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Topics - Nick DiMola

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101
TalkBack / REVIEWS: Monster Lab
« on: December 02, 2008, 12:35:48 AM »
Mix one part fighter with one part creation, then bludgeon to death with mini-games and repetition.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=17275

 Monster Lab is an amalgamation of parts, a fact that is reflected in its gameplay. One part fighter, another part creation, and yet another part mini-game collection, it sees varying levels of success.    


Players assume the role of Professor Fuseless' latest apprentice who is fighting to stop the evil Baron Mharti, who is using his evil science to oppress the Mad Science Alliance and reign the Uncanny Valley at large. In order to defeat him, players must craft a variety of monsters and work their way through the variety of Uncanny Valley locales until they reach the baron's homestead.    


Monster Lab is separated into two distinct halves, each of which impacts the other in varying ways. Within Professor Fuseless' lab, your home base, players craft new monster parts and assemble new monsters which are then used in battle. Crafting new parts is done by using a variety of machines, all of which trigger a simple gameplay mechanism: choose two ingredients, and then play the mini-game associated with the part (arm, legs, torso, or head). Your performance within the creation mini-game determines the integrity and strength of the part that is produced. Being that the game is so heavily focused on monster creation, players will naturally desire as many spare parts as possible to create the ultimate beast; the downside to this is that the constant part creation forces players through the same mini-games over and over. This only becomes worse later in the game, as the featured mini-games grow more and more awkward to control.    


Monster Lab's other half involves exploring the locales of Uncanny Valley, battling free-roaming monsters and taking on a variety of mini-game challenges to earn ingredients for monster creation and items necessary to complete assigned tasks. The mini-games featured in this half of the game are more varied, but tend to be just as repetitive and unfulfilling. Furthermore, you’re forced to read instructions every time you play a game,  regardless of how many times you've read them before.    


Thankfully one portion of the game that involves no mini-games whatsoever (but might be considered one in and of itself) is combat.  Battling in Monster Lab is done via a turn-based system that allows players to choose a function each turn, whether it's attacking, defending, or recharging. Each part of the body has two functions, each consuming a different amount of energy, dealing a different amount of damage, and effecting different parts on your opponent’s body. Your opponents are structurally similar to you, which means their parts  adhere to the same rock-paper-scissors paradigm (Mechanical, Alchemical, Biological) in terms of dealing optimal damage., Combatants may lose body parts as damage is dealt, prohibiting them from performing attacks with the lost limbs. Winning requires players to either destroy their enemy's torso or all of their limbs (including their head). Following a battle, players will have the ability to repair all of their damaged parts … with yet another mini-game.    


As a whole, battling in Monster Lab feels unfulfilling and repetitious. It’s a truly is a fun experience at first and it seems to have considerable depth, yet as you delve further into the game you start to realize that the strategy you use changes little from battle to battle. Performing the repair mini-game following battle (which is unavailable in any other mode), grows unbelievably boring and aggravating as it is the definition of a waggle-fest.    


Graphically, Monster Lab is also unimpressive. The game is saved to a degree by its interesting art direction, but its early PlayStation 2-quality graphics just don't hold up to today's standards.  However, excellent voice acting and sound effects complement the game’s style, as does the fitting, catchy sound track.    


Though an amicable attempt, Monster Lab is plagued by a number of issues. Monster creation falls flat, not feeling truly creative or interesting. Mini-games are excessive and as one would expect, entirely Wii Remote feature-based. Battling is unfulfilling as well because getting into a fight does nothing but net creation parts that are neither unique nor hard to come by. Had the game featured some RPG elements, grinding through battles would've been more tolerable; but instead, with no real reward and no true variation, battling is just another piece of the overall experience that falls short. Monster Lab is best left for rental; it exhibits some interesting traits, but overall will grow too repetitious for most to bear.

Pros:
       

  • Good art and sound direction
  •  
  • Combat is fun at times


  •        Cons:
           
  • Too many mini-games, too often
  •  
  • Repetitive combat
  •  
  • Occasionally poor mini-game control
  •  
  • Graphically outdated


  •                Graphics:  6.0
           The game's art direction is decent, but its overall presentation is dragged down by the low-polygon models and rough, early PlayStation 2-quality graphics. The rim lighting highlights the hideous models, making the graphical shortcomings that much harder to ignore.

                   Sound:  9.0
           Fitting, catchy music is interspersed throughout the game and the fully-voiced dialogue is also funny and emotive.

                   Control:  6.0
           The controls work fine for most of the game. A number of mini-games control less than perfectly, which has a significant impact on gameplay.

                          Gameplay:  6.0
           Overwhelmed by mini-games, Monster Lab's interesting creation mode and combat are diluted by these sidetracking experiences. Furthermore, even the creation mode and combat grow boring quickly as neither takes much thought or is particularly challenging.

     


           Lastability:  4.0
           The entire Monster Lab experience feels unrewarding and tedious, and will probably discourage most from finishing the 12-or-so-hour quest. If players do feel compelled to push through it, there are a number of parts and monsters available for creation, which should last them quite a while.

     


           Final:  6.0
           Monster Lab is a decent attempt at a new experience, but it falls flat in a number places. A more robust creation tool, more RPG elements for combat, and less mini-games would've propelled this game from mediocrity to critical acclaim. Unfortunately, players are stuck in the same boring gameplay rut for hours on end. Combine the tedium with a lack of challenge, and there is little there compelling players to ever bother finishing the game.      


    102
    TalkBack / This Week's Virtual Console and WiiWare
    « on: December 01, 2008, 11:04:53 AM »
    This week brings the long-awaited Space Invaders: Get Even along with another for WiiWare and a redundant Virtual Console release.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17266

     This week's Virtual Console and WiiWare update brings us two new titles alongside an entry from an already represented Wii series.    


    Space Invaders: Get Even is the first WiiWare release of the week and it gives players a new take on the Space Invaders franchise. Rather than controlling the typical defender cannon, players get a chance to control the oft-defeated invaders. By pointing the Wii Remote, players will direct the invader UFO to destroy the Earthlings through use of five different attacks. Players will also be able to expand the initial bundle of the game with three expansions that include the rest of the levels of the game. Space Invaders: Get Even is rated E10+ by the ESRB and is available now through the Wii Shop Channel for 500 Wii Points ($5).    


    The final WiiWare game of the week comes from Hudson in the form of Pit Crew Panic!. Players will take control of a pit crew in this action game as they service the vehicles that stop in the pit. Up to a team of four players can take on the presented challenge, or two teams of two can face off in abnormal mode. Players will also be able to upload their scores to the online leaderboards to challenge the best scores around the world. Pit Crew Panic! is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    The lone Virtual Console release of the week is a redundant release of sorts, as the game has already been featured on a collection disc that released around the launch of the Wii. Metal Slug 2 for the NEOGEO allows players to embark on the side-scrolling action shooter quest to defeat Morden's remobilized Rebellion Army. Choosing from Marco, Tarma, Eri, and Fio, up to two players can fight their way to the end of the game using the various upgrades from the original title. Metal Slug 2 is rated T for Teen by the ESRB and is available now through the Wii Shop Channel for 900 Wii Points ($9).    


    WII-KLY UPDATE: TWO WIIWARE GAMES AND ONE VIRTUAL CONSOLE GAME ADDED TO WII SHOP CHANNEL    


    Dec. 1, 2008    


    After a long, lazy holiday weekend, it's time to shake off your post-Thanksgiving daze. Need some suggestions for boosting your activity level back into the red? Let the latest additions to the Wii™ Shop Channel be your guide: Take command of a UFO in an epic space battle, get your engine revving as the leader of a frenzied pit crew, or storm the battlefield in a high-tech military mêlée. With all this excitement, you may be ready for another vacation day sooner than you think.    


    Nintendo adds new and classic games to the Wii Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


    WiiWare™    


    SPACE INVADERS GET EVEN (Taito, 1 player, Rated E10+ for Everyone 10 and Older-Cartoon Violence, 500 Wii Points): The Space Invaders are back, and this time they're out to get even. Take control of a UFO and make those Earthlings pay by unleashing your fleet of heroic invaders against their puny tanks, fighter jets and artillery-but watch out for the massive boss awaiting you at the end of each stage. Use your invaders' five attack types and the might of the mother ship to rack up high scores, then upload them via Nintendo® Wi-Fi Connection and see where you stand in the global rankings. (Note: Router and broadband access required for online play. For more info, visit  www.nintendo.com.)    


    Pit Crew Panic! (Hudson Entertainment, 1-4 players, Rated E for Everyone, 800 Wii Points): Pit Crew Panic! is a frantic, action-packed game that unfolds on the racing circuit. During the game, the pit crew is not only faced with repairing vehicles, but also various WHATSITs. Handling the WHATSIT repairs is a pit crew made up of legendary beauties. The controls are simple: Just grab a member of the crew with the Wii Remote™ controller's A Button, then release the button when the Pointer is over the damaged PART, and that crew member will begin repairs. Assign repairs to the members of your team and provide support using the Wii Remote to send a fully repaired WHATSIT out of the pit as quickly as you can. The game features Normal mode, which can be played using one of two rules: Abnormal mode (players split into two teams and compete against each other) and Ranking mode (compete with players around the world for the top record). Each mode can be played with a maximum of four Wii Remote controllers, allowing you to team up with friends and family. Your teamwork could lead to outstanding records.    


    Virtual Console™    


    METAL SLUG 2 (NEOGEO, 1-2 players, Rated T for Teen-Blood and Gore, Violence, 900 Wii Points): Released in 1998 by SNK, METAL SLUG 2 is a side-scrolling military-action game. Players choose from Marco, Tarma, Eri and Fio, setting their sights on wiping out Morden's newly remobilized Rebellion Army. Just like the original METAL SLUG, players blaze a trail by shooting and jumping, but METAL SLUG 2 adds a new arsenal for you to command, including a heavy machine gun, a shotgun and even a laser gun, providing players with rich variety. Battle effects are packed in, as well-players turn into mummies after getting caught in poison gas coughed up by mummies. After picking up too many food items, characters turn fat, but they get an attack-strength upgrade. Two-player action is supported, too, so players can have a blast with their friends.    


    For more information about Wii, please visit wii.com.


    103
    TalkBack / Persona 3 Audio Discussion
    « on: November 30, 2008, 10:30:20 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=17265

      In an effort to display our immense love for Shin Megami Tensei: Persona 3 FES, myself, my wife (Chessa), and one of our good friends Jason Hillhouse got together and recorded a special podcast dedicated entirely to the game.    


    MP3 Format    


    Clocking in just shy of 40 minutes, this all out lovefest should give the unacquainted a taste of the game, and the already familiar a fun look back on one of the best games on the PlayStation 2.


    104
    TalkBack / This Week's Virtual Console and WiiWare
    « on: November 24, 2008, 02:53:12 AM »
    Bouncing onto WiiWare this week is RealMedia's first console title ever, a sure-to-be challenging Sudoku title, and a snotty adventure for the Virtual Console.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17251

     This week's update brings us two original titles for WiiWare alongside a truly disgusting platformer adventure title from the 16-bit era for the Virtual Console.    


    Boingz from RealArcade is this week's first WiiWare title and it tasks players with stretching, flexing, and flicking the titular characters around an alien world. Finding the magical gate will enable the Boingz to progress through the next thirty levels in this puzzle platformer. Players will be able to use the Boingz to work together to wake sleepy friends, explore surreal landscapes, and collect Twinklies along the sea floor. Boingz is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 1,000 Wii Points ($10).    


    Our second and final WiiWare title of the week is a Sudoku Challenge! from Digital Leisure Inc. Featuring three difficulty settings and over 100 million puzzles, Sudoku Challenge! will likely satiate even the most feverous of fans. Sudoku Challenge! is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 500 Wii Points ($5).    


    Our final title of the week and only Virtual Console game is the infamous Boogerman: A Pick and Flick adventure for the Sega Genesis. Players will control the belching, booger-flicking hero after Boogerman's alter-ego, Snotty Ragsdale, stumbles into an alternate dimension created by a machine in Professor Stinkbaum's lab. Boogerman will use his skills to defeat a variety of vomit-inducing foes and hopefully find his way back to the real world. After his pick and flick adventure, Boogerman later made a cameo appearance alongside Earthworm Jim in the N64 claymation fighter, ClayFighter 63 1/3 which has yet to see release on the Virtual Console. Boogerman: A Pick and Flick Adventure is available now through the Wii Shop Channel for 800 Wii Points ($8).    


      WII-KLY UPDATE: TWO WIIWARE GAMES AND ONE VIRTUAL CONSOLE GAME ADDED TO WII SHOP CHANNEL    


    Nov. 24, 2008    


    This week, it's all about you. By adding three new single-player games to the Wii™ Shop Channel, we're helping gamers turn their Wii time into "me time." That said, don't be surprised if you attract a crowd of onlookers with this remarkable lineup. From elastic critters and elaborate puzzles to a hero with highly questionable manners, these solo titles are suitable for sharing, but give your friends and family fair warning: They may have to wait a while for their turn once you've gotten a taste of the single-player fun.    


    Nintendo adds new and classic games to the Wii Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


    WiiWare™    


    Boingz (RealArcade, 1 player, Rated E for Everyone, 1,000 Wii Points): Stretch, flex and flick your way to freedom. A truly mind-bending experience, Boingz introduces you to cute, colorful, stretchable friends lost in an alien world, searching for the magical gates that will take them home. Boingz springs to life with 30 levels of puzzle-platforming fun. The Boingz are bendy little critters that can be pulled, stretched and flicked from place to place like rubber bands. It's a team effort, as all the Boingz will have to work together to unwind the game's puzzles. What's more, many of the Boingz have fallen into a deep slumber, and you'll have to lead the stronger Boingz to find and wake up their sleepy friends. Explore surreal landscapes, sail through the air like a trapeze artist, walk along the seafloor, and collect the Twinklies to power up your elastic-powered flights.    


    Sudoku Challenge! (Digital Leisure Inc., 1 player, Rated E for Everyone, 500 Wii Points): Now's your chance to play the brain-busting puzzle game taking the world by storm. With over 100 million Sudoku puzzles, you'll never see the same puzzle twice in Sudoku Challenge! You can select the classic nine-by-nine Sudoku game boards as well as Grand Sudoku, which challenges you to complete five intersecting Sudoku boards simultaneously. Just a beginner? Don't worry-with three difficulty options, even a novice player can complete a Sudoku with ease. But if you're a seasoned pro, challenge yourself in Expert mode and test your true skills. It's time to get your thinking cap on and see how many Sudoku puzzles you can conquer.    


    Virtual Console™    


    Boogerman™: A Pick and Flick Adventure (Sega Genesis, 1 player, Rated E for Everyone-Comic Mischief, 800 Wii Points): In this top pick from the Sega Genesis, play as Boogerman, the heroic alter ego of Snotty Ragsdale. While investigating Professor Stinkbaum's lab, Boogerman stumbles upon a strange machine that opens a portal to another dimension. Boogerman has a nose for adventure, but has he met his match in this sticky situation? Journey through dangerous worlds while battling wicked enemies like Fly Boy and Deodor Ant. Deal them a blow with Boogerman's super abilities: pick and flick with deadly precision, belch, and use his deadly signature stomp.    


    For more information about Wii, please visit wii.com.


    105
    TalkBack / Judge Dismisses Dead Rising Lawsuit
    « on: November 20, 2008, 11:52:14 AM »
    Regardless of the presented similarities, George A. Romero's company lost the copyright suit that claims Dead Rising as an infringement on their Dawn of the Dead property.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17240

     Last month, a lawsuit was filed against Capcom over their Dead Rising property by the MKR Group, George A. Romero's company, for copyright infringement of their 1979 film, Dawn of the Dead. Capcom motioned to dismiss the suit because the group had not presented any "protected element" of the movie that was infringed on.    


    In response to that, MKR Group presented the following list of items to the court:    


       
    • Both works are set in a bi-level shopping mall.
    •  
    • The mall has a gun shop, in which action takes place.
    •  
    • The mall is located in a rural area with the National Guard patrolling its environs.
    •  
    • Both works are set in motion by a helicopter that takes the lead characters to a mall besieged by zombies.
    •  
    • Many of the zombies wear plaid shirts.
    •  
    • Both works feature a subtext critique of sensationalistic journalism through their use of tough, cynical journalists with short brown hair and leather jackets as a lead male character.
    •  
    • Both works feature the creative use of items such as propane tanks, chainsaws, and vehicles to kill zombies.
    •  
    • Both works are a parody of rampant consumerism.
    •  
    • Both works use music in the mall for comedic effect.
    •  
    • Dead Rising's use of the word "hell" references the tagline for Dawn of the Dead's release ("When there's no more room in hell, the dead will walk the earth.").
    •  
       


    According to the presiding judge, Richard Seeborg, the only protected element of the list that Dead Rising may have infringed on is the parody of rampant consumerism. After examining both works, he found that while Dawn of the Dead exhibits these traits, Dead Rising does not to any extent. Its only theme "is confined to the killing of zombies in the process of attempting to unlock the cause of the zombie infestation. The social commentary MKR draws from Dawn of the Dead, in other words, appears totally absent from the combat focus found in Dead Rising."    


    As such, Capcom's motion for dismissal of the suit was granted yesterday morning.


    106
    TalkBack / Capcom Comments on Wii Sales of Okami
    « on: November 20, 2008, 03:13:29 AM »
    The worldwide sales of the Wii version have barely surpassed US sales figures of the PS2 original. However, Capcom expects Okami to still sell steadily because of word of mouth.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17236

     Christian Svensson, Vice President of Strategic Planning & Business Development for Capcom America, issued a statement regarding sales figures of Okami Wii. According to Svensson, sales of the Wii version of the game are at about 280,000 units worldwide while the PS2 version moved about 275,000 units in America alone.    


    Many publications have mistakenly reported that Okami Wii has finally surpassed sales of its PS2 counterpart, hence the comments from Svensson. Though Svensson did suggest that Okami Wii "was never predicated on reaching the sales of the PS2, so from a profitability standpoint, [Capcom is] relatively pleased with where it’s at and where it’s going."    


    Though Okami has not seen widespread retail success, Svensson reports that there is "slow, steady business" with the game, proving its staying power in the retail space. Svensson went on to say that he believes the "legs" Okami is exhibiting "is due to word of mouth from fans like all of you," and he urges players to "recommend it" if they "think it’s something [their] friends should be playing"


    107
    All corporate employees who worked in the studio have been laid off, quit, or moved to other projects.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17222

     The internal, lesser known studio, Blueprint of Electronic Arts has closed its doors for good due to the economic conditions of the United States.  Blueprint was an internal team, whose existence was never publicly announced by EA, partially because of their purpose within the company.    


    According to founding member, Neil Young, the studio was involved with changing the process of how EA Studios makes games, and with "fresh new properties that could span multiple forms of media". Part of the process involved tight integration with all involved members whether they were physically together or not. In order to reduce cost, the team leveraged modern technology to bind the distributed members, thus eliminating the need to have everyone on site in order to accomplish a goal.    


    Boom Blox was a product of Blueprint's efforts, and unsurprisingly Boom Blox 2, the unannounced sequel was going to be as well. Fortunately the project has been moved to another studio within EA, and is being made under the same methodology.    


    Armature, the company formed by ex-Retro Studio members, was also going to be an integrated member of Blueprint before Electronic Arts made the move to disband the internal studio.


    108
    Nintendo of America President Reggie Fils-Aime expects that for the first holiday season since the Wii's release, the company will be able to meet demand for the system.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17221

     In a recent interview with Forbes, Reggie Fils-Aime is reporting that Nintendo of America has "got a good shot at meeting demand during the holidays" with their Wii hardware. Unfortunately, Fils-Aime "knows [they'll] fall short" "with Wii Fit."    


    Fils-Aime also went on to talk about Nintendo's latest version of the DS hardware, the DSi. "The DSi in Japan was critical to that market … conversely our DS business … [is] running 19% above [our] 2007 [record] numbers." In light of that, "the strategic need for the DSi [won't] happen [until] later in 2009."    


    Finally, Fils-Aime touched on third parties and cited their lack of understanding of the Wii platform, and their lack of high-quality, top-tier titles. "I will be able to say our licensees 'get it' when their very best content is on our platform," he says. "And with very few exceptions today, that's not the case."


    109
    http://www.nintendoworldreport.com/blogArt.cfm?artid=17205

      Some recent comments from Epic President, Mike Capps really have a number of gamers quite angry. Capps has proposed the concept of selling games with unique codes only available to those who have purchased the games new. Those who purchase used would need to go online and purchase the end of the game, clearly in an effort to discourage purchasing used.    


    This isn't the first time game publishers have brought up the fact that they get burned on used game purchases; however, it is the first time something so radical has been proposed. While Capps has all right to be upset by this obvious injustice, withholding the ending of the game is not the proper solution to the problem.    


    Gaming will likely fade away if something like this was to happen because most people won't be willing to cough up the extra dough necessary to get the full game they already paid for. Not only will players need to pay for the content, but they will also need a reliable, high-speed internet connection in order to get the information. The rampant DRM will likely rub the dedicated gamer wrong as well, further segmenting the market that would be willing to take the plunge on this new system. By the time you pare away these unwilling parts of the market, the remaining devotees will not likely be large enough to subsidize the industry.    


    To an extent we have already seen this concept in practice; hiding content on the disc to be unlocked via a DLC code seems strongly familiar. Thankfully gamers have already rallied against these efforts which should send a strong message to the publishers.    


    It seems to me that there is an obvious solution to all of this: make games more affordable. I don't have any numbers or statistics to back this up, but I bet more people are buying games used on the 360 and PS3 now that the standard pricing of games is at $60. I'd bet that if games were a bit less, people would have less incentive to bother with a used copy when they could have the game new at a reasonable price. I believe more publishers should adhere to Iwata's philosophy of pricing games what they are worth rather than what publishers feel they should be. Or maybe publishers should start figuring out how to make games cheaper, rather than stretch for these "epic" games that aren't feasible in today's marketplace.


    110
    TalkBack / This Week’s Virtual Console and WiiWare
    « on: November 17, 2008, 10:33:36 AM »
    A new batch includes the fourth Strong Bad episode, a bean bag tossing original, and two more Virtual Console shooters.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17203

     This week’s update, like many others, features a healthy dose of Virtual Console shooters alongside two original WiiWare entries.    


    Strong Bad’s fourth episode, Dangeresque 3, continues the escapades of the titular character. This fourth episode chronicles the dirty cop, Dangeresque, the star of Strong Bad’s hand-crafted cinematic masterpiece. Players will guide Dangeresque in the direction of a couple large sacks of loot, all while pursuing his arch-nemesis, saving the world, and getting the girl. Strong Bad Episode 4: Dangeresque 3 is rated E10+ by the ESRB and is available now through the Wii Shop Channel for 1,000 Wii Points ($10).    


    The second WiiWare entry of the week, Target Toss Pro: Bags allows up to 16 players to partake in the classic game of Cornhole. For the unacquainted, Cornhole is a simple bean bag tossing game in which players must toss the bag into a hole on a raised platform.  It is often played at tailgate parties before sporting events and typically involves alcohol consumption. Target Toss Pro: Bags is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 700 Wii Points ($7).    


    The first of this week’s Virtual Console shooters is Space Invaders: The Original Game, a port of the original arcade game to the SNES. Players must defeat the descending aliens before they reach the bottom of the screen with the aid of only a cannon, and a few small barriers. The game also includes a two-player versus mode that allows players to race to defeating the invaders the quickest. Space Invaders: The Original Game is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    Capcom’s Forgotten Worlds for the Sega Genesis marks the final Virtual Console shooter of the week. Forgotten Worlds is of the run-and-gun variety (e.g. Contra, Gunstar Heroes) and allows one or two players to blast away the Nameless Ones, a group of aliens who have enslaved the human race and turned planet Earth into the Forgotten World. Unlike most shooters, Forgotten Worlds allows players to fire to aim and shoot in 360 degrees. Forgotten Worlds is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


      WII-KLY UPDATE: TWO WIIWARE GAMES AND TWO VIRTUAL CONSOLE GAMES ADDED TO WII SHOP CHANNEL    


    Nov. 17, 2008
       


    The ever-growing library of games on the Wii™ Shop Channel truly offers something for every gaming occasion, as seen in this week's new additions. Want to settle in for a few single-player laughs? Check out the latest hilarious Strong Bad adventure. Socializing with friends? Target Toss Pro: Bags lets you play with as many as 15 of your pals. Gathering with family? Even your grandparents can enjoy the arcade classic SPACE INVADERS®. And the side-scrolling action of FORGOTTEN WORLDS™ provides a wickedly fun diversion for solo gamers and fantasy-loving groups alike.    


    Nintendo adds new and classic games to the Wii Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a broadband Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


    WiiWare™    


    Strong Bad Episode 4: Dangeresque 3 (Telltale Games, 1 player, Rated E10+ for Everyone 10 and Older – Alcohol and Tobacco Reference, Crude Humor, Mild Cartoon Violence, 1,000 Wii Points): Move over, generically buff action heroes. Strong Bad is here to show you how it's done in his hand-crafted cinematic masterpiece, Dangeresque 3: The Criminal Projective. You play Dangeresque, a dirty cop in pursuit of a little action and several big sacks of cash. Can our hero stay alive long enough to defeat his arch-nemesis, save the world and get the girl? Looks like he's gonna have to jump.    


    Target Toss Pro: Bags (Incredible Technologies, 1-16 players, Rated E for Everyone, 700 Wii Points): Target Toss Pro: Bags is a new video game based on beanbag toss, the nation's hottest backyard and tailgate sensation. Bags – or Cornhole, as it's called in some parts of the country – originated in the Midwest in the 1960s and has since become a staple at outdoor social events from coast to coast. Similar to horseshoes, Bags is a deceptively simple yet extremely competitive game where players try to toss beanbags into a hole in a slightly raised platform or "box" for points. Whether at a tailgate party or a summer barbecue, the game has become a social focal point, and the unmistakable thud of bags hitting the box is now a universal party soundtrack.    


    Virtual Console™    


    SPACE INVADERS: The Original Game (Super NES™, 1-2 players, Rated E for Everyone, 800 Wii Points): Experience one of gaming's iconic franchises in this perfect rendition of the arcade classic. Take aim at the field of invaders relentlessly marching toward you. Move quickly but carefully, using the barriers for protection as you avoid missiles fired by the aliens and try to destroy all of them before they reach the bottom of the screen. Further enhance the nostalgia by choosing from several modes that simulate different versions of the arcade game (such as upright cabinet or black-and-white). Or if you want to prove your superior skills to a friend, try the new VS mode and see who can stop the alien menace the quickest. All in all, it's pure gaming at its best, now with no quarters required.    


    FORGOTTEN WORLDS (SEGA GENESIS, 1-2 players, Rated E for Everyone – Fantasy Violence, 800 Wii Points): FORGOTTEN WORLDS is a one- or two-player side-scrolling shooter made by CAPCOM. It was one of the first games to incorporate 360-degree aiming and shooting. This SEGA GENESIS version provides the same impact and intensity of the classic arcade game. In the 29th century, without warning, warships broke through the sky, loaded with fiendish aliens. They rained down fire, bombs, missiles and napalm, leaving the land barren and inhospitable. Humanity was enslaved and Earth became known as the Forgotten World. In a hidden place, a group of brave humans raised two male children in secret. They brought up the young men as warriors, training them for battle. The two warriors emerged as armed machines of might, strength and super power – the Nameless Ones. Fight the hateful invaders as the powerful Nameless Ones. Collect Zenny to upgrade your weapons and satellite, and free the planet.


    111
    TalkBack / INTERVIEWS: Tales From the New World: Teruaki Konishi
    « on: November 14, 2008, 09:29:28 AM »

    112
    TalkBack / REVIEWS: Naruto: Clash of Ninja Revolution 2
    « on: November 11, 2008, 08:27:34 AM »
    Otherwise known as Naruto 2008.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17163

     The Naruto: Clash of Ninja series, first brought to America on the GameCube, has been going strong for almost three years now.  Clash of Ninja Revolution 2 marks the fourth entry here in the U.S., but little seems to have changed since 2006's Naruto: Clash of Ninja 2.    


    As with the previous iterations, players are placed in a 3D arena and pitted against as many as three other opponents. The game's simple control scheme is easy to use, but it also possesses a level of mastery similar to that of the Wii's other standout fighter, Super Smash Bros. Brawl. Players can make use of weak attacks, strong attacks, special techniques, throws, and dodges to dispense with their enemies. Controlling this variety of moves is quite simple regardless of which scheme you decide to use; whether it is the GameCube controller (with D-Pad support), Classic Controller, or the Wii Remote and Nunchuk, players will likely be able to jump right into the action and perform competently in battle. Of course, the GameCube Controller/Classic Controller is suggested for more serious play, though in a party situation, the Wii Remote and Nunchuk can be subbed in thanks to the improved motion controls .    


    As with many four-player fighting titles, players are able to battle in a variety of different ways, including every possible team combination with players up to four or a free-for-all in the same fashion. Additionally, Revolution 2 has added the option for two-on-two tag team battles, during which players tag in and out of the ongoing one-on-one match.    


    As with all of the previous iterations, the core mechanics hold up well and prove fun in both a single-player and party environment. Naturally, mastery of the game diminishes enjoyment of the single-player offering, but the Story mode of Revolution 2 is much more fleshed-out than in prior games; it's also  totally unique and original since it has never been released in America or Japan. Fans of the anime will likely want to play through the game just for the original encounters and experiences told via light in-game cutscenes and comic book panel scenes.    


    The expanded roster and stage selection are also nice additions, but they're also the only two real additions to the game. Players holding out for some interesting new improvements (myself included) will likely be disappointed that the game does not include anything notable. Thankfully, the expanded roster feels mostly balanced with a few of the unlockable characters being slightly overpowered in comparison to the rest, but nothing game-breaking.    


    Surprisingly enough, the summarization written by staff alumni Karl Castaneda in his http://www.nintendoworldreport.com/reviewArt.cfm?artid=14828">Naruto: Clash of Ninja Revolution review still rings true today. None of the called-for improvements on the series have been made. Online play is still missing, the visuals are still rough around the edges (even with the newly-added 480p support), and the core engine has been only tweaked slightly from past iterations. There is no doubt that Revolution 2 is the best of the series, but it's hard to recommend to owners of any of the previous games dating back to Clash of Ninja 2.    


    Players who have yet to experience the Clash of Ninja series and die-hard fans of the anime should without question grab Revolution 2. However, anyone who owns either Clash of Ninja 2, Gekitou Ninja Taisen 3/4, or Clash of Ninja Revolution should probably hold off on a purchase as the game has not changed significantly enough to warrant one.

    Pros:
           

  • (Mostly) Balanced roster
  •  
  • Full-fledged, original story
  •  
  • Four-player simultaneous multiplayer


  •        Cons:
           
  • Game is largely unchanged from previous iterations
  •  
  • Still no online play


  •                Graphics:  7.0
           The visuals still haven't changed from previous iterations, but thankfully this time around we have 16:9 480p support.

                   Sound:  6.0
           The game's music is decent but ultimately forgettable. The voice actors from the American version of the show have provided the game's dialogue, which is either a blessing or a curse depending on your preferences.

                   Control:  9.0
           The game controls smoothly and easily regardless of which control option you choose. The Wii Remote and Nunchuk controls have been retooled resulting in tighter control than the previous Wii entry, but the Gamecube Controller/Classic Controller still reigns supreme.

                          Gameplay:  7.0
           To summarize Revolution 2's gameplay, allow me to quote Karl Castenada: “The core system in the Clash of the Ninja series is definitely solid, but it's become a bit stagnant since the franchise debuted. Some serious gameplay additions and refinements need to be made.”  Thanks, Karl.

     


           Lastability:  9.0
           The four-player multiplayer offers  nearly unlimited gaming when friends are around; however those playing the game alone will likely grow tired of the single-player modes and fighting bots.

     


           Final:  8.0
           Naruto: Clash of Ninja Revolution 2 stands up as one of the best fighters on Wii, unfortunately it has evolved very little since Clash of Ninja 2. Players who have yet to experience the series should undoubtedly seek out this title, however those already familiar with any past iterations, beyond the original, should probably wait for the next iteration that will hopefully include online play and some new concepts that breathe new life into the core concepts of the game.      


    113
    TalkBack / REVIEWS: Pipe Mania
    « on: November 06, 2008, 11:13:01 AM »
    The sequel/remake of the PC classic stands the test of time.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17141

     There is no shortage of puzzle games on the DS. Since the initial launch of the system there have been countless puzzle titles, satisfying every niche customer of the genre. One of the latest entrants, Pipe Mania, does its part in further expanding the puzzle category.    


    Pipe Mania  has players simply completing a gap in a pipe between an entrance and an exit by placing pipe pieces on the board, thus directing the flooze and avoiding spillage.  There are a few variations on this basic premise, which has remained intact from the PC original.    


    Players are given a block of time before the flooze starts flowing to build the piping structure. Initially, the time proves more than adequate to place the required number of pipe pieces to finish the structure, but as you progress through the game the allotted time will seem far too short to complete the massive structure required. Like other grid games, such as Tetris, the piece provider is random; thus every time a level is played, a new strategy must be built.    


    Unlike many other puzzle games which reward the most efficient, shortest path to a solution, Pipe Mania encourages players to build the most extravagant pipe flow and take advantage  of every open grid on the board. More pieces ultimately equal a higher score, which in turn means a higher ranking (Bronze, Silver, and Gold). However, players must also learn to manage point loss in order to maximize score. Point loss is inevitable in every level of the game. Players will not be able to use every piece and must destroy unused pieces by placing a new piece on top of the old one, at a point cost of course. Any pipe pieces left on the grid without flooze flowing through it will cost players far more than simply destroying the pieces.    


    Players are presented with the  original quest from the PC version as well as a new one, along with some other simple puzzles that involve completing a structure as quickly as possible to achieve the highest score. The basic mechanics of the game prove to be interesting and fun, with the ranking structure really working in the game's favor. Completing a level is never enough for the hardcore puzzler. With a ranking system, replaying each level is encouraged to achieve the highest score and ranking possible.    


    Both the music and graphical presentation of Pipe Mania are basic, complementing the overall simple style of the game. Each world provides players with a new musical track and look, but both vary only slightly from the preceding level.    


    Pipe Mania is a great pick-up-and-play title that anyone can enjoy, especially with the smooth touch screen implementation the DS version brings to the table. The game is best enjoyed in short bursts due to its very basic gameplay, making it perfect for work commutes or breaks throughout the day.

    Pros:
           

  • Pick-up-and-play accessibility
  •  
  • Simple, but fun


  •        Cons:
           
  • Long play sessions become tedious


  •                Graphics:  5.0
           The game employs the most simple of graphics to depict the on-screen action. Given the simplicity of the title, some visual flair would've been greatly appreciated.

                   Sound:  5.0
           All of the game's tracks are simple and similar, adding nothing more than background noise. The sound effects are also basic and don't do much more than provide audio cues alerting the player of the status of the flooze.

                   Control: 10.0
           Whether you are using the D-Pad controls or the touch screen controls, problems never arise. Naturally the touch control provides for a quicker, smoother experience, but in either case the game is responsive and intuitive.

                          Gameplay:  8.0
           In short sessions, the game is perfect. Whether you are completing new levels or working towards a new high score, short experiences are always enjoyable. Due to the game's simplicity, long play sessions become tedious.

     


           Lastability:  8.0
           Essentially, Pipe Mania will last as long as you want it to. With a couple of puzzle modes, a couple of quests, and the ability to earn medals/high scores, there is plenty to do. It will last for quite a while if you play the game in the intended fashion.

     


           Final:  7.0
           Pipe Mania was made for quick session gaming. If players intend on experiencing the game in that manner, there is plenty to enjoy and appreciate. Puzzle fans who have never experienced the series before should not hesitate to purchase, but those who have had their fill of the PC original will likely want to avoid this latest installment as little has changed.      


    114
    TalkBack / REVIEWS: Wii Music
    « on: October 21, 2008, 06:29:03 AM »
    Music to your ears, or a cacophonous mess?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17031

     Wii Music has been quite the discussion piece since it was first demonstrated at this year's past E3. Its presentation at the press event rubbed many gamers the wrong way and the floor impressions were no better. After extensively combing through the game, it's obvious that the game is not deserving of all the derision it has received, though it is far from perfect.    


    To save people the effort of reading this whole review, I strongly suggest that if you have no one to play Wii Music with, refrain from purchasing. As with Wii Sports, Wii Music is meant to be played in a group. Solo players will not truly enjoy the centerpiece of the game, Jam Mode, and will quickly exhaust the side games, Mii Maestro, Pitch Perfect, Handbell Harmony, and Drum Mode. However, in a group, players will greatly enjoy implementing the various pieces that compose a song.    


    Contrary to popular belief, Wii Music's Jam Mode isn't really about playing a variety of instruments. Instead, it's more about playing the various parts which comprise a song. Melody, harmony, bass, and percussion are the real choices, and each part can be played with an assortment of instruments. Surprisingly, the band cohesion required to produce a melodic rendition of a song is much greater than in Rock Band. If each band member is set on his own course that doesn't match up timing-wise with the rest of the band, cacophony is destined. However, if each band member can manage to play in sync with each other, the result is truly something to behold.    


    As players obtain a better understanding of what exactly is harmony, as opposed to melody, they can start using more of the advanced moves while mimicking the instruments to produce unique-sounding parts, making the game more challenging and fulfilling. The ability to then save performances, create album cover art, and share with Wii friends (who can in turn alter the rendition) extends alone play when the party is over. Players can also relax and create their own semi-random music in the free play mode with any given instruments, using tutes to fill in for the missing parts.    


    Mii Maestro mode and the Handbell Harmony mode complement the Jam Mode and provide a more game-oriented spin on the game's concept. In Mii Maestro, a single player will be graded on how well the orchestra is conducted, whereas with multiple players, the game will rate how close each of the performances are to each other. In either case, the mode's scoring system makes it quite fun to play, giving players a tangible goal to work towards. Handbell Harmony will instantly remind players of Donkey Konga (or Guitar Hero): players need to ring the two bells (the Wii Remote and Nunchuk) as notes pass over the markers on the left side of the screen. Regardless of the number of human players, the song is a four-part effort. Success or failure is immediately obvious as it is being played though a score is still assigned based on percentage of correctly hit notes. Unfortunately, while both modes are enjoyable, they have limited appeal due to the small number of songs available.    


    Players considering Wii Music should immediately discard any interest in picking up a Balance Board for the Drum Mode. Pressing the Wii Remote and Nunchuk buttons to hit different pieces of the drum kit is awkward and aggravating. I don't care what Ravi drum master extraordinaire says, Wii Music drumming is terrible and should've been scrapped during internal play-testing.    


    In contrast to the awful Drum Mode, Wii Music's presentation is actually very solid. The game uses your system's Miis in fun ways and mixes them in with the Henson-like tutes, another nice addition. Wii Music hits a flat note again, though, with its MIDI renditions of the songs. Though MIDI was a necessity to produce the desired experience, it seems as though better fidelity could've been included with some more determined effort. The song selection also leaves quite a bit to desire. None of the songs are particularly modern (or very good, for that matter), and the library is light on Nintendo tunes, which is a shame because they are the most enjoyable songs in the game.    


    It's odd to finally experience the infamous Wii Music. The game is a great learning tool for the musically inexperienced. It teaches rhythm and music composition, and helps foster creativity. Its focus is totally different from the more typical rhythm games, and it accomplishes its goal. However, the game is not meant for solo play and isn't really suited for the more musically apt, either. Players who are versed in music may find themselves quickly bored by the experience, as it retreads concepts they are already clearly familiar with.    


    Overall, if you were excited for Wii Music, you should not hesitate to purchase the game. However, those on the fence should wait for a price drop and pick it up as a formidable and unique party game to experience with friends and family.

    Pros:
           

  • A bunch of fun in a party setting
  •  
  • An excellent learning tool for beginners
  •  
  • Mii Maestro and Handbell Harmony Modes


  •        Cons:
           
  • Awful MIDI quality instrumentation
  •  
  • No create-a-song mode
  •  
  • Playing alone sucks
  •  
  • Drum Mode


  •                Graphics:  9.0
           The game is presented beautifully with excellent Mii inclusion and a cool tute design that is reminiscent of Hanson puppets. As with other Wii titles, like Wii Sports and Wii Fit, the game's graphical presentation is simple, but fitting and perfect for the target family audience.

                   Sound:  5.0
           The low fidelity MIDI samples sound poor, and are quite distracting.

                   Control:  8.0
           If you've seen the instrument played before, you know how to play it in Wii Music. This fluid control scheme makes it easy for anyone to jump in and go nuts with any of the instruments. If anyone isn't certain of how to control an instrument, a nice tutorial at the beginning of the game ushers in even the unacquainted. The more ridiculous sound makers, like the dog suit, aren't immediately obvious how to control and take some experimentation. Drum mode is terrible and awkward.

                          Gameplay:  7.0
           The jam mode is great in a group setting but pretty lackluster otherwise, giving the game somewhat limited enjoyment. Mii Maestro and Handbell Harmony are fun, but the song selections for these modes are too limited to consider them a real asset.

     


           Lastability:  7.0
           Like Wii Sports, players will be tossing this in their Wii for years to come whenever friends or family come over. Playing the game outside of such situations seems unlikely after a week or two.

     


           Final:  7.0
           Wii Music is sort of a game, but it's sort of a toy, too. Real musicians and players without easy access to three friends or family members won't connect with the title to any degree. However, if you can gather a virtual band and rock out on a regular basis, Wii Music has the potential to be a very fulfilling and unique title.      


    115
    TalkBack / REVIEWS: World of Goo
    « on: October 17, 2008, 05:43:07 PM »
    How did three guys make this game?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17003

     On face value, World of Goo seems like a rather bland game that involves building a tower by placing points in 2D space and amounts to nothing more than a stylized 2D physics demo. However, upon further inspection World of Goo proves to be an amazingly deep experience with charm, character, and style.    


    World of Goo has a fairly simple premise: link together a variety of goo balls to reach the exit pipe. As long as you have the requested number of goo balls remaining unused, they will travel along the structure you've built and out the exit pipe, thus completing the level's goal. Any goo balls that make it to the exit pipe in excess of the goal amount will be shipped off to the World of Goo Corporation, where players can use them to construct the largest tower possible, similar to the original prototype, Tower of Goo.    


    Thankfully, reaching the exit is never a simple affair and requires efficient use of the level's structure to avoid destroying the goo balls on hazards. In the opening chapter, players are only given access to the black goo balls, which can be linked to a maximum of two other goo balls and can not be moved once placed. In subsequent chapters, players are introduced to other types, such as the green goo balls that can be linked with up to three other goo balls and can be unattached and reused. This ability results in situations where players can "climb" the goo balls up surfaces by constantly rebuilding the goo structure upwards in a narrow opening.    


    2D Boy has said before that the game couldn't be done anywhere that didn't have access to a pointer, and that proves to be completely true in practice. The game controls quite smoothly with the Wii Remote, allowing players to simply point at the screen and push the A button to grab and hold goo balls. Linking the goo balls to the structure is also a breeze. Holding the pointer near other goo balls will bring up link guidelines, displaying how the structure will look upon placement of the goo ball. Though the game will display the intended structure, it gives no indication of the physical effect on the structure. Placing that particular goo ball may cause the whole tower to tilt, due to the quasi-realistic physics of the game.    


    As expected, the chapter progression brings harder and more involved challenges that require more tactful usage of the different goo balls. Additionally, each chapter contains a "boss level" that has a goal unlike the other stages of the game. These levels are used to convey a piece of the story and have more abstract goals that are interesting to discover and fun to experiment with.    


    Simply completing World of Goo will take players on the magnitude of eight to ten hours. Players can then go back and attempt the "OCD" challenges to extend their play time, or build up the highest tower possible in the World of Goo Corporation mode.    


    To complement the innovative and clever puzzles are amazing production values that surpass those of nearly all retail titles. Most players will immediately connect with the Tim Burton-esque art style, the Danny Elfman-esque music, and the Tim Schafer-esque humor conveyed through the various signs located in each of the levels. The sound effects help bring the goo balls to life; reacting to touch and placement, their sounds also help make the game feel more tangible. The clean cut graphics are a nice touch as well, making the game shine that much brighter. When it comes down to it, even the game's menus are unique and interesting.    


    Perhaps the most stunning part of World of Goo is the fact that it was created by a team of three people. The game should serve as a guide and an inspiration to independent developers everywhere. Even without a big budget and publisher backing, a stunning game experience can still be produced, particularly within the WiiWare boundaries.    


    World of Goo should not be passed over by a single gamer. It is easily the best WiiWare game to date and, perhaps, one of the best this generation.

    Pros:
           

  • Gameplay is addictive, fun, and varied
  •  
  • Unique and fitting art style
  •  
  • Epic music and perfect sound effects
  •  
  • The Sign Painter!


  •        Cons:
           
  • The first chapter is a slow start


  •                Graphics: 10.0
           The clean cut graphics and wacky art style feel like a combination of Tim Burton and Dr. Seuss, providing for an interesting landscape to build your goo structures.

                   Sound: 10.0
           Elfman-esque style continues to give the game an epic soundtrack that sets the tone of the game. The sound effects also complement the art and give the game a tactile feeling.

                   Control:  9.0
           The Wii Remote makes the simple point-and-grab controls easy and accessible. The camera proves to be the only shortcoming of the controls. It is sluggish at times and could've been easily corrected with a sensitivity setting.

                          Gameplay: 10.0
           With the variety of goo balls, simple puzzles, and at times adventure-like gameplay, the game never gets stale and never loses the player's interest. Some levels can be quite challenging or overly abstract, but they tend to serve as a motivator rather than an agitator.

     


           Lastability: 10.0
           The eight to ten hour quest is quite sizable for a WiiWare title, and it is extended through the ability to achieve an OCD ranking on each level. The World of Goo Corporation mode lets players build the biggest tower possible, or just fool around with the goo balls, which can be fun for quite a while.

     


           Final: 10.0
           It's not often that a game delivers on every front imaginable, but World of Goo manages to do it. The game is pure fun and manages to stay fresh from beginning to end. If you have access to a Wii and the Internet, you know what you need to do…      


    116
    TalkBack / RealNetworks Announces Boingz
    « on: October 09, 2008, 09:59:19 AM »
    The popular PC-based company has thrown in support for Nintendo's WiiWare service with the physics-centric puzzler, Boingz.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16948

     RealNetworks announced during the Nintendo Fall Media Summit 2008 their support for the WiiWare service with their brand new title Boingz. Developed by NinjaBee, Boingz marks Real's first entrance to the console market.    


    Boingz is designed specifically for the Wii and takes use of the unique motion controls provided by the system. Players will grab, stretch, and fling the titular characters around the screen to solve a variety of puzzles over a selection of thirty levels. Building bridges, traversing the sea, and navigating through a variety of colorful worlds will be necessary to bring the Boingz home from the Alien world they have found themselves trapped on.    


    Boingz will be available through the Wii Shop Channel soon for an unspecified number of Wii Points.    


    RealNetworks Announces Support For WiiWare    


    Boingz to soon be available as Real's first WiiWare title    


    SAN FRANCISCO — October 3, 2008 — From Nintendo's Fall Media Summit, digital entertainment services provider RealNetworks®, Inc. (NASDAQ: RNWK) today announced Boingz, its first WiiWare™ game for the Wii™. Designed specifically for the Wii platform and its unique motion controls, Boingz will be available exclusively on WiiWare soon. Marking Real's entrance into the console market, the game will be shown for the first time today at Nintendo's Fall Media Summit.    


    "We are thrilled at Nintendo's ability to continue bringing countless new fans to casual games with the Wii," said Matt Turetzky, vice president of content and non-PC platforms in the Games Division of RealNetworks. "With the launch of Boingz, we are taking our casual games to living room consoles for the first time and taking advantage of the unique game play capabilities of the system to craft a casual experience targeted specifically for Wii gamers."    


    Developed by the award-winning studio NinjaBee and published by Real, Boingz introduces players to bendy, stretchy little critters who've found themselves scattered about an alien world. Players must help the Boingz free the rest of their friends and find their way back home by solving a series of addicting, mind-bending puzzles across thirty levels of fun. Using the Wii Remote™ to grab, stretch and fling the rubber-band bodies of the Boingz, players direct the team one by one to bounce around the environments, traverse the seas and even build bridges with their own bodies. Created exclusively for WiiWare, the single-player world of Boingz is a surreal, colorful landscape that will entertain players of all ages.    


    "Working with RealNetworks has allowed us to branch out to Nintendo's Wii and create an innovative new IP with awesome physics and fantastic visuals," said Steve Taylor, President of NinjaBee. "While we are best known for our collection of titles on other platforms, Nintendo's WiiWare will bring to life a game that we have wanted to make for a long time and believe fans will truly enjoy."    


    RealNetworks' Games Division is a leader in the casual games industry worldwide, with a vertically integrated development, publishing, licensing, distribution and retail business. Casual games are family friendly and easy-to-learn but often difficult to master. In addition to WiiWare, Wii and the Nintendo DS™, RealNetworks offers titles for the PC, Mac, and a variety of mobile handsets and portable gaming devices.    


    "Boingz" will be available soon for download via WiiWare. WiiWare games can be found in the Wii Shop Channel. For more information, go to: http://www.gamehouse.com/wii/">http://www.gamehouse.com/wii/.


    117
    TalkBack / No More Heroes: Desperate Struggle Announced
    « on: October 09, 2008, 01:02:22 PM »
    A Wii sequel to the cult hit has been unveiled by Marvelous Entertainment at the Tokyo Game Show.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16937

     Marvelous Entertainment has announced No More Heroes: Desperate Struggle, a sequel to Suda 51's cult hit for Wii. The same team and designers responsible for the first No More Heroes have returned for the second, meaning Suda 51 and Grasshopper Manufacture will remain in full control of the story and characters.    


    Not much is currently known about the game other than the fact that it is once again being made exclusively for Wii and will focus on the exploits of Travis Touchdown. Desperate Struggle will feature Travis fighting for revenge with a more serious attitude than was shown in the original.    


    Marvelous Entertainment has also revealed that the game is scheduled for a January 2010 release in America and a February/March 2010 release in Europe, with no word yet on a launch date for Japan.    


    Thanks to Bill Aurion in the forums for the information!


    118
    TalkBack / Naruto: Clash of Ninja Revolution 2 Release Date Set
    « on: October 09, 2008, 03:16:05 AM »
    The sequel to the Wii fighter has gone gold and will be coming to stores in America soon.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16934

     Tomy Corporation and D3Publisher announced yesterday that the latest addition to the Nintendo exclusive fighting series, Naruto: Clash of Ninja Revolution 2, has gone gold. Additionally, the release date has been set for October 21, a mere two weeks away.    


    The game is set after Sasuke leaves the Hidden Leaf Village to gain more power from Orochimaru. Players will be able to leverage 35 characters from the Naruto universe, as well as improved mechanics and new fighting modes, to become the best ninja in the world.    


    Similar to its predecessors, Ninja Revolution 2 will feature a 3D fighting plane, up to four simultaneous players, and destructible stages.    


    NARUTO Readies for Battle on Nintendo Wii™    


    NARUTO™: Clash of Ninja Revolution® 2 Goes Gold, Soon to be Available to Ninja-in-Training Everywhere    


    LOS ANGELES - October 7, 2008
       


    TOMY Corporation and D3Publisher, publishers of interactive entertainment software, have announced that NARUTO: Clash of Ninja Revolution 2 for the Nintendo Wii™ has gone gold and will be shipping to stores on October 21st. Based on the hit animated series by VIZ Media, Clash of Ninja Revolution 2 offers an all-new storyline that takes Naruto and the Anbu to lands beyond the Hidden Leaf Village, challenging sinister villains created just for North America. With 35 playable characters, improved gameplay mechanics, and new fighting modes, NARUTO: Clash of Ninja Revolution 2 brings the ultimate jutsu-testing experience to the Wii this fall.    


    "We've crafted a NARUTO fighting sequel that is both intense and action-packed," said Laura Yoshioka, director of consumer software at TOMY Corporation. "New players and dedicated Naruto fans alike will enjoy the original story, as well as the polished fighting system and the huge cinematic special moves."    


    About NARUTO: Clash of Ninja Revolution 2    


    NARUTO: Clash of Ninja Revolution 2 is set to provide players with quality fighting game mechanics and a fast-paced gameplay experience on Wii. Set after Sasuke leaves the Hidden Leaf Village to gain more power from Orochimaru, the title offers a slew of playable characters, including those developed especially for the storyline. Clash of Ninja Revolution 2 features destructible stages and four-player multiplayer battles, along with gameplay modes and characters not yet seen in the Clash of Ninja series.    


    For more information on NARUTO please visit www.naruto.com. For more information on NARUTO: Clash of Ninja Revolution 2, please visit Naruto.Tomy-usa.com.


    119
    General Chat / Moving to Florida
    « on: October 08, 2008, 02:26:09 PM »
    After some significant looking(and applying) around the East Coast, I was finally offered something worth taking down in Tampa, FL.

    Naturally, I'm making a move down there to start the job. October 25th appears to be my departure date with an arrival date of probably the next day or the day after. I'm looking forward to the move and I'm hoping it goes well.

    Anybody on the boards live in Tampa, or Florida at large?

    120
    TalkBack / PREVIEWS: Age of Empires: Mythologies
    « on: October 06, 2008, 02:55:21 PM »
    Based on the Age of Empires: Age of Kings critically acclaimed engine, Mythologies will feature the same gameplay and design of its predecessor.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16893

     Age of Empires: Mythologies aims to be the ultimate portable strategy game on the market, featuring refined gameplay, a more robust multiplayer mode, and more extensive replay value than the preceding DS Age of Empires game, Age of Kings. Mythologies will have players shaping the destiny of three ancient cultures, Egyptian, Greek, and Norse.    


    Similar to other Age of Empires games, players will build massive armies, wage war, and explore new frontiers. Players will now also have the ability to channel the power of the gods, waging acts of nature upon their enemies. Powers include lightning storms, earthquakes, and even plagues, all of which can be utilized to dominate the enemy.    


    Expanding on the single player experience, the new multiplayer will support four player battles both locally and over the Nintendo WiFi Connection. Players will have access to more maps, customizable rules, and a new Skirmish mode that allows players to build their own custom starting armies. Furthermore, players will be able to share a single card's multiplayer options and a subset of maps will be available for play.    


    Age of Empire: Mythologies will be available for the DS this November.


    121
    TalkBack / This Week's Virtual Console and WiiWare
    « on: October 06, 2008, 06:23:12 PM »
    Featuring two Virtual Console titles from Camelot and two brand new WiiWare titles, another solid week of Wii Shop Channel updates is upon us.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16878

     This week's update brings two Camelot classics from the Genesis and the Nintendo 64 as well as two titles from smaller developers on WiiWare.    


    Midnight Bowling for WiiWare allows up to four people take use of the Wii Remote to bowl their way to victory. The game features two modes, Party Mode for four player multiplayer and Career Mode that allows players bowl for the top spot in the world circuit at the trendiest alleys available. Midnight Bowling is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    MadStone, the second WiiWare release of the week, is a new falling-block puzzler that tasks players with clearing a path for the elemental MadStones so that they may reach the bottom of the screen. Players will need to eventually build their skills to the point where they can set up huge combos in order to effectively clear the screen. If players tire of the single player journey, the two player competitive multiplayer mode provides some variety. MadStone is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    The first of two Camelot Virtual Console releases this week is Shining Force II for the Sega Genesis. The RPG puts players in the shoes of Bowie, a young swordsman who must save the kingdom of Granseal from the Devil King who is resurrected when a thief steals two jewels from the Tower of the Ancients. Guiding the Shining Force to the Holy Sword and the stolen jewels is the only way peace may be restored to the world. Shining Force II is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    This week's final release and first N64 title in five months, is Mario Golf. Players will be able to golf through six unique, 18-hole courses and ten different modes with residents of the Mushroom Kingdom on their home turf. Mario Golf is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 1000 Wii Points ($10).    


    Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel    


    Pop quiz: What do you get when you add together 10 pins, 18 holes, two stolen jewels and hundreds of tumbling blocks? Never mind arithmetic—the answer lies in this week’s excellent additions to the Wii Shop Channel™. Wii™ lovers on the lookout for fresh gaming thrills can take their pick from a lively lineup that includes electrified bowling, Mario-styled golf, inventive puzzles and fantastic battles. Better yet, try out all four games and watch the fun grow exponentially.    


    Nintendo adds new and classic games to the Wii Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week’s new games are:    


    WiiWare™    


    Midnight Bowling™ (Gameloft, 1-4 players, Rated E for Everyone, 800 Wii Points): Plunge directly into the trendy and electric atmosphere of Midnight Bowling. With awesome playing sensations, prepare for ultra-fun gaming thanks to a new physics engine that lets you control your throws precisely and easily with your Wii Remote™ controller and make spectacular spins that will impress your opponents. Face up to three friends in the fun party mode, where your playing abilities will be put to the test. Whatever your experience level, launch yourself into the immersive career mode, where you will play in the trendiest bowling spots on the planet against charismatic characters that will give you a run for your money.    


    MadStone  (Riverman Media, 1-2 players, Rated E for Everyone, 800 Wii Points): Time is short. Earth trembles as the forces of nature stir and grow restless. Can you turn the tide? In this dynamic puzzle game, you must clear the path for your elemental MadStones to reach the bottom of the screen. Blocks can be broken by striking them directly or by the force of falling objects. The novice tries frantically to break enough blocks, while the master sets up cascading collapses with only a handful of direct strikes. As two sides struggle for domination, titanic forces build, only to be unleashed in an earth-shaking final confrontation. Experience the mystical single-player journey, or challenge a friend in competitive two-player mode.    


    Virtual Console™    


    Mario Golf™ (Nintendo 64™, 1-4 players, Rated E for Everyone, 1,000 Wii Points): Mario™ takes a well-deserved break from his role as the Mushroom Kingdom’s busiest hero and returns to the links for some world-class golfing action. Since no one likes to hit the fairways alone, he’s brought along a group of friends—both familiar characters and brand new ones. Choose from 10 different modes of play and six 18-hole courses in a variety of environments for a golfing experience with endless replay value. Add in fun, colorful graphics with a Mario touch (a Boo indicates wind direction), intuitive controls, incredibly deep game play and multiplayer support (taunt your opponents), and you have a game anyone will enjoy—even if you’ve never played a round of golf. Fore!    


    Shining Force™ II (Sega Genesis, 1 player, Rated E for Everyone—Mild Fantasy Violence, 800 Wii Points): It’s a dark and stormy night in the kingdom of Granseal when a thief steals two jewels from the Tower of the Ancients. He sets in motion strange events that lead to the resurrection of Zeon, the Devil King. Granseal’s king falls sick, the princess is kidnapped, and a door to Arc Valley, the Devil King’s home, is opened. The young swordsman, Bowie, realizing the grave danger Granseal faces, must lead the Shining Force to find the Holy Sword and the stolen jewels, and protect Granseal against the invading armies of Zeon.


    122
    TalkBack / PREVIEWS: Cave Story
    « on: October 03, 2008, 12:32:46 PM »
    The acclaimed, independent PC title is making its way to WiiWare early next year.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16852

     Cave Story is a PC title that has previously flown under the radar of many gamers due to its independent development. Regardless, the game has amassed a significant following, a following great enough to influence a port of the game to Nintendo's WiiWare service.    


    The action-adventure puts players in control of Quote, who needs to save the rabbit-like Mimigas and their floating island, Mimiga, from an evil doctor. Over the course of the story players will learn the power of the floating isle and conclude the story with one of three unique endings.    


    Sporting ten unique weapons to find and upgrade, players must utilize their tools to conquer the fifteen levels and over twenty bosses in the game. New character designs from the creator and designer of Cave Story, Daisuke Amaya, have also been created for the WiiWare release.    


    Classic Controller and 16:9 support is included. Players will be able to experience Cave Story on WiiWare early next year.


    123
    TalkBack / PREVIEWS: Fire Emblem: Shadow Dragon
    « on: October 03, 2008, 12:30:33 PM »
    The Famicom original is finally making its way to American shores with a fresh coat of paint and a bevy of new features.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=16850

     Though Fire Emblem has more recently become a staple of Nintendo's American lineup, the series was exclusive to Japan for a total of six titles before making its way to western shores. Shadow Dragon, the latest title in the series is actually a recreation of the Famicom original from Intelligent Systems.    


    Starring the popular character Marth who was first introduced to the west through Super Smash Bros. Melee, Shadow Dragon follows the story of the young prince who is on a quest to save the kingdom of Archanea. The once defeated evil Shadow Dragon, Medeus has been revived by the sorcerer Gharnef, and together they have attacked and seized Archanea. Marth along with a group of followers fight the tyrannical rule in an attempt to restore the peace that prospered after the initial destruction of Medeus.    


    The classic tactical RPG gameplay will return in Shadow Dragon, with players able to use the DS touch screen to more effectively manage all of the characters in their team during battle. First time players will also be able to enjoy Fire Emblem's revered gameplay by playing through the brand new tutorial levels. The tutorial levels will also be of interest to seasoned players as they shed further light on Marth and his quest. The game will also feature a more robust save system to allow for more frequent saves to fit the portable nature of the game as well as six varying difficulty levels.    


    Fire Emblem: Shadow Dragon will also have strong integration with Nintendo WiFi Connection, including the ability to chat with friends using the DS microphone, battle friends online with your trained team, buy items from the constantly changing online store with your in-game currency, and borrow units to use in battles with the new Loan Unit feature.    


    Fire Emblem: Shadow Dragon is due for release in the US early next year.


    124
    TalkBack / Full List of GameCube Remakes Announced
    « on: October 03, 2008, 06:27:54 AM »
    Augmenting the already revealed Donkey Kong: Jungle Beat and Pikmin, five other titles have been announced.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16843

     During Nintendo's presentation in Japan at the start of their Fall Media Summit, Nintendo President Satoru Iwata announced that a handful of GameCube games would be receiving a Wii update. The re-released games are also now confirmed to have updated controls to work with the Wii Remote (and Nunchuk).    


    Two of those titles have already been revealed as Pikmin and Donkey Kong: Jungle Beat. IGN has further investigated to find the full lineup of titles, which includes Pikmin 2, Chibi-Robo!, Mario Power Tennis, Metroid Prime, and Metroid Prime 2: Echoes.    


    Furthermore, Donkey Kong: Jungle Beat will be released in Japan on December 11, followed by Pikmin on December 25. Pikmin will retail for 3,800 yen ($36), which is 2,000 yen ($19) less than a typical first-party Wii release in Japan.    


    There is currently no word on release of the selected Wii remakes outside of Japan.


    125
    TalkBack / REVIEWS: Viva Piñata: Pocket Paradise
    « on: October 02, 2008, 12:44:43 PM »
    Hey, didn't I play this game two years ago?
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16841

     Though Rare is now a subsidiary of the Microsoft Corporation, they have continued to create games for Nintendo's handheld systems. Rare's latest game, unlike many earlier handheld offerings, does not continue an intellectual property born on a Nintendo system. Viva Piñata: Pocket Paradise builds on the franchise that was recently established on the Xbox 360 and on television.    


    Pocket Paradise is essentially a straight port of the original Viva Piñata title on the Xbox 360, with a few minor tweaks including a few new piñatas, the playground, and episode modes. This turns out to be both a blessing and a curse when it comes to the final product.    


    The core of Pocket Paradise has gamers tending to an abandoned garden. The garden, once full of life, is now devoid of it. In order to generate interest from the local piñatas, players must perform a variety of tasks, the most basic and first of which is cleaning up the garbage-filled garden. Completion of this chore will attract players' first piñata visitor, a Whirlm. Upon receiving a visitor, players will be given another task (or tasks) to help persuade the piñata to call your garden its permanent home. In the case of the Whirlm, players must build it a home, a common requirement to make a piñata a permanent resident.    


    From here, players must start mating the piñatas who reside in their garden. This too will carry a set of tasks in order to get them to breed. In some cases, the tasks need only be completed once for unlimited mating to occur (even inbreeding!); however, others will require motivation each time they mate. Sparrowmints, for instance, will need to eat a Whirlm each time they intend to mate.    


    As players move past the beginning tedium, the game's depth presents itself. Players must balance maintenance of their garden (growing flowers, vegetables, maintaining piñata houses and pathways), caring for piñatas (making sure they are healthy, keeping living conditions amicable, separating them from predator piñatas inside and out of the garden), and attracting new piñatas to the garden. This balancing act can be quite addicting, but it is mostly micromanagement, so players opposed to such play won't be enamored.    


    Those who choose to stick around will find that, although the game is addicting, it can become quite frustrating at times. Certain piñatas will attack others in the garden unprovoked, which often times ends up in the eradication of a single species. Sour piñatas, Dastardos, and Ruffians can be equally frustrating. Often times they are not dealt with quickly enough due to the bevy of other concerns and in the meantime can decimate a piñata population or your garden.    


    Restructuring the garden can also be an annoyance. Unfortunately, piñata homes can not be picked up and moved with relative ease so they must be either sold or destroyed and rebuilt in a new location. This design decision doesn't seem to make much sense, as the player is granted more garden space as he or she attracts more piñatas thus requiring garden restructuring. The tedious and costly process never ceases to frustrate each time the garden expands.    


    Far more frustrating than any other factor is the way the game completely overwhelms you as the garden expands to its maximum size. With so much going on, it is nearly impossible to save all of your piñatas. Often times piñatas you invested significant time into attracting and housing will be destroyed in the midst of the confusion, and players are left with only the tedious task of hoping the piñata (again) randomly makes its way into the garden.    


    In spite of its flaws, Pocket Paradise is still an enjoyable experience, and one that is clearly improved by the control scheme provided by the DS. Being able to use the stylus to navigate the garden while having a variety of stats available on the second screen is fantastic. Of course, the stunning visuals of the 360 version have been excised in the DS port; however, they still prove impressive in their isometric form on the DS. Players with only a DS "Phat" at their disposal might want to take note that things can at times be tough to see on the dimmer screens, but with ample light, it shouldn't be an issue.    


    The game also maintains its catchy jingles and sound prompts from the 360 version, helping to further the familiar tone and feeling of the game. Finally, the connectivity features of the 360 title were also preserved for the DS release, allowing for players to trade piñatas via the Nintendo Wi-Fi Connection.    


    Overall, Viva Piñata: Pocket Paradise is an enjoyable experience, though clearly flawed in the same way its source material was flawed. Anyone who already has Viva Piñata on the Xbox 360 would be best steering clear of Pocket Paradise, as they are in for the same experience, only on a smaller screen. Those who haven't, don't be fooled by its sweet-as-candy presentation: this is a simulation title packed with strategy. Those who don't mind micromanagement would be well-suited picking up the slightly improved, portable version of the Xbox 360 classic.

    Pros:
           

  • Addictive, deep gameplay
  •  
  • Easy to use controls
  •  
  • Impressive visuals


  •        Cons:
           
  • Managing the madness can be an exercise in frustration
  •  
  • Can't move piñata houses
  •  
  • Unprovoked piñata fights ending in destruction


  •                Graphics:  9.0
           The game still looks impressive even on the tiny DS screens, though plants and flowers can be hard to pick out on the dim original DS screen.

                   Sound:  7.0
           Nice sound effects, but there are no compelling or memorable background tracks to support them.

                   Control:  9.0
           This is a major improvement from the clunky 360 controls, but the isometric view can make tapping particular items somewhat challenging.

                          Gameplay:  7.0
           The core concepts of Viva Pinata: Pocket Paradise are fun and rewarding, but as the garden grows, so do the headaches. Managing the madness is simply overwhelming, and at times the game is downright unfair. Enemies to the garden add an extra layer of depth and challenge that seems unnecessary.

     


           Lastability:  7.0
           Technically the game can be played infinitely, allowing players to change their garden organization to house different piñatas, however the massive annoyances when the garden is fully available will cause most people to abandon their garden and start over, or quit outright.

     


           Final:  7.0
           Viva Pinata: Pocket Paradise is a solid entry into the DS lineup, but the great concepts put forth by the game are hampered by a number of glaring flaws. Having few of the flaws of the original fixed in this port nearly two years later is extremely frustrating, and that's truly a disservice to a game that is otherwise very enjoyable.      


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