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Topics - Bloodworth

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351
TalkBack / Snoop Dogg Headlining NFSU 2 Soundtrack
« on: October 28, 2004, 06:47:23 PM »
Snoop's remix of The Doors' "Riders on the Storm" to appear exclusively in the game.

EA'S NEED FOR SPEED UNDERGROUND 2 TO FEATURE EXCLUSIVE REMIX OF THE DOORS' "RIDERS ON THE STORM" BY HIP HOP SUPERSTAR SNOOP DOGG  


Redwood City, Calif., - October 28, 2004 - Electronic Arts (NASDAQ: ERTS) today announced that Snoop Dogg's remix of The Doors' legendary rock song, 'Riders On The Storm,' will be available exclusively in Need for Speed(tm) Underground 2 shipping on November 15, 2004. The in-game soundtrack shifts seamlessly from rock to hip hop to techno with 26 additional hit songs, allowing players to race in style with the hottest tunes as they immerse themselves in the underground tuner culture.  


The songs in the game have been selected by EA(tm) TRAX - the music initiative that EA debuted in 2001. The program is dedicated to bringing gamers today's best music through EA's videogames.  


"This is one of the most exciting announcements in music this summer. Bringing together the haunting vocals of Jim Morrison and the timeless music of The Doors with the cool energy of Snoop Dogg is revolutionary. And if you want to hear the song... forget radio, forget CDs - it's ONLY in the game," said Steve Schnur, Worldwide Executive of Music and Audio at EA.


In addition to the remix song from Snoop Dogg featuring The Doors, Need for Speed Underground 2 boasts an exclusive track from Capone, as well as new music from Chingy, Mudvayne, Terror Squad, Xzibit and Queens of the Stone Age. Rounding out the line-up are new tunes from Felix da Housecat, Helmet, Killing Joke, Sly Boogy, Snapcase, The Bronx and Unwritten Law that'll set the stage, and the streets on fire. The complete in-game soundtrack includes:   

          

       
ARTISTSONG
FREELANDMind Killer (Jagz Kooner Remix)
CaponeI Need Speed
ChingyI Do
Christopher LawrenceRush Hour
CirrusBack on a Mission
Felix Da HousecatRocket Ride (Soulwax Remix)   
FlukeSwitch/Twitch
HelmetCrashing Foreign Cars   
KillradioScavenger
Killing JokeThe Death & Resurrection Show
MinistryNo W
MudvayneDetermined
Paul Van DykNothing But You (Cirrus Remix)   
Queens of the Stone AgeIn My Head
Rise AgainstGive it All   
SeptembreI am Weightless   
SkindredNobody   
Sly BoogyThat'z My Name   
SinHard EBM
SnapcaseSkeptic
Snoop Dogg feat. the DoorsRiders On The Storm (Fredwreck Remix)   
Sonic AnimationE-Ville   
SpiderbaitBlack Betty
Terror SquadLean Back
The BronxNotice of Eviction   
Unwritten LawThe Celebration Song
XzibitLAX


Developed in Vancouver, BC at EA Canada, Need for Speed Underground 2 unleashes players in the living, breathing underground world of street racing and tuner culture. Taking place in a massive, free-roaming city with five distinct interconnected neighborhoods, Need for Speed Underground 2 delivers an immersive game world where the streets are your menus. Deep new performance tuning allows gamers to fine-tune every aspect of their ride's handling and performance, while hundreds of new visual customizations guarantee players can create their own personalized and totally unique car delivering the most authentic tuner experience ever.  


The game will be available under the EA GAMES(tm) brand on November 15, 2004 for the PlayStation(r)2 computer entertainment system, Xbox(r) video game system from Microsoft and Nintendo GameCube(tm), PC-CD and Game Boy(r) Advance.


For more information about Need for Speed Underground 2, please visit www.needforspeed.com


352
TalkBack / Nintendo DS Japanese Shipment Numbers
« on: October 26, 2004, 09:45:47 PM »
Nintendo has revealed the number of units they plan to ship to Japan at launch and by year-end.

Nintendo recently updated their Japanese DS product page with information regarding shipment figures for the launch period.  There will be 300,000 systems available on December 2nd.  New shipments will be made every week, adding up to over one million shipped in Japan by the end of December.  NCL also revealed that an official pre-order initiative is set to begin November 3rd, about one month before launch.


353
TalkBack / Nintendo DS Commercials Available for Viewing
« on: October 26, 2004, 09:05:48 PM »
Nintendo has uploaded three US teaser spots and two new Japanese commercials.

As was revealed on Monday, Nintendo has finally kicked off their North American advertising blitz for the DS.  Nintendo's consumer site was also recently updated with one of the tamer print ads as well as all three teasers currently on the air.  Each of the teasers shows a static background with two blue screens that appear in the middle, eventually revealing the DS.  A seductive female voice-over refers to the bottom rectangle in each ad, inviting the viewer to touch it.  The third ad hints at the system's wireless features as well, "Someone, somewhere, wants to play with you."


On the other side of the Pacific, Nintendo's Japanese Touch! DS site shows that NCL has moved into the next phase of their televison advertising plan.  The two new spots show footage of various people using the stylus on the "inside" of the television screen, interacting with transparent footage of games shown between them and the viewer.  The ads continue to feature the Utada single as background music and she is the final player in both of them.


354
TalkBack / X-Men Legends Review
« on: October 22, 2004, 07:47:12 AM »
 A beat-em-up-style RPG worthy of the X-Men name. Don’t let this one get lost in the holiday shuffle.

Written: 10/22/2004

X-Men Legends is one of those titles that is just too easy to overlook. The screenshots aren’t the most awe-inspiring, and the mutant team has had very few bright spots in their video-game history. However, fans should be aware that Legends is not only one of the best X-Men games ever produced, it also brings the characters into a strong action-RPG structure that fits the team perfectly.

The story follows a series of events that begins with Mystique’s kidnapping of a young mutant named Alison Crestmere, who has the ability to manipulate magma. Like any good comic, the story seems simple until you try to go back and piece it all together again. The story’s strength is found in its characters and how all these seemingly separate situations eventually tie themselves together. A wide range of villains make appearances, including the Brotherhood of Evil Mutants, the Sentinels, the Morlocks, Weapon X laboratories, and Shadow King on the Astral Plane. A large number of the X-Men who are added to your group are worked in believably in the context of events in the game.

The gameplay is somewhat similar to other top-down hack-and-slash RPGs. You control a team of four X-Men, which you can switch among instantly with the cross pad, and work your way through massive levels, tearing through dozens upon dozens of enemies, objects, and walls as you go. The control scheme is really quite ingenious, essentially doubling the functions of the face buttons. You can use quick strikes and power attacks with the A and B buttons, pressing them in various sequences to perform combos. The X button allows you to pick up and throw items or characters, and you can jump and/or fly with Y. However, if you hold down the R button, the buttons all switch to each character’s unique mutant powers which are represented by icons next to your character’s life bar. While each mutant has different powers, all of them generally have two offensive moves, a defensive stat-change power, and an Extreme power that damages all the enemies currently on the screen. The game also rewards you for using multiple characters’ mutant abilities simultaneously for combos that not only put out greater damage, but reward you with extra experience points as well.

Related to their powers, the X-Men also have differing strengths and attributes. Wolverine and Colossus are powerhouses of physical strength, while characters like Jubilee and Cyclops use energy attacks, and Psylocke and Jean Grey have mental powers. It pays to balance your team for a variety of situations, in and out of combat. Enemies are often resistant to particular attributes, and mutant powers can also be used to smash through walls, weld holes in a sinking ship, or make bridges to cross gaps. Thankfully, if you don’t have the right X-Man for the job, the levels’ extraction points are placed evenly, allowing you to switch your team members, visit the Danger Room challenges, save the game, or purchase items.

With all the beatings going on, it might be hard to see how this is can be classified as an RPG, but there definitely is a firm backbone for gaining stats that is both rewarding and completely user-defined. Similar to games like Knights of the Old Republic, at every level-up, you’ll gain a set number of points to spend on stat bonuses and mutant abilities. You can use them to unlock new mutant powers, expand current powers, and add various effects related to each mutant’s specific powers and attributes. Upgrading powers isn’t as transparent as simply making them quicker or stronger either. Gambit’s card throw will go up from three to five to seven cards. Nightcrawler’s Teleport Kick goes from a measly three attacks to an astounding eight. Storm’s lightning bolt eventually becomes chain lightning, connecting to enemies across the screen, and Colossus’s Might attribute will allow him to pick up and toss items as large as cars when it’s maxed-out. You won’t be able to max-out all of a character’s moves and attributes by the end of the game, so you have to make careful choices about what powers you want to focus on for each character. However, since the results are so tangible, I found myself heading to the Danger Room for hours to gain experience even after finishing the game. But, if you just feel like wreaking havoc and don’t care for hard choices, you can have the game automatically distribute points as well.

The Danger Room, found in the Mansion’s Sub-basement, is basically a training simulator / challenge mode, and because it’s featured prominently in the comics, it fits perfectly in the game setting. At first the lessons just walk you through combat basics, but as you find discs throughout each level (along with comic covers and concept art), you’ll encounter ever-greater challenges, including character-specific challenges that reward you with unique items that significantly boost that person’s mutant abilities.

Speaking of the X-Mansion (or the Xavier Institute for Higher Learning, if you prefer), you’ll venture back to base frequently between action stages, taking on Alison’s role as she joins the school and learns to grapple with her own frightening abilities. The focus on Alison allows a larger portion of the game to feature voice acting, which is very good if you don’t concern yourself with the typically corny quips during battles. Patrick Stewart reprises his role as Professor X, and other notable voice talents include Ed Asner as the Morlock Healer and Lou Diamond Phillips as Forge. The majority of time you’ll spend in the Mansion will be taken up speaking to other X-Men, reading their histories, and exploring their dorm rooms, as well as checking out comic covers and concept art that you find during the game. Again, it’s this focus on the characters that really connects fans to the game, reminding you of familiar storylines and treating you to glimpses of characters that you might not know as much about. I found myself pulling old trading cards and comic books out of the closet and wondering if I should hunt down the old Fox cartoon that aired on Saturday mornings back in the 90’s.

During a few (too few) points in the game, talking to an X-Man in the mansion will trigger a flashback sequence that pulls you to a classic situation from the comics, like Juggernaut’s destructive assault on the Mansion or Wolverine’s escape from the Weapon X labs. It’s a brilliant idea that draws on fans’ nostalgia and desire to experience these moments first-hand, but there are only three flashbacks in the entire game. Hopefully we’ll see more in the sequel.

X-Men Legends is also a fairly strong multiplayer title since other players (up to three, plus you) can just jump in and press start at any point in an action stage. What’s more, in what can almost be considered a fluke in the hardware design, the GameCube version has the exclusive feature of being able to jump out at any time without accessing the menu, simply by disconnecting the controller plug, returning the character to AI control. I really didn’t get to spend as much time with multiplayer as I would have liked, but the AI proved to be quite capable of holding its own most of the time.

As incredible as the game is in most respects, it is lacking in polish in several key areas, including graphics and sound. I mentioned my distaste for the graphics in detail in my impressions of a preview build, but it basically comes down to a somewhat bland art design and blurry textures that are okay in gameplay, but look terrible in cut-scenes. The video sequences also suffer from compression artifacts in the GC version, which is a little disheartening considering that other Activision games like THUG 2 make good use of the GameCube DivX compression.

On the sound side, while the voice acting is great and sound effects are adequate, the music is almost non-existent. There aren’t any memorable themes, and the music throughout the game alternates between rather generic ambient music when exploring and equally unexciting techno-rock during battle. On top of that, the music cuts off when you pull up the menu, jolting you out of the game, and someone had the audacity to run the end credits with – get this – absolute silence. There’s no music during the credits at all. Talk about anti-climactic.

Aside from the presentation, I did come across two persistent flaws in the levels that became very frustrating. For one, if you have an enemy right up against a wall, there’s a fair chance your hits won’t register any damage. This is especially noticeable on the Arbiter level, where Sentinels come up through elevator shafts, and you need to avoid attacking them before they move out to the center of the room. (They have no trouble hitting you, of course.) The other problem is also related to walls, in that objects will just go right through them. It can be disappointing to lose a needed health power-up, but it becomes a real issue when a keycard essential to progressing is stuck five feet inside the wall with a giant red arrow pointing at it, taunting you, forcing you to smash everything nearby in futility, when the only real solution is to reset to your last save point.

Despite its lackluster presentation, my frustrations are really a reflection of how much I do like this game and wish that these little things could have been polished up. X-Men Legends should not be overlooked, especially not by X-Men fans. This is probably the first time that an X-Men game has come out with a strong gameplay structure matched by an equally strong story, and I’ll be watching for more news on the sequel.

Pros:
  • Leveling system with substantial results
  • Versatile control scheme
  • Absorbing story assisted by respectable voice work

    Cons:
  • Blurry textures and simple models don’t cut it in close-ups.
  • Music is forgettable and fails to draw players in.
  • Frustrating interactions near walls

    Graphics: 6.5

       Cel-shading doesn’t make up for simple models and blurry textures, especially in close-up shots. The game does show quite a lot of action without slowing down or dropping the framerate often, but too many fans will likely avoid this game based on looks alone.

    Sound: 7.5

       The sound is hard to judge. On the one hand, the voice acting is great most of the time, with a few stars lending their talent. On the other hand, the music is forgettable or in some cases, altogether absent.

    Control: 9.5

       It really was a stroke of genius that led the designers at Raven to design the “melee/mutant” toggle that doubles the functionality of the face buttons. Add in the cross-pad character selection, various combos, and easy in-and-out multiplayer and you really have a versatile set-up. The only drawback on the GameCube is a slightly awkward button combination to refill your mutant power gauge, since there are fewer controller buttons than on the Xbox and PS2.

    Gameplay: 8.5

       Like with any other beat-em-up style game, there are points when things can feel repetitive, but the variety of X-Men and expandability of each of their powers really minimizes that sense. The leveling system fits the X-Men’s abilities perfectly with marked tangible improvements. The Danger Room challenges similarly fit the franchise well and help add variety.

    Lastability: 9.0

       X-Men Legends clocks in over the thirty hour mark, and thanks again to the well-designed experience system and cooperative multiplayer, this is one RPG you’ll probably keep playing. Unfortunately, there’s no feature that allows you to start over with your beefed-up characters or even the option to jump back to previous levels to look for comics and Danger Room discs that you may have missed.

    Final Score (Not an average): 8.0

       X-Men Legends caters to fans in little ways throughout with a great emphasis on the characters. Plus, its strong gameplay and experience system perfectly match the franchise. If you like the X-Men in any way, shape, or form, don’t let the bland presentation keep you from picking this title up.

  • 355
    TalkBack / The Urbz Goes Gold
    « on: October 21, 2004, 05:20:42 PM »
    The Sims spin-off has been finalized for all platforms, including the DS version.

    Electronic Arts announced today that The Urbz has gone gold for consoles, GBA, and Nintendo DS and will begin shipping November 9th.  The Sims spin-off puts the micro-managing gameplay in outlandish urban settings, with all kinds of hilarious scenarios.  The game features over sixty-five unique characters for you to interact with, including the Black Eyed Peas who are prominently featured in the soundtrack - re-done in the Simlish language of course.  The first 700,000 games will include free downloads for Black Eyed Peas songs, and toys will be available at retail alongside the game.


    356
    TalkBack / WWE Survivor Series Ships for GBA
    « on: October 21, 2004, 05:08:19 PM »
    Legal battles aside, Jakks and THQ bring WWE Survivor Series to GBA, developed by ... Natsume?

    WWE Survivor Series Ships for Nintendo's Game Boy Advance; WWE Franchise Returns to Handheld Market This Holiday


    CALABASAS HILLS, Calif.--(BUSINESS WIRE)--Oct. 21, 2004--THQ(R) Inc. (Nasdaq:THQI) and JAKKS Pacific, Inc. (Nasdaq:JAKK) today announced the release of their newest World Wrestling Entertainment(TM) (NYSE:WWE) licensed video game, WWE Survivor Series(R) for the Nintendo(R) Game Boy(R) Advance. Developed by Natsume, the game is now available at major retail outlets nationwide and features 16 WWE Superstars, an original story mode and eight different match types.


    "We're thrilled to bring all the action, excitement and attitude of the WWE to the Game Boy Advance," said Peter Dille, Senior Vice President of Worldwide Marketing, THQ. "Bringing major entertainment brands like WWE to Nintendo's handheld systems have been key to building our dominant position in that market"


    "Building on our past successes of our WWE video game titles to date, we're excited to launch WWE Survivor Series for Game Boy Advance before the busy holiday season," stated Nelo Lucich, Vice President of Interactive, JAKKS Pacific, Inc.


    "We are very enthusiastic about the release of WWE Survivor Series for the Nintendo Game Boy Advance and are very excited to be back in the handheld category once again," said Donna Goldsmith, Senior Vice President of Consumer Products at World Wrestling Entertainment.


    About WWE Survivor Series


    Developed by Natsume, WWE Survivor Series allows players to get in the ring with 16 of the WWE's top Superstars from both RAW(R) and SmackDown!(TM) including, John Cena(TM), Randy Orton(TM), Eddie Guerrero(TM) and Rey Mysterio(TM). An original story mode allows players to fight their way up the ranks and challenge to become the WWE champion. WWE Survivor Series features several WWE PPV's including, WrestleMania(R), Royal Rumble(R), SummerSlam(R) and Survivor Series. Players will also have the ability to challenge friends in 8 match types including Cage, Tag Team and Fatal 4 Way(TM) using the GBA Link cable.


    357
    TalkBack / My First Touch! DS
    « on: October 19, 2004, 06:13:04 PM »
    Daily videos of random Japanese people encountering the DS for the first time.

    Nintendo's Touch! DS site has seen a few updates since the software and price were revealed.  Most notable is a section in which they show videos of people playing the DS for the very first time.  In diary form, every day a new video is posted along with a brief note.  There are children blowing into the microphone, shop owners, businessmen, and an especially amusing woman on a balcony.  Head on over there to check it out, and don't forget there's a new entry every day.


    358
    TalkBack / In-Game Advertising Shows High Growth Potential
    « on: October 18, 2004, 05:23:43 PM »
    Expect to see more deodorant ads on virtual billboards and bus-stops in the years to come.

    Video Games Will Generate Nearly $260 Million in Advertising Revenue by 2008, Says Yankee Group; $92 Million Will Come from In-Game Advertisements and $168 Million from Advergaming


    BOSTON--(BUSINESS WIRE)--Oct. 18, 2004--Marketers are looking to new advertising vehicles to reach fickle consumers. According to the Yankee group report, Marketers Look to Video Games to Drive Their Messages Home, one such platform--video games--represents significant potential. The video game industry is already a mass market comprising more than 108 million gamers 13 years and older in the United States who spent $7.4 billion on video games in 2003. By 2008, this market will grow to more than 126 million gamers 13 years or older, generating in excess of $8.3 billion in revenue.


    "Surprisingly, given the size of this market, video games have largely been ignored as a platform for advertising," says Michael Goodman, Media & Entertainment Strategies senior analyst. "In 2003, marketers spent a paltry $79 million on in-game ads and advergaming. Even if we add in the $450 million to $550 million spent advertising on game-related web sites, this pales in comparison to $42.4 billion on broadcast TV advertising."


    "That is about to change as advertisers realize video games are effective platforms for reaching consumers with their marketing messages. In this report, we examined video games as a marketing vehicle and how advertisers can take advantage of this opportunity," says Goodman.


    While traditional advertising media is losing its effectiveness, new opportunities such as video games are presenting themselves to advertisers. With more than 108 million U.S. gamers 13 years and older, video games represent a significant opportunity to reach consumers. Further, gamers tend to be receptive toward advertising.


    359
    TalkBack / Kirby's New Adventure Now in Stores
    « on: October 18, 2004, 05:09:25 PM »
    Pink Puffballs Pack Powerful Punches.

    NINTENDO NEWS: KIRBY'S BACK! KIRBY & THE AMAZING MIRROR LAUNCHES TODAY


    On Oct. 18, your favorite pink friend is back in Kirby™ & The Amazing Mirror. It's an adventure so big you'll need four times the Kirby! The Mirror World has been invaded by a dark shadow, and Kirby's going to need to call in for some backup this time. He's been split into four Kirbys of different colors, and with his trusty cell phone, he can call up his colorful alter egos for help.


    Kirby's back with his signature moves including floating and inhaling his enemies and a host of all-new Kirby Copy Abilities, including abilities based on his attacks in Super Smash Brothers® Melee. Kirby can turn into a fireball, become a UFO or a flying missile, wield a sword and shoot fire arrows, to name just a few powers.


    With an MSRP of $34.99, Kirby & The Amazing Mirror is a perfect stocking stuffer for the holidays and is Rated E for Everyone. Kirby and his friends can be seen every Saturday morning on the hit cartoon show, Kirby: Right Back At Ya!, on the Fox Box.


    360
    TalkBack / Iwata Outlines Ideas for DS's Wireless Functions
    « on: October 07, 2004, 08:50:42 PM »
    Single-card multiplayer and the possibility of demo games and interactive movie content.

    During his speech yesterday in Japan, Nintendo President Satoru Iwata spoke about several concepts of the wireless functionality of the DS.


    He began by restating the DS's capability of playing multiplayer games with only a single game card:


    "The DS's wireless connection isn't just a substitute for the link cable that was used on the Game Boy. The DS has wireless download capability, which allows it to receive a program and to execute it. With it, people can play games together using only one cartridge."


    We've known about this feature for some time now, but Iwata also mentioned that the same technology could be utilized in other creative ways:


    "Although this won't be available at launch, we're thinking of using the wireless download function to change the way in which people try out upcoming games at retail outlets.... We're thinking of a system where people can download a demo program, with a time or a usage limit, to their own DS. We hope that this system will allow new potential hits to be recognized by everyone, and that it will help to buck the trend where only sequels are hitting the sales charts."


    Following up on Yamauchi's recent comments that Nintendo should begin an animation studio, Iwata confirmed that the company is considering the idea, but that it is too early to give any more details on the subject.  Instead, he segued into introducing the concept of tying downloadable DS content into movie theaters (I suspect you'd need to keep the volume down):  


    "On a related subject, we're planning [to] try integrating the DS with movie theaters. By using the system's wireless functionality, users that bring their DS and GBA Pokémon cartridge to designated theaters will be able to download game data that will be distributed during certain scenes of the next Pokémon movie. In one scene where the main characters meet a new Pokémon, that character's data will be sent to their cartridges. This will be the first time such a distribution scheme has been used anywhere in the world."


    And finally, the example he uses for this idea is none other than a GBA game.  We can only conclude that this means wireless GBA games are also compatible with the Nintendo DS's wireless technology, which may have something to do with why the GBA wireless adapter only works with games programmed for it.


    361
    TalkBack / Ty is Golden
    « on: October 05, 2004, 06:52:05 AM »
    TY the Tasmanian Tiger 2: Bush Rescue is ready to ship next week.

    TY the Tasmanian Tiger 2: Bush Rescue has gone Gold!


    EA and KROME Studios are pleased to share the news of TY the Tasmanian Tiger 2: Bush Rescue going gold on all platforms (PS 2, Xbox, GC and GBA). This title will ship to North American retail outlets starting on Tuesday, October 12, following in Europe on Friday, October 29 and Australia on Monday, November 8 under a co-publishing deal by EA and KROME Studios.


    TY the Tasmanian Tiger 2: Bush Rescue is the sequel to the first TY the Tasmanian Tiger title which sold more than one million units after being released in fall 2003. Similar to its predecessor, TY the Tasmanian Tiger 2: Bush Rescue provides players with an opportunity to return to the Australian Outback as the boomerang wielding TY the Tasmanian Tiger in this whimsical and engaging character action game for the masses. This new game picks up where the original left off but in a bigger and more entertaining manner as players now have the opportunity to experience and explore "down under" by navigating through the new, wide open 3-D environment by foot and vehicle while interacting with a cast of more than 100+ indigenous characters. Whereas once thought to be extinct, KROME Studios is bringing the Tasmanian Tiger back to life – along with many other extinct and non-extinct animals - in this beloved franchise. Fans can now enjoy more excitement and adventure, with more boomerangs, "Mech units" with special powers and abilities, off-road open world action, and a wide variety of gameplay styles including 2-player multiplayer cart racing.


    To help support the upcoming release of TY the Tasmanian Tiger 2: Bush Rescue, KROME Studios will soon be launching an interactive TY 2 web site where more information and materials will be available. The TY property will also be enriched as it expands into the world of animation as KROME Studios has strategically partnered up with Film Roman, a leading animation company known for the hit shows The Simpsons and King of the Hill, to bring the lovable TY and his world to life for television and DVD.


    TY the Tasmanian Tiger 2: Bush Rescue is rated ESRB "E" for Everyone and will be available for the PlayStation 2, Xbox, GameCube and GameBoy Advance. The game was developed by KROME Studios and will be released under the EA GAMES brand.


    More information on TY the Tasmanian Tiger 2: Bush Rescue, log onto the EA PR site www.info.ea.com or KROME site www.kromestudios.com


    362
    TalkBack / EA Announces Cover Athletes for FIFA 2005
    « on: October 05, 2004, 06:47:57 AM »
    Andriy Shevchenko, Fernando Morientes, and Oswald Sanchez to grace this year's box art.

    ANDRIY SHEVCHENKO, FERNANDO MORIENTES AND OSWALDO SANCHEZ ANNOUNCED AS COVER ATHLETES FOR EA’S FIFA SOCCER 2005


    Soccer Stars from Around the World Endorse Best-Selling EA SPORTS Soccer Franchise


     


     


    REDWOOD CITY, Calif. – Monday, October 4th, 2004 – Electronic Arts (Nasdaq: ERTS) announced today that soccer stars Andriy Shevchenko, Fernando Morientes, and Oswaldo Sanchez will serve as the North American spokesmen for FIFA Soccer 2005, scheduled for release this fall under the EA SPORTS™ brand. The FIFA Soccer franchise, celebrating its 11th season this year, introduces Sanchez and the entire 18-team Mexican League for the first time to the game.


     


    “Becoming a FIFA cover athlete is an incredible honor,” said Sanchez, a native of Guadalajara, Mexico. “I love EA SPORTS, especially the FIFA franchise. To think that my likeness is in the game, and that all the great teams from the Mexican League are now available, is tremendous.”


     


    All three soccer stars will appear on packaging and merchandising for FIFA Soccer 2005 in North America while Patrick Viera will replace Sanchez in the European territories. Shevchenko was the leading scorer for the Italian series A champions AC Milan last year. Spanish born Morientes is a three-time Champions League winner playing for Real Madrid and has scored more than 100 goals since joining the club in 1997. Sanchez, an emerging superstar in the Mexican league, currently serves as the captain of 10-time national champion Chivas.


     


    “All three players represent the global importance of soccer and help make the FIFA franchise the most authentic and dominant video game on the market,” said Matt Bilbey, Director of Worldwide Soccer for EA SPORTS. “Shevchenko, Morientes, Sanchez and Viera have each made a significant impact on the sport and each brings a wide range of personality and style to the FIFA Soccer franchise.”


     


    With an all-new animation system and first touch control, the FIFA Soccer franchise continues to set the standard as the most comprehensive soccer simulation ever created. The new animation system ensures that every button press is directly mirrored on the pitch, accurately reflecting the speed and vision of the world’s greatest players. With a great first touch, gamers can trap and control the ball and use its momentum to knock it into space, flick it over a defender's head, or show off and score glorious goals.  Add in a deeper Dynasty Mode™ and EA SPORTS Online* features and FIFA Soccer 2005 continues to deliver the ultimate soccer experience.


    Developed at the EA Canada studio in Vancouver, B.C., FIFA Soccer 2005 is scheduled to ship October 12th on the PlayStation®2 computer entertainment system, the Xbox™ video game system from Microsoft, the Nintendo GameCube™, PC and Game Boy Advance®.


    363
    TalkBack / LEGO Knights' Kingdom on its way to stores
    « on: October 04, 2004, 06:44:20 AM »
    THQ ships the latest adventure in its LEGO line of games.

    THQ Ships LEGO Knights' Kingdom; Save the Kingdom In An All New LEGO Game For the Game Boy Advance


    CALABASAS HILLS, Calif.--(BUSINESS WIRE)--Oct. 4, 2004--THQ(R) Inc. (Nasdaq:THQI) today announced the release of LEGO(R) Knights' Kingdom(TM) for the Nintendo(R) Game Boy(R) Advance. LEGO Knights' Kingdom is an action-packed arcade adventure game based on the LEGO Knights' Kingdom line of toys. LEGO Knights' Kingdom is the latest title under a multi-title exclusive publishing agreement between LEGO Interactive and THQ and is now available at retail outlets across North America.


    "The LEGO brand is one of the top toy brands worldwide," stated Peter Dille, Senior Vice President of Worldwide Marketing, THQ. "We are extremely pleased to release LEGO Knights Kingdom for the Game Boy Advance."


    "As the leading independent Game Boy Advance publisher, THQ is the ideal partner for our LEGO properties," stated Lisbeth Valther Pallesen, Vice President for LEGO Interactive. "We're confident that LEGO Knights' Kingdom will please our existing fan base, as well as encourage additional gamers to try the franchise."


    In LEGO Knights' Kingdom, players will control the hero knights Jayko, Danju, Santis and Rascus on their quest to find the Heart of the magical Shield of Ages. In the classic story of Good versus Evil, the band of heroes battle against the evil Dark Knight Vladek, to save the fate of the Kingdom of Morcia. The game will feature nine unique quests, each containing puzzles and mini-quests that reinforce the hero knights' code of honor: Respect, Loyalty, Honesty and Bravery. In addition, players will compete in head-to-head battles and jousts in the Tournament Arena Mode and timed battles for survival in the Last Man Standing Mode. Using the Game Boy Advance Link Cable, two players will be able to compete against each other in head-to-head battles and jousts. With comic book cut scenes, innovative game controls and exciting multiplayer features, LEGO Knights' Kingdom will offer handheld gamers an experience that redefines the GBA action genre.


    364
    TalkBack / Pac Pix and Mr. Driller DS sites live
    « on: October 02, 2004, 02:03:42 PM »
    Namco has posted Japanese sites for Pac Pix and Mr. Driller DS.

    Namco recently opened new sites for both Pac Pix and Mr. Driller DS.


    The Pac Pix site gives a basic rundown of how the game works, showing how to draw Pac Man, and how to make him turn directions.  You can also make Pac Man stop by touching him with the stylus after you've drawn him.  Completely new is an upper screen with fruit that is locked until a key appears on the lower screen.  Once Pac Man eats the key, he can move up and munch on the fruit.


    The Mr. Driller site is similar, showing the gameplay mechanics as well as a full page for the characters.  What's most surprising is the dual-screen use for the main game.  The enemy is on the top screen, and you play on the lower screen, but you are actually separated by several screens in-between.  If the enemy gets all the way down to you, the game is over.


    365
    TalkBack / Dragon Ball Z: Buu's Fury Ships
    « on: September 28, 2004, 09:15:20 PM »
    The follow-up to Legacy of Goku 2 is on its way to stores.

    Atari Delivers 'Dragon Ball Z: Buu's Fury' for Nintendo Game Boy Advance


    BEVERLY, Mass.--(BUSINESS WIRE)--Sept. 28, 2004--Atari (Nasdaq: ATAR) today announced it has shipped Dragon Ball Z(R): Buu's Fury(TM) for Nintendo Game Boy(R) Advance. Dragon Ball Z(R): Buu's Fury(TM) is the successor to 2003's hit Game Boy Advance title, Dragon Ball Z(R): Legacy of Goku 2(TM).


    "Dragon Ball Z(R) is a powerhouse franchise for Atari and we are thrilled to release this highly anticipated next adventure for the Game Boy(R) Advance just in time for the holiday season," said Nancy MacIntyre, Vice President of Marketing for Atari's Beverly Studio. "Buu's Fury is a must have for every Dragon Ball fan and handheld gamers everywhere will be able to appreciate the depth and excitement of this adventure-driven role playing game featuring Goku(R) and all of the popular character from the game."


    Developed by Webfoot, Dragon Ball Z(R): Buu's Fury(TM) is a real time, battle-based RPG that challenges players to experience the thrill and relive one of the most important and exciting moments of the Dragon Ball Z(R) story. Players will begin their journey in the Other World Tournament Saga and continue through the Kid Buu Saga, combining classic Action and RPG elements with exploration, enemies, boss enemies, puzzles, and quests. Gamers can play as Goku(R), Vegeta(R), Gohan(R), Goten(R), Trunks(R) and create the fusion characters Gotenks(R) and Vegito(R) in this all new adventure to take down the last great enemy of Goku, the evil Buu(R). Dragon Ball Z(R): Buu's Fury(TM) also allows gamers to challenge friends and trade items utilizing the Game Boy Advance link cable.


    366
    TalkBack / NBA Live 2005 Ships
    « on: September 28, 2004, 09:11:56 PM »
    One of the attendees at the Fusion Tour party was pretty excited about this one coming out.

    It's a Slam Dunk! EA's NBA LIVE 2005 Ships to Stores Today; Best-Selling Hoops Franchise Hits Stores with EA SPORTS Freestyle Air, NBA All-Star Weekend and More


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--Sept. 28, 2004--NBA LIVE 2005, the authentic and innovative new basketball videogame from Electronic Arts (Nasdaq:ERTS), ships to retailers today under the EA SPORTS(TM) brand. In stores throughout North America just in time for the opening of NBA training camps, the NBA LIVE franchise celebrates its 10th year in style, with all new features, visually immersive graphics, and improved gameplay.


    NBA LIVE 2005 continues to set the standard as the most authentic and comprehensive hoops simulation ever created. New EA SPORTS Freestyle Air gameplay takes the action above the rim with new dunks and added in-air control on put-backs, tip-ins, and shot blocks. NBA LIVE 2005 also debuts the comprehensive new NBA All-Star Weekend mode, where players have the ability to create gravity-defying, fully adjustable dunks in the innovative Slam Dunk Contest, a feature IGN has called "the most addictive new feature in any sports game this year." Another feature allows players to step outside the arc and test their jump shot in the 3 Point Shootout, which pits superstars from the East versus West in the NBA All-Star Game. Gamers can also battle with the league's best young players in the Rookie Challenge, all under the bright lights of the NBA's showcase event.


    With a revamped Dynasty Mode(TM), EA SPORTS Online* features, in-game commentary from Marv Albert and Mike Fratello, and colorful banter between Ernie Johnson and Kenny Smith in the Slam Dunk Contest and 3 Point Shootout, NBA LIVE 2005 continues to deliver the ultimate hoops experience.


    The game's launch also sets the stage for the second annual EA SPORTS NBA Livestyle event, a celebration of music and gaming, which kicks off in Atlanta on October 1. Consumers will test their skills on NBA Live 2005 for a chance to win VIP treatment during the 2005 NBA All Star Weekend in Denver, Colo. The NBA Livestyle event visits Atlanta, Miami (October 8), Dallas (October 29), and Los Angeles (November 19).


    Developed in Vancouver, B.C., by EA Canada, the studio which is also home to the popular NBA STREET and NCAA(R) March Madness(R) franchises, NBA LIVE 2005 is available on the PlayStation(R)2 computer entertainment system, the Xbox(TM) video game system from Microsoft, and the Nintendo GameCube(TM). NBA LIVE 2005 is rated "E" (Everyone) by the ESRB. The game's official website is www.nbalive05.com.


    EA SPORTS is the leading interactive sports software brand in the world. Its top-selling titles and franchises include Madden NFL(TM) Football, FIFA Soccer, NHL(R) hockey, NBA LIVE basketball, MVP Baseball(TM), NCAA(R) Football, NASCAR(R) racing, and Tiger Woods PGA TOUR(R). The EA SPORTS home page is www.easports.com.


    * INTERNET CONNECTION required for online play. Not all features available with all platforms. See full product for details.


    367
    TalkBack / Nintendo Fusion Tour Kickoff Party in Hollywood
    « on: September 28, 2004, 12:22:18 AM »
    Fusion Tour Bands and Celebrities Party Nintendo Style

    Late Monday afternoon, we unexpectedly received an invitation from Nintendo to a party in Hollywood with the bands from Nintendo’s Fusion Tour and a host of other celebrities.  Since the tour’s been on the road for several weeks now, it does seem a bit puzzling that they’d call it a kickoff, but no matter, Steven Rodriguez and I decided to attend.


    Taking place at Joseph’s, a small club near Capitol Records that regularly hosts celebrity parties, Nintendo’s party was rather simple.  On the sidewalk, there was a wall emblazoned with the Fusion Tour logo and a blue carpet (apparently they were out of red ones).  Inside, there was a DJ on the dance floor, a large common area, and a small room set up with games next to the bar.  At first it seemed that having the bar and games in the same area made it a bit overcrowded, but as some people started moving on to socialize, it turned into a valuable spot for Nintendo because whenever someone wanted a drink, on the way out, he or she would turn around to see a group of models or musicians having a blast playing Donkey Konga.  Even late into the evening there were still people noticing the game for the first time, wanting to know what the heck it was.  


    Nintendo Fusion Tour 2004: Elisha Cuthbert at the Fusion Kickoff Party


    Most of the game stations were occupied throughout the night.  There were two Donkey Konga games set up with four bongos on each; a Metroid Prime 2 demo; multiplayer WWE: Day of Reckoning and Mario Kart: Double Dash; and Super Mario Bros. and Pac Man set up on Game Boy Players.  The monitors were all gorgeous flat-screens, which look quite a bit clearer than what we’ve previously seen at Nintendo events.  On the club’s regular TV, mounted in the corner of the room, there was a video reel of upcoming games like Resident Evil 4 and Baten Kaitos.  To our disappointment, the DS did not make an appearance, despite the fact that it’s on display during the Fusion Tour concerts.  Perhaps we’ll get a look when the tour heads back to town Sunday night.


    As far as the celebrities are concerned, we were hard-pushed to recognize anybody, but there were actors, musicians, and a girl who claimed her job was stepping on people’s toes.  I even met an artist that worked on the Final Fantasy feature film from a few years ago.  We played Donkey Konga with quite a number of people of course, although there were times when the photographers had us get up so they could take pictures of famous folk playing together.  


    Nintendo Fusion Tour 2004: Story of the Year on Bongos with PGC looking on.


    In all, Nintendo seems to have had a great night in Hollywood.  Although the crowd shifted from room to room throughout the night, the invitation-only party was generally packed to the walls in every direction, even when we left after midnight.  Not only that, but they were very enthusiastic about Donkey Konga, coming back to try again and again.  


    Photos by: Eric Charbonneau(c)Berliner Studio/BEImages


    368
    TalkBack / Bratz Are Coming Everywhere
    « on: September 23, 2004, 05:32:26 PM »
    THQ signs on to make games for pretty much every platform possible.

    THQ Signs Multi-Platform Publishing Agreement With MGA Entertainment for Bratz; Global, Multi-Million Unit Selling Toy Brand Scheduled for Cross-Platform Release in Fall 2005


    CALABASAS HILLS, Calif.--(BUSINESS WIRE)--Sept. 23, 2004--THQ Inc. (Nasdaq:THQI) and MGA Entertainment today announced a worldwide agreement naming THQ the interactive licensee for Bratz. With global sales in excess of 80 million units for the doll line alone, Bratz has quickly become one of the hottest properties at retail. THQ's multi-platform agreement with MGA Entertainment includes video games for all viable platforms, including wireless devices. The first Bratz games under this agreement are scheduled for release in fall 2005.


    "Since its summer 2001 debut, the Bratz property has quickly become a worldwide phenomenon crossing numerous product categories, including the recent DVD launch and a theatrical release slated for 2006," said Germaine Gioia, Vice President Licensing, THQ. "We look forward to bringing the many popular Bratz characters to life in interactive adventures next fall."


    "We are very excited to be partnering with THQ. With their creative talents, marketing and distribution, the next generation of Bratz video games are sure to be cutting edge and out of this world!" said MGA Entertainment CEO Isaac Larian.


    369
    TalkBack / O2 and games Announce Award Winners
    « on: September 23, 2004, 10:50:05 AM »
    Everyone is having awards these days.

    O2 ROLLS OUT THE RED CARPET FOR THE GAMES TM AWARDS 2004 WINNERS


    With the Emmys announced earlier this week, people all over the world have been practising their acceptance speeches and last night was no exception. More nervous nominees waited their turn to thank families, friends, God and passers by for their help in picking up a prestigious award at the O2 and gamesTM Awards 2004.


    The O2 sponsored gamesTM Awards 2004 celebrate the best games in the industry across all platforms. The glitzy ceremony, which took place last night at a top London venue, attracted a strong crowd of A-list games industry experts, developers and publishers and paid tribute to some of the best names in the business.


    The awards covered fifteen categories in total honouring all aspects of the games industry from 'Game of the Year' to 'Best Visuals'. Nine of the night's categories were voted for by gamesTM's top panel of industry judges, with the remaining six voted for by Games TM readers* for the first time in the history of the awards.


    The O2 and gamesTM Awards 2004 honours list is:


    Game of the Year (Sponsored by O2)
    Prince Of Persia: The Sands Of Time (Ubisoft)


    PC Game of the Year (Sponsored by O2)
    Far Cry (Ubisoft)


    PlayStation2 Game of the Year (Sponsored by O2)
    EyeToy: Play (Sony Computer Entertainment Europe)


    Xbox Game of the Year (Sponsored by O2)
    Star Wars: Knights Of The Old Republic (Lucasarts)


    GameCube Game of the Year (Sponsored by O2)
    F-Zero GX (SEGA)


    GBA Game of the Year (Sponsored by O2)
    Advance Wars 2: Black Hole Rising (Nintendo)


    Best Mobile Phone Game (Sponsored by O2)
    Tony Hawk's Pro Skater (Activision)


    Best use of a licence
    TRON 2.0 (Ubisoft)


    Best Comeback
    Prince Of Persia: The Sands Of Time (Ubisoft)


    Best Offline Multiplayer
    Pro Evolution Soccer 3 (Konami)


    Best Online Multiplayer
    Rainbow Six 3 (Ubisoft)


    Best Visuals
    Max Payne (Rockstar)


    Best Sound
    Battlefield Vietnam (EA)


    Best Developer
    Intelligent Systems


    Best Publisher
    Ubisoft


    gamesTM Special Award
    Microsoft


    *The categories voted for by gamesTM readers were: 'Game of the Year', 'PC Game of the Year', 'Playstation2 Game of the Year', Xbox Game of the year', 'Gamecube Game of the year' and 'GBA Game of the year'.


    370
    TalkBack / NHL 2005 Ships
    « on: September 22, 2004, 05:08:23 PM »
    This year's hockey entry sports new "Open Ice" controls.

    EA’s NHL 2005 SKATES INTO STORES EVERYWHERE today


    Top Selling Pro Hockey Franchise is THE Place to Play Hockey this Fall


      REDWOOD CITY, Calif. – Wednesday, September 22, 2004 – Electronic Arts (NASDAQ: ERTS) today announced that NHL® 2005, the best-selling professional hockey franchise has hit stores worldwide. Shipped under the EA SPORTS™ brand, NHL 2005 delivers top-shelf gameplay that captures the speed, flow and hard-hitting action of pro hockey. Online* gamers will enjoy enhanced features on the PlayStation®2 computer entertainment system and for the first time, Xbox Live™ support. NHL 2005 gives hockey fans a chance to play as their favorite teams and players while not able to watch them on TV.


     


    New EA SPORTS Open Ice Control allows players to execute offensive plays such as Give-and-Go’s and breakaway passes or call for a defensive double team with the touch of a button. A completely overhauled skating engine captures both the explosive speed of offensive skating and the surgical precision of backwards defensive movement.  The all-new face-off formations allow the user to be strategic before the puck is dropped.


     


    EA SPORTS Dynasty Mode™ goes even deeper with a new, easier to navigate interface, and more interactive GM/owner relationships, including a deep new e-mail system. NHL 2005 also delivers all the action of the World Cup of Hockey™, with International teams and venues from North America and Europe. In addition to all 30 NHL teams, NHL 2005 includes 39 teams from the Swedish, Finnish and German Elite Leagues, as well as 21 International teams.


     


    Developed by EA Canada in Vancouver, B.C., NHL 2005 is available for the PlayStation 2 console, Xbox, Nintendo GameCube and PC. The game is rated “E” (Everyone) by the ESRB. More information can be found on the game’s official website at www.nhl05.com.


    371
    TalkBack / Nintendo DS North American Teleconference Notes
    « on: September 21, 2004, 06:19:28 AM »
    Nintendo of America held a teleconference this morning with Reggie, Perrin Kaplan, and George Harrison, revealing a few more details and answering questions.

    Nintendo of America held a teleconference regarding the DS this morning from 7:30 - 8:15 Pacific Time. In attendance were Reggie Fils-Aime (Executive Vice President, Sales and Marketing), George Harrison (Senior Vice President, Marketing and Corporate Communications), and Perrin Kaplan (Vice President, Marketing & Corporate Affairs).  There isn't any stunning new information that wasn't included in the press documents, but there are a few new facts discussed, including details on Metroid, marketing, and developers.  


    Reggie was quick to point out that today is precisely sixty days from the launch.  This is Nintendo's first system launch outside of Japan, due primarily to the importance of the Thanksgiving weekend.  The Japanese launch date on December 2nd is ahead of a similar weekend in Japan.


    The teleconference specifically steered away from any discussions regarding software.  Those details will be revealed on the first week of October.


    Metroid Prime Hunters: First Hunt is not the full game, but a multiplayer demo similar to the one at E3, featuring a four-player mode.  It's unclear whether there will be a single-player mode in the demo, although it  is expected in the final game.  The game has been polished up significantly since E3, but there's no word on the length or number of levels. The full game will be released at a later date.


    The demos are included to show wireless multiplayer right out of the box without making any extra purchases.  Nintendo felt that it was extremely important to show off this key feature of the Nintendo DS.


    George Harrison stated that they've raised their sales projections from 3.5 million to 4 million units by the end of the fiscal year in March, possibly higher.  The bulk of which will come from Japanese and North American sales since European and Australian markets will be getting the DS towards the end of that time frame.


    Nintendo is backing the DS with their biggest marketing campaign ever for a North American system launch: $40 million.  Aside from traditional marketing like commercials, the launch marketing includes 12,000 hands-on demo stations at retail and at consumer events.  Some retail stores will have multiple DS units to show off multiplayer.


    There will be no Cube Club-style tour, but the Nintendo DS will be present at the Fusion Tour and the Street Team will be out in force in November and December.


    Reggie commented that they are aggressively launching the DS and targeting a different demographic and "psychographic" than for GBA SP.


    Every significant worldwide developer is working on DS games.


    After the main thrust from the VPs, there was a Q & A session where several more facts were brought to light.


    Reggie stated that out of the games in development he's seen, so far every one of them uses the unique features of the DS.  There are no quick ports being made from GBA software.


    They have no set predictions for software sales at this time.


    One outlet asked what the development business model and lead times were, compared to GBA.  The response was that developing games is not significantly more expensive than it is on GBA, and although Nintendo lowered fees on GBA software in September, the DS is still less costly for developers, which is driving interest.  


    Lead times for DS software will initially be similar to GBA. With manufacturing done in Asia, lead times will be around six to eight weeks.  However, Nintendo is planning to build manufacturing facilities in North America to shorten this process.  


    Development kits are being provided at low-cost or no cost, depending on contracts, which is bringing in a number of developers who have not traditionally worked on Game Boy software.


    Another question was in regards to GBA games recognizing the DS for special enhancements.  Reggie replied that there would be no default enhancements for GBA games, and no GBA games in the near future are expected to have such enhancements, but it is possible to program extra features into GBA games down the road.


    Finally the question of Game Boy and Game Boy Color software was brought up, and Nintendo reconfirmed that they are incompatible with the DS.  Only single-player GBA games will be playable on the unit.


    372
    TalkBack / Nintendo DS Fact Sheet Breakdown
    « on: September 20, 2004, 08:43:36 PM »
    Nintendo's fact sheet reveals a few more tidbits that we look over and break down.

    In addition to the price and release date bomb they dropped on our heads this morning, Nintendo also released a more complete fact sheet on the hardware.  A few notes caught our eye, and we wanted to be sure to point out some bits you may have missed.


    Top Screen: A backlit, 3-inch, semitransparent reflective TFT color LCD with 256 x 192 pixel resolution and .24 mm dot pitch, capable of displaying 260,000 colors


    For comparison, the GBA screen resolution is 240 x 160.  So the DS screens are going to have a similar pixel resolution at a slightly larger size, but the difference  comes in with the huge increase in the color palette: 260,000 from the GBA's 32,768.  


    Wireless Communication: IEEE 802.11 and Nintendo’s proprietary format; wireless range is 30 to 100 feet, depending on circumstances; multiple users can play multiplayer games using just one DS Game Card


    Again, Nintendo reiterates the wireless range and multiplayer functions, but they're still not revealing anything about their proprietary wireless technology.  What does stand out here is the first use of the term "Game Card" in reference to DS media.  Not that many people ever used Nintendo's "Game Pak" moniker, but it does suggest that the media is more similar to a card for your digital camera than a traditional cartridge. Nintendo also gladly repeats that the DS can handle single-card multiplayer.  Let's hope that the increased specs allow it to be used more often than it was on GBA.


    Controls:   Touch screen, embedded microphone for voice recognition, A/B/X/Y face buttons, plus control pad, L/R shoulder buttons, Start and Select buttons


    This is essentially retreaded water from E3, but it does confirm that there is an internal microphone embedded, even if external mics are released later.


    Input/Output: Ports for both Nintendo DS Game Cards and Game Boy® Advance Game Paks, terminals for stereo headphones and microphone


    All the input and output terminals are listed here, and there's no GBA link port to be found.  The press release completely nails the coffin with this phrase: "compatible with single-player modes".  So backwards compatibility clearly isn't the biggest goal with the DS, but it does allow Nintendo to toss new gadgets in the slot and play around a bit with connecting software, not to mention touting the hundreds of titles already on the shelf at launch.  After the DS is on the market though, are you really going to regret not being able to use cables?  


    Also, that "mystery slot" next to the headphone jack is certainly the external microphone port listed here, as photos clearly show an image of a headset with microphone attached.


    Other features: Embedded PictoChat software that allows up to 16 users to chat at once, embedded real-time clock, date, time and alarm, touch-screen calibration


    At E3, we made sure to tell Nintendo to include PictoChat with the system, and whether they took our advice or were planning it all along, we're glad they embedded it in the system. PictoChat may very well be the feature that allows the DS to distinguish itself from every other Nintendo handheld, taking the isolation out of portable gaming. The new alarm clock feature furthers its role as a handy travel companion as well.


    Battery: Lithium ion battery delivering six to 10 hours of play on a four-hour charge, depending on use; power-saving sleep mode; AC adapter


    Finally the DS battery life is revealed.  Six to ten hours is a bit less than the GBA SP (which lists a solid ten hours with the light on), but is still impressive for backlights on two screens and should be adequate for most trips.  Also note that the DS takes about an hour longer to charge than the GBA SP.  The real test for comparison will come when the PSP nears completion, and Sony's battery conditions can be confirmed.


    Languages: English, Japanese, Spanish, French, German, Italian


    Excellent news for importers around the globe.  While this doesn't entirely confirm that the DS will be region free, it points strongly in that direction.


    Color: Silver and black [one scheme: see current images]


    Nintendo is launching with a single color scheme, most likely to ensure faster production times.  Early adopters may be a bit annoyed with this, but if there's anything we know about Nintendo, we can be sure that a flood of colors and designs will come within the next year.


    373
    TalkBack / Def Jam: Fight for NY Heads to Stores
    « on: September 20, 2004, 05:45:51 PM »
    Famous people just love to beat the crap out of each other.

    Def Jam FIGHT for NY Blazes onto Store Shelves from EA and Def Jam


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--Sept. 20, 2004--Electronic Arts (NASDAQ:ERTS), the world's leading interactive video game publisher, and urban music and lifestyle powerhouse Def Jam(R) have begun shipping Def Jam(R) FIGHT for NY(TM) to retailers nationwide. The title, which won the Game Critics Award for "Best Fighting Game" at E3 2004, is available for the PlayStation(R)2 computer entertainment system, Xbox(R) video game system from Microsoft and Nintendo GameCube(TM) under the EA GAMES(TM) brand.


    Def Jam FIGHT for NY thrusts players onto the mean streets of New York amidst a brutal battle for control of the city's hip hop underground. With a cast of more than 40 hip hop artists and celebrities from Def Jam and other prominent music labels in the game, players will come face to face with dozens of rap's biggest names, including Busta Rhymes, Ludacris, Ice T, Lil' Kim, Method Man, Redman and Snoop Dogg.


    Featuring five customizable fighting styles, 20 highly-interactive venues, 10 gameplay modes, 70 playable characters and dozens of weapons, Def Jam FIGHT for NY delivers a gritty, over-the-top street fighting experience deep within the Def Jam universe. The game also features a new create-a-fighter mode allowing gamers to customize their combatant with licensed hip hop gear from 12 authentic brands like Ecko, Phat Farm(TM), Def Jam University, Brand JORDAN, a division of Nike, Inc., Rocawear, and more. Players can even outfit their character with bling from jeweler to the stars, Jacob the Jeweler.


    Def Jam FIGHT for NY features an explosive soundtrack with 28 of the hottest new tracks and old school hits, including tracks from Fat Joe, Ice T, LL Cool J, Method Man, Public Enemy, Redman and more.


    Def Jam FIGHT for NY was developed by EA Canada in Vancouver, British Columbia, in conjunction with Japan-based AKI Corporation, and Def Jam Enterprises in New York City. The game has been rated M for Mature with descriptors of Blood, Sexual Themes, Strong Language, Violence by the ESRB.


    374
    TalkBack / Splinter Cell Chaos Theory coming to GameCube
    « on: September 20, 2004, 05:25:01 PM »
    Releasing on all platforms simultaneously in 2005.

    Previously unmentioned for GameCube, Splinter Cell Chaos Theory will now release in March 2005 along with the Xbox, PS2, and PC versions which were pushed back from a fall release date.  It seems that Ubisoft wanted gamers from all four markets to experience the game simultaneously, but rumors suggest that they may have wisely ducked out of the oversaturated 2004 holiday season.  The brief media release is below:  


    Tom Clancy's Splinter Cell Chaos Theory to Launch on All Platforms in March 2005 [09.20.04]


    SAN FRANCISCO - September 20, 2004 - Ubisoft announces today that it has decided to release all platform versions of the highly anticipated Tom Clancy's Splinter Cell® Chaos Theory™ simultaneously in March 2005. This will allow players on Xbox®, PlayStation®2, GameCube™ and PC to discover at the same time the latest blockbuster from the Splinter Cell® brand, whose quality will be over the top as a result of the additional development time.


    375
    Podcast Discussion / Radio Trivia Results for 09/17/04
    « on: September 17, 2004, 08:11:13 PM »
    Trivia players will tell tales of Ulanshad & Fudge's Quest

    A pretty small turnout ended up in a tie with two contestants at two points each.  After failed attempts to determine a champion, the tie still stands.

    Winners: ulanshad and fudge

    Game 1: Tales of Symphonia (GC)
    Winner: MrPanda
    Bonus Q: Who must you defeat to unlock the true power of the Devil’s Arms?
    A:  Mike_The_Warrior> Abysson
    Quote:  <FFantasyFX> Lesson of the day: Never ever ever update a program.

    Game 2: Fester's Quest (NES)
    Winner: fudge
    Bonus Q: Which four actors have played Fester through the years? (ONE LINE, FIST & LAST NAMES)
    A:  <Tavir> christopher lloyd, patrick thomas, michael roberds, jackie coogan <<< I would have also accepted Rip Taylor
    Quote:  <TKnHappyNess> I think they got the Chronoskimmer idea from Where in Time is Carmen Sandiego from the Earth series


    Game 3: Tecmo Super Bowl (SNES)
    Winner: ulanshad
    Bonus Q: How do you catch a pass after it has been deflected?
    A: <NikJam> you dont
    Quote:  <Tankren> Microsoft should be blamed for everything...

    Halftime
    Super Mario Super Show Theme
    Ganbare Goemon: Dash Dash

    Game 4: Pilotwings 64
    Winner: ulanshad
    Bonus Q: How can you change day into night on Holiday Island?
    A: <fudge> fly into the cave and back out
    Quote: <fudge> I ASKED THE PILOTWINGS 64 MASTER

    Game 5: Speed Racer (SNES)
    Winner: none
    Bonus Q: What car does Speed drive?
    A: <MegaByte> Mach 5
    Quote: <Tavir> what game is this?

    Tie-breaker between fudge and ulanshad: Donkey Kong Country (SNES)
    Winner: None
    Quote: <Bloodworth> we have tutus

    Tie Breaker 2: Zelda: Majora's Mask
    Winner: None

    Tie Breaker 3: Game & Watch Gallery 3 (GBC)
    Winner: None

    Tie Breaker 4: Pilotwings Bonus Bonus Q
    Q: What are on the golf course’s pin flags on Holiday Island?
    A: N64 Logo
    Winner: None

    Winner: Tie Between ulanshad and fudge

    Scores:
    MrPanda: 1
    Mike_The_Warrior: 1
    fudge: 2
    Tavir: 1
    ulanshad: 2
    NikJam: 1
    MegaByte: 1


     

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