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Topics - Nick DiMola

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151
TalkBack / Tecmo Rejects Square Enix Offer, Moves Towards Merger with Koei
« on: September 04, 2008, 03:09:54 AM »
After careful consideration from management, Tecmo has decided against the Square Enix takeover and decided instead to group with the more Eastern driven Koei.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=16638

 Tecmo, in a surprise move, has rejected the friendly takeover bid from Square Enix this morning. As reported earlier, Square Enix extended the offer to Tecmo last week and gave the company until today in order to reach a decision. Tecmo "collected opinions from management and game creators as well as a wide range of employees" to arrive at their decision.    


Following the rejection of the offer, Tecmo announced a more preferable partner they planned on joining: Koei. Given the strengths of Tecmo in the Western market, Koei would bring the company full circle with a stronger presence in the Eastern market. Koei is best known for their Dynasty Warriors hack-and-slash series which retains a high level of popularity in the Japanese and Asian market as a whole.    


According to Tecmo, both companies are on board for the merger and things should be moving forward in the coming days.


152
TalkBack / REVIEWS: Helix
« on: September 04, 2008, 07:31:28 AM »
Dance Dance Revolution for your arms.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=16635

 While WiiWare has become somewhat of a dumping ground for mediocre titles and even cell phone game ports, occasionally a unique, original title makes its way onto the service. Helix is such a title and can best be described as a rhythm game akin to Dance Dance Revolution where you dance with your arms instead of your feet.    


The premise of Helix is quite simple: an on-screen robot performs a motion with one or both of his arms, and the player mimics it to the beat of the music. The motions range from something as simple as a punch to a back-and-forth waterfall gesture. Unlike many Wii games, two-handed control is achieved through use of two Wii Remotes.  This is the preferred control scheme, and really the only worthwhile way to play the game. The option to use a single remote is available but really loses the charm found with the 2 Wii Remote control.    


Motion recognition in Helix is very well done, and is accurate nearly all of the time. While wild arm-waving works on occasion, it is never reliable and will ultimately lead to failing the song.    


Controls aside, the other centerpiece of any rhythm game its soundtrack and associated note tracks.  Helix features an impressive twenty-six songs, all of the techno (or trance) variety and from a collection of independent artists. Admittedly I am not a fan of techno, but the featured tracks in Helix had me grooving to the beat and enjoying every minute of it.    


Similar to most rhythm games, Helix features a range of difficulty settings along with unlockable songs that grow progressively more challenging. After playing at length, I felt that Medium offered the most even-handed challenge as well as the most rhythmic. Easy mode is a great stepping stone to Medium, and a necessary starting point with the title; Hard mode is mind-blowing and moves at a mile-a-minute. In this regard, the game is very similar to DDR and requires the player to memorize note progression to master each song.    


Though the game has undeniable parallels with DDR, one aspect in which it differs is the presentation method of required actions. Because the on-screen robot performs the action first, there is a necessary delay until you are able to mimic the action. This creates a minor disconnect that proves difficult to keep up with at the highest difficulty setting.    


Graphically, Helix is pretty sparse. A simple audio visualizer (similar to those found in programs like Windows Media Player) spins behind the robot while the note track timing scrolls across the top of the screen. Though minimal, it works and the visualizer flashes enough bright colors to properly accompany the pumping techno tracks.    


Though similar to many other titles in the rhythm genre, Helix is a unique experience and feels more like real dancing than DDR ever has. The soundtrack is enjoyable and fun, and will keep you grooving until the end.

Pros:
       

  • Great Soundtrack
  •  
  • Unique and fun experience
  •  
  • Good workout (for your arms)


  •        Cons:
           
  • Need two Wii Remotes to really enjoy the game
  •  
  • Hard mode is excessively difficult


  •                Graphics:  6.0
           Helix's presentation is quite simple. There is a basic robot and an audio visualizer twirling in the background.  It’s nothing special, but it works.

                   Sound: 10.0
           The featured tracks are catchy and interesting. Though obviously compressed so that the game would fit into WiiWare size restrictions, they still sound crisp and full.

                   Control:  9.0
           With two Wii Remotes the game controls almost flawlessly. Some moves can be fudged, but it won't consistently work. The single Wii Remote control takes too much away from the game and should not be considered a viable control option.

                          Gameplay:  9.0
           Helix is boatloads of fun, and provides a good workout to boot.

     


           Lastability:  8.0
           With twenty-six tracks and three difficulty settings, there is a decent amount of meat to this package. The lack of a true two-player mode hurts Helix's replayability, but overall there is plenty to enjoy.

     


           Final:  8.0
           Helix is a great rhythm game with a great soundtrack, and a unique premise that hasn't been done before. Any fans of rhythm games - or players looking to drop a pound or two - would be well-served in picking it up.      


    153
    TalkBack / Too Human: An Informal Review
    « on: September 03, 2008, 03:17:46 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16631

      Silicon Knights earned my respect back in the early days of the Cube with their release of Eternal Darkness. The game was a solid action-adventure title with interesting settings, provocative lore, and a great story tying it all together. I followed the company into their next venture and my first foray into the Metal Gear Solid universe with The Twin Snakes. Though a remake, it was another solid title and another reason for me to keep endorsing the company.    


    When Too Human was announced for the 360 I kept my eye on it and waited patiently for its completion. With its release I was hesitant to purchase due to some less than stellar impressions from a variety of sources, but I still wanted to play it regardless because of the undeniable talent of the Silicon Knights studio. Luckily I had acquired a number of free game rental coupons at Hollywood Video, so I figured this would be an ideal game to use a coupon on.    


    Though I had been following the game for years, I wasn't quite sure what to expect and the negative impressions lead me to believe I should not expect much. Setting everything aside, I started my Too Human experience.    


    Though not obvious for most of the game, the story is some sort of modern interpretation of Nordic mythology pertaining specifically to Ragnarok. The world is in somewhat of a Matrix-like state where machines have seemingly dominated the world pushing the world's population into a particular area, while destroying the entire environment creating an eternal winter.    


    The protagonist of the story, Baldur is an Aesir, a god of sorts though not God himself (that title goes to Odin). The Aesir are cybernetically enhanced human beings and are extremely hard to kill. As a result they have become the protectors of the normal humans and are at the forefront of the war against the machines.    


    As the game progresses, the story is carried out through a collection of cutscenes that occur between excursions to the outside world where Baldur, accompanied by the human army are on a particular mission to destroy someone, something, or acquire intel. The game's settings are all massive and gorgeous, giving the world a very particular personality. The environments, story, and characters clearly try to convey an epic feeling and they definitely succeed in doing so. In this regard, the game evoked memories of Shadow of the Colossus which took a similar approach to giving the game's epic monsters, an epic world to populate.    


    Of course all of this means nothing without actual gameplay to fully convey the epic notions of the title. Anyone familiar with games like Baldur's Gate: Dark Alliance or Champions of Norath will have a good idea of the core concept of the title. Essentially players are fighting massive amounts of enemies in dungeons and all the while are acquiring weapons, armor, charms, runes, weapon blueprints, armor blueprints, and bounty. Every enemy in the game will drop at least something. Whether it is one of the listed items or health, pickups will appear on a constant basis. Additionally, all listed items can be acquired through various beacons in dungeons and through scattered pods.    


    With all of the pickups constantly flowing in, players are constantly selling (salvaging) unusable or unneeded extra armor and weapons, and equipping the best available of both to keep pace with the increasing difficulty of the game. In this regard the game falls short because the flow of armor and weapons are literally necessary to keep pace with enemies. Even though you are leveling up and gaining new weapons, the enemies are constantly doing the same, so the game never gets easier over time and the difficulty is constant from beginning to end.    


    The whole system for equipping and salvaging never gives you an edge which is a frustrating feeling. Even collecting blue prints feels like a waste because crafting higher level items is impossible due to locking based on level. So if I am at level 20 and the weapon blueprint I acquire is at level 23, forget about crafting it for an edge; you won't be allowed to use the resulting weapon until you reach the required level. As a side effect, money is practically useless because the best of the usable weapons (ones in your level range) are typically dropped by defeated enemies.    


    Thankfully the control and combat are actually quite fun and fulfilling. I would describe it as almost Devil May Cry like, because the player is given control of a melee weapon alongside a gun of choice, primarily dual wielded guns. The gun control is delegated to the Left and Right Triggers, each controlling their respective gun, while the melee control is handled by the right control stick. Flicking the stick towards enemies will rush Baldur in that direction and perform the attack which can be coupled with use of the guns for juggling. Enemies are auto-targeted with the guns, but can be selected by using the right control stick while shooting. Sometimes the auto-targeting system can get a little unwieldy but most of the time it works just fine. Players can also perform special moves with the Right Bumper Button, clicking of both control sticks, and the Y button. These moves will depend on your alignment, and can be reassigned at any time throughout the game. The final layer of combat are QTEs which are worked in for defeating particular enemies.    


    Considering most games in the same genre have a, "Mash on the A Button," style of combat, it was nice to see Too Human take a more layered approach to the system. This ultimately provides for a more interesting experience than any other entry in the genre does.    


    Now my biggest gripe with the title outside of the enemies leveling up at an equal pace to Baldur is the lack of local co-op. For a game in this style, co-op is practically mandatory. It adds an enormous amount to the game and makes it feel more enjoyable and tactful. As it stands the game tends to drag in the longer dungeons and can easily get boring especially when fighting room after room of hordes of the same enemy types. Co-op would've alleviated some of this tedium or at least masked it.    


    Other lesser gripes include the mandatory Valkyrie cutscene and the story. Upon dying a Valkyrie rescues Baldur and reincarnates him. The whole sequence takes somewhere in the range of twenty seconds and is unskippable. Thankfully I didn't die much in the game, so it didn't aggravate me quite as much as it seems to with other people, but overall it felt unnecessary. Considering there are really no other penalties for death, I considered this annoying system to be my penalty, and on that level it definitely works.    


    Also, the story doesn't make any sense for the better part of the game, and still leaves you questioning everything after the game is over. I suppose it is necessary in order to drag the game into a trilogy, but it was fairly annoying.    


    At the end of it all, the game is decent and can be quite fun at times, especially with co-op over Xbox Live. Anyone with the ability to do so, particularly fans of Silicon Knights games should give the game a go through at least once. It isn't quite a "must buy" game, but it is passable and a perfect candidate for a weekend rental. Most critics seem to have been unnecessarily harsh on the game regardless of the game itself being above average. I guess the years of build up around the title coupled with the Neo GAF controversy left a bad taste in most people's mouths.    


    I hope Too Human 2 is eventually made, but I hope that Dyack and company compress 2 and 3 into a single sequel and finish the story there. I think the next title can ultimately be a AAA title if they fix some of the flaws of the first and get to the point with the story.


    154
    TalkBack / Nintendo to Release Metallic Silver DS
    « on: August 27, 2008, 10:20:05 AM »
    A leaked Best Buy catalog reveals a new DS color.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16608

     Kotaku has revealed through a leaked picture from a Best Buy catalog (due to hit stores September 7) that a brand new DS Lite color is being released by Nintendo.    


    According to the advertisement, a Metallic Silver DS Lite similar in color to the original DS will be available sometime next month at the standard retail price of $129.99. The DS dropped from its original $149.99 price in August 2005, meaning it's been more three years since the DS has had a price drop. However, sales of the handheld continue to surge despite being driven only by continued software support and release of new colors or promotional bundles.    


    No official word on a new metallic-silver colored DS Lite has been issued by Nintendo.    


    Carmine Red contributed to this article


    155
    TalkBack / Jagged Alliance Receiving a DS Port
    « on: August 27, 2008, 09:55:38 AM »
    The classic PC strategy RPG will be available next year on Nintendo's handheld.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16607

     Empire Interactive of Silverstar Holdings has announced that Strategy First Inc. and Cypron Studios are porting Jagged Alliance, a classic 1994 PC title, to the DS.    


    The game will be a mix of turn-based tactical strategy and RPG elements. Gamers will recruit and control of a variety of unique mercenaries, manage their stats, and command them in battle all in an effort to liberate the Island of Metavira through the game's non-linear gameplay structure.    


    Jagged Alliance will be available on the DS sometime next year.    


    EMPIRE INTERACTIVE ANNOUNCES JAGGED ALLIANCE FOR NINTENDO DS™    


    Award winning franchise returns to do battle with the evil and treacherous Santino...    


    London, UK – 26 August 2008 Empire Interactive, a wholly owned subsidiary of Silverstar Holdings (NASDAQ: SSTR), has today confirmed that Jagged Alliance for the Nintendo DS™ is currently under development with Strategy First Inc. and Cypron Studios and is due for release in 2009.    


    Jagged Alliance is an explosive fusion of a role playing game mixed with turn-based tactical combat, allowing gamers to become fully immersed in their characters. A new generation of gamers will be invited to liberate the Island of Metavira in the nonlinear game play that made the 1994 original so popular amongst gamers.    


    "Jagged Alliance provides an exciting blend of RPG and turn based action, which has already won fans and accolades worldwide. The time is right to bring its frenetic battles to Nintendo DS and allow a brand new audience the experience the exhilarating game play." commented, James Spice, VP of Marketing for Empire Interactive.    


    "Jagged Alliance DS is one of the many forthcoming highlights in our new release pipeline and this announcement augments Empire's commitment to bringing quality titles to a global market," said Clive Kabatznik, CEO of Silverstar Holdings. "The title will prove to be a truly entertaining experience for DS gamers."


    156
    TalkBack / Games Convention Planning Event in North America
    « on: August 27, 2008, 05:49:22 PM »
    Leipziger Messe is planning to expand the Games Convention with a North American event.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16606

     Leipziger Messe, the company that organizes the (Leipzig) Games Convention, is planning to expand their efforts to a new event in North America. Messe has already brought the convention to Asia last year under the title Games Convention Asia. This year, the Asian expo will return to Singapore on the dates of September 18 through September 20.    


    According Leipziger Messe CEO Wolfgang Marzin, "the concept is flexible and the network of the global games industry permits us to be active at different locations." With the Asian event already in its second year, Marzin is setting his sights on a new market. "After the Southeast Asian Games Convention, " he continued, "we are now focusing on the North American market."    


    Traditionally the Electronic Entertainment Expo (E3) has been the largest North American games event, but E3 was been scaled back drastically in 2007 and there has also been a rise of alternative events. If the Games Convention does come to North America, it will join events like the Game Developers Conference or the Entertainment For All Expo, as well as the Penny Arcade Expo that starts this Friday.    


    Carmine Red contributed to this article


    157
    TalkBack / Hudson Reveals PAX Lineup
    « on: August 27, 2008, 05:23:12 PM »
    Two of their WiiWare games, Bomberman Blast and Alien Crush Returns, will be playable as well as Fishing Master World Tour and Deca Sports for Wii.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16605

     Hudson revealed today that their appearance at PAX would include four playable titles at their booth (261) this year. Bomberman Blast and Alien Crush Returns, two WiiWare titles due for release in September, are making their public debut.    


    Bomberman Blast is a brand new Bomberman title, but is faithful to the roots of the series. The game will incorporate some new features such as eight-player online multiplayer battles and Mii support, while staying true to its core gameplay. Players will be able to dress up their Miis in a Bomberman outfit and battle it out against worldwide opponents in either a team match or individual competition.    


    The Hudson WiiWare title Alien Crush Returns is a sequel of sorts to the original Alien Crush title originally released on the TurboGrafx-16 many years ago. The title is a pinball game set in an alien world. Players will use the Wii Remote and Nunchuk to control the pinball flippers and will be able to take on worldwide opponents head-to-head and compare scores through the online leaderboards.    


    The already released Deca Sports will be available for play along with the unreleased Fishing Master World Tour, which is due in 2009.    


    HUDSON ENTERTAINMENT ANNOUNCES ITS LINEUP FOR PENNY ARCADE EXPO (PAX) 2008    


    Alien Crush Returns and Bomberman Blast WiiWare to Make First Public Appearances At Show in Booth 261    


    REDWOOD CITY, CA - August 27, 2008 - Hudson Entertainment, the North American publishing arm for HUDSON SOFT, today announced their lineup for the Penny Arcade Expo 2008 that takes place in Seattle later this week. The Hudson lineup includes Alien Crush Returns and Bomberman Blast both for Wii™ on WiiWare™ as well as Fishing Master World Tour and Deca Sports (both for Wii). PAX takes place in Seattle Friday, August 29, and runs through Sunday, August 31. The company will be exhibiting in booth 261 all three days.    


    Information on each title that will be on exhibit at the show is listed below. For more information on Hudson at PAX or any of these titles, please visit www.Hudsonentertainment.com.    


    Bomberman Blast (WiiWare)    


    Bomberman Blast is an all-new Bomberman for digital download for WiiWare on Wii. Retaining the classic features Bomberman fans have come to love such as online multiplayer battles and numerous arenas, Bomberman Blast also incorporates new gameplay elements, including the use of Miis™ and 8-person online multiplayer - the first time for Bomberman on the Wii! Players can battle it out with each other worldwide going solo or as part of a team. By using their Mii character, gamers will have the opportunity to show off their Mii by suiting him or her up into a Bomberman costume, then blowing away the competition! Now who has the best Mii?    


    Alien Crush Returns (WiiWare)    


    Alien Crush Returns is a sci-fi pinball game based on the classic TurboGrafx-16 Alien Crush series. In extraordinary pinball fashion, the game offers gameplay spanning two screens, providing players a lot of real estate to rack in points, multipliers, and bonuses. The game is played across multiple boards, all of which feature an eerie alien landscape and enemies that try to prevent pinball perfection. For players who are confident in their alien crushing skills, they can go online to play against friends to see who can get the highest score! Alien Crush Returns is the only pinball game for WiiWare that lets gamers compete head to head online. In addition, the game includes online leader boards for score-obsessed pinball players.    


    FISHING MASTER WORLD TOUR (Wii)    


    Coming to North America in Q1 2009, FISHING MASTER WORLD TOUR offers over 200 different types of fish to catch, enabling players to catch fish in their native waters around the world in the first ever global fishing game on Wii. FISHING MASTER WORLD TOUR offers over forty different locations to fish from in seven different regions. Players can fish on Easter Island, under the Golden Gate Bridge, on the Amazon River and many more exotic global locations. Staying true to the first version's realistic controls, anglers use the Wii Remote™ and Nunchuk™ to battle fish just like in real life. Pull the Wii Remote left and right as the fish fights from the end of the line and adjust the drag to avoid breaking the line. Once players have their skills down, they can compete with friends with four-person multiplayer modes, catch rare fish with exclusive boss battle controls or jump online in Wi-Fi leaderboards tracking the best players in the U.S.    


    DECA SPORTS™(Wii)    


    DECA SPORTS™, a unique ten-sport game, exclusive to Wii™, is now available at retail for $29.99 SRP. Combining ten sporting events into one game, players can compete in beach volleyball, snowboard cross, badminton, basketball, curling, figure skating, archery, supercross, soccer and kart racing. The game offers a wide variety of sporting events and activities, some rarely seen in a video game. Designed with pick-up-and-play intuitive controls for the Wii Remote™ and in three sports, the Nunchuk, DECA SPORTS also includes advanced controls for power spikes, curls, and mid air tricks for the gamer!


    158
    TalkBack / Fanboyism, or Cutting off Your Nose to Spite Your Face
    « on: August 26, 2008, 03:40:09 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=16599

      Fanboyism isn't anything new, especially on the internet. People have been picking sides with games, consoles, and companies for years, but in the end it is all pretty meaningless.    


    Logically anyone who is invested enough in gaming to pick a side, is invested enough to care about gaming in general. So with that type of an investment why even bother exclusively picking a side? If you are open-minded and accepting, chances are you will find a greater amount of things to like across all platforms and genres.    


    By cutting a game, genre, or system out of your repertoire just for the sake of being on a side is cutting off your nose to spite your face. You can continue to have a preference for something (that is a normal human trait) while still enjoying things outside of your preference. That doesn't make you a traitor, it makes you logical.    


    Of course this is a Nintendo driven website, so the preference of most readers of the site is Nintendo. However, as fans of Nintendo, it's ok to experience non-Nintendo systems and games and still be a fan of Nintendo. It is frustrating for me to read comments on a wide variety of sites where every discussion devolves into console wars, or franchise wars, or genre wars. It's foolish nonsense and it is closed-mindedness.    


    Fanboyism can be an easy trap to fall into, but remember its only hurting one person, and that's you.


    159
    TalkBack / Smash Bros. Dojo Provides Surprise Update
    « on: August 26, 2008, 08:15:35 AM »
    Curious about the world records for Home Run Derby or Target Smash? Head over to the dojo to compare your records with the best in the world.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16592

     According to Masahiro Sakurai, "a vast number of Target Smash!! and Home-Run Contest submissions have poured in from players of all regions." As a result he has compiled a list of the top records for each character on each stage and made them available online for everyone to see.    


    Players interested in checking out and comparing records can see the Target Smash and Home Run Derby records on the Dojo. Sakurai will be updating the list as the records are broken and he urges everyone to "keep sending them in!"


    160
    TalkBack / Ubisoft Planning a Share Split
    « on: August 26, 2008, 12:14:02 AM »
    Ubisoft's publishing and developing efforts have paid off and investors may see it with a share split.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16591

     Ubisoft has been doing quite well lately by developing and publishing a variety of titles across all of the consoles currently on the market. In order to show investors and the market their success, Ubisoft is planning on splitting its shares (currently valued at €62.22 per share) two-for-one on September 22.    


    A stock split is a common occurrence in the public market. Companies will sometimes divide their stock after they have seen their share price rise significantly. This increases the availability of the stock and may also indicate the management's confidence that the company will continue to perform well.    


    Ubisoft will put the stock-split to a vote at its September 22nd annual general meeting. If the plan goes through stock holders of Ubisoft will now own double the shares they once owned, each worth half the price they were originally worth.


    161
    TalkBack / Replacement Okami Covers Now Shipping
    « on: August 25, 2008, 06:32:40 AM »
    After interruptions from a variety of "elite ninja assassins," Capcom will now be shipping out the covers as promised with an extra bonus for the patient fans.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16589

     According to Capcom's Colin Ferris, the replacement covers for Okami Wii are finally shipping out. Due to an IGN watermark on the original cover, Capcom offered a replacement program for those with the tainted cover art. In an effort to appease the fans, Capcom offered a basic replacement of the standard cover art, but also offered two new unique covers.    


    Due to many fans bypassing the standard system in an effort to receive all three pieces of cover art, Capcom has decided to award all unique entries into the system with two pieces of cover art. The standard replacement cover art is now shipping along with a second reversible cover art with both of the other offered designs.    


    Confirmation emails have not been sent out, but if you already filled out the form, Capcom will be sending one to each household that applied. If you need extra covers, head to Capcom's cover art replacement page and you can download the cover art to print either from your own computer or from a third party printer.


    162
    TalkBack / This Week's Virtual Console and WiiWare
    « on: August 25, 2008, 02:30:51 PM »
    With the release of two Virtual Console games that were promised weeks ago, Nintendo provides us with one of the best weeks in Virtual Console and WiiWare history.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16588

     This week Nintendo has graced the Wii Shop Channel with two classic titles, Samurai Shodown 2 and Ys Book I & II, and a brand new title from Ghostfire Games, Helix.    


    Helix is a rhythm title where players will mimic the actions of an on-screen robot by using two Wii Remotes. The game features 26 audio tracks licensed from independent artists each with three difficulty settings for players to dance along with.. Players of any age and experience should be able to enjoy the E-rated title as it only involves motions with no button pressing necessary. Helix is available now through the Wii Shop Channel for 1,000 Wii Points or $10.    


    Samurai Shodown 2 succeeds the already released Samurai Shodown while surpassing it in all ways. The game, released in 1994, is widely considered to be the best in the series. Players fight head-to-head with the fifteen different samurai using the enhanced Rage System from the first game and a collection of new moves including back-stepping, rushing forward, and ducking. Samurai Shodown 2 is rated T for Teen by the ESRB and is available now through the Wii Shop Channel for 900 Wii Points or $9.    


    Ys Book I & II for the TurboGrafx-16 CD-ROM is a collection of the first two Ys games which were originally released on a variety of systems predating the TurboGrafx-16 CD-ROM. The games feature enhanced graphics, audio, and cut-scenes without compromising the integrity of the titles. Both titles star the red-headed swordsman Adol Christin who is seeking the six books of Ys which contain the information necessary to defeat the evil forces in Esteria. The highly-regarded RPG is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points or $8.    


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


    Aug. 25, 2008    


    Hollywood packs its share of excitement, but video games can deliver just as many mind-blowing thrills as the biggest summer blockbuster. For proof, look no further than this week's powerhouse additions to the Wii Shop Channel. With a mesmerizing new WiiWare title and two action-packed classics for the Virtual Console, you'll find captivating visuals, memorable characters and richly interactive tales that impress on screens of all sizes. With or without popcorn, the fun is yours to savor.    


    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    


    Helix (Ghostfire Games, 1 player, Rated E for Everyone, 1,000 Wii Points): Helix is one of the most innovative music-rhythm games ever designed for the Wii console. Use the Wii Remote controller to do dozens of exciting moves, including punches, circles, back fists, hooks and more. Be mesmerized by the eye-popping background visuals, which pulse to the beat of the music. Enjoy incredible replay value with 26 songs to play and three difficulty levels. Try to unlock all of the songs. This game is great for getting exercise plus having fun. No buttons are required, so it's easy for anyone to pick up but difficult for even the best players to master.    


    Virtual Console    


    Ys Book I & II (TurboGrafx16 CD-ROM, 1 player, Rated E for Everyone-Mild Fantasy Violence, 800 Wii Points): Ys Book I & II chronicles the first adventures of Adol Christin, a young, red-haired swordsman on a quest to unlock the secrets of an ancient kingdom. As Adol, you search the island of Esteria, gathering clues to unravel the mystery of Ys. Fight monsters that lurk in caves and towers with physical or magical attacks, and use your brain to make your way through dangerous areas filled with traps. In Ys Book I & II, the first titles in the Ys series were put together as a single TurboGrafx CD-ROM. They awed players with their gripping story lines accompanied by fully orchestrated soundtracks, wonderful voice acting and amazing special effects. Don't miss out on your chance to experience this wonderful piece of gaming history.    


    SAMURAI SHODOWN 2 (NEOGEO, 1-2 players, Rated T for Teen-Blood, Language, Tobacco Reference, Violence, 900 Wii Points): First released in 1994, this fighting game follows 15 samurai in their individual quests. The rage system, which was popular in the first game, has been further enhanced. Not only does attack power rise when the gauge is full, but the player can also use a special technique that can break the opponent's weapon and force the opponent to fight unarmed. The game also allows for more movement techniques such as back-stepping, rushing forward and ducking, allowing for even more strategies. A fun and important detail of this game: One of the new characters, Cham Cham, was voiced by voice actress Reiko Chiba, an idol in the gaming community.    


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


    163
    TalkBack / Mii Freestyle Mode Revealed for Guitar Hero: World Tour
    « on: August 21, 2008, 11:58:04 PM »
    This Wii exclusive mode will also feature air guitar and drums by using the Wii Remote and Nunchuk.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16582

     Activision announced yesterday during the Leipzig Games Conference in Germany that the Wii version of the upcoming Guitar Hero: World Tour will include the exclusive Mii Freestyle mode.    


    Mii Freestyle mode allows players to use their custom made Miis in the game along with their Wii Remote and Nunchuk to play air guitar and drums.


    164
    TalkBack / REVIEWS: Okami
    « on: August 20, 2008, 08:00:00 PM »
    Stunningly beautiful and amazingly engaging.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16579

     For many Nintendo gamers, Okami will have a very familiar feel to it. Since its initial release on Playstation 2, comparisons have been made to Shigeru Miyamoto's Legend of Zelda series. Indeed, Okami and the venerable Zelda series share many similarities in design and pacing as well as polish, challenge, and entertainment value.    


    Okami is loosely based on various stories of Japanese mythology; the first tale told in the game is a very faithful envisioning of the story of Orochi. Following that tale's completion, the game expands into its own overriding storyline that incorporates a variety of myths while also constructing its own characters, locales, and plot points.  You play the role of the ancient God Ameratsu, a white wolf brought back to life to save the world from the forces of darkness.    


    In line with its influences, Okami is presented in a way that gives it the appearance of a living, hand-drawn, cel-shaded story board. When looking at the visual depictions of Japanese mythology, it is obvious that one of the goals of the Okami project was to bring such pieces of art to life. Matching its gorgeous, authentic graphical presentation is an amazing compilation of music. The beautiful pieces bring out the sounds and themes of ancient Japanese culture and match the game perfectly. The sound effects are equally excellent, never sounding out of place or poorly composed.    


    As mentioned earlier, the game has been compared on countless occasions to the Legend of Zelda series, and rightfully so. The game world is built as a collection of points of interest on a large overworld map, chock-full of life and side quests. In Okami's case, these points of interest are solely cities and structures as opposed to the cities and dungeons found in Zelda. Okami has some locales that resemble dungeons, but nothing on par with the rigid dungeon structure typical of most Zelda games. This departure gives the game its own flavor and pacing that separates it from the Zelda series; players will notice other similarities as well, including the helper character Issun, who parallels Zelda's Navi quite well but is much less annoying.    


    Okami's gameplay also sets it apart very distinctly from Zelda. Unlike Zelda (in which players engage enemies as they're wandering through a field or dungeon), Okami takes a more RPG-style approach to combat. Enemies are represented in the overworld as a floating scroll. Upon touching the scroll players are encased in a magical perimeter wall (which can be broken out of if necessary), in which they faceoff with their enemies.    


    Players use a combination of brush strokes (using the "Celestial Brush", a paintbrush that can be used to effect the game environment) and physical combat moves to defeat the enemies.  Conquered foes drop life, yen, and ink pots. The game rates your combat performance based on technique and time, assigning you points accordingly. These points become what are essentially distributable experience points that can be used to upgrade ink capacity and life, amongst other things.    


    Aside from battle, Okami incorporates brush stroke usage throughout the game for solving puzzles and accessing hidden areas. Because the brush strokes are a rough equivalent of Zelda's inventory, their functionality is quite similar in the overworld. There are some instances when drawing the brush strokes feels better because it provides for more tactile puzzle-solving. The brush stroke system also partially replaces a conventional item inventory. Instead of stocking bombs, players can activate the paintbrush and draw a bomb on the screen using the Wii Remote's pointer functionality.    


    Players can also do things like slashing and "blooming" (bringing life back to a dead plant), and different strokes have different effects and purposes depending on the enemy you’re facing. In some cases, a certain brush stroke will be necessary to defeat an enemy. General attacks require rhythmic movements with the Wii Remote, causing Ameratsu to attack with her body or an equipped weapon such as a sword or beads. Each weapon has its own rhythm and attack strategy, giving the battle system further depth. The unique brush stroke system and rhythmic combat movements makes the game feel very tactile and, with mastery, quite enjoyable.    


    Controlling Okami can be frustrating at first, because players must master the rhythm controls of combat as well as the brush stroke mechanic.  However, once players learn both it is smooth sailing.  Admittedly, some events that require brush stroke drawings can be frustrating due to finicky recognition; one improperly-drawn stroke means redoing an entire sequence.  There was initial debate regarding the Playstation 2 version's analog control versus this version's Wii Remote control, but players will ultimately find it more satisfying to use the Wii Remote.  Brush strokes are quicker, and use of the Celestial Brush feels a lot more realistic.    


    Okami is a stunning game experience through and through. It has depth and longevity, as well as beautiful art direction, graphics, and music.  The Celestial Brush is both an engaging battle mechanic and a novel puzzle-solving tool. Every facet of Okami is enjoyable, and Wii players that don't experience it are doing themselves a disservice.

    Pros:
           

  • Engaging story steeped in Japanese Mythology
  •  
  • Beautiful art direction and graphics
  •  
  • Lovely music and sound
  •  
  • Zelda-esque gameplay


  •        Cons:
           
  • Controls can be finicky at times
  •  
  • Could use some more varied bosses


  •                Graphics: 10.0
           The game is beautiful, mimicking ancient Japanese art with its cel-shaded style. It looks fantastic in 16:9 480p, and is one of the best-looking Wii games out there.

                   Sound: 10.0
           The musical scores are excellent and sound very authentic. All of the sound effects are fitting and charming.

                   Control:  8.0
           Controlling Okami is tough at first, but as you get the feel of the game it proves to be quite engaging and very fulfilling. Unfortunately, the controls can be finicky at times causing some frustration in things like event sequences.

                          Gameplay: 10.0
           The Zelda-esque gameplay combined with the unique flavor of the title make for a very engaging play experience. Any gamer would be well served by Okami, but Zelda fans should run to the store and grab this if they haven't already.

     


           Lastability: 10.0
           The game will easily take you 40 hours to complete, and even longer if you tackle side quests along the way. It never feels boring or repetitive, and its story and RPG elements help things along nicely.

     


           Final: 10.0
           Okami is easily one of the best games on Wii and should not be ignored.  Its engaging story, art direction, music, and gameplay experience delivers a complete package.      


    165
    TalkBack / Original de Blob Developers Announce WiiWare Title
    « on: August 19, 2008, 03:49:24 PM »
    The team responsible for the concept of de Blob and its original creation has announced their latest venture, a side-scrolling strategy title called Swords & Soldiers.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16576

     Ronimo Games, known best for their creation of the de Blob concept, has announced their latest venture, Swords & Soldiers, a side-scrolling strategy game for WiiWare. According to Ronimo Games' co-founder, Fabian Akker, "[de Blob] definitely gave us the opportunity to start our own company," and it showed us "that we can make cool games and function as a good team."    


    Their latest effort will feature three factions who battle for the powers of the gods through side-scrolling real time strategy. The game will feature a single player campaign as well as a competitive split screen multiplayer mode, amongst other modes currently unannounced.    


    Swords & Soldiers is due out for release in America, Europe, and Australia late 2008.    


    Sharpen your weapons: "Swords & Soldiers" is coming!    


    Ronimo Games announces their studio and the first competitive strategy game for Wii Ware: Swords & Soldiers.    


    UTRECHT, THE NETHERLANDS – August 15, 2008 –  The developers of the original version of "de Blob" announce their new game studio Ronimo Games and their first title: Swords & Soldiers.    


    Ronimo Games is founded by seven developers in Utrecht, the Netherlands. As students the team was responsible for the original pc game "de Blob". Being an innovative and fun game, "de Blob" became popular on the internet and was eventually picked up by THQ. The publisher bought the IP and will soon release the new version of "de Blob" for Nintendo Wii.     Fabian Akker, one of the co-founders: "de Blob was the eye opener for us, that we can make cool games and function as a good team. The game definitely gave us the opportunity to start our own company".    


    The team is developing a new game for Wii Ware: Swords & Soldiers. Swords & Soldiers is a sidescrolling real time strategy game, in which three distinct factions battle for the powers of the gods. The game will feature a single player campaign and a competitive splitscreen multiplayer mode as well as several other game modes. Three screenshots are included with this press release.    


    Akker: "We always dreamed of designing an RTS and when Wii Ware came out we immediately figured that this was our chance."    


    Swords & Soldiers will be the first competitive strategy game on Wii Ware and is scheduled for European, Australian and American release in Q4 2008.


    166
    TalkBack / Nintendo to Aggressively Pursue Latin American Market
    « on: August 19, 2008, 07:15:41 AM »
    Unbelievable growth in the market over the past few years is giving Nintendo reason enough to more aggressively pursue it.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16574

     In an interview with Reggie Fils-Aime at the Nintendo NEX Latin America 2008 conference in Playa Bonita, Panama, it was revealed that Nintendo intends to more aggressively pursue the Latin American market. According to Fils-Aime, "Nintendo has experienced phenomenal growth in the region over the past few years, growth that has even surpassed what we have seen in the United States."    


    Head of Nintendo's Latin America branch, Bill van Zyll, claims that the market could be worth $2 billion this year. Though only a fraction of the $57 billion market, "the long-term economic potential of Latin America makes this an extremely important market" says Fils-Aime.       Nintendo has not currently described their plan of action for the region, but more information should be presenting itself soon.


    167
    TalkBack / Sega Announces The House of the Dead: Overkill for Wii
    « on: August 19, 2008, 10:32:13 AM »
    The classic light gun shooter is being reinvented for Wii by Headstrong Games, who are giving the game a gritty classic horror film look.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16565

     Sega has announced today that in a joint effort with developer Headstrong Games (formerly known as Kuju London), The House of the Dead: Overkill is being brought to Wii. The game will take players back to the very beginning of the series when Special Agent G graduates from the academy. Along with the hard-boiled Detective Washington, they investigate the unusual circumstances of a small Louisiana town.    


    The game is set to overhaul the House of the Dead series giving it a grittier, classic horror type feel that pays "homage to the pulp horror comics and films that inspired generations of gore fans." The classic light gun style gameplay will return but now players will be able to pistol-whip the jaws of zombies too close for comfort or smash their skull in with their shotgun butt.    


    The House of the Dead: Overkill will be terrifying Wiis early 2009.    


    Make sure to check out the official teaser trailer below.    




     

       
     

       


    THEY'VE COME FOR BRAINS, YOU'LL GIVE THEM BULLETS    


    The House of the Dead: OVERKILL Brings Pulp Horror Action to Wii    


    LEIPZIG (August 19th, 2008) – SEGA® Europe Ltd. and SEGA® of America, Inc. today announced The House of the Dead: OVERKILL, an all-new pulp-horror reinvention of the classic SEGA light-gun shooter franchise. Created by London-based studio Headstrong Games, The House of the Dead: OVERKILL will take you right back to the beginning of this classic horror series. Available exclusively on the Nintendo Wii early in 2009 and announced to coincide with Games Convention at Leipzig, The House of the Dead: OVERKILL will be presented live by developer Headstrong Games for specially invited members of the press in SEGA's business centre suite.    


    The House of the Dead: OVERKILL uncovers the ugly, terrifying, red hot secrets behind the House of the Dead; the daddy of all over-the-top shooters. While staying true to the classic gameplay this hugely successful SEGA series is getting a new retro look, with distinctive graphics, sound and attitude that will add to its horror cool status. Plus, thanks to the Wii Remote™, players will fight off zombies when they get too close; pistol-whipping jaws off and smashing in skulls with their shotgun butt.    


    "We wanted to do something really different with The House of the Dead: OVERKILL," commented Bradley Crooks, Studio Head at Headstrong Games. "With SEGA we've been able to create a fresh look for the franchise. I think you'll agree it's like nothing you've seen before on Wii."    


    "Paying homage to the pulp horror comics and films that inspired generations of gore fans, The House of the Dead: OVERKILL will expose gamers to a brand-new fleshy rollercoaster ride of revolting dismemberment," commented Gary Knight, European Marketing Director at SEGA Europe. "This is the hardcore Wii title you've been waiting for."    


    The House of the Dead: OVERKILL takes you back to when Special Agent G was fresh out of the academy. Teamed up with hard-boiled bad-ass Detective Washington, they are sent to investigate stories of mysterious disappearances in small-town Louisiana. Little do they know what blood-soaked mutant depravity awaits them in the streets and swamps of Bayou City...    


    The House of the Dead: OVERKILL will be released in early 2009, exclusively for Nintendo Wii. For more information about the game, please visit www.houseofthedeadoverkill.com.


    168
    TalkBack / First Person Shooter C.O.R.E. Announced for DS
    « on: August 18, 2008, 11:40:24 AM »
    Rocket launchers? Secret rooms? Missing scientists? Deathmatch mode? A mysterious meteor from space? The DS is getting an FPS inspired by the classics.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16561

     New developer NoWay Studio has announced their first major project: DS first person shooter C.O.R.E.. The game will feature a single player mission mode based around a Roswell style storyline taking place across fifteen levels, and a multiplayer mode with Capture the Flag, Team Arena, and Free for All battle types with ten specially designed areas to battle in.    


    "The inspiration for C.O.R.E. comes from the team's love of the classic early video games like Doom, Quake and Half-Life," according to NoWay CEO Jakub Pieczykolan. The team is seeking to imbue the game with "that great combination of skillful and addictive gameplay."    


    C.O.R.E. will be available for the DS this October.    


    NoWay Studio Presents... C.O.R.E. - Available on Nintendo DS, Christmas 2008    


    Poland, 7th August 2008. Fresh new video games developer NoWay Studio is proud to announce the launch date for its exciting debut title, "C.O.R.E.". Available exclusively on the Nintendo DS™, and launching in October 2008, "C.O.R.E" is an action-packed multiplayer First Person Shooter. With a gripping single player mission, based on a Roswell style storyline, the game also boasts an exciting multiplayer experience in specially designed arenas.    


    Jakub Pieczykolan, CEO at NoWay Studio states: "The inspiration for C.O.R.E. comes from the team;s love of the classic early video games like Doom, Quake and Half-Life. These incredible games have that great combination of skillful and addictive gameplay which we have now re-created for the Nintendo DS™. "C .O.R.E." is essentially 2 games in one, the single player mission is spread over 15 huge levels and the multiplayer across 10 specially designed arenas."    


    "Capture the flag", "team arena" and "free for all" multiplayer modes can now be played on a handheld games system. Ten specially designed arenas have been created with a range of weapons and shields strategically placed around these challenging environments. With a single game cartridge up to four players can now quickly set up multiplayer FPS game that can last for hours.    


    "C.O.R.E." brings a classic sci-fi storyline and great multiplayer gaming to the Nintendo DS™.    


    For more information visit: www.noway-studio.com    


    GAME STORYLINE & FEATURES:    


    In the single player mission a meteor has crashed into the Earth. The largest single impact on the earth in a millennium is being investigated by the government at a special research facility (C.O.R.E) built alongside impact site. For 20 years the scientists have been drilling into the Earth trying to reach the centre of the meteor and unlock its secrets. Just recently a news blackout was declared for the site and rumours started of an incredible find. Suddenly all communication with the base was lost. With no information on what might have happened and a new strange radiation emanating from the site a special forces team is needed to investigate, your mission as part of that team is to find the answers.    


       
    • Gripping sci-fi storyline, with a fully interactive world
    •  
    • Mysterious atmosphere intensified by heavy music and advanced graphics
    •  
    • Complete 15 huge, shocking and breathtaking levels
    •  
    • 20 different enemies ranging from insane marines and mad scientists to big deadly mutants
    •  
    • A plethora of secret rooms and special quests
    •  
    • Choose among 8 types of weapons, including: blaster, shotgun, plasma gun or rocket launcher.
    •  
    • Alternative firing modes for some weapons.
    •  
    • 10 different multiplayer arenas
    •  
    • Capture the flag, team arena and death match
    •  
    • Up to 4 player multiplayer
    •  
     


    169
    TalkBack / Siliconera Interviews Konami for Details on Elebits DS
    « on: August 18, 2008, 11:19:46 AM »
    The interview discusses a return to the Wii for the franchise and delves into the "kind of Zelda-esque" DS sequel.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16560

     The designers of the Wii launch title Elebits are back for a second swing at the concept, using their original title as a learning experience. Elebits: Adventures of Kai & Zero for the DS is an entirely new approach to the intellectual property that "started almost from scratch with a more compelling story and thought about what worked well in the first game."    


    The first Elebits focused heavily on the urge to "create something that took the capabilities of the Wii, the Wii remote and nunchuck, and integrate that in a game." Talking with Siliconera, Product Manager for the series Greg Nolan claimed that the overall experience for the second game is much more focused on a story-driven presentation.    


    As an Elebits title, Adventures of Kai & Zero will be incorporating the titular creatures as well as including brand new ones, all involved in completing the game's puzzles. The mischievous critters found in the first title are the standard Elebits in this title and still function as a source of energy for the player. But now, there are 50 different kinds of new Omega Elebits in the game and each has a unique power. After obtaining the Omega Elebit, it "becomes part of your menu system and you can call on him at any point in time to use his abilities." In essence, the Omega Elebits become your special powers in the latest title.    


    All 50 Omega Elebits will be obtainable by the end of the title without any being hidden particularly well. This would imply that all Omega Elebits are required at some point in the game to solve at least one puzzle. That is not to say that the game won't have secrets. According to Nolan, "there are some secrets, and I’ll leave it at that."    


    Gregg Nolan also admitted that there was some concern within Konami over the players' reactions to the DS game's new approach, but that ultimately most gamers found the first game "repetitive … and they stopped playing it halfway through." He argues that the second game isn't "the same thing over and over again, just [in] a different environment,"but instead described the upcoming title as "kind of Zelda-esque" and pushing the player "through different maps to different locations."    


    It was also revealed that though this is the second game in the Elebits franchise, it could be the start of something that "will be the next direction for the next DS experience." Referring to internal discussions he'd had with Shingo Mukaitoge, the Producer of the first Elebits game, Nolan related that "the first Wii game will be the story and the starting point for the next Wii game." In fact, the DS and Wii stories are planned to "overlap with characters, environments, and things like that," with the "two stories that happen in tandem." However, Nolan also pointed out that "each platform will have its own experience."    


    Nolan ended the interview with some comforting words for Dewy's Adventure fans, stating that "there have been talks about a second Dewy" and that fans "should keep [their] eyes open."


    170
    TalkBack / This Week's Virtual Console and WiiWare
    « on: August 18, 2008, 07:29:42 AM »
    Mega Man makes his Virtual Console debut with the first title in the series and he is accompanied by Gameloft's Midnight Pool for WiiWare and Neo Turf Masters for the Neo Geo.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16559

     This Week's Virtual Console and WiiWare provides a timeless NES classic, Mega Man, along with a brand new WiiWare offering, Midnight Pool, and the highly regarded golf game for the Neo Geo, Neo Turf Masters.    


    Midnight Pool, the sole WiiWare release, takes players on a trip across America to the most colorful bars for a circuit pool tournament. Players will be able to play the fundamental pool game as well as try their hand at trick shots once they have mastered the basics. Midnight Pool is rated E for Everyone by the ESRB and is available now on the Wii Shop Channel for 800 Wii Points.    


    This week's headliner release, Mega Man for the NES, puts players in control of the Blue Bomber who is on a mission to defeat the six robot masters created by Dr. Wily. Players will gain the powers of each robot master when they defeat them and will be able to take use of those powers in future battles. Mega Man is rated E for Everyone by the ESRB and is available now on the Wii Shop Channel for 500 Wii Points.    


    Last but not least, Neo Turf Masters for the Neo Geo finishes off the week. The golf title allows players to choose one of six golfers who can play on a number of courses across the world. Players can play alone for the best score or against a friend in match play, also shooting for the lowest score. Gamers who don't already own the title through the recently released SNK Collection Volume 1 can grab the E rated title now through the Wii Shop Channel for 900 Wii Points.    


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


    Aug. 18, 2008 - Fans of '80s platforming action have something to shout about this week-namely, the Virtual Console debut of a true classic: Mega Man. Whether you're experiencing this vintage robot adventure for the first time or reliving the fun of your NES® heyday, you'll find all of the game's side-scrolling thrills intact. Meanwhile, players with a passion for sinking the perfect shot can rule the table with a new WiiWare pool title or conquer the links in a challenging, globetrotting golf game.    


    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 Pool (Gameloft, 1-2 players, Rated E for Everyone-Mild Suggestive Themes, Simulated Gambling, 800 Wii Points): Take a trip across America to make your dreams come true in a pool tournament worth millions. Visit the most colorful bars and meet seven of the coolest players on the circuit, from country music star Travis to Alison the biologist and John the sheriff. Learn the tricks of the trade through tutorials along the way, while advanced players can take on challenges to show off their trick-shot abilities. Keep things interesting with three sets of rules.    


    Virtual Console    


    Mega Man (NES, 1 player, Rated E for Everyone-Mild Cartoon Violence, 500 Wii Points): Join the blue bomber in his first-ever adventure as he battles the evil Dr. Wily and his robotic henchmen to restore peace to a troubled world. Mega Man is a super-robot created by the genius scientist Dr. Light. When Dr. Wily goes rogue with an army of six of his own devious robot masters, it's up to Mega Man to put a stop to his nefarious plot by traversing a series of stages rife with enemies, traps and perilous platform challenges. At the end of each stage, conquer one of the robot masters and claim his weapon as your own, using it to your advantage in subsequent fights.    


    NEO TURF MASTERS  (NEOGEO, 1-2 players, Rated E for Everyone, 900 Wii Points): This is a golf game that was first released in 1996. The player picks one of six available golfers and competes on a number of golf courses around the world, including Japan (Fujiyama Oriental Golf Club), America (Grand Canyon Golf Course), Australia (Blue Lagoon Golf Course) and Germany (Baden Golf Course). The game features two modes of play. The first is Stroke Play, in which the player attempts to get the best score by playing all 18 holes. The second is Match Play, in which two players compete to see who can win more of the 18 holes. Grab a friend and get ready to hit the fairway.    


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


    171
    General Gaming / Indigo Prophecy
    « on: August 17, 2008, 12:55:57 AM »
    Just started this game after finishing the first Fatal Frame tonight and I must say I am stunned. The game is unlike anything I've played before and really is an interesting approach to gaming. In the game you are in control of a variety of characters including the seemingly main character, a murderer, as well as the detectives hunting him.

    As the murderer you must cover up evidence and pass interrogations as well as act normally to avoid being caught by the police. As the police you must investigate the murderers actions and interrogate witnesses all while trying to piece together the crime scene. The game can progress even when missing to do certain things and seems to modify certain aspects of dialog and interactivity based on any given person's actions.

    It's very hard to explain, but I'd suggest getting a copy if you are an Xbox owner, or checking out some videos if you are interested in the game. Anybody else play this? (No spoilers please, just started it)

    I also just noticed the developers of the game Quantic Dream are in charge of the upcoming PS3 title Heavy Rain which teh Billeh talked up on the podcast recently. I was intrigued before, but after playing this, Heavy Rain has just entered the buy on Day 1 list.

    172
    Resident Evil and Viewtiful Joe creator Shinji Mikami is partnering with Goichi Suda, director of cult hits Killer7 and No More Heroes, to frighten Wii owners.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16552

     EA announced today that it will serve as publisher for a collaboration between two of the biggest names in gaming today, Shinji Mikami and Goichi Suda. The pair are working together to develop a brand new action horror title across multiple platforms including Wii.    


    Mikami-san will act as producer on the project, while Suda-san will be directing the title. Q Entertainment, developers of Meteos and Lumines, will also be a development partner, assisting EA Partners, Grasshopper Manufacture, and Mikami-san.    


    No other details are known at this time.    


    Legendary Producer Shinji Mikami and Innovative Designer Suda51    


    Working with EA Partners on an All-New Action Horror Title    


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--Aug. 14, 2008--Electronic Arts Inc. (NASDAQ:ERTS) today announced a publishing agreement with iconic Japanese development studio Grasshopper Manufacture. Under the terms of the deal, EA Partners will publish an all-new action horror game produced by Shinji Mikami and directed by innovative game designer Suda51.    


    The title is being developed for the PC, Xbox 360® video game system from Microsoft, PLAYSTATION®3 computer entertainment system and Wii™.    


    "Grasshopper Manufacture is excited to work with EA Partners to bring our new title to gamers around the world," said Goichi Suda, CEO of Grasshopper Manufacture. "They are a great partner who shares our commitment to quality and innovation while respecting our independence as a studio, which is very empowering."    


    "It is an honor for EA to sign Grasshopper Manufacture and help bring their new franchise to gamers worldwide," said Frank Gibeau, President of the EA Games Label. "The roster of partners at EA is growing and the caliber of talent is outstanding. Grasshopper Manufacture is a world-class studio and, within the EA partner program, they stand alongside some of the world's most revered independent studios."    


    "Grasshopper Manufacture is one of the most daring and innovative independent studios in the world, and EA Partners is honored to be working with Mikami-san and Suda-san on this new project," said David DeMartini, senior vice president and general manager, EA Partners. "EA Partners is a truly global resource for the world's best independent developers, whether they're in North America, Europe or Asia."    


    The deal was brokered by CAA, in conjunction with Q Entertainment who will be working with Grasshopper Manufacture and EAP on the project.


    173
    TalkBack / REVIEWS: Final Fantasy Fables: Chocobo's Dungeon
    « on: August 14, 2008, 09:13:59 AM »
    Why randomly-generated dungeons suck.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16551

     Final Fantasy Fables: Chocobo's Dungeon is yet another entry into the Mystery Dungeon RPG subgenre.  It also happens to be my first foray into said subgenre.    


    The game builds out a fairly in-depth story that boils down to a few simple elements. The story's protagonist Chocobo, along with a special baby that fell from the sky named Raffaelo, are traversing the city of Lostime in an effort to retrieve the lost memories of the villagers in the city. The task of retrieving a memory is done through the completion of a randomly-generated dungeon which may or may not have a specific rule set.    


    The gameplay of the title is nearly identical to any of the other Mystery Dungeon titles, putting players in the role of a character that has the ability to level up by fighting enemies while also gaining a variety of new moves and items.    


    Players navigate the dungeon in what appears to be real time, but is in fact turn-based movement. Each step or attack the player makes allows the enemies in the dungeon to move or attack. As you defeat enemies you gain experience and will level up your character's skills and move set. The game also incorporates a job system, making Chocobo more proficient and deficient at certain skills depending on which job you choose at the beginning of any dungeon. While in dungeons, players must monitor their stats, specifically hunger, a unique part of the mystery dungeon formula. As you progress your hunger will grow. Ignoring hunger will eventually impact health and cause death.    


    During gameplay it becomes obvious that, at its core, Chocobo’s Dungeon is a strategy-RPG. The concept of randomly-generated dungeons is simply added to avoid creating unique levels for each and every dungeon. Unfortunately, the great strategy-RPG aspects of the game are ruined by this randomizing; like the dungeons themselves, players must face randomly-generated enemies while at the same time dealing with what becomes randomly-generated leveling-up and character development. At times I would be totally overwhelmed by enemies because too many were generated in a particular area on a floor of a dungeon. My inevitable death would require me to replay large portions of the dungeon and be subjected to the mandatory cutscenes each and every time I’d play the level. Cutscenes can be skipped on your second play through, but you usually won’t replay a level.  That's because it makes more sense to reset the game, since death results in the loss of all of your unequipped items and any money you possess.    


    There were other instances when I would be so underpowered in a dungeon that I would get annihilated after dealing with just two enemies. This was a direct result of skipping whole floors, since you’ll sometimes get spawned right next to exit stairs.  Since your goal is to escape each dungeon, it makes no sense to fight your way through it when you can simply exit immediately.    


    My general displeasure with the random dungeons was augmented when I saw what it did to the art design within dungeons. Outside of the dungeons, the game has beautiful art direction and lively characters. Because the dungeons are constructed from random pieces, the presentation within the dungeons is fairly simple and lacks the flair and detail found outside in the town of Lostime. The graphical presentation is lackluster overall.    


    Fortunately, the game does deliver in terms of music. All of the featured songs and sound effects are simply outstanding, including a variety of Final Fantasy classics and some new compositions as well.  This game is an aural feast.    


    I see Chocobo's Dungeon as a missed opportunity. Its gameplay is quite solid and forces the player to use tact and thought to complete all of the dungeons in the game; however, the randomly-generated dungeons really detract from its otherwise engaging gameplay. If the dungeons were designed rather than generated players could seamlessly keep pace with the increasing skills of their enemies; as it stands, players must grind dungeons to truly keep pace with the game. When it comes down to it, if you love Mystery Dungeon games, you should check this one out.  Most other gamers just won’t appreciate its limited appeal.

    Pros:
           

  • Beautiful music
  •  
  • Outstanding art direction
  •  
  • Core gameplay is engaging


  •        Cons:
           
  • Randomly-generated dungeons
  •  
  • Hideous graphics
  •  
  • Excessive grinding is required to avoid death
  •  
  • The ramifications of death are too great


  •                Graphics:  6.0
           The dungeon graphics in particular are pretty hideous, running at only 480i and featuring blurry, moving textures.  The art direction (especially outside of dungeons) redeems it by being beautiful and compelling.

                   Sound: 10.0
           All of the music in the game is amazing, featuring new scores and returning Final Fantasy fan favorites.

                   Control:  8.0
           The mystery dungeon gameplay practically lends itself to somewhat clunky controls, but Chocobo's Dungeon does a nice job of making all of the menus and in-game moves easily accessible.

                          Gameplay:  5.0
           The core gameplay has some true potential to shine, but is utterly decimated by the randomly-generated dungeon scheme. Obviously, randomly-generated dungeons are a mainstay of this Rogue-like subgenre, but they aren’t necessary and could easily be replaced by competently-designed levels that truly make the game better in all aspects.

     


           Lastability:  6.0
           If you manage to make it to the end of the game, you will definitely sink a good number of hours into into it - especially with all of the dungeons you will inevitably replay, as well as all of the grinding you will inevitably do to stay ahead of the difficulty curve. After completing the game, a simple Magic The Gathering-ish card game available for Nintendo WiFi play is the only thing left to enjoy with the computer, random players, or friends.

     


           Final:  6.0
           Chocobo’s Dungeon clearly has potential and will likely be enjoyed by Mystery Dungeon fans, but the rest of you gamers out there may want to steer clear of this one almost solely due to the randomly-generated dungeons. They make the game unbearable at times and will really test your patience as a gamer.      


    174
    TalkBack / REVIEWS: Blast Works: Build, Trade & Destroy
    « on: August 14, 2008, 08:35:38 AM »
    Better start reading tutorials.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=16550

     At first glance, Blast Works is just a side-scrolling horizontal shooter with a few unique characteristics not seen in other shooters. On closer inspection, you will realize that the game is actually much more of a shooter creation tool than anything else.    


    The core mechanics of Blast Works' gameplay involves the aforementioned side-scrolling horizontal shooting, but with a twist. As players defeat enemies they are able to attach the destroyed ships to their own ship. This augmentation activates the destroyed ships' guns, causing them to start shooting automatically. By attaching defeated ships to the various sides of your own ship, you can become a force to be reckoned with, spouting gunfire in all directions.    


    Unfortunately, if any of these parts on your ship are hit by enemies or their fire, they are detached from your blob. As a result players can grab enemies as shields to avoid taking a hit and losing a life, but should ideally try to keep as many enemy ships attached as possible. The bigger your ship gets, the more points you get which in turn earns more lives, a necessary step for avoiding a game over in the campaign mode.    


    If all you experience is the campaign portion of the game, which can be played with up to three other friends, you are barely scraping the surface of what Blast Works has to offer. The real meat of the game comes from the user-generated content within the game. Players are able to create their own ship designs, enemy designs, fire patterns, levels, and campaigns with the included editor.    


    When working with the provided tools, it becomes obvious that they can be used to precisely duplicate the entire single player campaign. The tool set is extremely complicated and in-depth, and will give players a means with which to realize their dreams of creating their own shooter game.    


    I played around with the tools for a good hour and half and barely made a competent level – meaning that working with the tools definitely requires some tutorial reading - but the functionality provided is unparalleled. Fortunately, players can upload all of their creations to the Blast Works Depot website; if you are stuck with the level designer, you can download some of the levels already created by other users and modify anything they have done with relative ease. For those not interested in perusing Blast Works Depot, the game comes with a number of preinstalled assets including the ones used in all of the campaign missions created by the development team.    


    Blast Works Depot is a fantastic tool, but its implementation is clunky. Players need to register their friend code on the Blast Works website in a standard browser (i.e. not through the game) and queue up anything they want in a similar fashion. After that step is complete, players need to go back to their Wii and connect to Blast Works Depot through the online menu which will trigger a download of all the queued up material.    


    Aside from the stellar yet daunting creation tools, the game's presentation is unique and appealing. All of the gunfire is 2D and flat while the ships and backgrounds are all minimalistic 3D. Because the game has such flexible tools, some visually impressive ships and enemies can be designed. I was able to download recreations of classic Nintendo characters such as Samus, Ridley, and Donkey Kong. The accompanying aural presentation is decently done with unobtrusive background music and well done sound effects.    


    Overall, Blast Works is a competent shooter that gains most of its value from its outstanding creation tools. Blast Works Depot integration is also nice; it gives players a venue to share and experience each others' creations. Anyone intrigued with creating shooters should pick this up immediately. Players only interested in the shooter aspect of the title may want to rent first or  find it cheap, as there are more compelling pure shooters available in the Wii library, as well as on WiiWare and the Virtual Console.

    Pros:
           

  • One of the most in-depth creation tools ever in a console game
  •  
  • Blast Works Depot website is an excellent venue for sharing creations
  •  
  • Sticky enemies provide for interesting strategy
  •  
  • Visually appealing


  •        Cons:
           
  • Integration with Blast Works Depot is convoluted
  •  
  • Creation tools don’t make quick, effective level creation possible
  •  
  • Main campaign won't hold your interest for long


  •                Graphics:  8.0
           Graphically the game is unique; the ship and background designs are minimalistic 3D, and gunfire is all 2D. The creation tools allow for some really unique designs, occasionally remolding the entire presentation of the game.

                   Sound:  7.0
           The background music isn't obtrusive but isn't particularly memorable either. The sound effects work and are fairly well done.

                   Control:  8.0
           Controlling the ship always feels pretty smooth, but the sticky mechanic sometimes makes navigation and battling enemies cumbersome.

                          Gameplay:  7.0
           The core gameplay of Blast Works is solid, but nothing out of the ordinary for a shooter. The campaign is challenging and well-designed, as are some of the levels available for download through Blast Works Depot.

     


           Lastability: 10.0
           The in-depth game editor alone could provide years of entertainment for the hobbyist game designer, but for the average gamer, most lastability will come from the co-op missions and the downloadable content from Blast Works Depot.

     


           Final:  8.0
           If you look at Blast Works as more of a shooter editor than a shooter, it is clear that the title is something truly special. The editor within the game is stunning and the core mechanics are unique, giving the game a bit of personality. For those not interested in the editor, the game provides a decent campaign and four player co-op along with tons of downloadable content through Blast Works Depot.      


    175
    A prequel and spin-off to the Pikmin-esque title will be making their way to Nintendo's platforms.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=16549

     Through an interview with IGN, Codemasters revealed their latest effort on the Wii, Overlord Dark Legend. The original title Overlord was released on all of the competing home consoles, including PC.    


    Overlord Dark Legend will star a brand new, younger Overlord, as well as many returning characters from the prior game including halflings, trolls, elves, and dwarves. Starring alongside the old standbys are a slew of new characters of fairy tale influence. The game will us these characters as a part of a tongue-in-cheek plotline from the creative mind of Rhianna Pratchett, known for her work in the previous title as well as Heavenly Sword on PS3.    


    Codemasters didn't feel porting the original Overlord was worthwhile, "when the Wii gives you an opportunity to make something that works very differently." Players will be able to have a "very literal connection" with the controls where "you point, and the minions go and break and kill things." In one particular case the player can "pluck a minion from the horde, hold him by the neck and shake him around."  The creature then becomes a "manic minion missile," exploding on contact with enemies.    


    Overlord Dark Legend will be appearing on Wii sometime in 2009.    


    Alongside Codemasters' announcement of Overlord Dark Legend for Wii, they http://ds.ign.com/articles/898/898652p1.html">revealed a DS spin-off titled, Overlord Minions. The game will differ from the mainline Overlord entries and be focused more on action puzzles than commanding minions in a Pikmin-esque style.    


    Four minions (Giblet, Blaze, Stench, and Zap) are at your disposal and are commanded through use of the touch screen. Commands for attacking enemies and solving puzzles can be accomplished with a simple flick of the stylus.    


    Not much more is known about Overlord Minions due to it being in early development.  Regardless, Codemasters is scheduling the title for a 2009 release.


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