Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Karl Castaneda #2

Pages: 1 2 3 [4] 5 6 ... 17
76
TalkBack / Clash of Ninja 2 Now Player's Choice
« on: April 03, 2007, 05:42:13 AM »
The popular fighitng game is now available for only $19.95.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=13262

 TOMY and D3PA's Naruto: Clash of Ninja 2 Reaches Sales Milestone, Joins Nintendo's Player's Choice Club    


Second Game in Clash of Ninja Series to be Reduced in Price    


LOS ANGELES--(BUSINESS WIRE)--TOMY Corporation and D3Publisher of America, Inc. (D3PA) today announced that NARUTO ™: Clash of Ninja 2 for Nintendo GameCube ™ has qualified as a Player ’s Choice title, which is reserved for the best-selling games available for the Nintendo GameCube. Based on VIZ Media ’s hit anime series SHONEN JUMP ™ NARUTO and first released in September 2006, NARUTO: Clash of Ninja 2 is now available at a new low price of $19.95 MSRP. According to the NPD Group, NARUTO: Clash of Ninja 2 has been in the top 5 best-selling Nintendo GameCube games by month five out of six months since its release.    


“The NARUTO brand has been a hit in North America since the TV series first debuted in September of 2005 and with the momentum increasing, our expectation is that 2007 will be a banner year for NARUTO on Nintendo platforms, " said Laura Yoshioka, senior marketing manager, TOMY Corporation. “Not only will NARUTO: Ninja Council 3 be the first NARUTO game for the Nintendo DS ™, but in the fall of 2007 TOMY and D3PA will be releasing the first ever NARUTO game for Nintendo ’s Wii video game system – NARUTO: Clash of Ninja MVZ . "    


“We have been very pleased with the continued success of NARUTO on the Nintendo GameCube, " said Kim Motika, vice president of worldwide sales and operations, D3PA. “With the new pricing at $19.95, NARUTO: Clash of Ninja 2 for Nintendo GameCube ™ will find an even larger audience. "


77
TalkBack / REVIEWS: Barnyard
« on: April 01, 2007, 09:53:40 AM »
Get ready to ignore that “For Ages 5 and Up" tag.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=13256

 While Grand Theft Auto’s go-anywhere, do-anything gameplay certainly has a lot of appeal, its gritty subject matter prevents it from making strides in the younger market. However, with the release of Barnyard for the Wii, kids will be able to enjoy a watered down replica of GTA’s concept via a male cow (like, with udders) and a farm full of whacky animals that all walk and talk like humans.    


 At the beginning, players will be able to pick their cow type, afterwards being dropped on the farm and introduced to the prominent citizens, who’ll show you the ropes and equip you with your cell phone. Whenever your phone rings, it’ll be time to take on a new objective. Instead of sniping down rival gang members and sleeping with hookers, you’ll be making sure all the chicks get back to their mother before bed time, or stealthily spraying your own milk all over your peers (which is its own specific flavor of debauchery, if you ask me). Missions will vary based on the time of day, which is in a constant cycle.    


By completing tasks, you’ll collect coins, which can then be used at the Gopher Shop to buy furniture or other furnishings for the nightclub you frequent. When the day in the game’s story changes, you’ll find all-new areas and objectives to play through. For a kid’s game, there’s actually a surprising amount of content to be found. My only real complaint here is that it’s staggeringly easy, but considering it’s a title aimed at children, that’s not a big deal.    


The controls are also a pleasant surprise. You move around with the analog stick, but the camera is based completely around the Wiimote. If you move your reticule within a certain, invisible diameter, you can aim (for things like the aforementioned milk-squirting), but by moving it outside this circle, you’re able to turn around. Everything comes together pretty well, especially considering that lots of mini-games (like whack-a-mole), are perfectly suited to motion control.    


As far as presentation goes, Barnyard is a mixed bag. There are a few lighting affects added to make the game look better, but the graphics are still pretty simple and don’t look much better than THQ’s efforts on the GameCube.  However, the soundtrack is great if you like banjos and/or hoe-downs, and the voice acting isn’t too bad either.    


 At the end of the day, Barnyard is a great game for the little one in your life, and you might have some fun with it, too. While the kid-friendly themes and mediocre graphics might be a bit of a turn-off, it’s still worth at least a rental if you need to get your sandbox fix.

Pros:
       

  • Nice amount of content  
  • Great audio  
  • Solid controls

           Cons:
           
  • So-so graphics  
  • Male cows

                   Graphics:  6.0
           You might notice a few lighting effects here and there, but Barnyard’s still a very simple game, graphically. Also, the frame rate can be a bit jumpy at times.

                   Sound:  8.0
           Banjos aren’t really my thing, but I can’t disagree that the tracks here are well-made, and the voice-overs aren’t too shabby, either.

                   Control:  7.5
           The Wiimote-based controls here work surprisingly well after some trial and error – the aiming in particular is implemented rather nicely.

                          Gameplay:  7.5
           Remote-based mini-games are great fun, as is the sandbox element. Older players might be turned off by the ridiculous ease, however.

     


           Lastability:  7.0
           There are tons of missions to be found, and the mini-games you’ve already completed have a lot of replayability.

     


           Final:  7.5
           There’s no denying that this is still a kid’s game, but that doesn’t necessarily mean it’s a bad game. There’s a lot to enjoy here if you can look past the colorful surface.      


  • 78
    TalkBack / Radio Free Nintendo: Episode 45
    « on: March 28, 2007, 12:09:26 PM »
    What happens when slow news hits? Filler episode!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13216

     
       


    Innuendo!
       


    Episode 45: Nintendo Pirate Radio Rides Again
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


    Fact is, folks, not every week can be interesting, and March 19th-25 was straight up dull. Combine this with the fact that most of the staff was busy with other projects (or "lives" as they sometimes refer to them as), and well, you've got a recipe for disaster.    


    However, all is not lost! Returning seemingly out of nowhere is Stan Ferguson, who hasn't done an RFN since Episode 34! In celebration of this, we present to you an old-fashioned Nintendo Pirate Radio, chock-full of deviations from the topic at hand, more cursing than a pack of sailors, and Swete Pete: Pirate of the Jungle. You definitely don't want to miss it.
       


    Credits:
       


    This podcast was edited by Stan Ferguson. Commercials performed by Stan Ferguson and Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    79
    TalkBack / Nyko Adds Store to Website
    « on: March 21, 2007, 10:04:10 AM »
    Now you can purchase products online.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13184

     Newly Expanded Commercial Website Offers Direct Consumer Access to Innovative Product-Line    


    LOS ANGELES - March 21, 2007 - Nyko Technologies, a premier peripherals manufacturer, today announced the launch of their new Ecommerce site, www.nyko.com/store , providing gamers and consumers a new way to purchase the company's diverse catalogue of high quality accessories. The newly unveiled site will allow consumers to research product information, find a retailer that carries the item, or purchase it directly from Nyko.    


    Nyko's Ecommerce site offers consumers access to all Nyko products, making the virtual shopping experience quick and effortless. Whether they are gear shopping for the PlayStation 3, Wii and Xbox 360 or browsing peripherals for other platforms like iPod and PC, customers can be assured that their purchases will be processed quickly and securely.    


    "Up until this point our site has been a great source of information about our products as well as an avenue for consumers to locate a retailer of our accessories", said Chris Arbogast, marketing manager at Nyko Technologies. "Because gamers value choices and the ability to view their options quickly, we wanted to provide them with an easy way to purchase directly in addition to choosing one of our trusted retail partners without having to check multiple sites."    


    Although Nyko will not offer preorders on its website, signing up for the company's newsletter will enable users to receive notice of when items like the Charge Station for Wii will be available for purchase on their site.


    80
    TalkBack / Radio Free Nintendo: Episode 44
    « on: March 21, 2007, 08:54:56 AM »
    It's that time of the week yet again!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13183

     
       


    24,000 GameCubes?!
       


    Episode 44: Overdosing on PSP
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


    With Mike again absent from the show (it's like he's got a life or something...), Karl takes up the host seat yet again, this time joined by Jonathan Metts and Michael "TYP" Cole. Among the subjects discussed are the February NPD numbers, the announcement of Opoona for Wii, and GameSpy working with Nintendo on WiiConnect24.    


    For the feature segment, we respond to Shigeru Miyamoto's questions of when we first heard the word "Nintendo," and what it means to us now. How do we answer? You'll have to tune in to find out.
       


    Credits:
       


    This podcast was edited by Karl Castaneda. Commercials performed by Karl Castaneda
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    81
    TalkBack / PREVIEWS: No More Heroes
    « on: March 18, 2007, 10:28:25 PM »
    DESTROYMAN is the coolest name for a boss, ever.
    http://www.nintendoworldreport.com/previewArt.cfm?artid=13158

    Goichi Suda, head of Grasshopper Manufacture and Director of No More Heroes, gave a keynote address at GDC last week.  To kick things off, he showed a new trailer for the game which included details on exploration, boss fights, and how combat will be handled.    


    First off, we already knew that Travis Touchdown (the game's protagonist and wielder of the unquestionably cool Beam Sword) would own an anime-styled, souped-up motorcycle, but the new trailer was the first time we actually saw it in motion.  It appears you can use the bike to traverse Santa Destroy, the city of the game's setting, to speed things up.    


    As aforementioned, two new bosses were revealed, the first being what looked to be a teenage girl trained in agility-based sword combat, and the second a masked assassin named DESTROYMAN whose attacks are all based on his name (Destroy Cannon, for example). Both fights took on a very cinematic style.    


    It's important to note that Suda used to work on a series of wrestling games, and it seems like that experience will be replicated in No More Heroes.  Touchdown can be seen suplexing an opponent when the player jerks back the Wii remote and nunchuk.    


    For both bosses and common thugs, a hit counter will appear when you attack -- the more strikes you land, the more a power gauge on the left side of the screen increases. Travis is also shown increasing his power by tensing up. Unfortunately, it's still not clear how this power will be used.    


    As of GDC, the game is still planned to make a 2007 release date. Stay tuned to NWR as more details surface.


    82
    TalkBack / REVIEWS: Spider-Man: Battle for New York
    « on: March 15, 2007, 02:48:51 PM »
    Go web, go!
    http://www.nintendoworldreport.com/reviewArt.cfm?artid=13146

    Spider-Man beat-‘em-ups have been around for multiple generations, but with consoles as the usual lead platform, handheld iterations aren’t much to look forward to. Battle for New York, however, is exclusive to the Nintendo DS. Telling an alternate version of the Green Goblin’s Ultimate origin, the game doesn’t offer much in the way of new gameplay, as it plays almost identically to Ultimate Spider-Man DS, released back in 2005.    


    The first thing you’ll notice about the game is its surprisingly well-crafted presentation. Crisp 3D, cel-shaded graphics really pop, and the backgrounds have a surprising degree of detail. Furthermore, cut-scenes are made up of comic book-style panels, and offer full voice acting. The actors at hand aren’t particularly great, and the story, which is essentially the Green Goblin exacting revenge on old business partners and Spidey’s quest to keep him in check, is a bit generic, but the audio and visual treatment is still surprising for a handheld title.    


    Gameplay-wise, you won’t find much here that you haven’t seen before. Much like previous games, you’ll traverse through level-based side scrolling missions, and like its predecessor, you'll have the opportunity to play as two different characters: the Webhead himself, Spider-Man, and the new addition, Green Goblin, whose hulking form and brawling tendencies are oddly reminiscent of Ultimate Spider-Man DS’s Venom.    


    For the former, you’ll mostly deal with sneaking around to avoid skirmishes (although you can roll through fists-a-swinging if that’s your thing) and saving pedestrians from certain doom. Combat is mapped to the face buttons, while puzzles and the aforementioned rescue segments are handled via the touch screen and stylus. For example, to crack a code, you’ll have to tap circles just as they light up. If someone’s trapped underneath a car, simply rotate the pressure point 90 degrees.    


    Playing as the Goblin is a different experience; since he doesn’t have to keep up the hero spiel, it’s all about knocking out guards and lackeys. The occasional boss provides some comparable strength, but almost everyone else will immediately submit to your increased power and abilities (all fire-based) in this mode. In the case of both characters, you’ll be able to add points to their various attributes, but it honestly doesn’t make much of a difference, as the game is painfully easy.    


    At the end of the day, Battle for New York isn’t worth the cash if you’ve already played one of the other DS games, and since it looks like they’ll be using the same engine in the future, you might as well hold out if you haven’t experienced any of the previous titles. Sorry, Spidey.

    Pros:
           

  • Great presentation with full voice acting in cut-scenes

           Cons:
           
  • Ridiculously easy  
  • Pretty much identical to previous games

                   Graphics:  8.5
           The visuals are easily the highlight of Battle for New York, with a fantastic cel-shaded presentation and detailed settings.

                   Sound:  6.5
           The game deserves points for providing voice acting in every cut-scene – too bad the acting itself isn’t too great. As for the music, it’s simply average.

                   Control:  6.5
           The control scheme works well enough, with buttons working just as they should – the touch controls can sometimes be a little wonky, however.

                          Gameplay:  6.5
           Though the game isn’t necessarily bad, I can’t give it a free ride knowing that it’s nearly identical to past iterations. Even so, it’s a pretty competent brawler.

     


           Lastability:  5.5
           Battle for New York is pretty short, and being inexplicably easy, it doesn’t provide much of a challenge for subsequent playthroughs.

     


           Final:  6.5
           The formula isn’t necessarily broken – it’s just that Activision needs to shake things up a bit. They can’t keep shipping the same game with a slightly different face.      


  • 83
    TalkBack / Radio Free Nintendo: Episode 43
    « on: March 13, 2007, 09:00:00 PM »
    In this episode, special guest Chris Kohler helps us dissect GDC.


       


    GDC is over and we're still happy!!
       


    Episode 43: Gooey Digital Corn
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


    With GDC over and done with, there's tons to talk about. Keiji Inafune is using the RE4 engine for his Wii game, Chris Hecker doesn't think Nintendo's new console is too dandy, and Shigeru Miyamoto apparently has some sort of Wife-O-Meter.    


    We also talk about Nintendo's showing compared to Sony's HOME announcement, and why the Big N should've kept their mouth closed when they offered their retort. Our good buddy Chris Kohler even stops by, so you definitely don't want to miss it.
       


    Credits:
       


    This podcast was edited by Mike Sklens.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    84
    TalkBack / PS3 HOME is "Mii Too," Says Nintendo
    « on: March 08, 2007, 09:52:58 AM »
    According to the Big N, they had the same idea years ago, but rejected it.

    Computer and Video Games recently spoke to a representative at Nintendo to get the company's thoughts on Sony's new HOME feature for the PS3, which allows players to create virtual homes that act as a hub for online content and multiplayer gaming. Brushing it off, they responded with the following:    


    "This is an example of Sony's "Mii-too" approach. But as Mr. Miyamoto states, Nintendo years ago considered and rejected the type of approach Sony is now taking."    


    With Nintendo's Mii Channel and Sony's new HOME service, how long until Microsoft enters the fold? Stay tuned to Nintendo World Report for more GDC coverage.


    85
    TalkBack / Radio Free Nintendo: Episode 42
    « on: December 31, 1969, 07:00:00 PM »
    Guess what today is? RFN-Appreciation-Day! So listen!


       


    It's GDC and we are happy!!
       


    Episode 42: Return of the Pale
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


    Mike had the day off, so I'm back at the host chair this week. And not only is Jonny back, but we finally dragged Mike "Pale" Gamin back onto the show. He talks about Pokemon, but we don't hold it against him    


    You'll find tons of stuff to enjoy here, from our Virtual Console segment, to the news that id Software might be bring back their old brands on Wii, to our feature discussion on Nintendo franchises yet to see release on the DS. Download it now, or you might get scurvy!
       


    Credits:
       


    This podcast was edited by Karl Castaneda. Commercials performed by Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    86
    TalkBack / SNK America Boss Dishes Out VC Info
    « on: March 04, 2007, 10:22:25 AM »
    It seems we'll be seeing multiple games a month.

    In a recent interview with SNK's Ben Herman, Spong secured several new details surrounding Neo Geo's inclusion onto Nintendo Virtual Console service, including the following tidbits:    


       
    • A certain limited number of titles will be released each month.  
    • Some of SNK's more obscure titles that were never made available for home purcahse previously might find a home on VC.  
    • Neo Geo games will not be exclusive to the Wii or Playstation Network.  
       


    Getting into Nintendo's online plans in general, Herman noted that all third-party games on the NES and SNES are ready to go, and that a publisher simply has to approve their being released.    


    Unfortunately, it also seems that Nintendo isn't allowing any games to include online functionality, a practice that will likely continue through 2007. It was ambiguous whether or not this was leveled at Virtual Console titles or Wii releases in general.    


    It's important to note that SNK-Playmore has not yet officially announced that Neo Geo games will be coming to North America's Virtual Console service.  You can read the article in its entirety here. Stay tuned to NWR as more on this story breaks.


    87
    TalkBack / Radio Free Nintendo: Episode 41
    « on: February 28, 2007, 12:25:44 PM »
    Mike and the gang ponder the future of E3 in this very special episode.


       


    The four-man podcast returns!
       


    Episode 41: E-4-Some
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


    Windy sat out this week, but in his absence, Jonathan Metts and Jon Lindemann picked up their mics to talk about the disaster that might be this year's E3 conference, among other things.
       


    What are those other things? Important things, that's what. Like Listener Mail (someone other than Saturn wrote in! Amazing!), another round of VC (Last) Monday, and the funniest press release ever. Tune in - it's a show you don't want to miss.
       


    Credits:
       


    This podcast was edited by Mike Sklens. Commercials performed by Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    88
    TalkBack / REVIEWS: Dragon Ball Z: Budokai Tenkaichi 2
    « on: February 28, 2007, 10:47:35 AM »
    It’s no Clash of Ninja 2, but DBZ: Tenkaichi Budokai 2 is a solid game in its own right.

    When genres that would be easily augmented by the Wii remote come to mind, fighters aren’t usually on top of the list. Sure, the pointer seems like a great fit for an FPS, and the tilt sensors are effortlessly molded to a racing game, but with so few buttons, how can a remote and nunchuck setup properly capture the combo-heavy gameplay type that fighting games are known for? Well, the first attempt, Dragon Ball Z: Tenkaichi Budokai 2 is out, and honestly, it’s not half bad.    


    Let’s get something straight right now: the Budokai series is not for hardcore players. Being a licensed property, it’s aimed mostly at fans of the anime, and as such, it revels in its own simplicity. Thus, it fits into the Wii arrangement rather nicely. The A button acts as your martial arts button (punches and kicks), B fires simple energy attacks, and Z allows you to power up for more energy. The more complex moves are pulled off via button and motion combinations. Pressing C and jerking upwards permits you to fly, for example. To pull off the anime’s signature attacks, hold down B and Z, and then send your on-screen cursor in one of several ways (for example, to execute Goku’s Kamehameha, you pull back and then push forward quickly with the nunchuk and pointer, while Piccolo ‘s Special Beam Canon is pulled off by sending your cursor upwards off the screen, and then pulling it back to the center). It may sound complicated, but once you get the hang of it, it actually feels pretty natural. And if you just can’t make the transition, the game supports a traditional layout via the Classic or GameCube Controller.    


    Although the control scheme is the most unique facet, BT 2’s most alluring feature is undoubtedly its monstrous amount of content. With over 160 characters to play as (although it should be noted that transformations, while attainable in-fight, can be picked from the outset and are counted as different fighters), you can set up a match between pretty much anybody, from the instantly recognizable Super-Saiyan Goku to the obscure Grandpa Gohan. Furthermore, the Story Mode covers nearly everything from Dragon Ball Z onwards, including most of the movies and even the GT sequel. Completing every mission will take at least 7-10 hours, and since you can decide your difficulty with each mission, you can go at whatever pace is comfortable for you.    


    It doesn’t end there, though. Once you’re done the story, there’s Tournament Mode, Ultimate Battle Z (where you fight through levels of characters, called "paths"), training missions, and even a customization mode, where you can use items and supplements collected in the story mode to beef up your characters. Online play isn’t present, but you can trade codes assigned to your custom characters, and as such, you can bring your souped-up Super-Saiyan 4 Gogeta wherever you go.    


    It’s probably a good thing that’s the case, too, because online play simply wouldn’t work, judging by the multiplayer mode. Since BT 2 doesn’t take the normal fighter perspective (the camera is placed behind the characters so that they’re able to explore the maps like an adventure game), adding another player takes a gigantic toll on the frame rate, to the extent that it’s nearly impossible to play a regular round.    


    The presentation is hit-and-miss. The cel-shading is done reasonably well – characters contain tons of details, and effects look great (although they still pale in comparison to the sketch-like style of Budokai 3). Unfortunately, cut-scenes based on the in-game engine are laughable in both their choppiness and simplicity. As for the audio, if you’ve got a high tolerance to cheese-rock, you won’t mind.    


    Although it’s got its faults, Budokai Tenkaichi 2 is a great deal for fans of the series, and with so much content, even a casual fighting fan can get some enjoyment out of it. With higher production values and some online play, it could’ve easily become a great party game.

    Pros:
           

  • More content than you can shake a Remote at  
  • Controls are relatively easy to get used to  
  • A must-buy for DBZ fans

           Cons:
           
  • Mediocre presentation  
  • Frame rate issues in multiplayer

                   Graphics:  7.0
           Character models and effects look nice enough, but they still aren’t as impressive as the stylized look of Budokai 3.

                   Sound:  5.0
           It sounds like a Winger cover band, but were you honestly expecting anything better? If you don’t mind that sort of thing, though, it’s definitely not a deterrent.

                   Control:  8.0
           The motion controls take some time, but once you get over the initial learning curve, it’s actually pretty intuitive. And luckily, if you just can’t get the hang of it, you can opt for a traditional scheme with a Classic Controller or GameCube pad.

                          Gameplay:  7.0
           The game isn't Virtua Fighter or even Mortal Kombat, but it successfully replicates the feel of the show, and its easy-to-master nature makes it a solid pick-up-and-play title.

     


           Lastability:  9.0
           With most fighting games, the longevity lies in the Player vs. Player matches, but BT 2’s got tons of bang for your single-player buck, and it’s arguably best that way. Even if you don’t have a second controller, there’s lots to play here.

     


           Final:  7.0
           Most Wii controls feel tacked on and unnecessary, but I really had a lot of fun miming Kamehamehas, Gallet Guns, and the like. With some more refinement, the next entry to the series could have great potential.      


  • 89
    TalkBack / Naruto: Clash of Ninja 3 Goes to Wii
    « on: February 27, 2007, 11:46:09 AM »
    The popular anime-based fighting game jumps to Nintendo's next-gen platform.

    In the latest issue of Nintendo Power, it's confirmed that D3Publisher of America is going to release Naruto: Clash of Ninja 3, although it won't be on GameCube. Instead, it'll be debuted on Wii. Although it isn't directly mentioned that it will be a port of the next Naruto: Gekitou Ninja Taisen (as was the case with CoN 1 and 2), the developer of those titles, Eighting, is mentioned.    


    While the aforementioned is speculative, we do know that it will feature as least some new content, as Wii-based minigames are discussed. Fans will also be happy to know that Itachi, one of the show's most popular characters, is scheduled to be playable.    


    Stay tuned to NWR as more info on this game is released.


    90
    TalkBack / Sega Reveals New Golden Compass Info
    « on: February 27, 2007, 11:33:36 AM »
    Check out these new bits on the game based on the upcoming film.

    SEGA Reveals Details of The Golden Compass Video Game    


    Leading Interactive Entertainment Company to Publish Game Based on Highly Anticipated Theatrical Release from New Line Cinema    


    SAN FRANCISCO & LONDON--(BUSINESS WIRE)--SEGA ® of America Inc. and SEGA ® Europe Ltd. today revealed details regarding the development of the video game adaptation of the highly anticipated theatrical release, The Golden Compass, based on the first book in the award-winning trilogy, His Dark Materials by Philip Pullman. The game is being developed for multiple platforms and will ship in fall 2007, just prior to the opening of the New Line Cinema motion picture on December 7, 2007. Featuring pivotal environments from the movie, the vivid characters are brought to interactive life, featuring the likenesses of the movie ’s impressive cast, which includes Daniel Craig as Lord Asriel and newcomer Dakota Blue Richards as Lyra Belacqua.    


    Produced by New Line Cinema and Scholastic Media, The Golden Compass follows the screenplay adaptation of the first book in the acclaimed trilogy, capturing the exciting fantasy adventure set in a parallel world where giant armored bears rule a kingdom, beautiful witches fly through the frozen skies, and human beings ’ deepest essence is manifest as talking animals that remain their faithful companion for life – their daemon. Players can assume the role of Lyra, a young girl, along with her daemon Pantalaimon (Pan), as she journeys through the frozen wastes of the North to rescue a friend kidnapped by a mysterious organization known as The Gobblers and winds up on an epic quest to save not only her world, but ours as well. Gamers can also take on the character of Iorek Byrnison, a great armoured polar bear who joins the quest.    


    As Lyra, players will use their daemon and collaborate with in-game characters, collecting special items in order to explore, evade, and deceive their way through confrontations with the Gobblers, the Magisterium, and the horribly dangerous spy fly to find her friend. They can also do battle as Iorek with special attacks and a riding mechanic as he protects Lyra during the journey. Gamers will be able to unlock secrets and mini-games using a mysterious, truth-telling golden compass device called an alethiometer. Players can explore 13 vast locations, including all-new breath-taking environments not seen in the film, on this massive journey of collaboration, exploration and the eternal struggle between good and evil.    


    This epic tale will be brought to the Xbox 360 ™ video game and entertainment system from Microsoft, the PLAYSTATION ®3 computer entertainment system, the Wii ™ video game system, the PlayStation ®2 computer entertainment system, the PSP ® (PlayStation ®Portable) system, the Nintendo DS ™, and the PC for holiday 2007.    


    The Golden Compass video game is being developed by Shiny Entertainment, best known for developing games based on the blockbuster The Matrix film franchise. Shiny was acquired by Foundation 9 Entertainment in October 2006. The Nintendo DS version is being developed by A2M.


    91
    TalkBack / Itagaki Interested in Developing Wii Fighting Game
    « on: February 26, 2007, 10:49:08 AM »
    Is Dead or Alive headed for Wii?

    In a recent interview with CVG, Tomonobu Itagaki, head of Tecmo's Team Ninja and creator of Dead or Alive, expressed interest in Wii development, and after playing the boxing game in Wii Sports, is considering a fighting title on the platform. The full quote reads as follows:    


    When you see Wii Mortal Kombat or Ubisoft's Red Steel, for example, does that give you any incentive to bring a Dead or Alive or Ninja Gaiden game to the Wii?    


    Itagaki: I haven't played Mortal Kombat or Red Steel, so I don't know about those two. However, when I played the Boxing game included in Wii Sports, I thought that it might be interesting to make a fighting game for the Wii.
       


    You can read the interview in its entirety here.


    92
    TalkBack / Radio Free Nintendo: Episode 40
    « on: February 21, 2007, 04:00:00 AM »
    Are we really 40 already? Midlife crisis!


       


    It's just Windy and me, so all you Mike-lovers can just high-tail it out of here.
       


    Episode 40: Angry Karl Rides Again
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


      Since it's our 40th podcast, we decided to go old (school) and do another two-man show. Windy and I really go to town though, discussing everything from Smash Bros. at Evolution 2007 (and why I'm right about wavedashing being for chumps) to why Zelda's formula needs to change after Twilight Princess.
       


    While we're at it, we also discuss the new Wii Channel, Everybody Votes, and give out insight on what might be coming next. Somewhere along the way, I lose my mind and call Steven a Nintendo Apologist. Enjoy the rage!
       


    Credits:
       


    This podcast was edited by Karl Castaneda.  Commercials performed by Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    93
    TalkBack / Radio Free Nintendo: Episode 39
    « on: February 14, 2007, 12:57:06 PM »
    In this episode of RFN, Mike and the gang discuss everything from Manhunt on Wii to using Cranium to attract the opposite sex.


       


    If you only listen to one podcast this year, listen to this one. Then break the rules and listen again.
       


    Episode 39: An Extra-Lovely Iteration
       


    AAC Format
       


    MP3 Format
       


    Odeo Page    



    powered by ODEO    


    Although Mike is technically the only one of us with a girlfriend, everyone present goes to task during the feature section, giving you helpful tips and anecdotes on how to use your games to score chicks. If you've already got a girlfriend, though, be sure to pay attention when we talk about "relationship-friendly" titles - surprisingly, such a catalog is more robust than you'd think.
       


    When we're not ranting about the infinite usefulness of Cranium, though, there's tons else to listen to, from Guitar Hero coming to Wii, the AIAS Award Winners, Listener Mail, and more. Also, be sure to listen in for a new code word to use for our DS Lite contest.
       


    Credits:
       


    This podcast was edited by Karl Castaneda.  Commercials performed by Steven Rodriguez and Karl Castaneda.
       


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    94
    TalkBack / Radio Free Nintendo Episode 38
    « on: February 07, 2007, 02:02:25 PM »
    In a very special episode of Radio Free Nintendo, Obi, Karl, and Windy discuss their feelings, their insecurities, and the mailbag.

    Mike, Steven, and Karl go to town on News and Listener mail!    


       


    One time I saw a golden horse riding through the desert. Then it saw me. Then it died from awesome overload.    


    Episode 38: Love Letters    


    AAC Format    


    MP3 Format    


    You might not have remembered, but it's on Odeo.    



    powered by ODEO    


    I'm not sure if you know this, but the Podcast Features Union is on strike. Something about dental insurance. It's total crap, though, so we decided to go feature-less this week. Instead, we pile high on those News and Listener Mail scabs. Gotta love scabs.    


    Featured this week are questions of the Wii's kiddie appeal, Konami's new Wii games, and the future of Final Fantasy XI on a Nintendo console. Be sure to enjoy all of it, and then review us on iTunes and send in listener mail, because I hear people who don't get thrown into a furnace.    


    ...    


    Okay, maybe not, but you can expect a wicked scolding.    


    Credits:    


    This podcast was edited by Stan Ferguson.  Commercials performed by Steven Rodriguez.    


    Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.


    95
    TalkBack / New Miscellaneous Square Enix Details
    « on: February 01, 2007, 01:39:21 PM »
    In a new interview with Cubed3, SE's Hiromichi Tanaka talks Virtual Console, Final Fantasy XI on Wii, and more.

    There's no question of Square-Enix's newfound love affair with Nintendo, and in an interview on Cubed3, Senior Vice President Hiromichi Tanaka discusses a wide array of topics, including but not limited to the following:    


  • There's a 50/50 chance that Chrono Trigger will show up on Virtual Console.  
  • Final Fantasy XI can easily be ported to Wii, but because of Nintendo's strict online policies (specifically, the use of Friend Codes), it can't be done.  
  • Tanaka commented that Final Fantasy's Anniversary Project will be brought to as many platforms as possible.    


    Full details on the interview can be found here.


  • 96
    TalkBack / EA to Step Up Nintendo Development
    « on: February 01, 2007, 11:32:56 AM »
    Tons of games will be directed at the DS and Wii, including Will Wright's Spore on the former!

    According to Next-Gen.Biz, in a quarterly conference call, Electronic Arts confirmed that they'd be putting a lot more efforts towards games on Nintendo's DS and Wii. CFO Warren Jenson had this to say:    


    “We have shifted and acquired resources and are attacking these successful platforms."    


    Perhaps most exciting, though, is that EA is bringing Will Wright's Spore (formerly only known as PC release) to the DS, something that's been hinted at since Wright himself expressed interest in the idea last year.    


    Furthermore, CEO Larry Probst offered up his opinion on the Wii, saying:    


    “With regards to the Wii platform, at least initially, it seems like it’s expanding the overall market and expanding the demographic of users and people that purchase software, so we think that’s a good thing. We’ll have to see if that’s sustainable over time, but certainly [Nintendo’s] got off to a very encouraging start."    


    Though EA's widely known for making games on every platform under the sun, the special treatment being talked about here can only mean good news for gamers. Stay tuned to NWR as more on this story breaks.


    97
    NWR Forums Discord / Today is my birthday
    « on: January 27, 2007, 02:06:48 PM »
    Tell me how much you love me.

    98
    TalkBack / Radio Free Nintendo - Episode 36
    « on: January 25, 2007, 11:03:37 AM »
    Mike gets drunk on power (and liquor) in  this brand new episode of RFN!

    STAY AWAY FROM MY WIFE!    


       


    Episode 36: And Karl Makes Three    


    AAC Format    


    MP3 Format    


    This past Sunday (our recording day), I was involved  with a terrible accident. It appears I had too much  inner awesome, and if I didn't get some of it  extracted, I would become a black hole. Of awesome. In  my place, Mike Sklens stepped in to rock the mike like  a vandal.    


    Fortunately, it was a quick procedure, so after the usual Community and News segments, I popped in to discuss the Q1 Wii lineup with the boys. It's loads of fun, even when I'm not involved! I know - it's crazy! What's crazier is that you guys are actually listening to me when I'm asking you to send in listener mail and reviewing us at iTunes.    


    So keep it up, or the lady gets it!    


    Credits:    


    This podcast was edited by Stan  Ferguson.  Commercials by Karl Castaneda and Stan Ferguson.    


    Music for this episode of Radio Free Nintendo is used  with permission from Jason Ricci & New  Blood. You can purchase their album directly from  the iTunes  Music Store.


    99
    TalkBack / PREVIEWS: Mortal Kombat: Armageddon
    « on: January 24, 2007, 12:30:05 PM »
    Now you can discriminate against the letter "C" on your Wii!

    While many genres seem like a perfect fit for the Wii remote, fighting games are a bit harder to translate, with their dependency on button combos and precise movement. Ed Boon and Midway are looking to dispel any concerns you have with Mortal Kombat Armageddon, however, and if the final product is as good as Boon’s recent presentation, (seen below) Wii owners can count on a faithful rendition.    


       


    First off, if you’re wary of using the Remote + Nunchuck combo, Armageddon will be compatible with GameCube and Classic Controllers. If you’re willing to take the plunge, though, you’ll be in for quite an experience – all of the game’s special moves are now mapped to simple gestures. For example, to perform Scorpion’s signature spear move, you have to flick backwards, and then quickly forwards. Similarly, you’ll only have to flick down, and then up to execute a teleport with various characters.    


    You can also expect to use gestures in Armageddon’s Kreate-A-Fatality feature. Boon’s example (once again using Scorpion), was composed mostly of short, intuitive motions – it appears easy enough to remember. Through these actions, you’ll be able to do anything from unsheathe a sword to kicking your opponent in his Nether-realm.    


    Unfortunately, online play was not discussed, so there’s still no telling if the Wii version will include the feature. Stay tuned to Nintendo World Report as more on this game is revealed.


    100
    TalkBack / REVIEWS: Digimon World DS
    « on: January 15, 2007, 12:08:59 PM »
    No, this isn’t a Pokemon clone. I don’t see how anyone could make that connection…

    There’s no nice way to say it: Digimon is a rip-off of Pokemon. The cards, the anime series, the video games – it seems like whenever the latter sneaks its way into a new medium, the former is right behind them with a pen and paper, scribbling down copycat strategies. Digimon World DS follows this trend – it feels pretty similar to Nintendo’s franchise. Luckily, there are a few mechanics that separate the Digital World from the Town of Pallet or the Johto Region.    


    First, though, let’s get through everything it has “borrowed" from Pokemon. You’re a Digimon Trainer traversing sparsely developed environments in the pursuit of becoming one of the elite. You’ll start by picking one of three Digimon from the central hub, and from there, you’ll have to collect new party members to face threats that wild monsters might pose. And how will you do this? Blatantly traditional turn-based battles, of course!    


    Before the Big N files that lawsuit, however, here’s what the game does differently. Whereas we’re all used to buying Poke Balls and wearing down wild Pokemon before catching them, Digimon World actually showcases a pretty cool alternative. Each time you face a new opponent, it’ll scan their data, and give you a certain percentage. When that percentage reaches 100, you’re able to clone the data into a new party member. And since there are multiple evolutionary branches, you’re likely to do this more than once if you plan on really “catching them all." Ahem.    


    Furthermore, you’re able to own and manage Digi Farms, where Digimon not in your party (you can only have three in battle, with three alternates) can rest and train. To improve efficiency, you’ll also have to buy all sorts of equipment and goods along the way. As you progress, you’ll acquire multiple farms, so you’ll be able to beef up your Digimon fairly easily.    


    Thus far, the game must sound pretty decent, and even enjoyable, but unfortunately, there are quite a few shortcomings that drastically tear down the amount of fun you’ll have. For one thing, random battles are way too frequent – I actually counted, and I never went more than 10 seconds without being interrupted with a new fight. This actually got in the way of navigating; since I’d sometimes forget which direction I was heading in (everything looks the same!) – the lack of an overworld map doesn’t help much, either.    


    Also, the Wi-Fi mode is completely gimped. Instead of being able to match randomly (like most games), friend codes are required for online gameplay. Because of this restriction, I wasn’t able to test it out for myself, but based on what I’ve read, it’s very similar to Pokemon with a link cable (surprise, surprise) in that you’re able to trade and fight with others.    


    Visually, Digimon is lackluster. The art gives off a generic anime feel, and the sprites aren’t that sharp to begin with. Environments, while varied, look identical within their own area (“Oh hey, haven’t I seen that tree before? Why yes, I have. Everywhere!"). The music isn’t too bad, though – the battle theme in particular would be pretty enjoyable if it weren’t repeated so often.    


    If Digimon ever wants to step out of Pokemon’s shadow, it’s going to have to come up with more of its own mechanics. The capture method and digital farm idea are great start, but it’s just that – only a start.

    Pros:
           

  • Percentage-based monster captures  
  • Digi Farms  
  • Passable music

           Cons:
           
  • Random battles are too frequent  
  • Gimped Wi-Fi  
  • Mediocre visuals

                   Graphics:  5.0
           It looks like a GBA game – the sprites are rough, and the effects are pretty lame.

                   Sound:  7.0
           If the songs weren’t repeated so often, the music would have warranted a higher score, but they’re still pretty good and fit the game very well.

                   Control:  8.0
           As an RPG, it controls perfectly. The walking could be a bit more responsive, though.

                          Gameplay:  6.5
           It’s a Pokemon clone, and as such, I hold the two in the same regard as far as gameplay. This formula is getting old.

     


           Lastability:  7.5
           If you stick it out, the main quest is actually pretty meaty. It’ll last you a good long while for a handheld RPG.

     


           Final:  6.5
           At the end of the day, Digimon World DS is Pokemon Emerald with mediocre Wi-Fi and a couple new tricks up its sleeve. Unfortunately, there are still aspects I prefer in Emerald over this game, so it’s really a wash between the two. You’ll recall I gave that one a 6.5, so it only seems right to give Digimon World DS the same score.      


  • Pages: 1 2 3 [4] 5 6 ... 17