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Topics - Svevan

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151
TalkBack / Unfabulous for GBA Ships
« on: September 27, 2006, 07:46:32 PM »
11 year old female PGC readers rejoice.

THQ Releases Unfabulous, the First Ever Video Game Based on a Live-Action Nickelodeon TV Show, for Nintendo Game Boy(R) Advance    


Teen Starlet, Emma Roberts, Stars in Her Very Own Video Game Featuring All the Middle School Drama From the Popular Nickelodeon
   


AGOURA HILLS, Calif., Sept. 27 /PRNewswire-FirstCall/ -- THQ Inc. today announced that Unfabulous for the Nintendo Game Boy(R) Advance has shipped to retailers throughout North America. Based on Nickelodeon's live-action television series starring Emma Roberts, the game follows the hectic life of main character Addie Singer and features key locations from the show. The game is rated "E" for everyone and is available for the suggested retail price of $29.99.    


"Unfabulous is a standout game experience that is perfectly suited for girl gamers," said John Ardell, director, global brand management, THQ. "With the girls handheld market accounting for over $40 million in sales in 2005 and showing continual growth, this is the perfect time to debut a game starring Nickelodeon's hottest new star from the top-rated Unfabulous TV show."    


"Nickelodeon's Unfabulous TV show is extremely popular among the tween market, with both the show and main character ranking extremely high in familiarity among girls ages 9-14," said Paul Jelinek, vice president, digital media products of Nickelodeon and MTVN Kids and Family Group. "We are extremely pleased to introduce the Unfabulous franchise as Nickelodeon's first live-action video game and to continue to bring quality entertainment to fans."


152
TalkBack / "His Dark Materials" Planned for Unnamed Consoles
« on: September 27, 2006, 07:35:53 PM »
Development for Nintendo consoles likely from Sega of America and Sega Europe.

SEGA JOINS FORCES WITH NEW LINE AND SCHOLASTIC TO MOUNT MAJOR INTERACTIVE INITIATIVE FOR 'HIS DARK MATERIALS' FRANCHISE    


First Game to be Based on New Line's The Golden Compass Motion Picture
   


LONDON & SAN FRANCISCO (September 27, 2006) – SEGA® of America Inc. and SEGA® Europe Ltd. today reached an agreement with New Line Cinema and Scholastic Media to create video game content based on the films from award-winning author Philip Pullman's His Dark Materials trilogy. With over 10 million books sold worldwide, the His Dark Materials trilogy is comprised of The Golden Compass, The Subtle Knife, and The Amber Spyglass. The first film, The Golden Compass (Northern Lights in the UK), will be produced by New Line Cinema, producers of The Lord of the Rings trilogy, and Scholastic Media. The $150 million-budgeted film will star Oscar-winning actress Nicole Kidman and Daniel Craig (James Bond in the upcoming Casino Royale) with Oscar-nominated writer/director Chris Weitz (About a Boy, Antz) directing, and with Deborah Forte, President of Scholastic Media, producing. Scholastic Media is also serving as the licensing agent for this property. The Golden Compass is set to be released on November 16, 2007.    


"We are excited to be partnering with New Line and Scholastic to bring the dark and fantastic story of the His Dark Materials trilogy to the video game audience," said Simon Jeffery, President and COO, SEGA of America, Inc. "The Golden Compass is a perfect match for the video game medium with compelling characters engaged in a heroic conflict between good and evil in an incredible and rich fantasy world."    


"For New Line's biggest film since The Lord of the Rings, we knew we wanted an interactive partner that had the talent, the scope and the reach to deliver AAA video games to the four corners of the globe," said David Imhoff, Senior Executive Vice President, Worldwide Licensing and Merchandising for New Line Cinema. "For The Golden Compass, that company is SEGA."    


"We are confident that SEGA will create a compelling interactive experience that fully realizes the power and magic of The Golden Compass," said Deborah Forte. "We're thrilled to be working with SEGA."    


The Golden Compass revolves around a young girl named Lyra as she sets out to find her missing friend Roger. Lyra's quest leads her to the beautiful splendor of the icy North, where giant armored bears rule a kingdom, witch queens fly through the frozen skies, and the secret of another universe is waiting to be uncovered. The Golden Compass is an imaginative, original saga about the eternal struggle of good versus evil and the power of a young girl to change the world.


153
TalkBack / CONTEST: Naruto Clash of Ninja 2 - Podcast CRAZINESS
« on: September 24, 2006, 07:12:24 PM »
Hey guys. Got Qs about the contest? Post 'em here. WORD.

154
TalkBack / Majesco Jumps on Brain Training Bandwagon
« on: September 21, 2006, 09:26:13 PM »
Two new DS games coming in November.

BOOST YOUR BRAIN POWER!    


MAJESCO ENTERTAINMENT ANNOUNCES TWO NEW BRAIN STIMULATION GAMES    


   Dr. Makoto Shichida's 'Right Brain Development Theory' Foundation for 'Brain Boost: Beta Wave' and 'Brain Boost: Gamma Wave'
   


     


Edison, N.J., September 21st, 2006 - Want to improve your basic thinking  skills and cognitive reaction time?  Then Majesco Entertainment Company  (NASDAQ: COOL), an innovative provider of digital entertainment products  and content, may have the two perfect games for you:  Brain Boost: Beta  Wave and Brain Boost: Gamma Wave.  Both Brain Boost games are being  developed under the consultation of renowned researcher and author, Dr.  Makoto Shichida, creator of the Right Brain Development Theory.    


     


"Each Brain Boost game offers a completely different set of fun, yet  challenging, brain training problems that are designed to enhance your  mental acuity," said Ken Gold, vice president of Marketing, Majesco  Entertainment.  "We believe a growing number of consumers are looking  for more diversified game play experiences and the Brain Boost games  will help attract a new audience to the category."    


     


Both games focus on improving memory, concentration and judgment through  progressively difficult brain training games where speed and accuracy  count.  Brain Boost: Beta Wave focuses on stimulating parts of the right  brain that are often associated with active concentration and busy  thinking.  Brain Boost: Beta Wave includes Find a Match, Shape  Recognition, Addition, Remember Sequence and Moving Dots training games.    


     


The brain's gamma waves appear to be involved in higher mental activity,  including perception and problem solving.  As such, Brain Boost: Gamma  Wave includes training games for remembering Circumstances, Faces,  Images, Numbers and Colors.    


     


Developed by Interchannel-Holon Inc, both Brain Boost: Beta Wave and  Brain Boost: Gamma Wave are scheduled to ship in November for a  suggested retail price of $19.99.    


   About Dr. Makoto Shichida & Right Brain Development Theory    


Chairman of the Shichida Educational Institute, Dr. Makoto Shichida has  been extensively researching development of the right brain for years.  His findings have been acknowledged worldwide and his theory is put into  practice at over 400 schools throughout Japan.  The right brain  generally dominates the recognition of images/shapes/spatial patterns,  illustrations, music, intuition and emotions.  In essence, Shichida's  Right Brain Development Theory revolves around the practice of daily  repeated drills of viewing shapes and colors, absorbing large amounts of  information quickly and being able to then accurately reproduce those  images visually.  The repeated stimulation activates the right brain and  heightens its potential.  


155
TalkBack / Radio Free Nintendo - Episode 18
« on: September 18, 2006, 07:15:53 PM »
Jonathan Metts, Daniel Bloodworth, and Mike Gamin all join the Podcast for this special "Wii News" edition.

Here I go, on my own again.    


   


I believe we have a treat for you, loyal listeners. This Special Edition Podcast features two staffers heretofore never heard on Radio Free Nintendo's airwaves, specifically content editor Daniel Bloodworth and staff writer (and Nintendo Press Event attendee) Mike Gamin. Also along for the ride is podcast veteran and site director Jonathan Metts, and I, Evan Burchfield, am your host. This really is a special podcast and I hope you take the time to listen to it.    


Episode 18: The Wii Press Event Retrospective    


AAC Format    


  MP3 Format    


You can also listen to the podcast on Odeo.    



powered by ODEO    


Last week's Megaton of Wii news kept all of us short of sleep, but in the analysis we see both highs and lows to Nintendo's announcements. On this special edition podcast we discuss controversial topics like the pricing of the system and controllers, the Legend of Zelda on Wii, and Super Paper Mario's recent delay. We also talk a bit about Super Monkey Ball, Rayman Raving Rabbids, a lot about Wii Sports, and Virtual Console. Think that's not enough? Mike Gamin actually admits that Elebits isn't good. Yeah, I know.    


We covet your comments here at Radio Free Nintendo, so please let us know what you think. There are three ways to do this! One is to leave a message in the talkback thread, another is to e-mail us at our podcast address. Lastly, you can really help us out by reviewing us (honestly) on iTunes. Your opinions could end up on air, so please contribute!    


   


And thanks for listening.


156
NWR Forums Discord / The grossest page on PGC
« on: September 14, 2006, 09:30:15 PM »
Gross

Why do we have this?

157
TalkBack / Wii.com Launches in English
« on: September 14, 2006, 05:43:45 AM »
View videos of the news, weather, and Mii channels.

As Nintendo holds press conferences in multiple regions today, each region is progressively seeing its native language receive an update at www.wii.com. Following the US press conference in New York the English language version of the site has been updated.    


The content is familiar between all the regions: videos of the various media channels that users can enjoy out-of-the-box with Wii. Of particular interest is the Mii channel which facilitates the creation of individual avatars in the Wii Sports style. According to Reginald Fils-Aime, multiple avatars can be carried from game to game on the Wii Remote. Expect the website to be updated throughout the week.


158
TalkBack / Radio Free Nintendo - Episode 17
« on: September 13, 2006, 01:25:31 PM »
Mike and Evan are back to chat endlessly about Wii, Super Paper Mario, and PS3.

And your mom. No really, she's hot.    


   


Mike has been on hiatus for sometime and we are pleased as punches to have him back. Not only is he Supremo Podcast Editor the First but he is also desperately handsome. I'm not lying. And to keep it old school, we've foregone the inclusion of a third staffer. This is RETRO Radio Free Nintendo (we even mention Super Paper Mario).    


Episode 17: Always Mention Super Paper Mario    


AAC Format    


  MP3 Format    


You can also listen to the podcast on Odeo.    



powered by ODEO    


We love Super Paper Mario so much that we titled our podcast after it. In this episode, Mike and Evan (mostly Evan) make all kinds of claims about Wii and Nintendo's upcoming fourth quarter releases. In just a few short days we shall see this podcast either vindicated or outdated (maybe both at the same time). Listen and enjoy the prophetic utterances (or mock them in the Talkback thread, whichever).    


Have a comment about Nintendo, Wii, Mike, Evan, those stupid Pirates, or anything else? We love to hear your feedback! Write to us at our dedicated e-mail address:    


   


This one's on the house.


159
TalkBack / RUMORS: Super Paper Mario on Wii?
« on: September 07, 2006, 10:11:44 PM »
Will GCN's last lifeline be severed?

Gamer forums and fan sites have been rumbling with rumors this past week that Super Paper Mario will be delayed and released on Wii rather than GameCube, the system it was announced for at E3 2006. Several sites, including GameSpot, have changed the release date for Super Paper Mario from October 9th to Q1 2007. NOA's site has kept the October 9th date even though the Japanese version was delayed and is currently without a release date. Fueling the fire was a confirmation of the game's move from GC to Wii by IGNWii's Matt Cassamassina in a recent Wii Mailbag update.    


The evidence seems to be mounting, but at this time every report has been mere speculation. When asked about the release date for Super Paper Mario, Nintendo reps defaulted to previously released information that indicated the game would release in Q4 2006. Interestingly, the Nintendo rep we spoke with did not specify October 9th, the date originally given by Nintendo in a post-E3 press release. Nothing was mentioned about a move to Wii, but of course Wii is scheduled for a fourth quarter release as well.    


Although it is entirely possible Super Paper Mario could be moved to Wii, no evidence currently supports this. The rumor is unsubstantiated and the statements seem to be mere speculation. A delay is also possible, but there is something important to note: Nintendo is more than willing to release a game in the US before Japan, for example Mario and Luigi: Partners in Time. At this time, October 9th is what we're being told by Nintendo, and at the very least we can depend on Q4 2006 no matter which system it comes out on. If Nintendo does release Super Paper Mario on GC it should not effect sales since GameCube games can be played on Wii. If Nintendo opts for a port to Wii, anticipate it before year's end.


160
NWR Forums Discord / "So, when did Fran Mirabella get hot?"
« on: September 05, 2006, 04:49:35 PM »
I said to myself while viewing the latest IGN Weekly Video. After ruminating on this for a while, I noted that it would be unwise to mention this thought to anyone else, either online or in real life, and quickly put it out of my head.

161
NWR Forums Discord / But, for real, which member of NSync is gay?
« on: August 30, 2006, 08:37:19 PM »
Cause I don't know.

162
General Gaming / I bought Mickey's Speedway USA...
« on: August 30, 2006, 03:34:53 PM »
because it has an Oregon-themed racetrack. For once the great Beaver state can supplant Seattle as mascot for the Pacific Northwest. However, I doubt anyone from Rare has ever been over here, so I'm very interested to see what the track looks like. It's in the mail and I'm prepared to offer a FULL REPORT once I play it.

Is this game any good, by the way?  

163
NWR Forums Discord / An Open Letter to Myself
« on: August 28, 2006, 09:22:07 PM »
Dear Evan:

Planet GameCube fans are concerned, Evan, and rightly so! You bitch a lot, after all, and there's only so much we can take. I don't remember the last time you posted something positive on the site or the forums. Do you like to spread pain around? Your last editorial, quite pompously titled "An Open Letter to Nintendo," is the last effing straw. Let's review the major points.

One, you hate everything.

I mean, TPWii, Elebits, Red Steel, Project H.A.M.M.E.R., do you even like Nintendo? Go find a dry tree and hump it.

Two, you're pretentious.

Who uses words like obfuscate and concatenation? Do you read the dictionary while you're at home anticipating articles that you can write them into? Pathetic. Oh, and you write like people care what you say. Screw off.

I've read your blog Evan (MySpace, ugh). It's not that good. You're a little more positive and you only talk about movies, but I can't even tell what you're saying! For example:

"A film is therefore a divided work where each part functions independently of the others - synthesis and artistry don't play into the overall quality."

Like, WTF? Are you even talking about movies? Cause I talk about movies all the time and I've never said a sentence like that, like ever.

Three, you don't own PGC.

You've only been here for eight months and you only got hired because you're an old friend of Jonny's, so why parade around like you own the place? And now you talk pretentiously for a half hour and hope that people will come to PGC and download the recording! Dammit man, get a life.

Four, an open letter to Nintendo? For real?

Five, like seriously, I mean, is Nintendo going to read it? Ahahahahahah.

Six, no really, THAT'S FUNNY.

I'm sympathetic to you, Evan. I know your pain (after all, I'm you). I know how hard it is to believe that you have an important voice or something to say and you want to share it. It was foolish to think that you actually spoke for a group of people, especially PGC people, and that what you had to say was valuable and that anyone shared your opinion. It was dumb to write yet another negative article and then throw your arms open waiting for everyone to hug you.

But I guess the real reason I'm sympathetic with you, Evan, is that I agree with you. I just wish you hadn't written that stupid article. So I'm angry at you, just as angry as everyone else. It's too late to take it down and now your idiocy is on display to the world. So if you shrivel and die in that shoebox apartment of yours, that's fine by everyone, but not with me because I was pretty sure that we had a good understanding between each other. So don't die, just, eh, I dunno, apologize? I know that's a bit out of your range of behavior, but if you get the gumption it may work to your advantage. And don't go apologizing some backwards way, like through a fake open letter to yourself that you post only in the Funhouse. Only a douche bag would do that.

With Love, your Fan, Friend, and Lover
Evan T. Burchfield

 

164
TalkBack / EDITORIALS: There is No Definitive Zelda
« on: August 28, 2006, 09:30:00 AM »
An open letter to Nintendo.


 Dear Nintendo:    


There is a high level of frustration among Zelda fans right now, which is itself a feat that you should note. We are, after all, a very resilient bunch. We have put up with Twilight Princess' repeated delays and stylistic changes while patiently ignoring the dearth of official details and the game's recent lackluster E3 appearance. At times, it seems like you are throwing roadblocks in the way of us devoted Zelda players, and the latest and most bitter of these was the announcement that both a GameCube and Wii version of Twilight Princess would be released simultaneously. Now, I understand that you have tremendous faith in Wii and want Zelda to prove the new console's worth; at the same time you have clung to the release of a GameCube version as a sign of goodwill to those who purchased the system for Zelda alone. This is, I suppose, fine by me. Really, for the Nintendo faithful it should be a no-brainer: buy a Wii, get Zelda. From our mentality, the Wii version of Zelda is preferred since Wii is your new system and we're getting it anyway. Unfortunately, the problem facing Zelda fans now is that you have decided not to implement GameCube controls for Twilight Princess on Wii, confusing gamers as to which version truly is the next Zelda game.    


I prefer things to be definitive. When I purchase something, I do not want to be forced to purchase an addition for it to be complete, or have to upgrade in the future. You as a company, Nintendo, have avoided the Deluxe-Redux-Substance path and your customers are happier for it. When I purchased The Legend of Zelda: Wind Waker I was confident, based on your track record, that there was not going to be a Special Edition waiting eight months down the road, which is something that I as a movie collector wish I could know every time I bought a DVD. The movie market is even more vicious than the game industry when it comes to “double-dipping." Very soon I may have to buy yet another DVD of Dracula, something I'm getting tired of doing. But there is something that's even worse for a movie collector than double-dipping: sometimes there are two versions of the same movie released on DVD around the same time but with different special features. This is a rare occurrence and usually only happens when more than one company has the rights to release a movie on DVD – it is almost never the fault of a malicious studio. Please hear me: I would never call you malicious, Nintendo. But as improper as this decision would be in the movie world, it does feel as though you have made this decision with Zelda on Wii.    


So far the only credible excuse thrown around for the lack of GameCube control on the Wii version of Zelda is that the Wii hardware simply doesn't allow it. The rumor is that when a GameCube disc is in the system the GameCube controller ports work, but when a Wii disc is inside the system the GameCube ports turn off. This theory, I assume propagated by fanboys, has been debunked by your very own official magazine, as reported by the blog Nintendo Wii Fanboy in a news post about future Wii title Rampage: Total Destruction. According to the Fanboy, Nintendo Power has stated that Rampage will allow the player to choose between Wii control and GameCube control. This is all without mentioning that Masahiro Sakurai, your Smash Bros. main man, advised us at E3 not to throw away our GameCube controllers when we get Super Smash Bros. Brawl on Wii. With both of these details considered, it seems to me that you don't have any excuses left: you have gone out of your way to emphasize that the two versions of Twilight Princess are identical in gameplay and you are confident enough in the two control schemes that you are releasing the game with both on the same day. If the statement in Nintendo Power is to be trusted, then there are no technical limitations preventing GameCube control that the consumer could fathom. If you're leaving it out due to limited space on the DVD or some complex programming issue, I kindly ask that you say so. Otherwise, we will have to assume that you are leaving GameCube control out deliberately, a choice that is still confusing to all of us.    


If Twilight Princess on Wii had GameCube controls it would definitely be considered the preferred version, not to mention sell more. The only people who would buy the GameCube version would be those reticent to purchase a Wii at all. You have made the GameCube version enticing, though, by telling us that it is still the full Zelda experience while retaining that classic mode of control that you innovated way back for Ocarina of Time. This control method is often imitated - it has been the de facto standard for 3-D adventure games ever since Ocarina was released. Some Zelda gamers are wary of the Wii control scheme based on E3 reports and forcing them to choose between the two does not relieve their tensions. One method must be better than the other, but with two versions of the game available how do we decide? By leaving GameCube control out of Twilight Princess you are shifting sales from the Wii version to the GameCube version, perhaps with the hope that some will “double-dip" and purchase both. Of course I believe it is foolish to purchase both since past Zelda games have offered incentive to play the game twice, and as far as we know there is not a way to transfer your saved game from the Wii to the GameCube version. Despite this, I must admit that as a completist I feel compelled to purchase both versions as well, but in the end I will only purchase one at full price on ethical grounds alone.    


If you really want to play hardball Nintendo, then go ahead. It is obvious you have faith in the Wii version so much that you don't want players to even have the option to play Zelda the old fashioned way. You want Zelda on Wii to be definitive, as I do. I think it is ironic, though, that in your efforts to prove the Wii version definitive you may be driving people away from it, thinning sales for one of your flagship Wii launch titles. By exalting one control method over another but making both available separately, you ensure that there will not be a definitive version of Twilight Princess at all; we will have two separate and distinct Zelda games that each have their own allure. I myself am torn and disappointed that I have to make this choice.    


Your Fan,  
Evan Burchfield  
 


165
TalkBack / REVIEWS: Monster House
« on: August 22, 2006, 11:27:11 PM »
Monster House could actually rob young children of their ability to judge quality. DETAILS INSIDE.

I guess it is not surprising that Monster House for the GameCube does absolutely nothing with its excellent source material. The movie  is actually willing to make a few daring aesthetic choices, a concept foreign to most game publishers whose movie-to-game conversions tend to be lucrative but uninspired. This fate is not uncommon, and when placed next to its superior big brother, Monster House the video game clarifies why we hate licensed games.    


When you hear that Monster House emulates the style of Resident Evil 4 but takes place inside of a living, breathing house, you may think that the game has a few interesting concepts in store, or at least some diversionary fun. Three minutes of playing will correct that idea. The game starts in the hallway of the giant house (skipping the first fifty minutes of the movie's plot) wherein you must avoid a giant wooden throat and a tongue formed from the stairway carpet. At first glance this seems to be a promising set up, but after you dodge the organs and enter the next room the game forgets that it takes place inside a living creature at all.    


The gameplay now focuses on living chairs that pull themselves out of the floorboards and attack you. That, in one sentence, is the game. I may have left out the squirt-guns, the three identical playable characters, and the featureless bosses, but they add very little to the basic premise. The high concept devolves into a mere shoot-em-up that occasionally requires you to search for a poorly hidden key or, in true Resident Evil homage, a book that must be placed on a stand to open a secret passageway. The game emphasizes simplistic enemy combat over any sort of “design."    


As you progress through endless rooms filled with endless wooden enemy footstools you will wonder aloud why the house hasn't woken up and why the game hasn't actually started. The developers have gone to significant effort to create a detailed house that looks and sounds alive, but they fail to explore its gameplay potential. Take for instance a room you encounter halfway through the game: you open a door to discover that you are standing on the wall of a sideways room. This moment seems to be leading somewhere, as though you must solve a puzzle to place the room right side up. Throw that idea or any other idea out the window. You merely enter through Door A, look at the sideways room, then exit through Door B.  This room exemplifies the game's flashy yet inert design.    


Monster House rips off Resident Evil 4 unequivocally but ruins each of its methods: the button configuration is awkward, as is the camera placement; the enemies are plentiful but not challenging or scary; the level design is repetitive; there are only a few bosses and they are all killed using the only weapon in the game, a squirt gun; and finally, and most egregiously, it isn't fun. Not even for a minute. The game sticks too closely to an established formula and ignores its own inspiration, but even this would be forgivable if the game actually respected that established formula.    


Monster House wants to be Resident Evil for Kids, but a child would learn more and have a better time with Resident Evil 4 than with this manufactured tripe. Licensed games like this are cruel because they prey on young people who love a book or a movie so much that they want to experience more of it. Without a little education, these children may grow up to think that every video game is as unimaginative as Monster House.

Pros:
       

  • Detailed environments  
  • Creepy ambient noise  
  • Thou Art Dead mini-game is amusing

           Cons:
           
  • Derivative, linear, and clunky gameplay  
  • Relies on the movie's license but coldly disregards its value

                   Graphics:  7.5
           The environments win the day here: each is detailed with broken down household items and old plush furniture. The lighting is at times inspired, and the basement areas feature some volumetric sand and fog.

                   Sound:  7.0
           Although the voices are intrusive, the ambient noise makes the house feel alive. It creaks and groans while a giant furnace is always burning. The graphics and sound are the only successful parts of the game.

                   Control:  4.0
           Movement is unpolished, and the button mapping is silly. Targeting is automatic, but to switch between multiple targets you have to use the d-pad, which requires you take your thumb off the control stick.

                          Gameplay:  3.0
           Despite ripping off a truly excellent game, Monster House is really boring and tedious. The game constantly sets itself up to do something interesting, yet never follows through. The enemies are identical and plentiful, and each of the generic rooms must be visited more than once (sometimes three times) as you explore with different characters. The game's linear path prevents exploration and forces you to play as each identical character in turn.

     


           Lastability:  2.5
           The game is incredibly short, plus it's boring the first time through so why bother with a second time? As a bonus, the game includes “Thou Art Dead," a humorous retro arcade game that offers a few laughs.

     


           Final:  4.0
           Graphical and aural quality aside, the game does not succeed at any of its goals. It succeeds as a children's Resident Evil clone in structure, but unlike Resident Evil it is neither fun nor scary. Not recommended for any age group.      


  • 166
    TalkBack / Radio Free Nintendo - Episode 13
    « on: August 16, 2006, 08:50:00 PM »
    Nintendo Pirate Radio and Radio Free Nintendo collide when Evan and Karl join forces to make a giant podcasting robot.

    Caruso!    


    Radio Free Nintendo Logo    


    Not that we don't love Lindy or anything, but let's face it, he is WAY too sexy for this Podcast. He was cramping my style and making me look bad, so I replaced him with Karl, who only makes me look HOT. Cause people who live in Miami bake in the sun so much that they themselves become miniature suns exuding heat and tanning other people with their blazing chests. IT'S TRUE.    


    Episode 13: We Were Nintendo People    


    AAC Format    


    MP3 Format    


    You can also listen to the podcast on Odeo.    



    powered by ODEO    


    This week I had WAY too much caffeine before Podcasting so I don't really let Karl talk much, but when he does open his mouth he says "Oy vey," and "cahenyayda," but not much else. Karl and I discuss (or should we say, I discuss AT Karl) the disappointing/intriguing news from George Harrison at Camp Hyrule, the Wii60 movement, and the truth about Amsterdam.    


    Do you feel like the guys on the Podcast are idiots? Want to set them straight and get yourself heard on air? Do you know everything? Then you qualify to be a staffer at PlanetGameCube.com! Actually, I'm just kidding. You can e-mail us at our new address though, and that's almost as good as being a staffer here. Almost.    


       


    And of course, comments in the Talkback thread are welcome. But don't push your luck.


    167
    TalkBack / Radio Free Nintendo - Episode 12
    « on: August 09, 2006, 01:28:35 PM »
    This week's Podcast is sadly lacking Mike Sklens but happily filled with Jon Lindemann, our guest co-host. The E3 shakedown, Wii rumors, and Ubisoft are discussed.

    Too much innuendo, I think.    


    Radio Free Nintendo Logo    


    Our dear host Mike Sklens is away for a few weeks as he gathers his thoughts (a long process for that guy). In the meantime, I have replaced him with my lovely assistant Jon Lindemann who, quite honestly, looks almost exactly like Mike Sklens. You may never notice that I made a change.    


    Just so you know, there's only an MP3 available this week. Mike is more than just a host: he's a podcaster from birth. Ergo, we must humbly submit to you, listeners, an incomplete, dare I say, unworthy podcast that shall only fulfill you insofar as it keeps you alive until Mike returns. Forgive us. [Ed. Note: There is an AAC this week. I converted it over myself.]    


    Episode 12: Evan and Lindy    


    AAC Format    


    MP3 Format    


    Jon and I have a lot of catching up to do in this episode, so E3 is discussed for awhile. We also hit on some of the recent Wii news, including Ubisoft's seven announced Wii launch titles and the yet-to-be-announced "Release Date," so elusive it deserves quotation marks.    


    Any suggestions or ideas? Want your voice heard on Radio Free Nintendo? Don't have a friend in the whole world (it's okay, neither do I)? E-mail us!    


       


    Or let us know what you think in the Talkback thread. Thanks for listening.


    168
    Stan's the sports editor. It's his freaking duty. The show started airing tonight, so he has no excuse. He needs to buck it up and take one for the team. Or should I say, DO IT OR ELSE.

    By posting in this thread you are supporting God-fearing PGC readers everywhere who want Stan to watch that darn commercial ASAP. Consider it a poll, if you will. This is vote NUMBER ONE. You are able to vote more than once.  

    169
    TalkBack / Radio Free Nintendo - Episode 11
    « on: August 02, 2006, 02:32:49 PM »
    Nintendo Pirate Radio Returns! To make up for its day-long tardy, we've made it extra salty.

    I'm failing to see the pirate correlation, really.    


    Radio Free Nintendo Logo    


    Karl and Stan again. Yeah, I know. But let's look past that and give 'em a fair shot. Nintendo Pirate Radio has returned, and for better or worse we have to live with it.  I'm sure there's something interesting in this Podcast, but I'm gonna level with you: I didn't listen to it. Being kicked off Radio Free Nintendo makes me feel like I've been abandoned by my parents, again.    


    So let's just move it along, shall we?    


    Episode 11: Nintendo Pirate Radio Returns!    


    AAC Format    


    MP3 Format    


    You can also listen to it on Odeo.    



    powered by ODEO    


    Gaming journalism and public relations are again the topics of this week's cast, and to join our vapid heroes is the one, the only, the traitor Jonathan Metts. Perhaps he was insulted that we didn't let him be funny on the real Podcast, or maybe he was angry at God for making him an Alabaman. Whichever is the truth, he's abandoned ship, so to speak, and is now in league with the pirates, on an Innocent Voyage to adulthood.    


    The best part of this podcast (so I'm told, I haven't listened to it) is a segment where Stan is forced to back up his audacious review of Mario Tennis: Power Tour. Something Awful can hate us, but I love Stan.    


    Right, well, if you want to give us feedback, and we do so cherish the rear of your feed, please e-mail us here:    


       


    Or let us know what you think by clicking the Talkback link at the top of this page. By the way, what the crap is up with Karl's pronunciation of his last name? I suggest he change it immediately. Or I'll change it. How's Poobucket sound? I'll bet your fiance Lake will love that.


    170
    TalkBack / Radio Free Nintendo - Episode 10
    « on: July 25, 2006, 08:00:01 PM »
    Contrary to established wisdom, logic, and natural law, this episode of Radio Free Nintendo may actually be pretty good.

    Except for the herpes joke.    


    Radio Free Nintendo Logo    


    Disgracefully thrown from the throne last week, Mike and Evan have downtroddenly returned to kick ass and take Stan and Karl's names in vain. Though Nintendo Pirate Radio may return on a regular basis, don't think that Radio Free Nintendo is second banana to these puke-faced cretins. Hah, hardly! There's no evidence for that at all! It's not like they're better at it, or anything.    


    This week we are featuring, no really wait for it, TWO versions of the Podcast available for download below. One of them is the AAC version, and the other is the MP3 version. Would you rather play the AAC version in iTunes and get pictures which link to pertinent articles, or listen to the red-headed MP3 version who has little to no resemblance to his father? The choice is yours, even if it's really friggin' easy.    


    Episode 10: Animal Crossing is my MySpace    


    AAC Format    


    MP3 Format    


    You can also listen to it on Odeo.    



    powered by ODEO    


    Nevermind that goofy title, we actually get down to some business with Episode 10. New games journalism is discussed, ignorantly critiqued, and flippantly dismissed - we also dismiss Madden, Animal Crossing, Stan, Karl, and MySpace, all in under 30 minutes. The only thing I haven't dismissed this Episode is Mike himself, the sweet-faced Floridian who takes my heart on long bumper car rides in the middle of the hot afternoon. *Sigh*    


    For reference, here is a link the Star Fox promotional video mentioned in this week's episode. Thanks GeneralTraag!    


    If you have any questions, complaints, compliments, criticisms, or carrot sticks, please send them to our podcast email address:    


       


    Or you can communicate to us directly via Talkback, but be warned! One of us does actually write back, in long-winded faux-intellectual prose that might actually knock you over if you stand close enough to its flatulent gusts.    


    And on a minor note, the entire time I've been writing this news post, I've been stalking my coworkers' MySpaces. They don't even know how much I know about them. Ahahahah.


    171
    TalkBack / Massive Damage on the DS, Courtesy Atlus
    « on: July 25, 2006, 08:21:02 PM »
    Even the upcoming RPG Contact is making fun of Sony's E3 press conference.

    Games blogger and 1up staffer Jeremy Parish recently received a review copy of the ostentatious DS RPG Contact from Atlus, and was surprised to find this:    


    MASSIVE DAMAGE    


    It may be a low blow by Atlus' localization staff, and its certainly a joke that only internet-savvy gamers would understand, but it fits the game's tongue-in-cheek self-referential style seen at E3. Atlus is apparently going for high art in execution while still keeping things light and fresh, which will keep the Earthbound comparisons rolling until people actually play the game.


    172
    General Chat / Oregon really is the center of the Universe
    « on: July 25, 2006, 07:57:37 PM »
    Well isn't Oregon looking handsome now?

    My friend actually auditioned for that Bruce Campbell movie, he said Bruce was a really nice guy. He's a local favorite around here, and we're all fans of Evil Dead II (who isn't though?). Speaking of which, I saw Ted Raimi in the audience of a play I was attending at the Oregon Shakespeare Festival, which, by the by, was ranked the second best regional theatre in the United States by Time Magazine. One of the actors in repertory at the festival is Catherine Coulson, which may only be of interest to you David Lynch fans. Other famous Oregon residents: Gus Van Sant, Chuck Palahniuk, and Brad Bird. We're also the ones that gave you Matt Groening, River Phoenix, and Prefontaine. Why don't we get any respect?

    And you pronounce it "OAR-gun" not "or-GAHN."  

    173
    TalkBack / Radio Free Nintendo - Episode 9
    « on: July 18, 2006, 08:00:01 PM »
    Stan and Karl have taken over! Listen to them chatter about video game journalism and mispronounce the word "Oregon."

    I don't know what all this pirate crap is about.    


    Radio Free Nintendo Logo    


    Staffer/Usurpers Karl and Stan, hijacking our Podcast-Plane and filling it with snakes (as it were), are the featured guests on today's completely Burchfield-lacking and Sklens-less Radio Free Nintendo. Though their idealistic sermons may reach the hearts of the naive congregation, I'm gonna go ahead and say that this is the worst thing to happen ever. But don't worry, I am completely not bitter about it.    


    Below you will find two versions of this Bastard Cast, the AAC one being particularly Bastardly. If you place the AAC version into your iTunes player, you may get some extra features like pictures and links. This is advertised every week for good reason.    


    Episode 9: Nintendo Pirate Radio    


    AAC Format    


    MP3 Format    


    You can also listen to it on Odeo    



    powered by ODEO    


    When King John and Henry Bolingbroke aren't busy completely mispronouncing the name of my state, they discuss (in true unrehearsed RFN style) video games' status as art, and the medium's journalistic efforts. It's a rather good listen, and you better get used to it: more staffers will soon be featured on Radio Free Nintendo's airwaves (cast-waves?).    


    If you have any questions, complaints, compliments, or criticisms please send them to our podcast email address:    


       


    Feel free to leave comments for these two newbies, they'd love to hear exactly what you think.


    174
    TalkBack / Radio Free Nintendo - Episode 8
    « on: July 11, 2006, 08:00:01 PM »
    Super Smash Bros Wii Rumors, DEBUNKED! The Sovereign Nation of France, PWNED! Any sense of propriety remaining in RFN, REMOVED!

    So, what're you doing later? I mean, like, not as a date or anything...    


    Radio Free Nintendo Logo    


    I'm reminded of an old joke about two ladies vacationing in the Catskills. One says, "The food here is terrible." To which the other replies, "Yes, and such small portions." Welcome to Radio Free Nintendo: we keep the portions small on purpose.    


    The Podcast is available in multiple formats, but LOOKOUT you may want to try the AAC version. If you play that mother in iTunes, you'll get fancy pictures and other shizz. Don't worry though: listening to the MP3 will not remove the snarky attitude or stupid jokes. If we cut those parts out, the Podcast would only be a minute long.    


    Episode 8: Viva la France!    


    AAC Format    


    MP3 Format    


    You can also listen to it on Odeo    



    powered by ODEO    


    This week's cast is mostly about dumb Super Smash Bros rumors. For the sake of clarity, here is a link to the original source. Don't worry, none of this stuff is going to happen. We also talk about why Nintendo would have possibly thought that sending President Bush a copy of Brain Age is not insulting, as well as discussing rumors of the upcoming notResident Evil game for Wii.    


    If you have any questions, complaints, compliments, or criticisms please send them to our podcast email address:    


       


    Or feel free to talkback to us in the talkback thread! Love you guys, no really, for real, I'm not lying, I love you. Too much.


    175
    The gripping role of "the hero's ex-girlfriend" confirms that feminism is dead at EA.

    EA ANNOUNCES EMMANUELLE VAUGIER TO STAR IN NEED FOR SPEED™ CARBON    


    Popular Actress to Play Central Role in Storyline
       


    Redwood City, Calif. – July 11th, 2006 – Electronic Arts (NASDAQ: ERTS) announced today that actress Emmanuelle Vaugier will star in Need for Speed™ Carbon this fall. Developed by EA Black Box in Vancouver, British Columbia, Need for Speed Carbon delivers the next generation of adrenaline-filled street racing and challenges players to face the ultimate test of driving skill on treacherous canyon roads.    


    An emerging young Hollywood talent, Vaugier has a recurring role on the CBS hit sitcom Two and a Half Men.  She has also recently starred in the films Saw 2 and 40 Days and 40 Nights, and was selected to Maxim’s annual top 100 females list in May. In Need for Speed Carbon, Emmanuelle stars as Nikki, the ex-girlfriend of the hero who has returned to town to face his mysterious past.    


    “Being able to work in a videogame for the first time and working with the Need For Speed Carbon team at EA has been a great experience for me.  This is a game that evolves the racing genre, and I’m thrilled to be a part of it", Vaugier said. “Playing the role of Nikki allows me to take a completely fresh approach to acting and push the boundaries of the creative process."    


    David Footman, who has worked on such Hollywood blockbuster films as The Day After Tomorrow, X-Men, X-Men 3, iRobot, and Fantastic Four, was the director for the green screen video shoot with Vaugier. The full motion video shoot in Need for Speed Carbon processes live actors to look computer generated while maintaining their performances and facial expressions.    


    Need for Speed Carbon will be available for Xbox 360™, PlayStation®3, and Wii™ as well as the PlayStation®2 computer entertainment system, Xbox® videogame system from Microsoft, Nintendo GameCube™, Nintendo DS™, Game Boy® Advance, PSP® (PlayStation®Portable) system, PC, and mobile.


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