoft, please visit www.ubi.com and www.ubisoftgroup.com. For more information about Shaun White, please visit www.shaunwhite.com.


    173
    TalkBack / Nintendo DS Lite
    « on: January 25, 2006, 09:42:55 PM »

    174
    TalkBack / REVIEWS: Bleach GC: Tasogare ni Mamieru Shinigami
    « on: January 19, 2006, 05:40:16 PM »
    I like big swords to chop you with.

    For the uninitiated, Bleach is one of the latest manga / anime series in Japan, and it has gained quite a bit of popularity with importers as well. The story follows a teenage boy named Ichigo Kurosaki who is able to see ghosts. He meets a Shinigami (death god) who lends him her power so that he can protect his family from monsters called hollows. If you didn't follow that, don't worry because it hardly plays into the game at all. You see, Bleach GC is a weapons fighter, and that means the only story you need is the one about how you kept combo-ing a guy, knocked him down, and jabbed a sword into his crotch before he even got to hit you.

    The controls in Bleach take a little getting used to (especially if you've been playing the Naruto games lately). B is block. A and X are used to attack, and pushing specific directions on the control stick while attacking performs a wide variety of basic moves. Side-stepping is a bit of a problem (especially since it's so effortless for the CPU). In order to side-step an opponent's attack, you have to lightly press up or down on the control stick. Press too hard and you'll find yourself jumping or ducking instead, and such unreliability will probably keep you from using this basic maneuver much at all.

    Beyond the basics, you also have a number of moves that rely on your spirit meter (I just made that name up, but it's a sure bet), and different moves require differing amounts of energy. Your meter fills automatically as you fight, or you can charge it whenever you like by holding L and R. You can dash by holding R and using the control stick. Special moves can be done with R + A or R + X, and R + Y allows you to perform your character's gigantic stop-the-battle-and-watch-an-FMV super attack. Y sends out a field that can put your opponent in slow-mo, but if both of you press Y simultaneously, a "tug of war" meter will pop up, cueing both of you to tap A frantically. Depending on how far you get the meter over on your opponent's side, you'll either slow him down or instantly perform your super move.

    Putting all of this together can take a bit of strategy, since charging your spirit meter leaves you defenseless and super attacks have obvious cues that make them easy to dodge. So to show off your flashy super attack movie, you might need to get some extra charge on your meter and slow him down first. Some attacks can also knock your opponent flat on his back, giving you time to charge your meter or just stab him through the groin while he's down. Unfortunately, combos are often in the vein of AAAAAA, which can make the game a little too friendly toward button mashers.

    Bleach GC features a pretty healthy selection of characters, twenty-seven in all, including two alternates. Not all of them rely on swords: some have staffs, one uses a bow, others use their bare fists, and many of them have distinctive magical and elemental attacks in addition to their weapons. Their speeds, ranges, and physical sizes vary quite a bit, which can clearly unbalance certain match-ups (some characters' high attacks fly clear over others' heads). However, it's not so bad if you know your fighter well, and there aren't any characters that can just smoke everybody.

    Unlocking all of the characters pretty much requires a visit to GameFAQs, since the last few can only be opened by repeatedly beating the single mode with a specific sequence of characters. It's a little painful, but it doesn't take nearly as long as getting all of the characters in Naruto 3. Plus, there is a password system that can be used to unlock the characters and other extras, and Sega is slowly revealing the passwords on the official website.

    Like most fighters, Bleach is better as a two-player game. In single player, the default AI setting is pretty easy. Opponents often fall for the same attack patterns. and if you knock them down, they usually stay on the ground long enough for you to get an extra stab in, which an experienced human player would never let you do. In addition to the arcade-style "single" mode, there is also a lengthy story mode and a survival mode called "13 Bansyoubu" that pits you against thirteen other fighters, requiring you to beat them all without getting knocked out even once.

    Bleach GC is an easy title for importers. The story mode is told entirely in Japanese, but menus and character names are displayed in English. The only trouble most players will run into is trying to decipher all of the lessons in the tutorial. If you're interested in importing, you can order from our partners at Lik-Sang.

    Overall, Bleach GC is a pretty average fighter. It's enjoyable, but there are some control and balancing issues, making it a more attractive import for a fan of the show than someone just looking for a new fighting game.

    Pros:
    Variety of fighting styles
    Good character models

    Cons:
    Initially awkward control scheme
    Super attack FMVs can't be skipped

    Graphics: 7.0

       The cel-shaded character models emulate the look of the show very well. However, there isn't any facial animation when characters speak, and the backgrounds are bland and lifeless. The FMVs for super attacks also feature minimal animation, consisting mostly of still art and special effects.

    Sound: 8.0

       The voices sound like they came directly from the cast of the show, which is no surprise, and a random character yells "SEGA" when you power up the game. There are a couple of catchy theme songs for the opening and credits, but songs during gameplay are rather forgettable.

    Control: 7.0

       The controls can be a little sluggish and take a bit of adjustment, especially if you're used to holding back to block rather than pressing a button. Side-stepping requires a subtle touch that's tough to master in the heat of battle. On the flip-side, more powerful attacks are actually rather simple, and lengthy combos are a bit too easy to pull off.

    Gameplay: 7.5

       Despite its flaws, there's no questioning that Bleach GC is a fun fighter whether you're into the franchise or not. The characters cover a range of fighting styles, making experimentation with each of them pretty interesting.

    Lastability: 7.0

       As with most fighting games, you'll probably have your fill of single player by the time you've gotten all of the characters. There are a bunch of unlockable voice clips and other nonsense that you probably don't care about afterwards. Multiplayer is "where it's at," but easy combos and unskippable FMVs can make it a little annoying at times.

    Final Score (Not an average): 7.0

       Bleach GC: Tasogare ni Mamieru Shinigami is a fun game, but it lacks the polish and control to replace Naruto on everyone's must-have import anime fighter list.

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    NWR Forums Discord / I have an excellent idea
    « on: January 19, 2006, 12:22:32 AM »
    Fight game based on American Presidents

    Now you guys flesh it out and I'll take all the credit

    *Disclaimer: Not the place to sneak in political flame wars

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