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476
TalkBack / Konami Shows off Limited Edition Metal Gear Bundle
« on: February 02, 2004, 04:29:48 PM »
Finally a picture of the box full of goodies heading to Japan.

Reported by Daniel Bloodworth

Source: Konami
Link: http://www.konamijpn.com/products/mgs_tts/japanese/limited_index.html

Konami has finally released an image of the Metal Gear Solid: The Twin Snakes Premium Package.  Konami stresses that this bundle is being produced in very limited supply, so if you want one, you'd better find an import store carrying it soon.  

Again the Premium Package includes:
  • Limited edition MGS GameCube
  • Metal Gear Solid: The Twin Snakes
  • A bonus disc with the NES version of Metal Gear
  • A 44 page booklet on the history of the Metal Gear series

  • 477
    TalkBack / Final Fantasy Crystal Chronicles Review
    « on: January 25, 2004, 01:10:45 AM »
    Everything you need to know about FFCC, short of buying a player’s guide.

    Review by Daniel Bloodworth

    Final Fantasy Crystal Chronicles has been the object of much anticipation and debate ever since it was shown at E3, the centerpiece in all of it being the requirement for four players to use GBAs as controllers.  I’ve logged over thirty hours into the Japanese version in the past few months, and the following review breaks down the game in its entirety, including the solid integration of the GBA into its design, why it’s a great multiplayer game for those able to set it up, and how well it endures in single-player.

    The basic concept of the game is that a poisonous miasma has settled on the world, and all that keeps it at bay are crystals powered by “myrrh”.  Every year, travelers must venture out from each village to find Myrrh Trees to rejuvenate their crystal’s power.  The group is protected by a special crystal chalice (more affectionately known as the bucket), which holds enough myrrh for the following year.  Unfortunately, Myrrh Trees are heavily guarded by monsters and only produce a small harvest once every few years, so players must get three such harvests every year, forcing them to journey farther and farther from home.  

    You start out the game by naming your town and creating your characters.  There are four races to choose from (Yuke, Clavat, Lilty, and Selkie), and each race has four male and four female character designs.  Each race uses specific types of weapons and armor and as a result, has predispositions towards fighting close-range, using magic, etc.  Next you’ll choose your family’s occupation from eight selections such as merchant, blacksmith, or miller, each with special skills that can be of aid to your group.  You can create eight players on a save file, and the town’s population is made up almost entirely of those players’ families.  If you’re playing by yourself, the town will be pretty empty.

    The overworld in FFCC is a simple globe with roads that only allow your caravan to move from point to point.  You can only see small sections of the globe at a time, which rotates when you pass from one area to the next.  Different sections of the globe are separated by caves storming with miasma, and the only way to pass through the storms is to change the polarity of the bucket in one of the nearby dungeons.  The storms change polarity from year to year, which, along with other obstacles, can prohibit you from reaching certain lands until a following year.  The globe is also where much of the story progression seems to take place.  As you travel, you’ll randomly encounter other adventurers, including caravans from other towns looking to buy rare treasures; rotten little bandits that hop in your wagon and steal apples when you aren’t looking; cute girls in straw hats handing out corn; and other more significant characters.  Since my Japanese is really only good enough to get me through the game, I can’t claim to understand all of the encounters, but the scenes seem to get lengthier and more significant as the years pass.

    The meat of the game, however, occurs in the dungeons, where you’ll spend the majority of your time hacking away at dozens of enemies while searching for treasure and the Myrrh Tree.  The bucket forms a ring of clean air around your party, effectively keeping everyone together.  If any of you wander outside this protective bubble, you’ll eventually start taking damage.  Conversely, by staying inside the bubble, you’ll gradually regain health, which is represented by hearts.  Near your life bar is a command indicator, which displays the command you currently have selected.  The L and R buttons cycle through commands, and you execute them with A.  Attack and defend are you basic commands, but from the menu, you can also assign items and spells from your inventory.  Each player starts out with a rather small amount of hearts and command slots, but more can be obtained as you progress.  

    Battles take place entirely in real-time.  Enemies are just sitting around the dungeons waiting for unsuspecting whelps like you.  Your physical attacks vary, depending on the character’s weapon, but timing your strikes appropriately can execute combos. You can also perform a more powerful attack by holding the A button for a moment, selecting a target with the cursor, and then releasing A.  Spells take the form of magicite orbs that are picked up along the way, and are cast using the same charge method described above.  Players can even cast unique combo spells by placing their cursors over the same target and releasing the button at the proper time.  Interestingly enough, there are no magic points to limit the number of times a spell can be cast, but it never seems to feel cheap, since you’re pretty much a sitting duck while you’re casting a spell and you can’t carry spells over to the next dungeon.

    Your characters also don’t gain experience or level-up like in most RPGs.  There are only three stats (attack, defense, and magic), and they can only be increased by forging new weapons and armor or by finding artifacts.  Forging equipment is quite a task, requiring you to find “equipment recipes” and the materials required by those recipes to make the items.  In addition to this, you’ll also need to find a blacksmith that is able to forge that particular item, as smiths in different towns have different skills.  Artifacts have various functions, including boosting one of your stats permanently, adding a heart or command slot, giving you a special equipment recipe, or allowing you to keep a spell permanently.  Six of these artifacts are hidden throughout each dungeon, but you only get to choose one after you’ve defeated the boss.  Looking for more artifacts and equipment to strengthen your character serves as the main reason to repeat dungeons because as time goes on, new enemies creep into old haunts, and new paths open up, allowing you to find more valuable treasures.

    Crystal Chronicles is designed from the ground up as a multiplayer connectivity title.  Each player needs a Game Boy Advance and GameCube to GBA link cable to play, but it’s not just a gimmick that could have been handled differently; connectivity is integral to multiplayer and worked into the gameplay in multiple ways.  The most important use for the GBA is the player's menu.  You’ll frequently need to equip spells to command slots, use healing items, and select items to trade with other members of the group.  The Game Boy screen allows each player to do that at will, without slowing down the action while the others continue to fight and explore.  While you’re in the menu, your character will even move on to keep up with the rest of the group, although you will be defenseless if an enemy attacks.  Each screen also displays different information to help you on your quest, increasing the need for your team to communicate with each other.  The four screens show map data, monster locations, treasure locations, and detailed info on the current enemy.  These screens change players as you move through different sections of the dungeon, so it’s important for you to keep up with each other.  Finally, the GBA also fosters competition between the players by giving specific goals to each.  Goals include avoiding damage, using magic, not using magic, picking up items, or even things as tough as not curing yourself or not curing teammates.  At the end of the dungeon, each player will be rated on how he met his goals, and whichever player did the best will have first pick of the artifacts.  If you ignore your goal, you may find yourself left with nothing more than a measly +1 stat raise.

    Aside from all that, playing a multiplayer RPG together can be a great experience.  There is room for eight characters on each file, so players can join the quest randomly, but the best scenario is to have a consistent team of four willing to go through the game from start to finish.  Eventually, even the early dungeons start getting too tough for a new player to join in without being a hindrance to the rest of the group.  With a reliable team, however, you can learn each others’ strengths and start coordinating attacks - trading off the bucket, deciding which members are going to heal, which will attack up-close, etc.  At first, arguments may arise, as one player may just want to plow through the stages and another grabs every bit of treasure while the rest are fighting off monsters, but eventually everyone starts to learn the importance of gathering treasures and sharing them among the group.  At blacksmiths’ shops, you’ll all start looking through item lists and organizing trades with each other to try to get materials needed for new weapons and equipment.  Boss battles require particular coordination since each boss is joined by a pair of endlessly re-spawning standard enemies.  One of the party members needs to take care of these nuisances, while another casts cure spells, another focuses on the boss, and another keeps track of the bucket to make sure the others are within range of their goals.

    I spent most of the game playing single player, and although it isn’t as frantic or exciting as multiplayer, it’s still a good game.  A Game Boy Advance isn’t a requirement for single player, and in fact, you have to use a GameCube controller -- with the GBA only serving as an optional secondary display for maps and the like.  As a single adventurer, you’re given a moogle side-kick to carry the bucket for you and to assist with casting combo spells.  At special moogle houses, you can spray paint this little buddy to change the type of information displayed on the GBA, but most of the time your best bet is to keep it set to the map screen.  Single player has some advantages over multiplayer.  You’re always in full control, so you can explore freely, and the enemy AI becomes a bit easier to predict and counter-attack.  Jumping to the menu pauses the action on-screen, so if you’re in trouble, you can quickly hit Y and eat a fruit or fish to heal without worry. You also get to keep all the spoils along the way, but the game’s inventory system turns out to be its biggest flaw.  There is a very limited number of slots to store items, and in time you have to start throwing things away.  As the years wear on, you start to gather a rather large collection of recipes that you need materials for and materials that you don’t quite know whether you’ll need or not.  Eventually, it gets to the point that you’re tossing out food, extra spells, and anything else you can think of (basically wasting a lot of time in the menu) just in case that griffon claw turns out to be something you need to forge your next weapon.  Another disadvantage you’ll have in single-player is that the annoying little sidekicks bosses have can become more of a problem, since a lot of time is spent either on getting them out of the way or dodging them to get a clean hit on the boss.

    It would be an injustice to talk about this game without giving due respect to the gorgeous graphics and soundtrack.  The art style is clearly more fantastic than the main FF series has been in the last few installments, but not quite as extreme as FFIX.  It has a style all its own, and manages to avoid looking too cartoony.  There are tons of glittering details throughout the game such as subtle reflections on marble floors and passing shadows from the clouds above.  The ring surrounding the party traces over the surrounding environment like a laser, and fur shading on moogles and other characters looks wonderful.  The only downside is that there aren’t any camera controls to let you zoom in and gawk at the graphics up-close.

    On the audio front, Square-Enix has put together a wonderful soundtrack. Composed, produced, and arranged by Kumi Tanioka, the music consists almost entirely of ancient instruments, such as the hurdy gurdy, psaltery, and crumhorn, played by performers from Roba House.  Overall, the soundtrack is more cheerful than Uematsu’s grand compositions, but it does have its somber and ambient moments and it perfectly fits the style and charm of this game.  Although I can’t say how well this has been dealt with in the US version, the Japanese game features vocalist Yae on the opening and closing songs, and she also gives narrative introductions to each dungeon.  If you’re interested in picking up the complete Japanese soundtrack, our partners at Video Game Depot have both the standard edition and even the limited edition CDs in stock.

    Before wrapping this up, it would be good to let you know that one of the more significant disappointments is that the means of getting to the last stage seems entirely random.  Unless it’s specifically mentioned by a character in the game and I missed it due to language differences, you’ll likely finding yourself spending additional hours wandering back to the same old dungeons over and over trying to figure out what you missed.  For those that don’t mind spoilers: there’s a storm blocking your way to the final stage that none of your standard crystal polarities can override.  The only way to get past this storm is to go to a desert on the opposite side of the world and start casting specific spells on random objects like cacti and rocks.  After a bit of this, a flower will appear, and casting the right spell on it gives you a rainbow polarity that will override any storm and grant you access to the final stage.

    In all, FFCC consists of about fifteen dungeons, which last about an hour each.  You could probably beat the game in six or seven years (around twenty hours in real life), but the final boss battles will likely send you back to familiar territory to look for better weapons.  You may also end up going back to the first stages extra times to introduce new friends that join in.  If you can get a group together that’s willing to take on the whole game, FFCC is a great cooperative adventure that’s easily worth picking up.  Single players can enjoy this title too, but nothing can replace the energy of working together with friends.

    Pros:
  • Best use of GBA connectivity, which is actually integral to multiplayer
  • Excellent graphics and soundtrack
  • Multiplayer adventure with both cooperative and competitive aspects
  • A really cool-looking sailboat!

    Cons:
  • Limited slots for inventory - yuck
  • Entirely random path to the final stage
  • Bosses have annoying little friends that constantly re-spawn

    Graphics: 10
    From the art style to the distortion and water effects to the detailed animations, Crystal Chronicles is truly one of the most beautiful games on GameCube yet.

    Sound: 9.5
    While the sound effects really aren’t anything special, the soundtrack, performed almost entirely with ancient instruments like the crumhorn and bagpipe, is pure joy to the ears.  Yae lends her crisp vocals to songs and narrations in the Japanese version, but for the US, her tracks have been replaced by another vocalist.

    Control: 8.0
    There are fewer buttons to worry about on GBA, but scrolling through commands takes time and can cause you to mistakenly waste items.  Characters also seem slow to swing their weapons, and combos are hard to pull off.

    Gameplay: 8.0
    It’s a dungeon-hack RPG through and through.  You’ll spend most of the time navigating dungeons and looking for treasures to make your character stronger.  Playing as a team and cooperating brings a lot of energy to the game, but single player isn’t quite as compelling.

    Lastability: 8.5
    It seems that old dungeons always hold new treasures and tougher enemies, giving you a good reason to venture back into familiar territory.  Even without repeating anything, there are fifteen dungeons total, which are all fairly long.  There are a few other things hidden out there as well, including hidden moogle caves that give you access to mini games.  

    Final Score (Not an average): 8.0
    Final Fantasy Crystal Chronicles is designed as a multiplayer game, and that’s where its main appeal lies if you can gather the people and GBAs.  Those looking for a single player quest may not be as enthralled with it, but it’s not a bad game in any respect.  The English version of FFCC is available for preorder from our partners at Video Game Depot    

  • 478
    TalkBack / More on 2003 Sales
    « on: January 15, 2004, 05:34:51 AM »
    Nintendo's full press release, restating the sales info from yesterday with some more GameCube numbers and staggering GBA numbers as well.

    Reported by Daniel Bloodworth

    Source: Nintendo Press Release

    Quote

    NINTENDO SALES SKYROCKET IN THE U.S. AND AROUND THE WORLD

    Nintendo GameCube: the Only Home Console with Positive Growth in 2003


    REDMOND, Wash., Jan. 15, 2004 – Around the world and around the block, Nintendo has taken a leadership position in the video game industry. Hardware and software sales in 2003 made significant leaps over 2002, and Nintendo's success bumped Microsoft's Xbox to the No. 3 position in the 2003 console wars.

    Global holiday sales for Nintendo GameCube™ in 2003 outpaced 2002 by a whopping 70 percent, and Nintendo anticipates it will meet its global sales target of 6 million Nintendo GameCube systems this fiscal year.

    Nintendo estimates for 2003, Nintendo GameCube U.S. hardware sales increased by more than 35 percent over 2002; Sony's PlayStation 2 dropped by about 25 percent and Xbox showed no relevant market growth. In December alone, Nintendo GameCube hardware sales soared 69 percent over December 2002, compared to a drop of about 30 percent for PlayStation 2. Again, Xbox showed little change.

    U.S. sales got a boost from a Sept. 25 price drop, which brought Nintendo GameCube to an MSRP of $99.99. Now Nintendo GameCube has nearly 6.8 million units sold in the U.S. since its 2001 launch. And Mario Kart®: Double Dash!!™ has become the fastest-selling Nintendo GameCube game in the United States, selling more than 1 million units in just seven weeks.

    "With the price drop for Nintendo GameCube and strong games across the board, we expected to have a good holiday season, but these numbers surpassed even our best projections," explains George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Nintendo GameCube and Game Boy Advance have become the engines powering the video game industry this year."

    The hand-held Game Boy® Advance also saw double-digit increases in the United States, with nearly 2.5 million units sold in December, an 11 percent increase over December 2002. Nintendo sold more than 8.2 million Game Boy Advance systems in 2003, an increase of 18 percent over 2002 and the most sold in one calendar year in the 14-year history of the Game Boy. In 2003, the Game Boy Advance outsold PlayStation 2 by nearly 2 million units.

    Nintendo also led the way during the holiday season's software boom. The 2003 sales for Nintendo GameCube software increased 63 percent over 2002, while Xbox software increased 54 percent and PlayStation 2 software increased 23 percent. Nintendo expects to continue riding the wave of success through 2004, with a steady flow of strong software titles, including Final Fantasy®: Crystal Chronicles™ in February and Pokémon Colosseum™ in March.

    479
    TalkBack / Sword of Mana Review
    « on: January 14, 2004, 06:22:03 PM »
    The Mana series continues with a fantastic re-telling of the game that started it all.

    Review by Daniel Bloodworth

    Though many are familiar with Secret of Mana and its sequels, most are less familiar with the beginning of the series.  Considered a side-story to Final Fantasy, the original game was released on the first Game Boy, titled Final Fantasy Adventure in the US and Seiken Densetsu in Japan.  As the series grew, it broke off from its Final Fantasy roots, and later, much of the team responsible for the series broke off from Square and formed their own company, Brownie Brown. Now, Brownie Brown has teamed back up with Square-Enix and Nintendo to overhaul the original Mana game with better graphics and sound and to revise the story and structure to fit in better with the rest of the series.

    The game opens with a progression of gorgeous paintings, telling the story of the Tree of Mana, a dark empire that used the power of Mana to dominate the world, and a group of knights who vanquished the evil leader, Vandole.  Now a new threat is rising. The leader of Granz Realm is ordering that all members of the Mana Clan be either killed or captured, and two youths caught up in the fray must discover their own paths to destiny.

    Sword of Mana is an action-RPG in the truest sense.  Battle takes place in real-time, but there is also a strong backbone of experience points, HP, MP, and various stats.  As you progress through the game, you gain a variety of weapons, including swords, bows, axes, maces, flails, lances, etc.  Different enemies have different weak points, so you’ll need to switch weapons frequently to discover which is most effective.  In like manner, there are also various spirits that allow you to cast spells.  Spirits feature both support and attack spells, which are integrated quite intuitively.  Press the R button and let go quickly to cast a support spell such as cure, power-up, etc.  Hold the R button until the spirit begins to circle you and release to cast an attack spell.  The weapon you’re currently holding also affects the trajectory of the spell being cast.  

    You often meet up with other characters who fight alongside you.  There is a menu that lets you balance how closely the other character follows you and how he or she attacks, but the AI is still quite dim-witted at times.  The NPCs will often walk right into hazards like lava, and sometimes their attacks prevent your hits from connecting.  The problems don’t seem to pop up until later in the game though, and by that time, you’ve acquired an ample supply of revival items for when they get in over their heads.  You can also press select to take direct control over the other character, but that puts your main character at the mercy of the AI.

    Although it wasn’t originally part of Final Fantasy Adventure, the Ring Menu System from later games has been included, for better or worse.  By the end of the game, you learn to move through it very quickly.  Until then, it can feel awkward, and you might not be sure where the item you just picked up might be hiding.  One of our staff members has been quite frustrated at times because he keeps accidentally using the Magic Rope, which automatically brings him back to the last save point he visited, without asking him to confirm the choice first.  One very helpful item in the menu is Popoi’s Notebook, which collects notes on various parts of the game and catalogs each enemy you’ve defeated, showing you their strengths, weaknesses, and several other attributes.

    Leveling-up in Sword of Mana is a strategy in itself that can significantly alter how you play through the game.  When your character levels-up, you can choose one of six categories: Warrior, Monk, Magician, Sage, Thief, or Random.  Each choice raises different stats, and depending on how you level-up, you will eventually reach a specific class.  From there, you progress to second and third level classes.  In all, there are 24 third level classes, each with very specific benefits, including favoring certain weapons, taking items from chests with less risk of booby traps, etc.  Unlike some other games with class systems, you can’t switch mid-way. Once you’ve gained your first class, your options after that are limited.  For instance, you can’t become a sorcerer after you’ve started down the warrior path. Although I wouldn’t suggest it for most games, it would probably be beneficial to pick up a guide or visit GameFAQs to get a good look at the class structure to decide which class you want to aim for and how to get there.  

    There is also a reasonably deep system for equipment and magic.  You can level-up your skills with particular weapon or spirit types by using them repeatedly.  Rather than having to level-up each and every specific weapon you acquire, your skill improves according to the various weapon types: swords, lances, knucks, etc.  So when you get a new sword, your skill level stays the same instead of resetting all the way back to level 1.  In order to get new weapons and armor, you’ll need to find materials and have them forged, and you can also temper current weapons with extra materials and (for whatever nonsensical reason) different fruits or vegetables with odd names like Peach Puppy and Applesocks.

    Final Fantasy Adventure fans will probably have mixed feelings about some of the changes to the game at first. Some things have not been carried over, like the Chocobot, the ability to chop down trees with the axe, and the death of the hero’s cell-mate, Willy.  Now Willy survives the opening scene to eventually become a side-kick for the heroine on her quest.  Being able to play through the heroine’s side of the story is probably the most interesting addition in Sword of Mana.  I haven’t played through all of her side yet, but she sees things from a different perspective, and the feature serves to flesh out the plot even more.  Gameplay-wise, she goes through different paths in some of the dungeons and she starts out with a predisposition to magic, which makes it easier to explore the Magician and Sage classes.  

    The basic story and level progression of Final Fantasy Adventure remain mostly intact, with Sword of Mana using the original scenarios almost as an outline.  Practically any character with a name is given more history and personality than before, with the hero and heroine having lengthy back-stories and more internal struggles.  The story gets rather disorienting near the middle, with the hero questioning his actions more, making you feel guilty for defeating certain bosses.  Eventually, things start making sense again as the game’s subtler themes are further explored.

    Sword of Mana isn’t a terribly lengthy or challenging game.  It runs about 20 – 25 hours, and players can easily ignore the subtle strategies and hack right through.  Unfortunately, it could be said that many of the deeper elements are a bit too subtle, and you may miss a lot your first time.  However, the game holds a lot of rewards for those who want to explore its depth.  Being one of the few RPGs that actually has a strong replay value, with a second character, lots of side-quests, and various class changes to explore, it’s clearly worth a purchase for fans of the series and others looking for a solid RPG.

    Pros:
  • A stunning remake of one of the first action-RPGs
  • Play again as a different character for a different take on the game.
  • Engaging level-up and class system


    Cons:
  • I miss riding my Chocobot and chopping down trees.
  • Only two save slots
  • Self-destructive ally AI

    Graphics 9.0
    Graphically, the game is simply gorgeous. Bearing a style somewhat similar to Secret of Mana or Chrono Trigger, Sword of Mana features detailed backgrounds painted with a variety of colors that change as the sun sets and rises again.  The animation is also quite smooth, but hampered in places by some slight technical problems and uneven screen shifting that particularly shows up when using a Game Boy Player.

    Sound 8.0
    Many of the memorable tunes from Final Fantasy Adventure make a return, but it’s not a good thing that they sound fairly close to the original compositions on Game Boy.

    Control 8.0
    Being able to cast separate spells with the same button is a treat, particularly because it keeps you out of the cluttered ring menus.  The things you can’t control are more of a frustration than what you can, as allies waste magic and walk head-first into danger.

    Gameplay 8.5
    Sword of Mana is a clear example of an action-RPG, mixing the two genres quite well, featuring a variety of weapons and spells, undergird with all the equipment and stats you could ask for.

    Lastability 9.5
    One time through isn’t much longer than average, but Sword of Mana is one of those few RPGs that some will want to play again as soon as they finish.  There are two characters to choose from and a host of class changes that make quite a difference in how you actually play the game, not to mention a number of side quests.

    Final Score (Not an average): 8.5
    Sword of Mana is certainly one of the top RPGs on Game Boy Advance.  It shines most in its subtleties, but unfortunately those are all too easy for many players to miss.  If you’re a fan of the series, Sword of Mana is certainly worth checking it out.  

  • 480
    TalkBack / Konami's 2004 Yu-Gi-Oh! Line-up
    « on: January 12, 2004, 05:23:29 AM »
    More card-battling coming to GBA.

    Source: Konami Press Release

    Quote

    KONAMI ANNOUNCES YU-GI-OH!TM VIDEOGAME LINE-UP FOR SPRING 2004

    REDWOOD CITY, CALIF. - January 9, 2004 - Konami Digital Entertainment - America, a subsidiary of Konami Digital Entertainment, Inc. today announced three new games to be released in the blockbuster Yu-Gi-Oh! series. Further expanding the rich Yu-Gi-Oh! world, Yu-Gi-Oh! World Championship Tournament 2004 will be available for the Game Boy® Advance, Yu-Gi-Oh! Xbox (working title) for the XboxTM video game system from Microsoft, and Yu-Gi-Oh! Power of Chaos: Kaiba the Revenge for PC CD-ROM, in spring 2004. Each game stars the ever-popular Yugi and his loyal card-battling friends and ships with three exclusive limited edition game cards.

    Yu-Gi-Oh! World Championship Tournament 2004 is the highly anticipated sequel to last year's World Tournament game and is the official videogame of the 2004 Yu-Gi-Oh! card battling tournament running throughout the Summer of 2004. Yu-Gi-Oh! World Championship Tournament 2004 for Nintendo Game Boy Advance is a heart-pounding card battling game that engages players in head-to-head multiplayer combat. Utilizing the most updated rules from the top-selling Yu-Gi-Oh! TRADING CARD GAME, players can now construct up to three separate decks to implement different dueling strategies during play. The World Championship Tournament 2004 game also features over 1,100 unique cards with over 100 cards that are new to the series, as well as over 25 characters from the hit TV show and comic book. Players will now be able to bring their real-life card battling strategies to the world of the videogames where they can compete for the title of Master Duelist. Details about the 2004 world tournament will follow in the coming months. Yu-Gi-Oh! World Championship Tournament 2004 is scheduled for release on February 10th 2004.

    The exciting Yu-Gi-Oh! Xbox (working title) game marks the debut of the top selling franchise on the Xbox video game system from Microsoft. Now, Xbox players can enjoy the unique interactive Yu-Gi-Oh! experience in the only game that brings the rules and gameplay of the popular trading card game to a 3D world. A card battling game at its heart, Yu-Gi-Oh! Xbox thrusts players into the heat of the action where they must duel against challenging foes and powerful monsters. Featuring beautifully rendered 3D graphics, the game brings the monsters from the hit franchise to life before players' eyes. Also available in the Xbox game are over 1,000 Yu-Gi-Oh! cards, including exclusive cards that have never appeared in any other Yu-Gi-Oh! video game.

    The third game revealed today is the follow-up to Yu-Gi-Oh! Power of Chaos: Yugi The Destiny and is the next game in the growing Power of Chaos series for PC CD-ROM. Featuring more advanced strategies and hundreds of additional cards, Power of Chaos: Kaiba the Revenge works in conjunction with Power of Chaos: Yugi The Destiny or as a stand-alone game. In Kaiba the Revenge, players will collect over 300 additional cards, build up their collection and create more strategic combos and chains. With an ultra-cool new dueling field, a sleek mechanical interface in the image of Kaiba Corporation and the original card game artwork, Power of Chaos: Kaiba the Revenge is a must-have for all Yu-Gi-Oh! fans! Yu-Gi-Oh! Power of Chaos: Kaiba the Revenge is scheduled for release in March 2004.

    481
    TalkBack / Action Replay Upgrade Now Available
    « on: January 08, 2004, 05:27:32 AM »
    More codes and better Freeloader functions.

    Reported by Daniel Bloodworth

    Source: Datel
    Link: http://www.codejunkies.com/

    Quote

    ACTION REPLAY FOR GAMECUBE - BRAND NEW VERSION!

    Product: Action Replay for GameCube Upgrade v1.10
    Price: £9.99
    Release Date: Out Now

    January 8th, 2004 - The best just got better! Datel is proud to announce a brand-new version of Action Replay for GameCube, the world's only game enhancer for Nintendo's latest console.

    Action Replay v1.10 boasts several improvements over the existing version. Version 1.10 boasts a faster, smoother interface than the original, making it a dream to use.

    The code list has been updated too, and now includes cheats and enhancements for Mario Kart Double Dash!!, Tony Hawk's Underground, Soul Calibur II, Viewtiful Joe, Lord of the Rings: Return of the King and many more. Action Replay now boasts over 15,000 codes for around 400 games covering all territories, and new codes can be added, so it never goes out of date.

    Action Replay's FreeLoader function, which lets you play imported games on your UK Cube or European games on an imported console, has also been enhanced, and it's now easier than ever to play games from ANY region on ANY Cube. The simple boot method where you just replace your Action Replay disc with your game disc now works every time, meaning you never have to manually select your region.

    If you already own Action Replay for GameCube, upgrading is easy. Just buy the upgrade disc for £9.99, which replaces your old CD.

    Action Replay Upgrade v1.10 is available now from www.codejunkies.com. If you haven't yet got an Action Replay, look out for the full version of v1.10 in all good games stores, RRP £29.99...


    This is the UK Press Release, but it should be noted that the upgrade is also available in the US for $9.99 and the full version is $39.99.  

    482
    TalkBack / Donkey Konga Review
    « on: January 06, 2004, 03:26:02 PM »
    Claaap Your Hands!!

    Review by Daniel Bloodworth

    I knew I had to have Donkey Konga the moment it was announced.  I had always been intrigued by music games, but they never seem to get released on Nintendo consoles.  After hearing Miyamoto repeatedly praising Samba de Amigo, it seemed only a matter of time before Nintendo came out with their own take on the genre.  Now Donkey Konga is out in Japan, thanks to a joint effort by Namco and Nintendo, and I’m having a blast introducing this crazy new contraption to family and friends.

    Donkey Konga comes with its own two-barreled Konga Drum controller.  There are four types of inputs: the left drum, represented on-screen by a yellow half-circle; the right drum, represented by a red half-circle; both drums, represented by a pink circle; and the drum even recognizes hand claps, signified by light blue bursts.  These symbols move across the screen in time to the music, and you have to hit the drum as they cross the beat mark.  Your accuracy is rated as good, ok, bad, or miss, and the game also tracks "combos" of how many decent hits you get in a row.  Although it’s quite obvious, it should be noted that playing on the Konga Drum is an entirely different experience, requiring a lot more energy than most games.  You may find yourself quickly wanting a breather, with a sweaty back and sore palms, and on the higher settings, you’ll feel some significant mental fatigue as well.  Due to the speed and precision required, it would be quite ill-advised to play when you’re tired or drunk -- although it does make for quite a laugh for onlookers.

    In the game’s main mode, there is a meter that fills with every good beat, and you have to cross a certain threshold to "complete" a song.  Fill the meter up completely, and you’ll get a gold medal.  You also earn coins in this mode, which can be used to unlock mini-games, expert level songs, and various sound effects that take the place of the default conga sound.  Most of the replacement sound effects get annoying fast, but they are pretty funny when you first get them.  There are barking dogs, people ooh-ing and aah-ing, Pikmin sound effects, Mario sound effects, cell phones, tambourines, maracas, and more.  The other instrument sounds are the best for obvious reasons.  You can only take so much of dogs howling.

    There are over thirty songs in total, all of which are available on the easy, hard, and expert difficulty settings.  There is a huge variety in the styles of music, including a couple of songs from other games, classical tunes, Latin, folk, J-Pop, and anime and TV show themes.  Nintendo fans may be disappointed with the lack of game themes, since all we get are a Super Mario Bros. medley, the Monkey Rap from DK 64, and the Donkey Konga theme.  However, some of the other songs are still Nintendo related, including Kirby and Hamtaro anime themes and songs from the Japanese Pikmin and Starfi commercials.  All of the songs are fun to play despite their varied styles.  I thought I’d be at a disadvantage, not knowing many of the songs, but instead, I’ve been introduced to a whole new library of tunes that I likely wouldn’t have heard otherwise.

    As far as difficulty goes, the hard setting seems best for most people.  It really pulls you in and keeps you active in the music, without running your brain into the ground.  The easy setting is good for getting people into the game, but starts to feel too slow after a bit.  On the other side, the expert level has so many quick beats that it’s hard to follow how they fit in with the music and it quickly exhausts you both mentally and physically.  The expert setting truly is for experts looking for more of a challenge than a good time.  And if you happen to get through all of that, Donkey Konga also features "COOL" versions of all the songs at each difficulty setting.  With the COOL settings, all the cue symbols are replaced by simple barrels, and the player has to have the beats memorized.  It seems ridiculously impossible, but it’s the ultimate challenge for the most hardcore Konga players.

    In addition to the main mode, there is also a two-player battle mode, a one- to four-player free session mode, and a challenge mode for one or two players, putting you through song after song until you’re either too exhausted to go on or have beaten your way through every track on the playlist.  There are also some goofy little mini-games to unlock, including a whack-a-mole game featuring King K. Rool, a vine climbing game, and banana juggling.  None of these are anything special, just mere novelties since you’re using the Konga Drum instead of your regular controller.

    For importers, there isn’t much to worry about.  Basic katakana recognition will help you get to the right difficulty settings and unlockables, but once you find your way to the song list, you can hear each song play before selecting it.  Another perk for importers is that if Donkey Konga does come to North American shores, it will likely have an entirely different song list, making it more like buying a sequel than getting the same game twice.  The game doesn’t really have a firm release date outside of Japan, so if you’re interested, there’s really no reason to wait.  The price may seem steep at first, but when you compare it to other music games requiring fancy dance pads and the like, it’s right about average.  You can order Donkey Konga through our partners at Video Game Depot.

    While not an entirely original idea, at least we finally have a fun and addictive music game for GameCube.  The genre’s been almost non-existent on Nintendo platforms, and perhaps Donkey Konga will prompt Sega or Konami to start bringing their own games to GameCube as well.


    Pros:

    • Lots of great music from all over
    • You get that cool drum thingy
    • Girls dig it too!


    Cons:

    • High potential for blisters... remove your rings
    • Multiplayer isn’t worth it without more drums
    • A very short supply of original Nintendo tunes


    Graphics 5.0
    On the one hand, the graphics clearly show you what you need to do.  On the other, there are these ugly Donkey Kong Country characters that look like they were ripped straight off of the SNES, and the mini-games look like shareware.

    Sound 9.0
    Most of these songs were probably just slapped onto the disc, but that really isn’t anything to complain about. There are familiar favorites like La Bamba (not the Ritchie Valens version, by the way), and the Japanese songs range from being really cool to really wacky. All of it is fun though.  The only misgivings I have are with some of the replacement sounds, like dogs barking and mobile phone noises.  They’re clever for about twenty seconds. Then they get so annoying that you never want to hear them again.

    Control 8.0
    The Konga Drum is responsive, and actually doesn’t need to be beat very hard to register.  In fact, the clapping sensor seems a bit too sensitive at times, registering claps just as your hand brushes against the side of the drum.  The controller should be avoided under pain of death.  Somehow someone thought it would be a good idea to map the left drum to the control stick, the right drum to A, and clapping to the shoulder buttons. If you are looking to be thoroughly driven out of your mind, you can attempt this. Otherwise...

    Gameplay 9.5
    The game is truly a lot of fun, and it’s one of those things that’s just crazy enough to get attention from friends and family that usually don’t play games.  Since songs only last a couple of minutes, you can sneak in a little bit here and there to relieve stress when doing homework or something... just be careful not to get sucked in.

    Lastability 8.5
    Although some of our veteran DDR freaks swear that the game is too easy, most people will find it quite tough on even the lowest difficulty.  There are a lot of songs, a lot of things to unlock, and many challenges to overcome.  Even if you are an expert at music games, it’s a unique set of new songs, and the COOL versions of songs will take time for even the best to master.

    Final Score (Not an average): 8.5
    There are a couple slight disappointments, particularly the lack of more Nintendo themes, but unless you’re already burnt out on music games, Donkey Konga is a blast to play and is easily worth importing.  

    483
    TalkBack / CIMA: The Enemy Review
    « on: January 05, 2004, 07:03:08 PM »
    Natsume releases a clever new dungeon-based adventure for Game Boy Advance.

    Review by Daniel Bloodworth

    CIMA: The Enemy is one of those smaller titles that will likely be overlooked, simply because it’s difficult to find and doesn’t have a lot of flash.  It mixes elements from RPG, strategy, and adventure genres to create a unique style of gameplay that takes place mostly in puzzle-heavy dungeons.

    The setting is a world being attacked by Cima, a race of humanoids from another dimension that are slowly taking over the world.  These other-worldly creatures trap humans with inter-dimensional gates that suck people into dangerous dungeons.  Here, the Cima are able to feed off of human emotions until they finally eliminate their prey.  Ark J and Ivy F are Gate Guardians assigned to protect a train of pioneers heading to a new frontier.  When an enormous gate captures the entire train and its passengers, Ark and Ivy must travel through sixteen dungeons to find all of the passengers and make their escape.

    Gameplay in CIMA can be likened to a mix of Zelda and real-time strategy games, taking place almost entirely in trap-laden dungeons.  You directly control Ark, who can move freely throughout the level, attacking Cima and opening passages in real-time.  Ivy follows behind Ark and attacks automatically from time to time, and the train passengers move in parties of four that can be directed to move along paths through a point-and-click interface.  As a Gate Guardian, your job is to protect everybody, and the game tends to make that as difficult as possible with unlimited enemies spawning from Cima Nests and puzzles that force you to put your party members into harm’s way.  There are no resurrection items, and if a single person dies, it’s game over.  In each dungeon, you’ll find a new passenger, who varies in strengths, abilities, and even weight, finally ending up with a full crew of fourteen passengers in addition to the two Guardians.

    Controls are fairly intuitive for all the different tasks you need to perform.  The simple interface system used for many of the menus is shaped like the control pad, allowing you to choose a selection by holding a specific direction and pressing A.  In battle, pressing A allows you to attack, and B brings up a quick menu of the five items in your pocket.    The point-and-click interface for moving party members is simple and efficient.  L allows you to select one of your parties as the active party, and R lets you select individuals within the current party. From there, you can either move an individual party member or the entire group, using the cursor and the A button to plot out a three-point path. You can even direct all the parties to follow the path by using the R button to plot instead of A.

    Each of the dungeons has its own unique set of traps, and the puzzles are usually based around how many party members you’ve gathered, and even on specific members’ traits.  The children are the only ones light enough to walk across weaker structures and can also find buried materials.  The weight needed to press down different switches varies, which requires you to carefully examine the passengers’ stats and place them in parties accordingly.  However, you can’t take all the time in the world.  The trickiest puzzles often need to be solved in time to rescue a passenger in danger, and you’ll need to solve them before the person’s health runs out.

    There are multiple floors in each dungeon, and as you progress, you’ll need to find the passenger trapped in that dungeon as well as the key to the boss door.  There are also times when your group gets split up, and you have to take control of Ivy or one of the passengers, going through a separate section of the dungeon to find your way back to the main group.  At the end of each dungeon, Ark and Ivy have to defeat a boss to escape, and these bosses are no pushovers.  Most of them seem more like something you’d see in a game like R-Type or Ikaruga: flying around in wild patterns and spraying out loads of projectiles.  To defeat them, you need to learn their patterns well enough to avoid taking any hits, because the items in your pack don’t last long.  Part of what makes them so tough is that unlike Zelda, which gives you a moment of invincibility after each hit, CIMA doesn’t pamper you.  If three dragons pounce on you all at once, you’re going to take damage from all three... likely enough to send you to the Game Over screen.

    The main story in CIMA isn’t spectacular, but each of the characters is given significant attention, and you really get a sense of each one’s personality and history, allowing you to gain a deeper connection with them.  There are a number of ways to interact with the characters aside from the story sequences.  A specific menu allows you to talk to any passenger with something to say, and their comments from room to room change, relating to specific dangers or events unfolding in the story.  Passengers’ stats and inventory are just as deep as the main two characters, and it’s important to keep them equipped with health items, defensive accessories, and the best weapons and armor available.  One of the more unique aspects of the character interactions is the Trust Meter.  Each character you meet starts out with a certain amount of distrust (negative trust) for you, and you can increase their trust by defeating enemies in their vicinity... or lose it by allowing them to get attacked.  There isn’t any benefit for getting a max of 100 trust points, but once you get a character’s trust level into the positive, that person will be willing to mix healing potions or other items for you, depending on his or her individual skills.

    There are about sixteen dungeons in all, each one taking a little more than an hour to complete, which puts the game in at a healthy fifteen to twenty hours.  There aren’t any towns (except for one stuck in purely for humor’s sake) or mini-games, so if anything, the game lacks variety.  It may not attract top-tier attention, but CIMA: The Enemy is an engaging title that’s worth checking out for fans of puzzle, RPG, or adventure games.

    Pros:

    • Unique blend of puzzle, adventure, and strategy elements
    • Challenging puzzles and boss fights
    • Sixteen dungeons


    Cons:

    • Fairly weak overall story
    • Little variety
    • Repetitive music


    Graphics 6.0
    Graphics and animation are quite simple and don’t do much more than get the job done.  There are a couple of nice environments, and the close up drawings of the character’s faces look good, but there’s not much to speak of otherwise.

    Sound 4.0
    Sound is not only unremarkable, but the music is rather short and repetitive.  After a few minutes in a dungeon, you’ll likely feel a strong urge to turn the volume down.

    Control 8.0
    The command interface for party members is well thought-out, but the low-level AI hinders the execution, often making you re-route paths when people get stuck around corners.  Ark’s controls in battle are straightforward, but again, characters following behind, like Ivy, are more of a liability than a help, since they rarely attack.

    Gameplay 7.0
    Mixing together elements of RPG, adventure, and strategy genres has provided a new style of gameplay that is difficult to describe, but interesting and engaging.  At the heart of it though, it’s more of a puzzle game than anything, with some tough boss battles thrown in for good measure.

    Lastability 7.0
    Going through sixteen dungeons takes a good while, but there’s little else to do in CIMA, and the story is a bit dry.  Like many RPGs, once you’ve made it through, there’s little incentive to pick it up and play again right away.

    Final Score (Not an average): 7.0
    CIMA was released rather quietly this season amongst a flood of big name RPGs.  It may lack some of the bigger budget production of its competitors, but at its core is a fun and challenging puzzle-based adventure with a unique take on the genre.  

    484
    TalkBack / Gotcha Force Review
    « on: December 31, 2003, 11:23:10 AM »
    It's the best unofficial Transformers game ever.

    Review by Jonathan Metts

    Gotcha Force is a game that's easy to overlook or pass off as a dumb kid's game.  The fact is that, yes, it is indeed presented as a kid's game, but it is nevertheless loads of fun and surprisingly deep.  In fact, this is one of the most addictive games I've played in quite a while.  Every time I started to write my review, I'd go play the game one "last" time to refresh my thoughts, only to end up playing for hours and putting off the writing for another day.  Whenever I think Gotcha Force has run out of ideas and things to wow me, it opens up a whole new dimension with some crazy new character to play as.

    These characters, known as Gotcha Borgs, form the backbone of the game.  They are almost as abundant as and even more varied than the legion of Pokemon, and the primal appeal of collecting them is just as strong.  Nearly every victorious battle will earn you a copy or a piece of the enemy borgs you defeated.  There's always a new borg or new team or new strategy to try out, which means the game can be very hard to put down.  The assortment of borgs numbers over 200, not including special variants like crystal-colored borgs.  The different models include humanoid robots with guns and swords, industrial robots with huge arms and missiles, flying angels, huge dragons, nurses with giant syringes, jet fighters, aliens, laser-equipped satellites, flying fortresses, UFOs, ninjas and samurai, demons, tanks, and armored cars.  The rarest borgs include robots that transform into bomber jets and borgs that combine Voltron-style to form larger and more powerful machines.  The coolest and most powerful borgs are found deep in the game, but some of the early models are impressive too.

    Each borg has a set of between two and four abilities in addition to unique stats for attack power, defense, speed, and hit points.  Although most borgs have at least one long-range attack and one short-range attack, the specific nature of these attacks and of the more random special abilities varies just as widely as the forms of the borgs.  The result is that there at least 200 fighting styles and strategies, plus all kinds of combo attacks that become possible in the multiplayer modes.  Like Pokemon, Gotcha Force uses a fundamentally simple gameplay concept but constantly refreshes it with variations induced by the different playable characters.  You could play through the entire game two or three times and still see new borgs and new attacks.

    Of course, the real purpose of all these borgs is combat.  Battles are one of the largest portions of Gotcha Force's gameplay, the other being borg management.  Fighting against enemy borgs with your team is fairly simple, thanks to a game camera that is locked onto other borgs 99% of the time.  Though it may seem restrictive, having movement always relative to other borgs makes it much easier and less confusing to get around in this very three-dimensional fighting system.  The camera has a nasty habit of going underground and showing the action from your borg's feet when targeting an airborne enemy, but such instances are rare and can be dealt with after a few tries.  Most battles involve a computer-controlled ally commander whose borgs fight alongside yours.  Each ally has an upgradeable team of some specific class of borgs, so there is some strategy in selecting an ally whose fighting style will suit the upcoming battle.  Allied borgs are quite capable fighters who often steal frags and lend support in critical moments.

    Gotcha Force has several modes, most notably the Story mode.  Though the plot is wet-toilet-paper-thin and the dialogue completely inane, Story mode is important because it's the only mode in which you can earn new borgs for your collection.  The quest is a rather long sequence of battles, some of them themed, most of them random, and a few containing boss characters or special scenarios.  The endless barrage of battles gets tedious at times, but it's easy to stay interested thanks to the possibility of earning new borgs after each battle.  (If it's not yet obvious, finding and playing with new borgs is really addictive.)  The occasional introduction of new ally commanders and special stages also helps.  Challenge mode is a simple endurance test against the computer, but it's nice to be able to play alongside player two.  Versus mode is a major feature, with four-player support, computer A.I. bots, and customizable teams.  Each player can bring his own collection on a memory card or mooch from someone else's box of goodies.  You can even ask to be assigned a random team, which may include borgs that none of the players has unlocked in Story mode.  The action is a bit too chaotic for four-player split-screen on a small television, but it becomes easier to keep up with as the players become familiar with the camera and borg movement.

    Gotcha Force, since it insists upon being a kids’ game, has to be one of my favorite kids’ games in a long time.  Unfortunately, the nauseating elementary school voice-acting and blaring colors will probably thwart the attention of many Pokemon and Gundam fans who would absolutely love the gameplay.  There are some minor problems with the camera and gameplay balancing, and I would love to see them addressed in a sequel.  If you tend to get addicted to a good collecting game, or enjoy anime with crazy robots and lasers and missiles, Gotcha Force will be a pleasant surprise.


    Pros:

    • Tons of cool and unique borgs
    • Simple and fun combat system
    • Multiplayer features
    • Respectable computer allies and opponents


    Cons:

    • Ear-burning voice clips
    • Some camera problems
    • Only Story mode unlocks new borgs



    Graphics: 7.0
    The game has a clean, cartoonish look with very bright colors and decent special effects.  The environments are barren, but borg models look nice and have a ton of variety in visual style.  The framerate can start to suffer when several borgs are in close proximity.

    Sound: 3.0
    The music is generic rock with a few semi-catchy tunes.  Sound effects in the menus are incredibly loud and obnoxious, but the real culprit here is the absolutely awful use of toddler voice actors for the characters.  Most of the voice samples don't make any sense or have anything to do with the text dialogue or on-screen action.  The actors clearly don't understand much of what they are saying, as common phrases are recited with strange inflections.  You get the sense that some of the kids may not be native English speakers.

    Control: 7.0
    It takes some getting used to, but the same simple control layout works for all the different types of borgs.  Some borgs have trouble turning around and walking at the same time, which seems unintentional and is annoying regardless.  The camera system is focused on enemy targets and has no user control, which actually works well during the frantic action of battle.  The camera tends to swing underneath your borg's feet when pointing at aerial enemies, which makes it hard to see anything and everything, but the problem doesn't crop up very often.

    Gameplay: 8.5
    It's a simple collecting premise based heavily on simple combat.  Pokemon pulled off such a formula, and Gotcha Force is almost as successful.  The battles themselves are hectic and usually a lot of fun, partly because there are so many opportunities to try out new borgs and test their abilities and fighting styles.  It's pretty amazing that the borgs are so well balanced, considering their vastly different abilities and shapes.  The game is wonderfully addictive.

    Lastability: 9.0
    The huge array of borgs will take at least two (long) trips through Story mode if you want to see all of them.  Or you could trade with friends, but you still won't see all of the super-rare and specially colored models that the game rewards to diligent players.  A great multiplayer mode lets you fight with or against friends and comes equipped with skilled A.I. bots.  The game is mainly worth playing week after week because it becomes so addictive once you become obsessed with getting new borgs, most of which are cool enough to validate and strengthen your addiction.

    Final Score (Not an average): 8.0
    Gotcha Force definitely isn't the hippest game to be playing in front of friends, but all you have to do is get them addicted too, and then no one will care.  This is a big, deep game that does justice to the glory days of playing with Go-Bots and Transformers, while incorporating all the collecting madness of Pokemon and Yu-Gi-Oh.

    485
    TalkBack / November Sales Figures
    « on: December 17, 2003, 05:50:48 AM »
    Huge numbers for Mario Kart and GameCube sales.

    Source: Nintendo

    Quote

    DID YOU KNOW?

    November TRSTS Update

    December 16, 2003 - In the race to be the best-selling video game this holiday, only one competitor can get the checkered flag. In November, that game was Mario Kart®: Double Dash!!™, exclusively for Nintendo GameCube™. According to NPDFunworld's November Toy Retail Sales Tracking Service (TRSTS), approximately 528,000 copies of Mario Kart: Double Dash!! were sold, easily besting any other video game on any system.

    This feat is even more remarkable when you realize that Mario Kart: Double Dash!! was in stores for only 14 days in November, following its launch on Nov. 17.

    Additional Nintendo highlights from the November TRSTS data include:

    • 754,000 Nintendo GameCube systems were sold in November, making it the best-performing month in the system's history. The strong sales propelled Nintendo GameCube past Microsoft's Xbox in year-to-date sales.

    • Sales of hardware and software for Nintendo GameCube have increased at a faster rate than either of its console competitors so far this year.

    • Console sales, YTD versus 2002

               o Nintendo GameCube: +61 percent
               o Xbox: +5 percent
               o PlayStation 2: -36 percent

    • Software sales, YTD versus 2002

               o Nintendo GameCube: +60 percent
               o Xbox: +59 percent
               o PlayStation 2: +21 percent

    • As for Game Boy® Advance, more than 1.3 million units were sold in November, beating the nearest console competitor by more than 50 percent.

    • When combined, Nintendo hardware accounted for 57 percent of total hardware units sold in November.


    486
    TalkBack / Disney's Hide & Sneak Review
    « on: December 15, 2003, 12:29:15 AM »
    Tip-toe quietly towards better kid games.

    Review by Jonathan Metts

    Disney’s Hide & Sneak, the newest Mickey Mouse showcase from Capcom, is intended only for kids, just like last year’s Magical Mirror.  Perhaps you have a child, or a younger sibling, who loves Mickey Mouse.  Here’s a tip: get them Magical Quest on GBA instead.

    Hide & Sneak tells the story of Mickey or Minnie (whichever you choose) tracking down the other mouse, who has been kidnapped by an alien being called Lulu.  The alien turns out to be benevolent, but it still dumps a bunch of mini-Lulus all over the place to get in your way.  The mice eventually help Lulu call home in a scene ripped straight out of E.T.  The story has less development than even your average Mickey Mouse short, although it is told through a few nice cut-scenes.

    Capcom’s choices of gameplay for Mickey’s GameCube titles have been inexplicable so far.  Whereas Magical Mirror used an obtuse point-and-click adventure frame, Hide & Sneak is –you guessed it– a stealth-action game.  The concept doesn’t mesh at all with this franchise, and it’s executed very poorly at that.  Most of the features that make stealth games fun to play, like a radar, non-linear gameplay, noise suppression, etc., are either missing or half-heartedly implemented in Hide & Sneak.  There’s certainly some logic in making a kid’s game simple, but the fact is that stealth gameplay is inherently complex.  When you strip out all the extra moves and attentive enemies, sneaking around just becomes very slow and boring.

    The game is divided into only three environments, none of which are very large.  Each one contains perhaps a dozen rooms that you must sneak through, collecting a few items along the way.  The controls are pretty weird; any action, such as jumping or climbing, is initiated through a sort of visual menu.  When you press A, time slows down and the screen fades to black and white.  Then you use the control stick to select a nearby object, if there are any eligible ones close enough, and press A again to perform the action.  If you select a box, you’ll jump up on it.  Select a table and you’ll crawl under it.  Select a barrel and you’ll jump into it.  It’s a pretty strange interface, and since you have to go through this process every time you want to perform such a simple action as jumping, it really bogs down the game’s pace.  The enemies are all smaller variants of Lulu, and they have different levels of attentiveness, along with different types of attacks.  Generally speaking, you can’t attack enemies at all, but avoiding their attacks is as easy as jumping on a crate or into a barrel.  The level design does a pretty good job of taking advantage of the different enemy patrol patterns, and sometimes it takes a minute or two to find the right path.

    Occasionally, Mickey or Minnie will be able to do a special trick.  These moves are pre-scripted and only available in very specific locations in the game.  Each one sets off an extended real-time cinema that shows your character doing some crazy jumping around, sometimes to reach a new area and sometimes to kill a set of enemies.  In yet another weird twist, these cut-scenes rely heavily upon animations and camera techniques from The Matrix.  It’s baffling, but undeniably funny to see Mickey Mouse run up a wall, jump off into a somersault, and land behind an enemy as it smashes into the wall.  Mickey and Minnie have different versions of these sequences, which is the only reason to play through with both characters.  Performing the special tricks uses up your star meter, which otherwise serves no purpose.  There are plenty of star containers and power-ups to refill the meter, so running low on star power is never a problem.

    Other than the extremely short game length, the worst thing about Hide & Sneak is its camera.  Unlike many 3D games, this one doesn’t have a problem with the camera spinning out of control or getting stuck on walls.  The problem is that it is zoomed in way too far, so you can only see a few virtual feet on any side.  The C-stick can be used to slightly pan around, and in fact it’s practically required that you do so, but even this bandage can’t fix the awful perspective.  The most common cause of death is running into an enemy you couldn’t see, simply because it was off the screen.  The bad guys can see you just fine though.  The result is an inordinate amount of deaths and frustration in a game that was clearly not intended to be very challenging for an adult gamer.  I can’t imagine how the target audience would react.

    With its plodding gameplay and bizarre design flaws, Disney’s Hide & Sneak is more of a chore to play than an entertaining game.  Kids are probably going to look at this game and ask the obvious: “Why doesn’t Mickey just jump over the enemies, or throw some stars or something?”  The stealth gameplay just isn’t justified in any way, and attempting to simplify it for a young audience has instead left it limp and dull.  Then there’s the fact that you can beat the whole game in about two hours.  Some kids may have simple tastes, but that doesn’t mean they aren’t skilled gamers.  There are much better children’s titles available on GameCube, including Capcom’s own Gotcha Force, also being released this holiday season.

    Pros:

    • Cute story
    • Great character models
    • Funny cinema scenes, Matrix-style


    Cons:

    • Boring, stilted stealth gameplay
    • Sluggish and frankly weird control interface
    • Camera doesn’t let you see anything.



    Graphics: 7.5
    Environments are colorful but simple, with only three different environments.  The shadowing is actually quite impressive, as are the models of Mickey and Minnie.  Cut-scenes are well done, with strange tributes to Neo and Trinity evident in the special animations.

    Sound: 6.0
    The character voices are right on the money, still completely recognizable after half a century.  Otherwise, there isn’t much going on.  The music is very repetitive, with only one or two tracks for each of the three sections of the game.

    Control: 4.0
    Mickey and Minnie move very slowly and usually don’t require any quick response.  Jumping around on boxes, a common way to get across the room, is agonizingly tedious.  The slow-motion trick interface works fine, other than making no sense at all.  It does seem like the game would be more playable with a dedicated jump button.  Finally, the camera is pulled in so close that you can’t see squat, which is crippling in a gameplay style that revolves around you being aware of your surroundings.

    Gameplay: 3.0
    Ask a kid what kind of games he or she likes to play.  “Slow and frustrating” probably isn’t the answer you’ll receive.  Hide & Sneak is mind-boggling in design, and it’s not much fun, either.  The scarce puzzles are designed well for the young audience, but otherwise, neither kids nor their parents are going to get much excitement out of this one.

    Lastability: 3.0
    With about thirty rooms in all, and some of those being very short and simple, there just isn’t much meat to Hide & Sneak.  You could play through as both characters to see the clever special tricks, but otherwise it’s the same game with either Mickey or Minnie.  The only special feature is a library of the in-game movies, which is handy for revisiting the story without having to trudge through the game again.

    Final Score (Not an average): 4.0
    Disney’s Hide & Sneak is definitely not recommended for teenagers and up, and it can’t really be justified as a good kid’s game either.  If you already own a GameCube, there are dozens of E-rated titles that are so much more fun to play.  Could be worth renting if your child loves Mickey and wants to see the story, but the game is way too short and shallow to be worth purchasing.  

    487
    TalkBack / R: Racing Evolution Review
    « on: December 14, 2003, 12:37:24 PM »
    Girls gone wild! In a, um, racing sim!

    Review by Ty Shughart

    R: Racing Evolution has, at long last, created the long-anticipated fusion of a racing sim and girl-drama. Okay, maybe not that anticipated, but it all works out in the end if it's a good game.

    The word innovative is all-too-often just tossed about at any old game, but R has some genuinely clever new features. As the player tails opponents, a meter appears above their car, displaying how much pressure they are feeling. Their radio messages become increasingly agitated and their driving sloppier as it progresses; keep it up, and they can be reduced to a blathering panic and then probably spin off the next turn. Radio messages are also received from the pit, giving advice of varying usefulness.

    'Generic' drivers have voices that sound suspiciously like the generic bad guys in Time Crisis 3. They sound like ones to be easily agitated, and have great lines, like "You dirty bastard!" when rear-ended into the dirt. There are about a half dozen special rivals in the game with their own personalities, some of them delicious stereotypes. Among them, there's a guy that talks in ebonics, another with a thick German accent ("I vas hopingk you vould give me a challenge!"), a rude American jerk, and an insidious sounding top prototype driver. Throughout the Racing Life mode, there will be numerous races against the snide rival girl, Gina.

    The amount of brake and gas being applied is also visualized on little meters at the bottom of the screen. This is useful for gaging your turns and reviewing them in a replay. The GC controller is extremely well suited for this game, since it has nice analog triggers that also click down, which may very well make it the choice version over the PS2 and XBox releases.

    Story mode and Event mode are the obviously the bulk of the game, but there's Arcade, Versus, and Time Attack modes as well. There's nothing special about these, but it would sure suck to not have them. The story mode (Racing Life) is a cool idea, but it falls a little short in R. It's just a sequence of racing events with video in between, and it really doesn't effect what happens on the track, except maybe minorly in one race. It becomes just a series of racing events, just like Event mode. Big whoop. And the final chapter just doesn't have the needed drama or difficulty compared to the other races. What R needs is a sequel to build on this idea. It's a fun mode to show friends, though, especially with the sudden and extremely gratuitous cleavage shots in the video segments.

    Event mode is perfectly constructed, though, simple as it is. Players pay their credits to unlock events, cars, and upgrades. There's a whole variety of events, too, like whole racing tournaments, rival challenges, "stop and go" time trials, and lots, lots more. There are different rankings for beating each challenge, too. Sure, you could use the fastest car in the game to beat everything, but you won't get the 'Gold' rank (and big fat reward) unless you use a car from an equal class. That's quite a welcome feature, because just cruisin' on through every race after you pick up the best car is spectacularly boring. That was a problem with Gran Turismo 3, but Namco found a good pre-emptive fix for R.

    The car selection is pretty good, especially with a huge variety in car classes. There are three classes of GT cars, two rally classes, and prototype, drag, and privateer classes. Having a nice selection of classic cars is very nice - who wouldn't want to drag race a Dodge Charger? Upgrading and tweaking cars is extremely simple and not even necessary, usually, so you don't need to know what a camber angle is or what a gear ratio does. Each setting comes with a full explanation of generally how it will affect the car.

    Each course is very nicely modeled, and the real-life courses seem accurate in every respect. The fictional courses look nice, too, and seem to borrow a little from real-life courses not actually in the game. Each course is pretty unique, especially the rally courses, some of which have small cliffs and other drops that can send cars into horrible rolling accidents. Licensed cars, of course, have magic powers of invincibility and everlasting shininess; because the licensers would doubtlessly not have their cars appear any other way.

    R is a solid racing sim with true innovative features, to boot. It's fun to play, and Event mode has enough to keep one busy for quite a while.

    Pros:

    • Excellent control
    • Awesome and sometimes hilarious radio chatter
    • Clever 'pressure' feature
    • Lots of cars


    Cons:

    • Thin story mode
    • Mostly dull music
    • Only 2-player split screen, no 4-player or LAN.


    Graphics: 8.0
    For the most part, the graphics pretty nice, but a couple of spots look weird and grainy. Courses like Monaco look beautiful, and there are nice little touches like balloons in the air, flocks of birds, and some cool replay camera effects.

    Sound: 8.5
    The music isn't bad, but it pales in comparison to most other racing games. The voice work, however, is awesome. Opponents deliver threats, taunts and almost-in-tears-can't-take-the-pressure babbling in a number of wonderful voices.

    Control: 10.0
    The control is superb and innovative. The gas and brakes are handled with the analog triggers, and the amount pressed is also visualized on screen, which is useful for replays or perfecting your cornering. TCS and ABS are adjustable, plenty of car configurations are available, and the game also includes configuration options for steering wheels.

    Lastability: 8.0
    Clearing everything doesn't take an absurdly long time to do (compared to that certain other racing game), but it's pretty close. Story mode feels a little short, but the individual events are varied and definitely plentiful. Trying to finish all of Event mode is really fun.

    Gameplay: 9.0
    Good racing physics and lots of real-life cars and courses are, of course, the foundation of a good racing sim. R goes a step beyond with the pressuring-opponents system.

    Final Score (Not an average): 8.0
    It's a very solid racing sim that actually introduces cool new ideas. It’s a pretty decent buy.  

    488
    TalkBack / Tales of Symphonia Review
    « on: December 14, 2003, 12:28:56 PM »
    Let the good times roll! Tales is in town!

    Review by Zosha Arushan

    When Nintendo announced there would be a new Tales game for the GameCube, to say it was a surprise is quite the understatement. Namco and Nintendo hadn't been the best of friends, to say the least, and the GameCube's RPG fan base was questionable at best. At the time, it was an "unnamed Tales of Phantasia sequel". As news trickled in, it became known that it would be the first Tales game to be in full 3D, including the famous Linear Battle system. This caused a bit of a stir on the fans' part, especially since Tales of Destiny II for the PS2 (not to be mistaken for Tales of Eternia on PSX which was renamed to Tales of Destiny II for the English release) was also in development at the same time. Would the rechristened "Tales of Symphonia" be a true successor in the series, or a bastardization of the beloved franchise name?

    Thankfully, the fears were groundless. Symphonia is a fantastic title and quite possibly the best third party game for the system, if not better than even some first party offerings. Be warned though, if you do not have good Japanese skills, you should wait until the game is released domestically.

    Following the adventures of Lloyd Irving and his friends, Symphonia's world is in turmoil. From the evil plotting of the Army of Dezaian, to Collet's mystical destiny, Lloyd and his buddies have their work cut out for them.

    Tales games have always had extremely high production values, and Symphonia is no exception. Opening with a stylish animé movie set to J-Pop (the song will most likely be removed for English release), Tales Studio certainly haven't taken any shortcuts with their first GC game. Symphonia features some of the best cel-shading seen since Wind Waker, looking almost like a manga come to life. Character models are detailed and animate quite smoothly for the most part. Occasionally, you'll see some slightly unnatural animations, such as strange hand movements, but these are few and far between. Battle animations and effects are fluid and quite spectacular. Enemies too have interesting models and animations. The backdrops are absolutely gorgeous, looking like hand drawn paintings, even though they are fully 3D.

    Every rose has its thorns, and Tales' are all too apparent. As soon as one ventures outside the boundaries of towns or dungeons, they will be greeted with the ugliest overworld since the PSX era. Pop-up, heavy fogging, low polygon count, atrocious textures, and a framerate sent straight from hell will overwhelm any unprepared gamer. It's absolutely mind-boggling considering how beautiful and well done the rest of the game engine is. It's almost as if Tales Studio just ported one of their earlier overworld engines and let the GC hardware do all the work.

    As far as the soundtrack goes, if you liked any of Motoi Sakuraba's previous works (eg: Valkyrie Profile, Star Ocean, the other Tales games), you certainly won't be disappointed with Symphonia. Once again demonstrating his incredible range, Symphonia's score is a joy to listen to. Battle themes, the most important tracks to any RPG, are fast-paced and upbeat, and don't grate on the ears with extended playtimes. Unfortunately, Tales doesn't support Dolby Pro Logic II, but sound quality is quite high. To complement the music, Symphonia also sports some of the best voice acting in the business. Almost every cut-scene is voiced (with accompanying text boxes) by some of Japan's finest voice actors.

    Unfortunately for English speakers, if the other localized Tales games are anything to go by, all voice during cut-scenes will be axed, reducing the superb voice work to battle excerpts only. Hopefully Namco Hometek will either dub the game entirely into English.  Seeing their latest efforts with Xenosaga, it can't be entirely bad, but it’s nowhere near the quality of the JPN VA.  Or perhaps they can give an option to access the Japanese voice.

    The heart of any RPG is its battle system. As explained in the previous impressions, Tales games use a highly unique method in fighting monster hordes. Essentially marrying 2D fighting mechanics with adventure-esque aspects, the linear battle system can almost be equated to Smash Bros.-style gameplay. The field is in total 3D, but you lock onto an enemy pressing the R trigger and selecting it. After that you can run on an invisible 2D plane forwards and backwards with the enemy in your sights. Basic physical attacks are done by pressing the A button, and magical/special moves can be mapped to the B button. The X buttons allows the character to defend, and Y will bring up a menu allowing item use, AI setting, equipment, manual spell select, and escaping. Special moves use a certain amount of TP (Tech Points) which replenish one point per physical hit. Physical attacks vary by which way you have the control stick pointing to. For example, if you hold up while pressing A, Lloyd will slash upwards while jumping, throwing the enemy into the air. If you followed this up with one of his Sword techniques, they'll fall into a rain of blindingly quick sword thrusts.

    There is also the "Unite Attack" system. After a certain point in the story, this special feature becomes enabled. After the U. Attack bar fills up, the Unite Attack will be ready. Pressing Z begins this attack, and if you use compatible special moves, you'll do a Chrono Trigger style double attack. It's very fun, and quite flashy.

    Much like a fighting game, Tales counts how many hits you've racked together in a combo and will award you accordingly after battle with TP replenishments. New to the series is Symphonia's grading system. Essentially, if you outclass your opponents by means of spectacular combos, minimal ally damage, and the all-out style in which you played, the grade increases. If poorly, the grade lessens. What's the point of getting high scores? Well, there are NPCs dotted across the land that will trade you special items, ExSpheres, for a certain amount of your Grade Points. ExSpheres, a central part to the storyline, essentially endow the bearer special powers that they gain while in combat. Different level ExSpheres have different abilities, anything from gaining the ability to taunt, upping your physical strength, increasing the magic damage, and so forth. ExSpheres allow characters to customize their fighting abilities, by either "Tactical" (special move gains) or “Strike” (physical attack gains), to maximize each character's innate talents.

    Of course, the best part of Tales is the ability to bring your friends into the game. By plugging in extra controllers and setting corresponding characters to manual, friends can join in on the monster beat-down. Though the CPU AI isn't completely useless, as you can select which spells to use in battle, and can even map your allies' special moves to the C-Stick, the most fun is when you're playing with others. Players will be able to rack up unbelievable damage and insane combos when they have a couple of Tales veterans manning the other characters. However, there is one issue with the multiplayer. The camera will always focus on the first character in your party (usually Lloyd) during battle, and that can lead to your party members being off-screen. When playing with a partner, it can sometimes become difficult for them to see what they're doing. However, this happens less often than it would take to become truly annoying.

    Not only is Tales of Symphonia an asset to anyone's library, but it refines the series' overall strengths and improves upon the already excellent formula. RPGers who have a GC could do much worse than to pick this game up, as it is probably the most polished release this year. Tales Studio has created a worthy successor to its beloved series, and anyone who enjoys RPGs should look into it.

    It may not be the first RPG on GameCube, but it is the first truly great one.

    Pros:

    • Character models
    • Music
    • Voice acting
    • Battle system is difficult and rewarding.
    • No random encounters; all enemies are visible onscreen


    Cons:

    • ATTACK OF THE TALES OF DESTINY OVERWORLD! RUN!!!
    • Animation is sometimes a bit off.
    • During multiplayer battles, other characters can get lost off-screen


    Graphics: 8.0
    While the overworld is plagued with pop-up, a low framerate, and nasty looking textures, the rest of the game is stunning: a manga in motion. Great detail has been taken to characters (main or no), backgrounds, and spell effects. The only other niggling annoyance would be the slightly clumsy NPC animations.

    Sound: 9.5
    Tales games are known for their spectacular scores, and Symphonia follows the family tradition. Motoi Sakuraba has once again composed a magnificent soundtrack. In addition to this, the title features full length Voice Acting from Japan's top seiyuu talent. It simply does not get better than this.

    Control: 8.5
    There have been no slip-ups in the transition from digital to true analog, the game controls as tight as it ever has, and plays perfectly with the GameCube controller. However, the perspective change can make it difficult for other players when their control stick changes the left and right movements to up and down.

    Gameplay: 9.0
    The Linear Battle-system's foray into the third dimension works much better than one would think. With an intuitive control scheme and no random monsters, enemy encounters will never be painful ones. It's fun, challenging and frighteningly addictive. Plugging in controllers allows for a dynamic multiplayer experience.

    Lastability: 9.0
    Spanning two discs, Symphonia will eat away at any RPGer's time. Mini-games, side-quests complement the main adventure and will keep gamers coming back for more.

    Final Score (Not an average): 9.0
    Symphonia will not only enthrall veterans of the series, but make new fans. Do not miss out on this iteration of Tales, it is one of the best games to have graced the GameCube ever.  

    489
    TalkBack / Prince of Persia: The Sands of Time (GC) Review
    « on: December 14, 2003, 12:20:25 PM »
    This game delivers a fantastic story with exciting gameplay. Read this review to find out why you should own it.

    Review by Mike Sklens

    Prince of Persia: The Sands of Time has been gathering all sorts of hype since its debut at the 2003 Electronics Entertainment Expo. Ubi Soft has taken the aging series and given it a brand new life. Though it is a short game, The Sands of Time is an absolutely must play for its fluid, exciting gameplay and breathtaking story.

    The story takes place in the distant past, and the Persian army has just sacked the castle of the Indian Maharajah. The prince of Persia has taken as a trophy the Dagger of Time. The army also takes the magical Sands of Time. Returning home, King Sharaman presents the sands to the Sultan as a token of good fortune. Then, tricked by the Maharajah’s traitorous Vizier, the prince uses the Dagger to open the hourglass, unleashing the sands of time across the Sultan’s palace. Now the prince must take matters into his own hands. With the help of the Maharajah’s daughter Farah he must return the sands of time to the hourglass and set right what he has done wrong.

    It is a truly epic story, and it is delivered wonderfully. The entire game is told by the prince in past tense. After saving your progress, he remarks, “I’ll start the story from here next time.” Other such things are muttered throughout the game, such as “Shall I go on?” while the game is paused and a multitude of phrases such as “No no, it didn’t happen that way” when the prince dies. All of these various phrases help emphasize the story’s style wonderfully. Much of the story is delivered through in-game conversations between the prince and Farah. The two talk to each other constantly and this really forms a strong bond between the player and the characters. They have so much personality. By the end of the game you will truly care about them, which is something not many other games can accomplish, especially in the adventure genre. It’s wonderful to see the relationship between the two of them grow throughout the game.

    But what is an epic story with no action? The Sands of Time delivers in the action department excellently. The prince is far from your ordinary every day royal socialite. He moves with the grace of a ninja and fights with the strength of a warrior. Throughout the game, the prince will be running on and up walls, as well as swinging on poles and ropes. He’s also an accomplished balance beam walker. These are just some of the prince’s many moves. The truly amazing part about all of this is the fluidity with which it’s all done.  The controls are highly context sensitive, which is a mechanic that is extremely useful but also open to a lot of problems. If the controls perform the wrong action in a certain area it could be game over. The Sands of Time uses some of the best context sensitive controls ever seen in a game. The R trigger performs no less than seven different maneuvers, and all of these can be strung together in fluid combinations. It makes for an amazing experience when then prince runs along a wall, steps on a switch and then jumps on a platform that has sprung out of the wall, then repeats this sequence with escalading difficulty four more times in a harrowing action sequence.

    Along with all of these acrobatic stylings, goes combat. While not as tight and focused as the platforming sequences, the combat is still quite good. The Sands of Time have covered the entire palace and turned its inhabitants into monsters that only the prince can destroy. The game uses a multi-enemy combat system in which the prince will often be surrounded by a horde of enemies. By simply pointing the control stick in a certain direction, the prince will strike that way. This system allows the prince to constantly attack three or four enemies at the same time. Not only that, but he can also vault over most enemies by jumping towards them. This will cause the prince to run up his foe’s chest and swing around to deliver a punishing blow from behind. However, the prince cannot win by simply hacking with his sword. In order to defeat his foes, he must draw the sand from their corrupted forms with the dagger. After downing an enemy, or after vaulting over one, the prince can perform a finishing move with the dagger which will dispatch an enemy for good, as well as refill some of his sand tanks.

    The Dagger of Time comes not only with the ability to kill sand monsters, but is able to shift time itself. The most important of these time control abilities is the power of revival, which lets the prince rewind time to avoid a fatal flaw, or even bring him back from the dead. The dagger starts with four “sand tanks” (this number can be increased later on). By using a sand tank, the prince can rewind time up to ten seconds to save himself or Farah. As he combats enemies, the dagger will develop “power tanks.” Drawing sand from two enemies will fill one power tank, which can be used for various things. First is the power of delay, which slows down time. This gives the prince an advantage in combat, and it also makes it easier to get through some of the palace’s deadly traps. Next is the power of restraint which will stop time completely for one enemy. This power is excellent for taking out some of the game’s bigger baddies. The last power tank ability is the power of haste which speeds up time for the prince so much so that it has practically stopped time for everything else. This ability is a life-saver in combat situations with tons of sand monsters. The prince can warp around the room taking out enemies as if they were frozen.

    The last power is the power of destiny. Scattered about the castle are large columns of glowing sand. By stepping into these columns, the prince can see into the future. These sepia-toned, whisper filled visions show the prince a series of events which will be approaching very soon. These columns also act as save points. The visions are very helpful for remembering what it is you are supposed to do next after you restart a saved game.

    Sand monsters are not the prince’s only adversary. Early on, the prince is convinced to turn on the palace’s defense system. Doing so unleashes tons of diabolical traps throughout the palace. The prince’s journey will be blocked by rotating blades, giant circular saws and spiky columns. Getting through these traps wouldn’t be too hard, excepting the fact that most of the time it is a race against the clock to make it through a closing door at the end of the gauntlet. Most of these trap sequences will take two or three tries to accomplish, and they are one of the hardest parts of the game due to the time constraint.

    There are a few down sides to The Sands of Time however. Thankfully, they are not from the variety that makes a game bad. The first is the game’s lack of challenge. From start to finish, the game’s difficulty doesn’t climb very much. It takes a small jump about halfway through, but even after this, the game is still quite easy. The ease of the game comes from two things. First, the prince is very agile. Because of this, he makes most of his jumps, and often grabs on to ledges if he’s just out of range. The bigger culprit however, is the dagger of time. The ability to rewind time, while amazingly cool, makes it so you won’t be dying from falling much, unless you are out of sand. More often, death will occur in combat while the prince is heavily surrounded, especially against the larger enemies that cannot be vaulted over.

    The other mark against the game is its length. Experienced players will be able to finish The Sands of Time in less than ten hours, and average players will finish the game in about that time. This game could have easily gone on for five or maybe even ten more hours. From a story standpoint though, it would be absurd to have the game go on for much longer than that.

    Denis Dyack, head of Silicon Knights, often talks about the future of video games, where the hardware will be so advanced that fancy graphics won’t matter anymore. It will be the developers and games that deliver the best stories that will be hailed as the best. Prince of Persia: The Sands of Time exemplifies this vision perfectly. In the end, this game is not about harrowing platforming sequences, dodging vicious traps, or being victorious while outnumbered eight to one in combat. This game, as explicitly stated by Farah in The Halls of Learning, is not about that at all. It’s a love story. Sure it’s full of all the action of a Jerry Bruckheimer film, but the game is just a vehicle to deliver the wonderful story. The Sands of Time delivers wonderfully with its Arabian Nights influenced story. At the same time, it brings together solid controls which make the game’s jumping sequences a joy to play. You may pick up Prince of Persia for the killer gameplay, but the story is what will keep you coming back. This game is like an excellent short story. Every once in a while you’ll pick it up again to relive the breathtaking adventure.

    Pros:

    • Fantastic story
    • Fluid controls
    • Time control


    Cons:

    • Will take around only ten hours to complete
    • Doesn’t get difficult enough
    • Final boss is a joke


    Graphics: 9.5
    Breathtaking visuals are combined with beautiful character and environment design. You will feel like you have stepped back into the time of the 1001 Arabian Nights. The prince’s animation is mind-bogglingly impressive.

    Sound: 9.0
    The music is a mix of Arabian, Indian, and heavy metal. Somehow, it works. The voice acting is very good, though the in-game voice recordings sound a little odd. How did a guard with an Australian accent end up in Persia?

    Control: 10.0
    Never has a game been this fluid. The context sensitive controls allow the prince to do a multitude of maneuvers, all with amazing grace and dexterity.

    Gameplay: 9.0
    It’s easy, but it’s fun. Jaws will drop with a “that is so freakin’ cool” look after making the prince move like no character in any game before. Likewise, combat is enjoyable, though not very difficult.

    Lastability: 6.5
    The game is too short. It could have easily been five or maybe even ten hours longer and the story would not drag. That said, the story makes this game a keeper. It’s the kind of story that people come back to every so often just to enjoy. An unlockable version of the original Prince of Persia also adds some replay value.

    Final Score (Not an average): 10.0
    It’s a short tale, but an amazingly told one. The story is absolutely incredible, and the ending avoids clichés, without being really “out there”. The gameplay is an absolute blast to boot. Prince of Persia: The Sands of Time is an absolute must-own for any serious gamer, or for anyone looking for more than faceless characters and stale plots in their games.  

    490
    TalkBack / Pac Man vs. Review
    « on: December 14, 2003, 10:49:47 AM »
    Pac Man returns in a bonus disc worth searching out.

    Review by Daniel Bloodworth

    Pac Man vs. began as a surprise title at this year’s E3.  Pac Man had always been one of Shigeru Miyamoto’s favorites and seemed like a prime candidate for connectivity.  So deep within the heart of Nintendo, Miyamoto worked on his multiplayer version of Pac Man.  Originally intended as a means of displaying the potential of connectivity to other developers, it wasn’t clear whether this new Pac Man would make it to store shelves.  Now, six months later, Namco has decided to include the title as a bonus for those who purchase one of three games from their holiday lineup (R: Racing Evolution, I-Ninja, or the discounted Pac Man World 2), and some players are picking up those games just to get their hands on Pac Man vs.

    Starting up the game is simple. You plug GC controllers into ports one, two, and three, and a GBA hooked into port four.  Player one selects the number of players, the goal score, and the maze, after which, you are presented with a screen identifying which ghost each player is.  The computer randomly selects who will get to play as Pac Man in the first round, and player four will trade controllers with that person.

    Controller swapping is only slightly disorienting at first, due to the fact that your player is no longer tied to a specific controller or space on the screen.  The color of your player never changes, and you quickly learn to keep track of that.  Controller swapping really is only an issue when you start a new game and everyone needs to get their controllers back to “home” position.  This is a game where players would have benefited greatly from colored WaveBirds.  Without WaveBirds, a constant effort has to be made to keep from braiding controller cords, and if you have a set of three WaveBirds, you’ll have to check them at the start of each game to identify which is which.

    The gameplay in Pac Man vs. is rather simple.  All you need to use is the control pad or control stick.  Pac Man is watching the GBA screen, playing just as you would in the arcades: chomping pellets, power pellets, and fruit, while trying to avoid getting tagged by the ghosts.  The three ghosts are trying to hunt down Pac Man in a 3D version of the maze on the TV screen, but the trick is that they can only see a very small portion of the maze.  If a ghost manages to tag Pac Man, that player trades his controller for the GBA and gets to be Pac Man the next round.  That classic sense of “tag” is what Pac Man vs. is all about, and it continues until one player reaches 7,000, 10,000, or 15,000 points, depending on your settings at the outset of the game.

    Most of the changes in the game affect the ghosts.  Ghosts can now pick up the pieces of fruit that appear, which not only gains them a sly 400 points, but also zooms out the view so that player can see more of the maze.  Many a foul cry are given over ghosts nabbing each other’s fruit.  When playing with fewer than four people, there is a transparent computer-controlled ghost wandering around that doesn’t hurt Pac Man.  If a player tags, that ghost, he’ll make a computer-controlled clone of himself and will get the spoils if the clone traps Pac Man.  Another trick the ghosts have up their sleeves is that they can duck into the box in the center to avoid being eaten when Pac Man eats a power pellet.

    The strategy and a large part of the fun in Pac Man vs. come from trying to coordinate attacks as ghosts.  The game quickly turns into a shouting match: “He’s heading through the tunnel!” “Go around that way!” “Stop following me!” “He’s on the left side!”  You’ll quickly learn which of your friends doesn’t know his right from his left.  You’re all frantically trying to end Pac Man’s reign, since he racks up points the fastest.  However, coordinating does have its downside in that you may not be the one to catch him.  Cries of “Where’s my commission?!” go out as one player gets the 1600 extra points for catching Pac Man.

    There are six mazes to choose from, including the classic maze.  Some are longer than others.  Some have fewer power pellets, and some are more open than the rest.  On the TV screen, each has its own unique textures and foliage, as well as music.  The maze you select can alter your strategies greatly, and different mazes may suit different players’ styles differently.

    As the title suggests, Pac Man vs. is a multiplayer title through and through.  There is no single player mode, not even the classic Pac Man or Ms. Pac Man games.  (Although, if you buy the Pac Man World 2 double-pack, that game does feature an arcade with several classic Pac Man games.)  Gamers that live in college dorms or regularly play multiplayer games will get the most out of Pac Man vs.

    Players should also note (if they haven’t already) that Pac Man vs. is strictly a connectivity title, and there is no means of playing without a Game Boy Advance in one form or another.  The game is designed in a way that makes connectivity integral to the gameplay. Pac Man is the only one that can see the whole maze, and using that advantage to stay far away from the ghosts is a key strategy to winning.

    The last thing to be aware of is that this is a giveaway, and as such, there isn’t a whole lot to it. There are only six mazes to choose from, and there are no tournament options or win tracking or anything along those lines.  The game doesn’t even use a memory card.  Keeping in mind that it’s meant to be a simple game and that it’s free, there’s not much reason to be disappointed with a lack of features.

    With all that said, Pac Man vs. is a lot of fun to have in groups, and even friends that don’t play a lot of games will catch on quick and enjoy themselves.  If you have a GameCube, a GBA, and a few friends, it’s a must-have for parties.



    Pros:

    • Great multiplayer re-interpretation of classic Pac Man
    • Long-lasting fun despite simplicity
    • Easy for casual gamers to pick up and enjoy


    Cons:

    • No long term win tracking
    • Limited availability
    • Only six mazes


    Graphics: 6.0
    The graphics are clean and get the job done.  There’s nothing noteworthy or detrimental.

    Sound: 6.0
    Sound design is in pretty much the same league as the graphics.  There are a few tunes in different stages, but nothing special.  Perhaps the most peculiar part of the sound package is Charles Martinet’s presence as the announcer.  It’s an obvious leftover from E3, and outside of Nintendo’s booth, it seems a little odd hearing Mario doing play-by-play.  Those who don’t know the history of the title invariably ask, “Why does Pac Man sound like Mario?”

    Control: 8.0
    It controls just like classic Pac Man.  You use nothing but the control pad or control stick to change direction, and there’s that characteristic slight delay to take into account.

    Gameplay: 9.0
    This is a great party game to have around.  Even people that haven’t played a video game in years still have fond memories of Pac Man, and are eager to pick up a controller and jump in.  As with any good party game, the amount of fun you’re having is clear from the shouts going back and forth.

    Lastability: 8.0
    Although there aren’t many stages to pick from or any sort of in-depth multiplayer features, Pac-Man does have a surprising amount of lastability.  A couple hours will quickly go by as you compete with friends.

    Final Score (Not an average): 8.0
    It may not be the easiest title to acquire, but Pac Man vs. is worth giving a try, and worth buying the $20 bundle pack if you have a GBA and friends to play with.    

    491
    TalkBack / Nintendo Launches Rewards Program
    « on: December 10, 2003, 05:24:43 PM »
    Nintendo has some great benefits for dedicated fans.  Want to preview upcoming games?

    NINTENDO REWARDS ITS CUSTOMERS WITH NEW LOYALTY PROGRAM


    Three-Tiered Online Program Lets Nintendo Customers' Voices Be Heard


    REDMOND, Wash., Dec. 10, 2003 – Nintendo of America, a company that's universally recognized for its deep and loyal fan base, now takes its customer relationships to the next level with the creation of a Customer Loyalty Program. Part of a completely redesigned Nintendo.com Web site, the three-tiered program rewards players for their site participation with exclusive news and inside information while soliciting feedback on Nintendo systems and games.


    The Customer Loyalty Program's first free reward is The Legend of Zelda® Collector's Edition disc, which users can get by registering two of Nintendo's hot holiday titles and their Nintendo GameCube system on the site.


    "Nintendo players around the world exhibit a level of dedication and loyalty that is unmatched, and the updated Web site and our new Customer Loyalty Program focus on our greatest assets – our fans," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "As an extension of our ‘who are you?' campaign, the new Nintendo.com Web site lets players explore a community of emotions and personalities, and allows our consumers to share their passion for video games."


    The Customer Loyalty Program gives Nintendo the opportunity to communicate easily with its millions of loyal fans. Select members also may receive special promotional offers or awards as a result of their site participation.


    The new program offers three levels of membership:


        * My Nintendo Members – All visitors to Nintendo.com can become registered My Nintendo members by providing their e-mail and home addresses. My Nintendo members may participate in surveys or forums and subscribe to value-added services such as e-newsletters.


        * NSiders – By registering at least one Nintendo product on the site, My Nintendo members become NSiders. They get access to hidden game content, cheat codes and other valuable information that rewards them for their loyalty to Nintendo.


        * Sage – Based on their frequent participation and feedback at the NSider level, the most dedicated customers may be offered Sage membership, bringing them into an inner circle of influencers who can retrieve premium content, help moderate forums and occasionally preview new Nintendo games and initiatives.


    "The new Nintendo.com Web site will enable us to further strengthen our relationships with our valued customers," said Dan Owsen, Nintendo of America's online manager. "A higher level of feedback provided by our fans will give us a better view of what our fans want, which will help us tailor future marketing campaigns, customer service outreach and even new products to meet their needs."


    The "My Nintendo" Web site is a secure customer service portal that provides Nintendo customers a single access point to their personal profiles and transaction histories with Nintendo. In addition to registering members, the "My Nintendo" Web site allows consumers to determine the status of subscriptions, orders and repairs; lets people view and change their profile information and preferences; and allows parents to manage the content and services provided to their children.


    492
    TalkBack / Retailers Unite to Enforce Ratings
    « on: December 09, 2003, 03:15:30 PM »
    A national carding policy is the centerpiece of this new initiative.

    MAJOR RETAILERS ANNOUNCE NEW CAMPAIGN TO ENFORCE VIDEO GAME RATING SYSTEM

    WASHINGTON, DC - Dec. 9, 2003 - The nation's leading computer and video game retailers, in conjunction with the Interactive Entertainment Merchants Association (IEMA), announced today a new initiative designed to prevent the sale of Mature-rated games to children under 17 years old and increase awareness of the Entertainment Software Rating Board (ESRB) video game rating system. All merchants belonging to the association will now institute a national carding program and will implement an identification check process at the point of sale for games rated Mature by the ESRB.  

    "A national carding system will help ensure that games that are not appropriate for children stay out of their hands," said Hal Halpin, president of the IEMA, the association representing retailers of video and computer games. "Over the years, we have worked closely with Senators Joe Lieberman (news - web sites) and Herb Kohl and the National Institute on Media and the Family to address the issues of enforcement and education, and with the ESRB to put educational signage in our member stores and training for staff regarding the ratings system. We are united with them behind the goal of helping families make informed decisions about the entertainment they purchase for their children and the entertainment their children choose for themselves."  

    "This announcement is a great holiday gift to America's families. Parents are working hard to raise their kids right, but they need help. That's why I have been pushing the retailers to make a full commitment to enforce the video game ratings. And that's why I want to commend the leading computer and video game retailers for agreeing to institute a national card check program to prevent kids from buying or renting ultra-violent, adult-rated games. Now retailers need to follow through and strictly enforce this system. And I urge parents, who have the ultimate responsibility here, to pay closer attention and make better use of the ratings. That's the best way to protect our children," said Senator Joe Lieberman (D-Ct.)  

    Signing on to the IEMA carding program to be put in place by Holiday Season 2004 are: Best Buy, Blockbuster Entertainment, Circuit City, CompUSA, Gamesource, Electronics Boutique, Hastings Entertainment, Hollywood Video, KB Toys, Kmart, Meijer, Movie Gallery, Musicland, Shopko Stores, Target, Toys R Us, Transworld Entertainment and Wal-Mart. Taken together, these retailers sell approximately 85 percent of all computer and video games sold in the United States. Membership in the IEMA will be contingent on agreeing to implement the carding program.  

    "We commend the IEMA and the retailers they represent for this strong plan to ensure that Mature-rated games are sold only to those for whom they are rated appropriate," said Douglas Lowenstein, president of the Electronic Software Association, which represents computer and video game software publishers. "ESA has been a strong advocate of retail enforcement for more than five years and we believe that today's commitment by retailers to strengthen enforcement is a very positive step. Game publishers created a rating system that has been lauded as the best in existence. And ratings will be most effective when parents, who buy most games, use it and when retailers enforce it."  

    The retailers involved in today's announcement have either already begun carding, or will put carding procedures in place by this time next year. They will also continue cooperative efforts with the ESRB to better educate store employees about the importance of enforcement as well as on efforts to inform consumers about the rating system. These consumer educational efforts, which include various in-store displays and materials explaining the ESRB rating system, will vary from retailer to retailer based on store layouts and other factors.  

    As important as these steps are, Halpin stressed that M-rated games accounted for only 13 percent of total computer and video game sales in 2002, and that the Federal Trade Commission reported in 2000 that parents are involved in the purchase or rental of games 83 percent of the time. Additionally, the ESA reported that that 92 percent of all games are purchased by adults over 18.  

    "The actions we announce today are important and will make a difference," Halpin said. "But retailer enforcement is only a part of the equation. Parents need to be actively involved in their children's entertainment choices, and retail enforcement cannot replace sound parenting."  

    About the Interactive Entertainment Merchants Association:
    The Interactive Entertainment Merchants Association (IEMA) is the only non-profit U.S. trade association dedicated to serving the business interests of leading retailers that sell interactive entertainment software (including video and computer games, multimedia entertainment, peripherals and other software). Member companies of the IEMA collectively account for almost 90 percent of the $10.2 billion annual interactive entertainment business in North America. For more information, please visit http://www.iema.org.


    493
    TalkBack / Mario Spins the Wax
    « on: December 09, 2003, 05:57:08 AM »
    Mario gets honored with his own figure at the famous Hollywood Wax Museum.

    HOLLYWOOD HONORS VIDEO GAME HERO MARIO WITH HIS OWN WAX FIGURE


    Hollywood Wax Museum Commemorates the 'Season of Mario'


    HOLLYWOOD, Calif., Dec. 9, 2003 – Brad Pitt has one, Marilyn Monroe has one and Arnold Schwarzenegger has one. So it's only fitting that Nintendo's Mario™, the No. 1 video game star in history, should join those notable figures today with his own wax statue.


    It's easy to see how he fits in with this crowd of superstars: Mario has starred in 67 video games that have sold more than 170 million units, a big reason why the video game industry today brings in more revenue than the motion picture box office. The Hollywood honor comes during a time when Mario has four new games available for the Nintendo GameCube™ and Game Boy® Advance systems.


    "With four new Mario games in stores right before the holidays, this truly is the 'Season of Mario,' " says George Harrison, Nintendo of America's senior vice president for marketing and corporate communications. "Mario's induction into the Hollywood Wax Museum further establishes his importance as a pop-culture icon."


    The statue now resides at the Hollywood Wax Museum at 6767 Hollywood Blvd. in Hollywood, Calif. Mario, the first-ever video game icon honored with a wax figure at the museum, replaces statues of Matrix actors Keanu Reeves and Carrie-Anne Moss in the museum's lobby, even while the final installment of their trilogy remains in theaters.


    The Hollywood Wax Museum opened in 1965 and showcases figures of 180 stars like Tom Hanks, Cher and Michael Jordan. Now fans will be able to visit their favorite video game star, who himself was overcome with the excitement of the day. "My fans always said that no one could hold a candle to me," Mario said. "Now they'd better not!"


    Despite his wax figure honor, Mario will not rest on his past success as he offers fans four new games. For Nintendo GameCube, Mario stars in Mario Kart®: Double Dash!!™, the hottest game for the holidays, which already has sold more than half a million units, and Mario Party® 5 with more than 60 new mini-games to attract fans of all ages.


    For Game Boy Advance, Mario appears in Super Mario® Advance 4: Super Mario Bros.® 3, the hand-held version of the best-selling video game of all time. He also teams with his brother, Luigi, for a wisecracking adventure in Mario & Luigi™: Superstar Saga.


    Planet GameCube is covering the unveiling and will have more news later today.


    494
    TalkBack / 10 Million GBA's Shipped in Europe
    « on: December 09, 2003, 05:43:40 AM »
    It's Europe's turn to brag.

    OVER 10 MILLION GAME BOY ADVANCE SHIPPED ACROSS EUROPE AND STILL COUNTING!


    Sales of the world's favourite handheld console continue to rocket across Europe. With Game Boy Advance shipment figures now passing the 10 million mark across Europe, of which over 3 million are Game Boy Advance SP units, the console remains the number one choice for gamers on the go.


    The Game Boy Advance SP is the must have gadget this Christmas, whether you're a dedicated games player or an occasional Tetris dabbler! It's the console that looks as good as it plays.


    The run up to Christmas 2003 is an exciting time for the Game Boy Advance with many fantastic new releases on the way, bringing the total catalogue of games available for the handheld console to over 400. Some of the amazing games on offer this Christmas include Super Mario Advance 4: Super Mario Bros 3, Advance Wars 2: Black Hole Rising, Final Fantasy Tactics Advance, Mario & Luigi: Superstar Saga and Pokémon Pinball: Ruby and Sapphire.


    Other games available for Christmas include James Bond 007: Everything or Nothing, The Lord of the Rings: The Return of the King, and FIFA Football 2004 from EA, Tony Hawk's Underground from Activision, Disney/Pixar's Finding Nemo, Banjo Kazooie: Grunty's Revenge from THQ plus Spyro Adventure and The Hobbit from Vivendi. Whether you are into fighting, sports or even fantasy games, Nintendo has something to entertain everyone!


    The Game Boy Advance SP is on sale across Europe for around 129 - 139 Euros.


    Click onto www.nintendo-europe.com for all of the most up to date official information on Nintendo.


    495
    TalkBack / InterAct Brand Acquired by Intec
    « on: December 04, 2003, 05:16:18 AM »
    Continued interest from consumers drives Intec to purchase all rights to the former leading brand.

    Intec Acquires InterAct Brand


    MIAMI, Dec 03, 2003 - Intec, Inc., a leading manufacturer of cross-platform video game accessories, announced today it has acquired the InterAct brand name and intellectual property, to include all copyrights, patents, trademarks and domain names.


    InterAct Accessories was a dominating force in the video game accessories market in the late 90s, at one point owning over 70% of the 3rd-party video game accessory market. Even today, almost a year after its parent company filed for bankruptcy protection, the brand still generates impressive sales from miscellaneous inventory still left in the channel.


    "InterAct was the premiere brand name in 3rd-party video game accessories as recently as last year," said Mark Stanley, Intec's Vice President of Marketing. "Consumers continue seeking the InterAct brand, and we now have the ability to deliver on this mass market demand."


    The acquisition of the InterAct name allows Intec the opportunity to breathe new life into the temporary retail void that was created by InterAct's dissolution earlier this year. The high quality of InterAct products closely mirrors the quality and innovation that has allowed Intec to quickly become a leader in this arena. Intec will now be able to offer this same level of quality and innovation in a sister brand that still retains a huge following among mass gamers worldwide.


    As Intec delivers on what is yet to be the company's best holiday season in history, the company is considering several opportunities for the InterAct brand with major retailers across the country.


    Headquartered in Miami, Florida, Intec, Inc., is a leading manufacturer of cross-platform video game accessories, offering an impressive assortment of controllers, game screens, sound systems, memory cards, racing wheels, cables and other accessories for PlayStation® 2, Xbox®, GameCube®, GameBoy® Advance and GameBoy® Advance SP. Intec has the broadest line of gaming accessories with 88 patents (issued or pending) designed to enhance and maximize the gaming experience. For more information on Intec's vast product line, visit www.inteclinkeurope.com.


    496
    General Chat / Official Aussie Thread Reborn
    « on: November 25, 2003, 05:47:03 AM »
    This thread is for Australian Nintendoists to chat, complain, and gloat about things happening in Australia.  

    The original thread had becomed overwhelmed with people bragging about post counts and blathering on about anything without regard or respect for the original purpose for the thread.

    If you're going to visit, please respect our Australian readers and keep the conversation on topic.  You have all of general chat to speak on these other subjects.  

    497
    TalkBack / R: Racing Evolution goes Gold!
    « on: November 18, 2003, 04:53:03 PM »
    The successor to the Ridge Racer series goes to print.

    R: RACING EVOLUTION NEARS THE FINISH LINE


    Video Game For All Next-Generation Consoles Goes Gold‹ Racing Into Stores In Early December!


     San Jose, Ca., (November 18, 2003) ­ Leading video games publisher Namco Hometek Inc. announced today that its highly anticipated racing game, R: Racing Evolution, has been approved for manufacturing. Coming to the Nintendo GameCube, the PlayStation®2 computer entertainment system and the Xbox® videogame system from Microsoft, R: Racing Evolution is scheduled to race into stores on December 9th.


    ³Racing game fans expect a great deal out of their games and R: Racing Evolution will not disappoint,² said Yasuhiro Noguchi, Senior Director of Research and Development at Namco Hometek Inc. ³R: Racing Evolution¹s excellent graphics, hot licensed cars, challenging tracks, fantastic driving control physics, and a variety of racing styles will satisfy anyone looking for an awesome racing game experience.²


    Developed by the makers of the legendary Ridge Racer® and MotoGP series of racing games at Namco Ltd., R: Racing Evolution offers the unique Racing Life mode, a story-driven racing game that chronicles the intense competition and deep rivalries found within the heart of the professional racing circuit through beautifully rendered CG sequences and adrenaline-pumping in-game race challenges. With four additional game modes at the player¹s fingertips, R: Racing Evolution captures the essence of intense competition and immerses players deep within the racing circuit rivalries.


    Combining several unique racing styles, including GT, Rally, and Drag, and spectacular licensed vehicles that can be upgraded and tuned for optimal performance, R: Racing Evolution raises the bar for the racing game genre. With features such as the Arcade mode for straight-up arcade style thrills, the Event Challenge mode where players can test their driving skills under different race conditions, and the Interactive AI System, which enables players to dynamically affect CPU drivers¹ competitive driving behavior during a race, R: Racing Evolution brings players closer to the heat of racing action than ever before.


    498
    TalkBack / Prince of Persia: Now for GameCube
    « on: November 18, 2003, 04:45:42 PM »
    Ooh!  Head to the store!  Now!

    PRINCE OF PERSIA: THE SANDS OF TIME(tm) SHIPS FOR GAMECUBE(tm) TODAY

        November 18, 2003 - Ubisoft's highly-anticipated Prince of Persia: The Sands of Time has officially shipped for all major consoles, with the Nintendo GameCube version heading for retail today.  The PC version will follow in the coming weeks.  With fluid animations, ingenious and challenging level design, a gripping story and an inimitable hero with the ability to manipulate time, Prince of Persia: The Sands of Time delivers an extraordinary, singular gaming experience - one that's been repeatedly mentioned as a strong candidate for Game of the Year by several industry heavyweights.

      Created by Ubisoft's Montreal studio, in close collaboration with original Prince of Persia(r) creator Jordan Mechner, Prince of Persia: The Sands of Time is expected to be one of the smash hits of the Holiday season, as excitement surrounding the game has been steadily building since it received numerous awards at E3 2003.

      Special GameCube Features Include:  

  • The entire, original Prince of Persia game will be hidden within the GameCube version of the game - gamers will need to break down the correct wall to access the game, or . . .  
  • Using the connectivity capabilities of the GameCube and Game Boy Advance, players can also unlock POP1 on the GameCube if they find all of the special switches in the Game Boy Advance version
  • Connectivity will immediately enable automatic health regeneration on the GameCube version

      About Prince of Persia: The Sands of Time

      Amidst the scorched sands of medieval Persia, there is a legend spun in an ancient tongue. It speaks of a time borne by blood and ruled by deceit.  It is within this war torn land that a young Prince discovers a magic dagger. Drawn to its dark powers, he is led to unleash a deadly evil upon the reaches of his father's vast kingdom.  Aided by the wiles of a seductive princess and the absolute powers of the Sands of Time, the Prince stages a harrowing quest to reclaim the Palace's cursed chambers, and restore peace to the very fabric of Time itself. He must tread these dangers carefully, however. Because in this world, there is only one rule: master the Sands, or be buried.

      Key Features  

  • A Legendary Hero Returns.
    Wielding powers of mythic proportions, the Prince returns to action-adventure gaming with gravity-defying acrobatics, ferocious fighting combos, and the ability to bend time to fulfill his destiny.  
  • Awe Inspiring Gameplay with the Sands of Time.
    Ubisoft's Montreal Studio presents The Sands of Time - a technological breakthrough that will change the face of action-adventure gaming forever. Erase the past, behold the future, and freeze the present in real-time for unlimited gameplay variations.  
  • Exotic Worlds, Vast Kingdoms.
    Uncover the mysteries of a world never before explored in action-adventure gaming. Medieval, mythical, and deadly, Persia holds a staggering array of landscapes and kingdoms to explore and conquer.  
  • A Sweeping Adventure of Betrayal and Triumph.
    The epic legends and deadly creatures of mythic Persia come to life in this suspense-filled tale, featuring more twists and turns than the labyrinthian Palace itself.
  • The studio behind Tom Clancy's Splinter Cell presents the new era of action- adventure ...
    Ubisoft Montreal moves onto its next major hit while taking their knowledge and technology to the next level.
  • Jordan Mechner - The Creator.
    The creator of the original Prince of Persia, and acknowledged "godfather" of the action-adventure genre, Jordan Mechner consults on all facets of game design - including storyline, cinematics, programming, and artistic vision.

      Prince of Persia: The Sands of Time carries a "T" (Teen) rating from the ESRB and has a suggested retail price of $49.99.


  • 499
    TalkBack / Jake 'The Snake' is Coming to the Shodown
    « on: November 18, 2003, 04:34:15 PM »
    Legends of Wrestling: Showdown to feature Jake 'The Snake' Roberts

    JAKE 'THE SNAKE' ROBERTS SLITHERS BACK INTO THE SQUARED CIRCLE EXCLUSIVELY IN ACCLAIM ENTERTAINMENT, INC.'S 'LEGENDS OF WRESTLING(tm): SHOWDOWN(tm)'


    The Ultimate Wrestling Supercard Expands with More Legends Leading Up to Title's April 2004 Release


    GLEN COVE, NY, November 18, 2003 - Expanding what promises to be the ultimate wrestling supercard, Jake 'The Snake' Roberts, one of professional wrestling's most controversial and mysterious wrestlers, is making his long-awaited return to the squared circle.  Acclaim Entertainment, Inc. (NASDAQ.SC: AKLM) today announced that it has signed an exclusive agreement with Roberts to appear in Legends of Wrestling(tm): SHOWDOWN(tm), which is currently under development with Acclaim Studios Austin and scheduled for release in April 2004 across the next-generation gaming platforms.  


    "We're thrilled to include Jake 'The Snake' Roberts in Legends of Wrestling(tm): SHOWDOWN(tm)," said David Knies, Brand Director for Acclaim.  "Developing a dream roster of wrestling legends is paramount to creating the ultimate supercard and wrestling fans should brace themselves - because there's even more to come and they won't be disappointed."  

     


    "I have been lurking in the shadows waiting for the right time to resurface," added Jake 'The Snake' Roberts.  "My assault on Legends of Wrestling(tm): SHOWDOWN(tm) begins now and I thank Acclaim for giving me this opportunity.  Take the fear you'll have from seeing me in the game and then imagine that I'm standing in front of you with my snake, Damien; you'll think it's a dream but it'll be your worst nightmare.  What you don't understand is that it has always been my choice...April 2004 marks the return of the DDT.  Trust me."


    Exclusive images of Jake 'The Snake' Roberts, one of the 70+ wrestlers who will appear in the game, can be viewed at Acclaim's Legends of Wrestling(tm): SHOWDOWN(tm) Web site (http://www.legendsshowdown.com).  Fans can visit the site and register to become part of "The Legends Legion," a free membership that qualifies them to receive ongoing email updates highlighting the latest gameplay and talent announcements.  The SHOWDOWN site also provides visitors with exclusive product information and free downloadable desktop wallpaper.


    A second-generation wrestler, Jake 'The Snake' Roberts is widely regarded as one of the most sadistic and smartest wrestlers in the history of the sport.  The inventor of the DDT, Jake 'The Snake' Roberts has participated in more than 10,000 matches; he has wrestled in all fifty U.S. States, Canada, Mexico, Japan, England, Ireland, Philippines, Malaysia, Austria and Germany.  

     


    Legends of Wrestling(tm): SHOWDOWN(tm) will be available in April 2004 across the next-generation systems at suggested retail process to be determined.  For more information on this game, please visit http://www.legendsshowdown.com.


    500
    TalkBack / Capcom Sneaks New Disney Game onto GameCube
    « on: November 18, 2003, 04:22:15 PM »
    Disney's Hide and Sneak is now available.

    CAPCOM® RELEASES DISNEY’S HIDE AND SNEAK™ FOR THE NINTENDO GAMECUBE™


    SUNNYVALE, Calif.  ¾  November 18, 2003 ¾ Capcomâ, a worldwide leading developer and publisher of video games, today announced the release of Disney’s Hide and Sneak for the Nintendo GameCubeÔ.  Disney’s Hide and Sneak is an action adventure game that blends action and stealth elements to create an exciting expedition that features Mickey and Minnie Mouse. As Mickey, players are challenged to rescue Minnie from mysterious flying creatures.  To do this, players must solve puzzles as they run, jump, dodge, and hide from these entities.  Players directly control Mickey as he hangs on to ropes climbs onto containers and uses stealth maneuvers to evade foes.  Disney’s Hide and Sneak is now available at retailers across North America and is rated “E” for everyone by the Entertainment Software Rating Board.


    Disney’s Hide and Sneak features:  

  • Two Playable Characters – Play as either Mickey or Minnie from the start.
  • Exciting “stealth” based gameplay.
  • Three unique gaming environment stages – Warehouse, Museum, and Ruins, each divided into 10 explorable areas.
  • Master the “Trick” button - ‘Trick’ points allow players to unleash special tricks and combinations.
  • More than 30 animated sequences for both Mickey and Minnie to ‘hide and sneak.’
  • Solve puzzles, run, hide and dodge from objects that hinder Mickey’s or Minnie’s objective to rescue one another.
  • Various moves and animations for players to perform with very simple controls.

     


    “We are pleased to bring Disney’s Hide and Sneak to the GameCube,” said Todd Thorson, director of marketing, Capcom Entertainment.  “This game features the beloved Disney characters, Mickey and Minnie Mouse, and lots of non-stop action and stealth gameplay.  It is the perfect game for kids of all ages.”


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