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Topics - Nick DiMola

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26
TalkBack / REVIEWS: Art Style: PiCTOBiTS
« on: June 21, 2009, 10:16:21 AM »
The latest addition to the Art Style series delivers the same simple, addictive fun found in most of the other titles.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=18916

 When downloading Art Style: PiCTOBiTS from the DSi Shop, I didn't realize that I'd be getting far more than I bargained for. Now don't get me wrong, this is great. I didn't expect the classic 8-bit Nintendo theme and graphical style, as well as the remixed chiptune music.    


Overall, Art Style: PiCTOBiTS is a small game with a small scope. There are a total of thirty levels, fifteen of which are dark levels that must be purchased with in-game coins. Each level has its own unique theme with accompanying song, and the levels become progressively harder.    


The game is displayed across both of the DSi screens. The top screen is initially a blank slate, which is subsequently filled in as players perform the puzzle gameplay on the bottom screen. Arrangements of different colored "bits" (blocks) fall from the top of the screen. Their descent is not a smooth one as they seem to fall along a grid, stopping every two or so grid spaces. This gives players the opportunity to perform their task: eliminating the bits before they make contact with either the bottom of the screen, or already present bits located higher up on the bottom screen.    


Eliminating the bits is an interesting procedure. Players must first collect bits by touching the stationary bits on the touch screen. These are then stored in a reserve column that is visible on the left side of the touch screen (or right if you're left-handed). These reserve blocks are dispensed (last in, first out) when players touch parts of the screen where there are no stationary or descending bits. Typically, players will want to lay down bits so that when a falling bit formation makes contact, it clears the entire falling block of bits. Bits are cleared when at least four of the same color are arranged in a straight line, square, or rectangle of some sort.    


In later levels, this becomes impossible to do, so players must attack the falling structure in pieces. However, once the structure is modified it makes a very fast, immediate descent to the bottom of the screen. Thankfully, while a set of bits is being cleared the action on the screen pauses, allowing players to prepare for the upcoming event. This pause is also used to systematically clear all of the other falling bit formations elsewhere on the screen. Doing so will start a multiplier that will earn players more points and coins for purchasing in-game content (i.e. Sound Test songs, and Dark Levels).    


As players start tackling these levels, they will quickly notice that they are extremely hard. They will also notice that their screen can fill up quite quickly with just one slip up. The game accounts for this by allowing players to "POW" the level. This will cause all of the straggling bits to fall to the bottom of the screen, and eliminate the two bottom rows. This sacrifices a slot in the bit reserve, which increases the challenge over time. Players can remove this restriction by buying the spot back with five coins, which must be earned in the heat of the battle.    


As hinted at earlier, players are doing all of this in order to fill in a picture on the top screen. In keeping with the theme of the game, this picture is a different 8-bit character that corresponds with the game featured in the level. During gameplay, all of the different colored bits that are cleared from the bottom screen are subsequently transferred to the top screen where they begin to assemble the picture. The level will not end until players complete that picture. Often times this means clearing many unnecessary bits while you wait for the one bit formation of a specific color you need to complete the picture.    


The gameplay of PiCTOBiTS is quite frantic, stressful, and challenging, but most importantly it's fun. Given the high challenge level, the game pushes you with each progressive level to become better at managing the madness. In the dark levels, it isn't a rare occurrence that you'll POW away your entire set of reserve spaces and need to buy them all back multiple times. The only real frustration with the game is the finicky touch screen. At times you'll think you grabbed a block, only to find that it didn't register when you touched. Other times you'll place two blocks instead of one, messing up your chance to clear a formation. But overall, the controls work fairly well most of the time.    


The game's entire presentation is fantastic, but the true standout is the chiptune remix music. Because each level is themed for a different NES game, the music and sound effects from that game are taken and remixed into catchy tunes that really fit the mood of the game.    


Art Style: PiCTOBiTS is easily one of the best entries thus far in the Art Style series, and is without a doubt one of the best games currently available in the DSi Shop. Players looking for a fun but challenging title can't go wrong with PiCTOBiTS.

Pros:
       

  • Frantic, fun puzzler gameplay
  •  
  • Catchy chiptune music
  •  
  • NES themed


  •        Cons:
           
  • Can be extremely challenging
  •  
  • Touch screen occasionally will fail you


  •                Graphics:  9.0
           Though the game features an NES theme, the actual gameplay and menus all look slick, and given the purpose of the game, the graphics couldn't be more fitting.

                   Sound: 10.0
           The music in this game is absolutely amazing. Because each level is themed for a certain game, the accompanying chiptune music works in both music and sound effects from that game producing a catchy remix that you won't soon forget. Furthermore, as you earn coins you can purchase these songs in the menu, allowing you to listen outside of the action.

                   Control:  8.0
           While the control works perfectly fine most of the time, the few instances where it fails usually means redoing an entire level. It's a frustrating occurrence, particularly in the tougher dark levels towards the end of the game.

                          Gameplay:  9.0
           Though the concept of PiCTOBiTS is an odd one, it translates well into a game. Even without the picture creation on the top screen, PiCTOBiTS would work well as a straight-forward puzzle game.

     


           Lastability:  8.0
           The game's thirty levels won't be breezed through in a day thanks to the incredible difficulty in the dark levels. Players will also have the luxury of replaying any level to earn more coins and higher scores.

     


           Final:  9.0
           Players looking for a phenomenal DSiWare title needn't look further than PiCTOBiTS. The game's theme will introduce younger players to the games of yesteryear, and will provide a sense of nostalgia for older ones. The puzzler gameplay is completely unique and is easy to jump right into after you learn how to play the game.      


    27
    TalkBack / REVIEWS: Rock Band Track Pack Classic Rock
    « on: June 20, 2009, 03:42:30 PM »
    The twenty song expansion is a great addition to Rock Band 1, but owners of the sequel have a harder decision.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=18912

     Rock Band Track Pack: Classic Rock is more of an expansion than it is a game. Classic Rock marks the fourth Track Pack expansion to the series and, like the others, includes a selection of twenty songs that could otherwise be purchased online via Rock Band 2. Due to their almost identical nature, much of this review's content is shared with my review of Track Pack Volume 2.    


    First and foremost, players must realize that though it is an expansion, this game is actually a standalone title. Neither Rock Band 1 nor Rock Band 2 is required to play, only the equipment that comes with either of the titles.    


    This track pack features a nice selection of songs that both Classic Rock fans and the unacquainted could easily enjoy. As a value proposition, Rock Band Track Pack: Classic Rock is a smart investment. At $29.99, players can rock out to a total of twenty songs at $1.50 a track. If players were to purchase all of the included tracks via the Rock Band 2 in-game store, they would be spending 200 Wii Points ($2.00) for each of the tracks.    


    Of course, if you only own Rock Band 1 and its associated equipment, and you want more songs, the choice is easy. Players who do decide that the disc is a better investment won't be disappointed with the tracks and the quality of their note charts.    


    The choice is tougher for Rock Band 2 owners. If you are happy with the song selection and don't mind swapping discs in order to play them, this track pack is an excellent investment. Unfortunately, unlike the Xbox 360 and PlayStation 3 versions, these tracks cannot be copied to your SD Card (HDD). Therefore, if you own Rock Band 2 and would like all of your tracks to be in a centralized area, you should avoid purchasing this disc and only buy the songs you really want through the online store.  Also, just like the original Rock Band, none of the tracks can be played online, adding another disincentive to the pack.    


    All of the Rock Band 2 equipment works like a charm, and all of the tracks are available from the get-go without the need to unlock them through the included Tour mode. The unfortunate part is that even now, many months after Rock Band 2's release, the game still features the Rock Band 1 interface and lacks the automatic calibration feature present in Rock Band 2 and its equipment.    


    Rock Band Track Pack: Classic Rock is a no-brainer for fans looking to cheaply expand their song list and only have the first Rock Band at their disposal. Owners of Rock Band 2 are better off picking their favorite tracks from the pack and buying them individually through the online store.    


       
    • "All Right Now" - Free
    •  
    • "Baba O'Riley" - The Who
    •  
    • "Bad to the Bone" - George Thorogood & the Destroyers
    •  
    • "Behind Blue Eyes" - The Who
    •  
    • "California Über Alles" - Dead Kennedys
    •  
    • "Can't Stand Losing You" - The Police
    •  
    • "Closer to the Heart" - Rush
    •  
    • "Funk #49" - James Gang
    •  
    • "Hit Me With Your Best Shot" - Pat Benatar
    •  
    • "Holiday in Cambodia" - Dead Kennedys
    •  
    • "Hymn 43" - Jethro Tull
    •  
    • "Kiss Them for Me" - Siouxsie & the Banshees
    •  
    • "Let Love Rule" - Lenny Kravitz
    •  
    • "Love Spreads" - The Stone Roses
    •  
    • "Peace of Mind" - Boston
    •  
    • "Red Barchetta" - Rush
    •  
    • "Rock and Roll Band" - Boston
    •  
    • "Take the Money and Run" - Steve Miller Band
    •  
    • "The Joker" - Steve Miller Band
    •  
    • "Truth Hits Everybody" - The Police
    •  


    Pros:
           
  • If you want all of the tracks, this pack will save you $10
  •  
  • Nice selection of songs


  •        Cons:
           
  • Cannot play songs in Rock Band 2 via SD card
  •  
  • No online play
  •  
  • Still uses the Rock Band 1 interface
  •  
  • Automatic calibration of the instruments is not available


  •                Graphics:  6.0
           The title looks identical to the first Wii Rock Band; models are low poly and look like an early PS2 game. The animations are all well mapped, but all that matters are the note charts, anyway.

                   Sound: 10.0
           The sound quality is fantastic and has no obvious flaws. The song selection is varied and interesting, giving the track pack broad appeal. All of the included tracks are also master tracks, and not remakes done by the internal Harmonix musicians.

                   Control:  9.0
           The Rock Band (and Rock Band 2) equipment works without a hitch when you finally get it all calibrated properly to your TV. Unfortunately, calibration can be quite tedious, and cannot be done automatically as in Rock Band 2 with the Rock Band 2 equipment.

                          Gameplay:  9.0
           This release plays no differently from either Rock Band. Unfortunately, you can't play any of the tracks online.

     


           Lastability:  8.0
           There are twenty songs in the pack, and depending on your affinity for them, they will last a variable amount of time.

     


           Final:  7.0
           Rock Band Track Pack: Classic Rock is a great opportunity for fans with only the first Rock Band at their disposal to cheaply expand their song list. For owners of Rock Band 2, the online store is recommended, regardless of the additional cost.      


    28
    TalkBack / Okaeri! Chibi-Robo! Happy Richie Oosouji?!?!
    « on: June 16, 2009, 10:16:49 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=18889

      It seems in the E3 shuffle we missed a stealth announcement of a brand new Chibi-Robo game for DS that is scheduled for release in Japan on July 27.    


    In all honesty, I didn't even know this game existed until I listened to RFN 149 on my way to work this morning. Big thanks to Greg for slipping this bit of info in at the end, because it has really made my day.    


    I'm not sure which direction Skip is taking with this entry, but I'm glad that they are continuing the series regardless. It will be a real shame if this game is quarantined in Japan, though.    


    Given NOA's odd localization strategy, it wouldn't be impossible to believe that this game may never see release stateside. Hopefully if NOA snubs it, NOE will pick it up as they have done with some of the quirkier games in the past.    


    Regardless, being that Chessa and I love this series so much, we'll make it a point to keep everyone posted with any information we happen to learn.


    29
    TalkBack / This Week in Nintendo Downloads
    « on: June 15, 2009, 06:02:17 AM »
    A whopping three WiiWare titles grace the Wii Shop Channel as well as the first entry to the Virtual Console Arcade since launch and two DSiWare applications.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18884

     This week in Nintendo Downloads proves to be larger than normal for WiiWare with a total of three new titles appearing for the service. Accompanying them is the first Virtual Console Arcade title since the launch of the system in March. After a few solid weeks of DSiWare, this week only nets another pair of clock and calculator applications.    


    Eduardo the Samurai Toaster, this week's first WiiWare title, comes from the start-up Semnat Studios and features up to four simultaneous players. The side-scrolling action game features thirteen diverse locations, all of which are detailed in a unique hand-drawn art style. In keeping with the samurai toaster theme, players will fire an assortment of pastries at evil food products. They will also control laser-mounted scooters and rocket packs in order to complete their adventure. Eduardo the Samurai Toaster is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    Rainbow Island: Towering Adventure! is the second WiiWare title of the week, and is a resurrection of the other Taito property in the Bubble Bobble universe. One or two players can climb the seven seamless areas of the game's main area, a tower that reaches the heavens. Along the way, Bubby and Bobby will defeat enemies with their rainbow powers. Rainbow Island: Towering Adventure! is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    The final WiiWare title of the week comes from Sega and is tied in with Let's Tap, which is coming to stores this week. Let's Catch allows up to four players to play catch together. Players can also partake in multiplayer party games and compete for high scores using their Miis. There are six different single and multiplayer modes including Speed Catch (players must catch a speed ball) and Bomb Catch (four player elimination party game). Let's Catch will also unlock some secrets in Let's Tap. Let's Catch is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 1000 Wii Points ($10).    


    Space Harrier for the Virtual Console Arcade is the only title for Virtual Console this week. Players take control of a battle-weary Harrier warrior who wields a huge laser gun. He is able to either run along the checkerboard ground or freely fly through the sky. Space Harrier is rated E for Everyone by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    The final two items of the week are two applications for DSiWare that serve very basic functions. The Mario Clock and the Mario Calculator are exactly what they seem to be. The clock offers alarm functionality and can either wake you up with a Mario tune or something you've created in the DSi Sound Studio. The calculator does math problems. Both applications are rated E for Everyone by the ESRB and are available now through the DSi Shop for 200 Nintendo DSi Points ($2).    


    NINTENDO DOWNLOAD: MARIO CALCULATES THE TIME NEEDED TO CATCH TOASTED RAINBOWS IN SPACE    


    June 15, 2009    


    Nintendo's downloadable content this week features the first-ever kitchen appliance with martial arts training. Throw in some rainbows and a game of catch, and you have a pretty interesting WiiWare™ lineup. But that's not all: There are Mario-themed Nintendo DSiWare™ applications and a classic arcade game for the Virtual Console™. Let's get to the details:    


      WiiWare    


    Eduardo the Samurai Toaster
     Publisher: Semnat Studios
     Players: 1-4
     ESRB Rating: E (Everyone) - Mild Cartoon Violence
     Price: 800 Wii Points™
     Description: Fight your way through 13 diverse locations on your own or with up to three friends in this frenetic and stylish side-scrolling action game. Play as Eduardo and his fellow toaster buddies as you fire an assortment of pastries at all kinds of dastardly food products. Hop onto laser-mounted scooters and fly across the screen in rocket packs, and learn to cooperate with your teammates or simply annoy each other in an awesomely fun way by throwing each other around the screen. The choice is up to you.    


    RAINBOW ISLANDS™: TOWERING ADVENTURE!
     Publisher: TAITO
     Players: 1-2
     ESRB Rating: E (Everyone) - Comic Mischief
     Price: 800 Wii Points
     Description: In Rainbow Islands: Towering Adventure!, players control the rainbow-magic-wielding Bubby or Bobby as they climb the seven seamless areas of a tower reaching the heavens while defeating enemies with their rainbow powers. Bosses controlled by the scientific genius Dr. Crescent await players at the end of every area. Race through every area within the allotted time to meet the rainbow-colored Holly's Comet. There are three game modes: Story mode, which tells the tale of Holly's Comet; Challenge mode, where players attempt to climb as high as they can; and Time Attack, where players select an area and see how fast they can climb it. Rainbow Islands: Towering Adventure! is an exhilarating action game where you use rainbows to climb into the heavens.    


    Let's CATCH™
     Publisher: SEGA
     Players: 1-4
     ESRB Rating: E (Everyone) - Comic Mischief, Mild Suggestive Themes
     Price: 1,000 Wii Points
     Description: Play catch with friends in multiplayer party games and compete for high scores using your Mii™ character and others. Choose from six different single and multiplayer modes such as Speed Catch, which tests your ability to catch a fastball, and Bomb Catch, an elimination party game for up to four players. Select from a variety of characters or use your Mii character to play other favorite catch games. Unlock special features when you own both Let's TAP and Let's CATCH.    


      Nintendo DSiWare    


    Mario™ Calculator
     Publisher: Nintendo
     Players: 1
     ESRB Rating: N/A
     Price: 200 Nintendo DSi Points™
     Description: Mario and Luigi™ take a break from their normal adventures to dedicate their heroic talents to working with numbers. Mario Calculator features the full functionality of a traditional calculator, including a Memory key and the ability to display up to 13 digits, and adds a layer of atmosphere reminiscent of the original Super Mario Bros.™ Use the Unit Converter to turn one unit of measure into another (such as length, weight, volume, age and others), or track the history of calculations you've performed with ease. Listen to the Mario-related sounds and watch the coins fly as calculations are performed. Now, back to adding up those high scores...    


    Mario™ Clock
     Publisher: Nintendo
     Players: 1
     ESRB Rating: E (Everyone)
     Price: 200 Nintendo DSi Points
     Description: Turn back time and enjoy a bit of classic game play based on the original Super Mario Bros. with Mario Clock. Help Mario and Luigi collect more coins than ever (POW block anyone?) while they run through a variety of stages. Gather enough coins and you'll be treated to another scene bound to bring back fond memories for many. Mario Clock includes both analog and digital clocks that use the system's internal clock or allow you to offset the time however you like. Program up to three alarms (with snooze functionality for those that need it) and assign them a Mario-related sound or use one created in the Nintendo DSi™ Sound application. You'll find yourself thinking "Just a few more coins..." in no time!    


      Virtual Console    


    Space Harrier™
     Original platform: Virtual Console Arcade
     Publisher: SEGA
     Players: 1
     ESRB Rating: E (Everyone) - Animated Violence
     Price: 800 Wii Points
     Description: "Welcome to the Fantasy Zone. Get ready!" This is the greeting given to you as you start Space Harrier, but you don't have much time to take this advice. Even as the words are being spoken, your Harrier warrior is already charging into battle. Toting a huge laser gun under his arm, the Space Harrier can either run along the checkerboard ground or freely fly through the sky. Either way, he's always heading forward into the hostile 3-D world. As you progress, hordes of strange creatures and robots fly toward you. Fast reflexes are required to dodge their incoming fire. Environmental hazards can be a problem, too. Take care not to run into any trees or stone structures. If you need a bit of a morale boost, just defeat a boss, and the narrator will remind you that "you're doing great!"    


    Nintendo adds new titles to the Nintendo DSi Shop and the Wii Shop Channel at 9 a.m. Pacific time on Mondays. Users with broadband Internet access can redeem Wii Points or Nintendo DSi Points to download the games. Wii Points can be purchased in the Wii Shop Channel. Nintendo DSi Points can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Nintendo DSi Shop or the Wii Shop Channel. They are not transferable and cannot be divided between the two systems.    


    Remember that both Wii and Nintendo DSi feature parental controls that let adults manage the content their children can access. For more information about this and other features, visit Wii.com or NintendoDSi.com.


    30
    TalkBack / Flower, Sun and Rain E3 Trailer
    « on: June 09, 2009, 12:09:31 PM »
    Check out a new trailer for the XSEED published Suda51 DS game.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18835

     According to XSEED, the Suda51 title is due for release in North America next week. The trailer looks as bizarre and unique as all of Suda's work, so be prepared for yet another crazy adventure June 16.    



    31
    TalkBack / PREVIEWS: JU-ON: The Grudge
    « on: June 08, 2009, 10:34:40 PM »
    Don't call it survival horror, it's a haunted house simulator.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=18828

     Oddly enough when XSEED demoed this title to myself, Chuck Jose, and Jonathan Metts at E3, it was described not as a survival horror title, but a haunted house simulator. As a matter of fact, XSEED was very adamant about this description.    


    Ju-On: The Grudge features no combat whatsoever and intentionally so. Tekashi Shimizu, director of the original movie and consultant on the game, wanted to recreate the experience of the movie without actually recreating the exact story. Thus, the game plays more like an interactive movie; players, like the film characters, are simply trying to escape the ghost while exploring their surroundings.    


    Based on the eyes on demo, it was clear that the game had an odd method of control. Players didn't use the IR functionality of the remote to direct the flashlight, but rather motion, similar to some older Wii titles. Being in first person, players move forward by holding down a button and steer with the motion pointing of the flashlight. The XSEED representative was easily able to navigate the levels, so though the controls were unconventional they still seemed functional.    


    Players will also be able to have fun with their friends by taking hold of a second controller. Each of the buttons on the second Wii Remote will trigger a different, instant in-game event. The intention is to scare unsuspecting friends as they explore the creepy mansion.    


    This experience according to XSEED is going to last a little less than ten hours and is targeting an obvious pre-Halloween October release date.


    32
    TalkBack / IMPRESSIONS: We Cheer 2
    « on: June 08, 2009, 01:19:00 PM »
    A sequel Carmine would be proud to review.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18826

     Now you tell me if this sounds fair: I attend a Namco booth tour appointment along with James Jones, and my wife. We step up to the first stop of the tour, and it's We Cheer 2. With three people total, I somehow still get stuck playing the game to avoid embarrassing ourselves in front of the booth attendant.    


    Pretty crappy, right? Well as it turns out, not so much.    


    We Cheer 2, much to my surprise, is a very competent rhythm game. Players take hold of two Wii Remotes, one per hand, and cheer along with the songs playing in the background. Though the demo showcased a few different songs, I only had the pleasure of performing "Hey Mickey."    


    The basic premise of Wii Cheer 2 is apparently identical to that of its predecessor. Players must move their arms in rhythm with the music, in the exact directions displayed by the in-game avatar and the Elite Beat Agents-like gesture tracks that appear on screen.    


    The song, "Hey Mickey", started with some pretty basic gestures. I was most often moving both my arms fully extended from side to side in the air. As the song progressed, the game started mixing up what I needed to do. Instead of performing the same gesture with both arms, I needed to start doing two different motions simultaneously. These gestures were often very unintuitive, giving the game some much needed challenge. Even with the more complicated gestures, the game still proved adept at recognizing exactly what I was doing.    


    As with other rhythm titles, the game would assess each gesture I performed and rank me with both a word and an amount of points. The booth attendant informed me that the game is meant to be a more casual experience, but those looking to compete could try and achieve the highest score.    


    Though the track selection didn't really mesh with my tastes, the gameplay was enjoyable, and reminiscent of Helix, a game I also enjoyed.


    33
    TalkBack / This Week in Nintendo Downloads
    « on: June 08, 2009, 04:49:10 PM »
    The Mario Minis march again on DSiWare alongside soldiers and their swords for WiiWare. Also, Genghis Khan makes his second appearance to do some fishing.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18824

     This week in Nintendo Downloads brings four new titles with one for DSiWare, two for WiiWare, and a single title for the long-running Virtual Console.    


    Mario vs. Donkey Kong: Minis March Again! is yet another Nintendo title for the service and the sequel to the retail DS game, Mario vs. Donkey Kong 2: March of the Minis. Minis March Again features the same crew found in the last game, Mario, Pauline, and Donkey Kong. Mario and Pauline are throwing a party to celebrate the opening of their Super Mini Mario World theme park. Donkey Kong shows up late and is denied entry. In a fit of rage, he kidnaps Pauline, and Mario and his minis must once again save her. Players can now share their created levels via the Nintendo Wi-Fi Connection as well. Mario vs. Donkey Kong: Minis March Again! is rated E for Everyone by the ESRB and is available now through the DSi Shop for 800 Nintendo DSi Points ($8).    


    Swords & Soldiers, this week's first WiiWare title, has finally made its way to US shores. This 2D strategy title has players commanding an army and its magic in a quest for world domination. Players can either tackle the single player mode or face off against friends in the local multiplayer. Swords & Soldiers is rated E10+ by the ESRB and is available now through the Wii Shop Channel for 1000 Wii Points ($10).    


    Fish'em All is this week's last WiiWare title and it stars Jack and Walter who are on a fishing trip in a fantasy world. In this arcade-style game, players will be able to partake in the game's three modes, Arcade, Challenge and Fishtris, either alone or with a friend. Fish'em All 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 game comes to us on the Virtual Console and originally appeared on the SNES. Genghis Khan II: Clan of the Grey Wolf puts players in the shoes of Gengis Khan in two unique scenarios. Players must engage in diplomacy, forge alliances, and organize their troops in order to defend the prosperity of their empire, all while spreading your dominance to all four corners of the known world. Genghis Khan II: Clan of the Grey Wolf is rated E10+ by the ESRB and is available now through the Wii Shop Channel for 800 Wii Points ($8).    


    Nintendo Download: March, Fight and Fish Your Way to World Domination    


    June 8, 2009    


    With this week’s additions to the Nintendo DSi Shop™ and Wii™ Shop Channel, fun truly comes in all shapes and sizes. A new Mario vs. Donkey Kong™ title on Nintendo DSiWare™ features miniature versions of the world’s most famous video game icon, while a pair of fresh WiiWare™ releases invite players to wield a fishing rod or storm a sprawling battlefield. For king-sized thrills, the latest Virtual Console™ offering lets players don the boots of one of the world’s biggest warriors.    


    Nintendo DSiWare    


    Mario vs. Donkey Kong™: Minis March Again!
     Publisher: Nintendo
     Players: 1
     ESRB Rating: E (Everyone) – Comic Mischief
     Price: 800 Nintendo DSi Points™
     Description: Thanks to the runaway success of Super Mini Mario World, Mario™ and Pauline have expanded their toy-filled theme park and invited everyone to the opening celebration – everyone, that is, except Donkey Kong, who was too late to get in. Donkey Kong decides to crash the party and kidnaps Pauline along the way. Can Mario and his Mini Marios rescue Pauline from Donkey Kong’s clutches yet again? Make sure to explore the Construction Zone, where you’ll find all the tools needed to make your own original levels. You can then share your masterpieces or download levels created by others, via a local wireless connection or with broadband Internet access and Nintendo® Wi-Fi Connection.    


    WiiWare    


    Swords & Soldiers
     Publisher: Ronimo Games
     Players: 1-2
     ESRB Rating: E10+ (Everyone 10 and Older) – Cartoon Violence, Mild Suggestive Themes
     Price: 1,000 Wii Points™
     Description: Rewrite history as you take control of the brutal Vikings, the devious Aztecs or the crafty Chinese in their global quest to win the favor of the Gods. Swords & Soldiers is a side-scrolling strategy game that lets you control an entire army and wield devastating magical abilities. Demolish your enemy’s castle at the end of these two-dimensional battlefields and lead your troops to victory. Featuring hours of single-player campaign game play and challenging skirmishes, the game also offers frantic local multiplayer matches that let you take the fight to your friends. If that still isn’t enough for you, there are several unlockable challenge modes that will test your abilities even further.    


    Fish’em All!™
     Publisher: Abylight
     Players: 1-2
     ESRB Rating: E (Everyone) – Mild Cartoon Violence
     Price: 800 Wii Points
     Description: Here’s an arcade game with real coin-op flavor. Jack and Walter are two old fishermen in a fantasy world. They’ve found places where crazy fish leap out of the water all day long – perfect for fishing. It’s a shame the other strange creatures aren’t going to make things easy. In this surreal action game, you’ll experience the excitement of the great arcade classics on your Wii console. Hold on tight to your controller and fish ’em all, featuring nine colorful scenarios, three game modes (Arcade, Challenge and Fishtris) and one- or two-player action.    


    Virtual Console    


    Genghis Khan II: Clan of the Gray Wolf
     Original platform: Super NES™
     Publisher: KOEI
     Players: 1-2
     ESRB Rating: E10+ (Everyone 10 and Older) – Mild Violence
     Price: 800 Wii Points
     Description: In Genghis Khan II: Clan of the Gray Wolf, unite the scattered Mongol tribes under your banner and conquer the world as Genghis Khan. Choose from two riveting scenarios: Mongolia and all of Eurasia. It’s up to you to take your fledgling empire from humble beginnings on the Mongolian plateau and expand your borders across the land. As your rivals look enviously upon your domain, you must struggle to weather the assaults of your opponents and carve out a living for your people. Engage in diplomacy to forge alliances and organize your troops to defend the prosperity of your empire. If you can manage to spread the borders of your empire to the corners of the world, all will pay homage to your might.    


    Nintendo adds new titles to the Nintendo DSi Shop and the Wii Shop Channel at 9 a.m. Pacific time on Mondays. Users with broadband Internet access can redeem Wii Points or Nintendo DSi Points to download the games. Wii Points can be purchased in the Wii Shop Channel. Nintendo DSi Points can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Nintendo DSi Shop or the Wii Shop Channel. They are not transferable and cannot be divided between the two systems.    


    Remember that both Wii and Nintendo DSi feature parental controls that let adults manage the content their children can access. For more information about this and other features, visit Wii.com or NintendoDSi.com.


    34
    TalkBack / IMPRESSIONS: Span Smasher
    « on: June 08, 2009, 08:37:41 AM »
    A 2D MotionPlus game that is unlike any other.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18817

     I wasn't sure what to expect when I first started playing this game. It's a 2D (optional) MotionPlus title where players control the main character, Smasher, with gestures of the Wii Remote.    


    The level that Nintendo showed was scrolling from right to left (opposite from most games), and a dragon was chasing you. When I took control of Smasher, I immediately started fidgeting with the controls. A quick diagonal swipe sent Smasher in the exact direction I gestured in at what seemed to be a standard speed, not related to the motion I had just made. Smasher proceeded to hit off the floor, and bounce off in a predictable fashion. From here he slowly came to a halt, prompting me to perform yet another gesture.    


    This time I decided to gesture toward the dragon to smash through some lingering blocks. These blocks all carried points which added to my total score. Being that I was trending towards death after destroying the blocks, mid-flight I gestured Smasher in the opposite direction to escape.    


    Over the course of the level I ran into other more exclusive items, pearls. They were necessary in order to progress to the boss battle, and were worth more, yet harder to reach. Many of them were only attainable via tracks. These tracks sometimes guided me towards exclusive collectibles, like the pearls, but most times they allowed me to progress forward beyond the unbreakable blocks, avoiding death.    


    When I reached the end of the level my skills were put to the test with a boss battle. In here I needed to smash into the boss when my character started glowing. This wasn't immediately obvious to me, and the booth attendant pointed it out after I flailed around without much luck for a while. I'm still not quite sure what triggered the glowing, but it seemed to be happening at regular intervals.    


    After being hit a number of times the boss would spit debris out at me, consisting mostly of blocks (like Andross). I was able to break some of the debris, and at one point the block yielded a 3-ball power-up. I'm not quite sure how I managed to control three Smashers at once, but it felt very natural, and made quick the destruction of the boss.    


    Following the boss' death, I was awarded my last portion of points, and given a total for the level. Clearly part of the game's allure is achieving the highest score, and this was fairly obvious as you proceeded through the level. The booth attendant assured me that I did well for my first time, however he was quick to gloat the he had the highest score.    


    From what I played of Span Smasher I enjoyed. It was an arcadey, fun experience that is uncommon these days. I'm slightly surprised that it is a full retail title as it sports a distinctive WiiWare feel, but I'll leave it to Artoon and Nintendo to justify the existence of a full game.


    35
    TalkBack / IMPRESSIONS: Picross 3D
    « on: June 07, 2009, 05:32:40 AM »
    Though the demo was on the short and easy side, the game shows enormous promise.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18805

     I've never played Picross before in my life, but after playing a bit of Picross 3D at the show, it seems that it's about time to rectify that. The Picross 3D demo was a fairly short affair, consisting of about six levels and a few short tutorials explaining how to play.    


    Whether or not the rules of regular Picross are the same, but the rule set of Picross 3D was fairly simple. Each puzzle started with a collection of cubes organized into a larger cube. On the edges of this larger cube, there were numbers written. These numbers signified how many smaller cubes should exist within that row at the end of the puzzle. In other words, if one row had a zero on it, that meant you could destroy all of the cubes in that row without hesitation. Destroying a block was one of the two possible functions you had at your disposal. You were also able to mark blocks so you knew not to destroy them. Typically from cues on other rows you would be able to make assumptions of which blocks you shouldn't destroy.    


    As mentioned earlier, there were six levels total in the demo. The second set of three levels were actually a part of a tougher tutorial with more advanced rules. The tutorial explained to me that numbers at the end of a row without a circle around it meant that the remaining cubes in that row were all consecutive. Obviously those with a circle meant non-consecutive, which allowed you to take other leaps of faith when destroying or marking other blocks. This new rule gave further complexity to the puzzles.    


    While I may not have made this clear, the purpose of Picross 3D is to clear away blocks in order to reveal a hidden object within the large cube. The cues given are basically a road map to revealing that shape, and it is up to the player to determine each particular direction.    


    Picross 3D was enormously fun and I'm greatly looking forward to revisiting it when it releases.


    36
    TalkBack / IMPRESSIONS: The Legend of Zelda: Spirit Tracks
    « on: June 06, 2009, 07:42:18 AM »
    The Phantom Hourglass sequel has some interesting aspects, but a far less interesting vehicle to navigate.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18802

     The E3 Spirit Tracks demo was divided into three separate pieces: A train sequence, a dungeon, and a boss. Being that the train is the only completely new concept to the series and the DS handheld gameplay, I decided to try it out first.    


    Link started down a track (sans conductor outfit) and the game explained the various mechanisms of the train. I was able to shoot bombs at enemies, blow the whistle to get animals off the tracks, adjust the speed of the train, and move the camera around the train at any angle. As I moved along the tracks I had to employ my bomb functionality first to defeat a number of wild boar-like creatures that were attempting to ram the train. This sequence continued with moblins riding said boars who were also trying to attack myself and my train. This combat was interesting and fun, and largely reminiscent of riding the boat in Phantom Hourglass.    


    Following the moblin attack I needed to use my whistle to clear some animals from the tracks, which seemed to work well. I then came to a track crossroad where I need to choose my direction. Both directions seemed to send you through a cave, so for the sake of trying out the mechanism, I moved the track to the left, taking the cave further away. Through this cave I fought some keese and skulltullas, and needed to reduce my train's speed in order to kill them before they hurt me. It's worth noting at this point, that the train, even in its fastest setting, still moved painfully slow. I would say that by the time I finished just the train portion of the demo I had spent about 10 minutes playing.    


    Following the cave section I moved on to the final piece of the train demo, a puzzle. In this puzzle I needed to navigate the tracks at the proper speeds and move along the proper tracks to avoid the enemy trains which aimed to kill you on impact. Given that you had the ability to stop, before I entered the puzzle, I did just that and observed the pattern of the enemies. It took a while to see exactly what I needed to do, but once I did, I put my plan into action ... only to die on my first try. On my second try, I realized that I was actually slower than the other trains, so I needed to readjust my plan and wait for a particular train to pass before I could successfully reach the demo exit.    


    The next part of the demo involved some dungeon play. In this dungeon, I was also in charge of a phantom, who was seen in the last title as an enemy. Basically, this dungeon area showcased the phantom control. As I progressed through the dungeon I needed to ride on the phantom through certain lava pits, use the phantom as a shield so that I could get where I needed to go, and perform switch puzzles where he and I hit two separate switches simultaneously. I found controlling the phantom to be smooth and enjoyable. It was an interesting departure from the more standard dungeon play.    


    The final piece of the demo was a boss battle with a rhinoceros beetle. In order to defeat him, I needed to attack him from the rear; a typical boss battle. The only stipulation was that I needed to blow off some sort of poisonous gas that was emanating before I was able to attack. After that, I hacked away until I couldn't any longer, and then repeated the process. The sword control felt as finicky as it was in Phantom Hourglass. A button press is typically definitive, but a gesture must be interpreted. In certain cases my sword swipes were not being read properly and the spin attack was tough to consistently pull off.    


    Out of the entire demo, I most enjoyed the dungeon and controlling the phantom. It was fun and well implemented. The boss battle wasn't bad, but it really didn't showcase anything new. The train was far and away the worst part of the demo. It was slow and mostly boring because little was going on. Being that I wasn't the world's biggest Phantom Hourglass fan, I went into the Spirit Tracks demo very skeptical. Thanks to the dungeon sequence, I left much more hopeful and interested in the title.


    37
    TalkBack / IMPRESSIONS: WireWay
    « on: June 06, 2009, 04:26:10 AM »
    Use a combination of gravity, rubber bands, and your stylus to collect items and navigate your character to the level exit.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18801

     I had a few brief minutes to try out this brand new title from Konami. Essentially, the main character of the game was autonomous, constantly walking forward. It was up to me to interrupt his progression by using the stylus to intercept him with various rubber bands that were stationed around the level.    


    After grabbing the character I needed to angle where I wanted to shoot him. In some instances I was aiming for another rubber band (which he would automatically attach to), in others it was for a collectable item hanging around the level. The aiming felt natural, and the flight pattern of the character felt proper.    


    As I moved onto the later levels of the demo, the game became progressively more challenging. In these levels, the next rubber bands were further away and often surrounded by spikes, forcing a precise flight pattern. Collectable item stopped being along flight paths, forcing me to carefully plan exactly how I could grab the item, and find my way back to my current location in the level. As one would expect, the levels also became more expansive allowing for exploration elements.    


    WireWay was pleasant surprise. I hadn't heard of the game at all, and after a few minutes of play time I could see myself greatly enjoying the full retail version of the game.


    38
    TalkBack / Sin & Punishment 2 Coming in 2010?
    « on: June 05, 2009, 02:32:57 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=18785

     


    UPDATE (6/5): A new fact sheet in Nintendo's E3 Press Kit has confirmed that the title is coming Q1 2010    


    After talking with many of the reps in Nintendo's E3 Booth, it seems like Sin & Punishment 2 won't likely see release until 2010.    


    Many of us attending found it quite odd that Nintendo hadn't offered up a release date in all of their E3 press kit. As a result, I made it my mission to figure out exactly what was going on with the game.    


    My first target were the two reps who had been demoing the title throughout the show. Both told me independently that the title wouldn't be seeing release until Q1 2010.    


    I then moved my attention to other reps that are typically reliable source points for the site. They all claimed they had no idea, and referred us to the Fact Sheet on the game (which incidentally doesn't exist). My final target were the reps working the booth desk. They did as previous reps had, referring us to the press kit and claiming they had no idea. I informed them that other reps had given me the Q1 2010 date, and their only response is that they didn't know, but never denied the date.    


    From the various interactions I had, it seems likely that the title won't see release until early next year. The various Nintendo reps would've been quite eager to at least tell me that it would definitively be out in 2009 if that were the target release date.    


    I'll continue to question Nintendo reps, and will alert all of you if anything new develops.    


    P.S. - I've also been asking about Fatal Frame IV and have yet to find a rep to comment on the status of the game. While this is sad news, no one told me it wasn't coming either.


    39
    TalkBack / IMPRESSIONS: Zephyr: Rise of the Elementals
    « on: June 03, 2009, 08:57:00 AM »
    A short hands-on demo reveals Katamari-like gameplay.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18732

     This morning in Konami's booth a new company by the name of Loose Cannon demoed their first title. The game, Zephyr: Rise of the Elementals, is a multiplatform title that is being designed with the Wii as the core platform.    


    Players started the demo as Zephyr, a Wind Elemental that has the ability to transform into a tornado. His goal is initially quite simple: destroy everything.    


    By moving around with the Nunchuk, I was able to destroy anything small enough that I crossed over. As I destroyed more and more items and buildings I slowly started to grow, similarly to the ball in Katamari Damacy. This naturally allowed me to destroy bigger and bigger constructs.    


    Moving around the environment felt smooth and natural. Graphically the game was fairly unimpressive, with a lot of very basic textures and geometry. Additionally, as items were picked up, they were deconstructed into sprite based versions of their former three dimensional selves, likely to avoid system strain. The effect was fairly seemless and wasn't terrible-looking; however, it certainly made the mass destruction much less impressive. Both Zephyr's character and tornado models were  unimpressive, lacking any sort of visual flair.    


    I noticed what seemed to be small framerate hiccups at random points in the demo. I didn't ask if they were intentional pauses after something I hadn't noticed had happened, so it's hard to say if there were any definitive framerate issues.    


    The Loose Cannon developer present also showed a couple of extra levels that featured some more advanced gameplay involving collection of fire enemies to create combo chains, as well as a boss battle. He also hinted that there were going to be other moves such as dashing and smashing, but I did not play anything other than the simple pick-up-and-play introductory level.    


    From what I could tell, fans of Katamari will likely be interested in the title, but the lack of visual appeal and catchy music may put a damper on the experience. Aside from some waggle control, the Wii version offered nothing different from the Xbox 360 and PlayStation 3 versions of the game. Players with access to either of those systems should be much more excited for those versions of the game as they look much better.


    40
    TalkBack / IMPRESSIONS: Need For Speed Nitro
    « on: June 03, 2009, 08:49:49 AM »
    The newest entry in the racing series seems to go back to its roots.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18737

     In the Nintendo Booth I was given a quick one race demo of the upcoming Need for Speed: Nitro which is being built exclusively for Wii.    


    I played the game with only the Wii Remote, one of the many options for control. Unlike Mario Kart and Excitebots, I held the Remote pointed forward and twisted my wrist left and right to turn. Regardless of the awkward setup the game controlled quite well. Being that I have played most racing games with the Wheel or seesaw controls, this scheme felt very fresh.    


    The racing was fast-paced, simple, and arcade-like. Over time the series has seemed to depart from this initial formula that it became popular with in the first place, so it was nice to see Nitro return to its roots. As I raced around the track I had to try and stay in higher places in order to claim zones of the track, which were in turn tagged with my logo. I also had to avoid cops and do some slight drifting to keep on the track.    


    Nitro boosts were important to stay ahead of the competition, as well as grabbing wrenches every so often to avoid my car's destruction.    


    Visually the game was obviously nowhere near Shift, the other new title in the series for the Xbox 360 and PlayStation 3, but for a Wii game is looked well and offered some nice textures and interesting light reflection. The fast movement of the game helped it avoid looking aliased which was also nice.    


    I walked away from the game much more excited than I was going in. The controls were definitely the most pleasant surprise, which was accentuated by the huge array of other options, covering every control method possible on Wii.


    41
    TalkBack / IMPRESSIONS: Fossil Fighters
    « on: June 03, 2009, 08:39:14 AM »
    Extracting, cleaning, and restoring fossils is only the start of this 3-on-3 RPG fighter.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18736

     Fossil Fighters was available for play in the Nintendo Booth on the show floor today. The game is not in development at any in house Nintendo studio, but is being published by the company. Regardless, the game still sported a very Pokemon-like feel, including characters, humor, setting, and gameplay.    


    The demo was split into two pieces; Fossil Cleaning, and Dinosaur Battling. Fossil Cleaning being the precursor for Battling, I decided to start there.    


    My character was brought into a special rpom, and a large rock appeared on the bottom DS screen with an outline of a dinosaur skull displayed on the top. I was given three tools, a hammer, drill, and x-ray, and told to extract the skull from the rock. I took the hammer and began chiseling away the rock. Layers of it slowly broke away, eventually revealing the encapsulated skull. At this point I was told to take my drill and slowly clean away all of the smaller piece of outstanding rock in order to fully reveal the skull. I also needed to blow away the remaining debris from the drill every so often with the microphone.    


    As I was performing these actions, I noticed the skull on the top screen slowly filling with blue, eventually reaching a line which had split the skull outline in half. Apparently as I extracted pieces away successfully I was awarded blue points. A quick whack from the hammer directly to the bones quickly displayed red fill in the skull outline above. According to the game, I need to keep the blue points over the halfway mark in order to successfully extract the skull. Depending on that ratio after all of the rock had been removed I received a score.    


    Extracting the skull proved more challenging and fun than I had originally anticipated. After receiving my score, the true purpose of the extraction was revelead: recreating that dinosaur from its bones. In this case, I had made a Vivosaur. This creature was then used for the battling half of the demo.    


    In this mode, I was assigned a team of three dinosaurs in a grid of four spaces shaped like a diamond. I faced off against a similar team in a similar setup. The battle allowed me to attack first due to being weaker overall. Each dinosaur on the grid had a variety of different attacks and defense, each of which cost a certain amount of fossil points. These points recharged a certain amount in between rounds, so at least for this limited demo, it made sense to exhaust all of the given points in each round. Presumably, proper utilization of these points will be more important in the future.    


    The demo had me attacking back-and-forth with the computer controlled enemy until I eventually triumphed. The gameplay felt very standard for an RPG, though it lasted for an excessively long time. It wasn't particularly fun, but this could possibly be attributed to the lack of depth of the demo and the small range of strategy that could be employed to win.    


    Following completion of the battle, the demo ended, so I'm not certain what the repercussions of success are following the bout. Given that the game has some better depth and further interesting tie-in with the fossil cleaning mode, it seems as if it could turn out well.


    42
    TalkBack / IMPRESSIONS: Mario & Sonic at the Olympic Winter Games
    « on: June 02, 2009, 10:45:23 PM »
    One of the show floor demos offered up three unique two player events.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18713

     During my time in the Sega booth I was able to play three events with Reviews Editor, Michael "TYP" Cole. Though there were other demos available showcasing Balance Board support, and single player experiences, I focused my efforts on this particular aspect of the game.    


    The first event we were able to attack was Bobsledding. Unlike the other two events, this was the only co-operative event. The PR rep suggested we stand in a similar fashion to how the bobsledders were sitting within the Tobaggan. In order to start the event both TYP and myself needed to waggle the controller in a swatting motion to push the bobsled forward. Upon reaching the proper location and speed, players must tap A and hop into the sled.    


    As we rushed down the course, it was necessary to stay towards the center of the track in order to grab a convenient speed boost. This was done by holding the Wii Remote to our respective chests, and leaning left and right in accordance with the construct of the track. As expected, more congruent and accurate movement yielded the fatest times down the track. The motions were intuitive and easy to perform and the event was fun and exciting. I can imagine with four players, it would be even more hectic and exciting.    


    The next event was Speed Skating. This game was competitive, pitting TYP against me. To start the event we again needed to quickly waggle to get an initial starting boost. Following this initial spurt we then had to swing the Wii Remote left to right in a specific rhythm in order to move the fastest. Each swipe was graded with a ranking from Bad to Perfect. I was able to get a hold of the rhythm quicker than TYP which resulted in a win for myself.    


    Our final event was a Downhill Slalom. In this event, we needed to start the race with a push out of the game using the Wii Remote and Nunchuk. As we started moving we needed to hold the controllers as if they were ski poles. We leaned forward and shifted our bodies in conjunction with the controllers left and right in order to steer down the hill. Going down you also needed to steer through thirty-six gates. As you pass through your speed is slightly increased, missing a gate drops your speed down to the base. Passing closely through the gate, touching the flag gives you a small speed boost. Again, the controls were smooth, comfortable, and very intuitive, and the gameplay was fun and interesting.    


    Mario & Sonic at the Olympic Winter Games appears to be coming along admirably, and hopefully further events will continue the trend exhibited by this small showing.


    43
    TalkBack / IMPRESSIONS: The Conduit
    « on: June 02, 2009, 11:04:48 AM »
    High Voltage and Sega's upcoming first person shooter offers solid controls, and a very Metroid Prime-like aura.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18676

     Going into The Conduit I didn't really know what to expect. As we all know the game has been strongly hyped by just about every media outlet everywhere and has become the darling of core Wii enthusiasts.    


    Upon starting the demo I was thrusted directly into combat, as I had taken over for someone who had seemingly lost interest. I immediately noticed that the world was very well detailed, the graphics crisp and clear, and the visual effects quite impressive. It took me a minute to get my bearings, but once I did I was blasting aliens like a champ. The pointing was responsive, but not overly so, and the aiming felt natural. The only issue I seemed to encounter occurred when I moved too quick. In those intances it seems as if I managed to point past the screen, forcing my reticule to the opposite end of the screen causing an abrupt and unnatural turn. The only other minor issue occurred with melee attacks. In the demo, that function was mapped to Wii Remote waggle which completed messed up the location of the reticule, making it hard to seemlessly transition between shooting, and meleeing.    


    As I worked my way through the demo I dealt with three unique enemies, each of which featured their own unique attack strategy. The heavy grunts were most willing to take shots and had bigger health bars. They employed some advanced maneuvering, as they attempted to hide behind objects in their pursuit. Following defeat of these enemies and their spawn gate, a new set of enemies began deploying for their own spawn point. These enemies were faster and dodged alot, but typically died in one or two well-placed hits. The final enemies were small fly-like creatures that wwere spawned by the boss character at the end of the demo. These enemies died in a single shot and typically lined up in front of me and dashed inward in an attempt to harm me.    


    As I mentioned, the demo ended with a boss fight. This creature reminded me strongly of the ant lions from Half Life 2. Obviously, this boss was far larger, but visually similar. I had a hard time defeating the boss and ultimately had to have the Sega rep on hand show me how to defeat it. As it turns out, there is a very small weak spot that is revealed when the creature raised its front legs to attack. My biggest issue with this is simply that there was no visual feedback whatsoever when I had hit that spot previously. It made it tough to properly attack the boss. This theme of lack of direction was consistent throughout the demo.    


    In other instances, such as solving puzzles, there were no on-screen instructions or directions, making it tough to decipher what to do. I'm not sure if this is a product of playing from a random point in the game, or a problem the game in general suffers from.    


    Overall, these issues were minor, and the game was quite fun. If the demo was any indication, the game will be quite challenging. The game also gave off a very strong Metroid Prime vibe which resounded well with me throughout my time with the demo. If anything, my overall impression of the game has vastly improved after getting some hands-on time with it.


    44
    TalkBack / PREVIEWS: Metroid: Other M
    « on: June 02, 2009, 07:17:32 AM »
    In a surprise announcement, Nintendo gives gamers a sneak peek at the latest entry in the Metroid franchise.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=18644

     Today, during the Nintendo Press Conference, Reggie teased the latest entry to the Metroid series, Metroid: Other M. The game is being co-developed with Team Ninja, who is best known for their work on both the Ninja Gaiden and Dead or Alive series.    


    From what could be seen, the game seems to sport a grittier feel and story, as well as a complete change in perspective and gameplay style. The trailer revealed distinct two dimensional play as well as what appeared to be some instances of three dimensional play in both first and third person.    


    Visually, the game appeared more vibrant and bright than the Prime series and staple characters, most notably Ridley appear to be returning.    


    As of right now, not much else is known about the game, gameplay, or story. Nintendo only revealed that eager fans can expect the game in 2010.    


    Check out the video from the show below.    


     


    45
    TalkBack / Ubisoft Reveals Your Shape with Motion Sensing Camera
    « on: June 01, 2009, 04:21:43 PM »
    During the Ubisoft Press Conference the brand new peripheral and fitness game was revealed.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18624

     Today during the Ubisoft Press Conference the company revealed its new fitness game, Your Shape, as well as its new motion sensing camera.    


    Through use of the camera in conjunction with Your Shape, players' shapes will be recorded and a profile will be created specific to that player.    


    During workouts the game will give players real time, on-screen and vocal feedback in order to get the perfect workout. Players will also be able to choose any part of their body they would like to work out and then choose the type of regimen they need to work on toning, weight-loss, and other goals.    


    Your Shape, along with the motion sensing camera, will be available this fall for Wii.


    46
    TalkBack / REVIEWS: Penny Racers Party: Turbo-Q Speedway
    « on: May 31, 2009, 04:23:09 AM »
    A mildly entertaining racer that is best suited for adolescents with a spark of creativity.
    http://www.nintendoworldreport.com/reviewArt.cfm?artid=18590

    Penny Racers is a brand better known as Choro-Q in Japan. Though the name is tied to many video games, its origin lies in a pullback toy car brand introduced in Japan in 1978. Their popularity remains to this day, thus the numerous games bearing the name. The newest entry, Penny Racers Party: Turbo-Q Speedway, offers players an unconventional racing game that is more heavily focused on constructing the right vehicle rather than being perfectly skilled on the racetrack.

    The game is broken into circuits, each of which contains one or more races as well as one or more mini-games, such as collecting coins on a track, bowling, or pushing a ball to the finish line. Each entry in the circuit, be it race or mini-game, has an associated challenge for which players can earn either a gold, silver, or bronze trophy. Each trophy carries a certain number of Q-Coins which can be spent in the Store to beef up a racer. Completing a race with a gold trophy will also net players a new part for their racer.

    As players complete each circuit by receiving a trophy in each race, new parts will be unlocked in the shop for players to buy. One of the hooks of Choro-Q cars in Japan is buying a basic model for the chassis and then replacing certain parts in order to make it your own. Over the course of the game players will be continuously adding new parts to the sides, roof, front, back, and innards of their car, as well as even changing the body itself. Customization is highly regarded, and in fact completely necessary in order to win most races. During the first circuit, players will have quite a hard time competing because of their lowest-common-denominator parts.

    Initially, Turbo-Q Speedway is frustrating because the controls (seesaw motion steering) are unresponsive and your vehicle is extremely slow moving, thus making the races seemingly impossible to win. As it turns out, the game basically forces you to lose a number of times in order to earn some coins so that you can replace your junky parts. Upon replacement, your racer will be greatly improved, and subsequently your play experience.Once players install a new engine, and various other parts to increase their speed, charge, and handling, they will find themselves blazing past the competition. With each new circuit, players will need to peruse the store and replace their older parts in order to remain competitive.

    Unfortunately, after replacing all of the appropriate parts and making the recommended racer for the circuit, completing the featured races is nothing more than going through the motions. Racers who once consistently lead you are now nearly half of a track behind, making the win a given.

    Turbo-Q’s presentation is sorely lacking. The graphics are unimpressive, the music is uninspired, and the sound effects are grating. Even the game's menus look low-budget.

    Penny Racers Party: Turbo-Q Speedway is clearly a game made to appeal to a child old enough to play with and appreciate the associated toy cars. Within that age range, the game will provide ample challenge, as well as the opportunity to learn some of the intricacies of a car while expressing creativity. For everyone else, the game will offer some small doses of enjoyment and accomplishment, but will ultimately be too easy once its basic formula is uncovered.

    Pros:
    • Deep customization
    • Controls work well ... with better parts

    Cons:
    • Successful racing requires little more than the right vehicle
    • Horrendous presentation

    Graphics: 4.0

    The game is full of low-polygon models, as well as low-polygon environments with poor textures that are barely of GameCube quality. The menus are also lackluster, giving the game an extremely low-budget look.

    Sound: 4.0

    The soundtrack is subtle, never adding to the racing tension and never providing anything memorable. The sound effects made by the racers are obnoxious and do nothing to help the overall experience.

    Control: 7.0

    At first the game's control is awful, but this is due entirely to the poor parts equipped on your racer. After players suffer through a few races they will be able to replace the parts and in turn the game handles fairly well, though still not optimally.

    Gameplay: 6.0

    The game's various mini-games are entertaining, but the racing is mostly going through the motions. Players will have more fun customizing their car than doing most of the other challenges in the game.

    Lastability: 7.0

    With a collection of circuits of up to six events each , as well as countless parts to earn, players will find plenty to do if they seek to earn everything available and continue to customize their racer.

    Final Score (Not an average): 6.0

    Younger players will likely find a number of things to enjoy about Penny Racers once they start tweaking their toy cars. Parents looking for a game to play with their adolescent children could do far worse, but more experience gamers should look elsewhere for their racing fix.

    47
    TalkBack / Nikkei Reveals a New Wii Fit and Mario Title
    « on: May 30, 2009, 10:01:29 PM »
    Both titles are due later this year in Japan.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18592

     A recent news article from the Nikkei Shimbun confirmed the existence of Wii Fit Plus and revealed that a new Mario title is in the works.    


    Wii Fit Plus, which will be released in the fall, will have more precise weighing options and the ability to compare stats and progress with friends online.    


    According to the article, the new Mario title will be released later this year. Unfortunately, no platform or further information was specified.     Translation thanks to James Charlton


    48
    TalkBack / On NCL, NOA, and Starfy
    « on: May 22, 2009, 07:46:46 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=18490

      In a recent interview with Starfy developer, Tose, it was revealed that though they sought to bring the Starfy series to America, Nintendo of America rejected it based on the premise that it was "too Japanese."    


    Up until now, everyone had resigned to the fact that NCL had control of the brands and truly made all of the calls as to what stays in Japan and what goes.    


    Considering the first Starfy title was released nearly 7 years ago, it begs the question, how long has NOA been making these calls? Not only that, but what other game series has it barred from release in America?    


    Of course, Disaster: Day of Crisis immediately comes to mind, considering that it was even released in Europe. The same goes for Trace Memory Wii, Freshly Picked: Tingle's Rosy Rupeeland, Doshin the Giant, and Kuru Kuru Kururin.    


    I have to wonder what eventually made Nintendo of America cave on allowing the title to come to America (Rhythm Heaven too). When I originally imported Starfy, my immediate reaction while playing was "Wow, I can't believe they haven't brought this over yet." It felt accessible, fun, and very much like Kirby, a series that has thrived in America for many, many years.    


    Though Nintendo clearly makes a number of great business decisions, they also make a number of poor ones. Given all of the complaints during the GameCube era regarding droughts and lack of great software, you'd think an obvious choice would be to bring some of these Japanese titles to America to fill the gaps in the lineup, and possibly establish new, strong brands.    


    Given the release of Rhythm Heaven and the impending release of Starfy, let's hope we are witnessing some sort of trend where NOA, NOE, and NCL product listings are more congruent.


    49
    TalkBack / REVIEWS: Klonoa
    « on: May 18, 2009, 03:56:47 AM »
    This gorgeous remake's gameplay has stood the test of time.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=18464

     Klonoa began life on the PlayStation in the title Klonoa: Door to Phantomile. Since then he has become somewhat of a trademark Namco character, finding himself in a collection of other titles on the PlayStation, PlayStation 2, GameBoy Advance, and finally Wii. Since the series has gone dormant and Door to Phantomile has aged significantly, Namco decided to remake the title with updated graphics, a bevy of new control schemes, and new material to help revive the iconic series.    


    Klonoa features a character duo comprised of Klonoa himself and his ring spirit companion, Hewpoe, who grants Klonoa his staple wind bullet power. The team begins their adventure in Phantomile, the land of dreams, when a ship crashes into a nearby mountain and the duo decide to investigate. Upon reaching the mountain peak they encounter Ghadius and Joker, two evil beings who seek to destroy dreams, as well as Phantomile itself. The two villains capture the songstress Lephise and set off in order to perform their deed. So begins the quest to save Lephise, dreams, and Phantomile.    


    For those unfamiliar with the series, Klonoa moves on a 2D plane in a 3D environment. Klonoa's plane weaves all around the environment, and new planes frequently appear perpendicular to his current plane, allowing Klonoa to completely deviate from his original path. Players often find themselves playing three-dimensionally, as enemies, switches, and collectibles are found in both the foreground and background. This shouldn't be confused with games such as New Super Mario Bros, which only features action on the 2D plane in which the player exists. Those familiar with Kirby 64: The Crystal Shards will see some similarities in Klonoa's presentation.    


    Klonoa's combat mechanics are a tad unconventional as well. Klonoa uses the Wind Bullet to fire a projectile gust of wind that serves a variety of purposes. Players will mainly use it to pick up enemies, who can then be thrown to defeat other enemies, collect items, or perform a double jump. As such, players often need to trek back and forth to obtain enemies which enable them to reach a new area or collect an item. Klonoa also has the innate ability to float in mid-air for a brief moment at the peak of his jump, thanks to his massive floppy ears.    


    Conveniently, players can control this relatively small moveset on a variety of controllers. The Wii Remote, Wii Remote + Nunchuk, GameCube Controller, and Classic Controller all give players sufficient, comfortable, and responsive control of the titular character.    


    The game is split into a set of seven visions (worlds), each containing two sub-visions (levels), the second of which features a boss battle. Merely playing through these visions to reach the end of the game proves easy. However, meticulously scrounging through each level for all of the crystals and trapped villagers proves to be a much bigger challenge, and when played this way, Klonoa can be described more accurately as a puzzle-platformer.  Puzzle elements also appear in the game's boss battles. Each boss battle typically locks Klonoa into a specific area, requiring players to identify the boss' weakness and exploit it to win. In many instances, these bosses are present in the background, allowing Klonoa to attack from many angles thanks to the oft-circular layout of the arena.    


    Players already familiar with Klonoa: Door to Phantomile will find that the remake has stayed true to its source material. The game sports a fresh coat of paint that looks even better than the cel-shaded graphics of the PlayStation 2 sequel. Those who finish the relatively short game will notice that a Reverse mode has been added, along with a mid-level challenge room in the reversed levels. After completing the game players can also unlock costumes to give Klonoa and his friends a new look. Finally, there is also a new Time Attack mode, allowing players to challenge the bosses separately from their levels.    


    Though short, Klonoa makes for a fantastic addition to the Wii library. With its beautiful new visuals, additional modes, and extremely challenging bonus rooms, Klonoa veterans as well as platformer fans would do well to pick up this budget-priced title.

    Pros:
           

  • Solid, enjoyable platforming
  •  
  • Gorgeous new visuals
  •  
  • Bevy of new, challenging material


  •        Cons:
           
  • On the short side
  •  
  • Not too challenging


  •                Graphics:  9.0
           For its time, Klonoa: Door to Phantomile on the PlayStation was a fantastic looking game. The Wii remake continues that tradition with its gorgeous new visuals that trump even the beautiful cel-shaded style of the PS2 sequel.

                   Sound:  7.0
           The music and sound effects have remained mostly static across the entire Klonoa series. That being said, it is light, whimsical, and mostly enjoyable, but far from memorable.

                   Control:  9.0
           Klonoa offers players the full range of Wii control options, all of which work just fine.. Due to the unconventional nature of Klonoa's controls, there is a slight learning curve, but after one or two levels, players will easily be navigating around Phantomile.

                          Gameplay:  9.0
           Though the core experience is on the easier side, the game is enjoyable from beginning to end. Boss battles are unique, fun, and thought provoking, and the levels prove far more interesting when tracking down all of the various collectibles. The new Reverse mode and challenge rooms add difficulty seemingly absent from the Normal adventure.

     


           Lastability:  8.0
           Being a shorter game, players will most likely tackle all of the games modes and try to find all of the level's collectibles to extend their play experience.

     


           Final:  8.0
           This generation has been surprisingly barren of platformers, much less good ones. Thankfully, Klonoa is a fine platformer, one that fans of the genre won't want to miss. Those familiar with the series will undoubtedly want to revisit Phantomile in this remake, as it proves much easier on the eyes and is more robust than the original title.      


    50
    TalkBack / REVIEWS: Excitebots: Trick Racing
    « on: April 28, 2009, 04:05:25 PM »
    With new vehicles, a slew of new functions, and the same exhilarating racing, Excite Truck's successor comes in with a bang.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=18307

     Before the Wii was released in North America, the first game I had the pleasure of experiencing was the glorious Excite Truck. Love at first sight, I hastily picked up the game when it became available at the Wii launch alongside Twilight Princess. Though Zelda ate up a significant amount of my time, I undoubtedly invested far more into Nintendo's launch racer.    


    When Excitebots: Trick Racing was announced, I knew that I had to review the game—that is, until I saw its premise and started to have second thoughts. Bots, bars, sports, and pie faces seemed like an odd conglomeration of things to toss into a racing game, especially Excite Truck. Despite my inhibitions I gave the game a shot; it turns out that Monster Games and Nintendo were definitely onto something.    


    Though at first glance Excitebots looks very different, at its core it still offers the solid high-speed, big-airtime racing of Excite Truck, complete with the star-based ranking system in which coming in first does not always guarantee a win (only 50 bonus stars). As with Excite Truck, players need to get big air, do tree runs, perform mid-air spins, smash trucks, and pull off big drifts to win and, with practice,  earn an "S" ranking. Excitebots has built on this core formula and added a number of new key features that set the game apart from its predecessor.    


    As the subtitle suggests, Excitebots is all about trick racing. As players traverse any given course, they will be presented with a slew of opportunities to perform tricks. These are done in a number of different ways. Each level now features a mandatory Red Bar which your bot must spin around a number of times in order to move on. For rhythmically performing a cranking motion with the Wii Remote, players are awarded up to ten stars and a potential boost for a perfect performance. Similar player interaction is necessary in order to complete the other tricks in the game,    


    Players will also have the option of performing tricks on Yellow Bars and springy Flip Bars (both optional), which offer up to five stars each and a potential boost for good performance. Bad performance on the yellow bar is punished by sending your bot spinning through the air towards an imminent crash, unless you can luckily stabilize your bot and recover, for which you are awarded with one star. Other challenges players will have the option of tacking include hitting a soccer ball into a net (5 stars), kicking a field goal (5 stars), knocking down a set of bowling pins (up to 10 stars), throwing a dart (up to 5 stars), throwing a pie in a clown's face (up to 5 stars), hitting a homerun (up to 5 stars), and fishing (up to 5 stars). All of these challenges occur mid-race and require player action while still driving through the track. For instance, hitting one of the question marks (which only modified the terrain in Excite Truck) might set up bowling pins or a soccer ball to drive into.    


    Also new to the game is the weapon system, which players can use to both obtain stars and defeat opponents. Things like hammers, bombs, and chompers attack enemies, causing them to slow down or be sent shooting into the air. The rocket and tambourine give players a speed advantage: the rocket does so automatically, while the tambourine requires a rhythm mini-game for up to 5 stars and a boost.    


    The game's crazy challenges, combined with the new weapon system, make for a truly hectic, yet enjoyable racing experience. The branching paths featured in Excite Truck have also returned and are now even more important, as each path holds different challenges.    


    Though Excitebots brings a lot of positive things to the table, there are a couple of detractors. For one, the game is quite easy. Where Excite Truck makes you work to earn the stars necessary to achieve an "S" ranking on a given track, Excitebots makes earning one quite easy due to the plethora of challenges and bars scattered throughout the tracks. Excitebots also skimps on new levels. Players familiar with Excite Truck will quickly notice that almost half of the twenty-five levels have been carried over from the preceding game. Thankfully, the new additions breathe new life into the reprised levels, making them feel at least somewhat different.    


    The final major complaint I have with the game is the again-horrendous soundtrack. While the terrible "Butt Rock" has been removed, it has been replaced with equally annoying music that is reminiscent of Mario Kart Wii but not nearly of the same caliber. Even worse, players can no longer listen to their own music off of an SD card, as they could in Excite Truck.    


    Fortunately, the Excitebots-exclusive online mode easily makes up for these detractors, extending the game's life enormously. Players can match up against up to five other competitors in either a normal race or a poker race, a new race type that allows players to drive into cards to complete a poker hand and earn stars. In either race type, as in single player mode, players strive to obtain the most stars within the race in order to win. Excitebots spices up this simple equation by allowing players to bet a number of stars on their performance prior to each race. In a six-person race, coming in the top two spots quadruples or doubles the number of stars bet, while third is a push, and lower will result in losing all bet stars. Players uninterested in online play will be disappointed to know that local multiplayer is still limited to one-on-one face-offs in vertical split-screen matches.    


    Overall, Excitebots: Trick Racing is a fantastic game. While it hasn't perfected what Excite Truck started, it offers a fresh experience that is unlike anything before. Even fans of Excite Truck will be thrown for a loop when they take on the virtual high-speed obstacle course that is Excitebots. Fans of light-hearted arcade racing would do well to take Excitebots out for a spin.

    Pros:
           

  • The same exhilarating racing that made Excite Truck a fan favorite
  •  
  • Robust, smooth online mode
  •  
  • Unique and zany experience that is unlike any other


  •        Cons:
           
  • A bit on the easy side
  •  
  • Recycled Excite Truck tracks
  •  
  • Absence of custom soundtrack
  •  
  • No WiiSpeak support


  •                Graphics:  7.0
           While Excitebots doesn't look great when you are at a standstill, in motion the game's colorful palette provides an appealing backdrop to race against. Unfortunately, the graphics engine seems completely unchanged from its launch title predecessor.

                   Sound:  4.0
           The absence of a custom soundtrack is a major letdown, given the precedent set by Excite Truck. While the 80s generic metal has been replaced by more Nintendo-like music, the soundtrack is still obnoxious, except this time it's mandatory.

                   Control:  9.5
           The excellent Excite Truck controls have been tightened up for Excitebots and now only cause issues at the peak of a jump when you are trying to make a sharp turn. Additionally, Mario Kart Wii's controls are mimicked, allowing players to also use the Wii Wheel.

                          Gameplay:  9.0
           The core concepts introduced by Excite Truck, including the big air-focused racing, have returned, which is fantastic. In addition, Excitebots has added a slew of new challenges to accomplish in the middle of the race, transforming the game into something that feels fresh. Even those thoroughly familiar with Excite Truck won't feel they are treading the same ground.

     


           Lastability:  9.0
           With all of the modes from Excite Truck plus the incredibly smooth online multiplayer, players will be able to enjoy Excitebots long after the single player material has been completely conquered. With numerous stars acquired in the online mode, you can buy trophies, collectibles, and new bots, constantly giving players something to work towards.

     


           Final:  9.0
           Excitebots: Trick Racing is more of a re-imagination of Excite Truck rather than a sequel. Offering many of the same tracks and core mechanics, Excitebots takes all of the good gameplay from Excite Truck and mixes in a concoction of new ideas, producing a very unique and unforgettable game that nearly anyone can appreciate.      


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