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Messages - NWR_pap64

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1176
TalkBack / Video Weekend Round-Up: Super Monkey Ball: Step & Roll
« on: February 05, 2010, 11:26:45 AM »
Monkeys and the Balance Board do make things better, and these videos prove it.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=20895

 Super Monkey Ball: Step & Roll will be released soon, and many of us are looking forward to it.    


To celebrate, we will showcase all of the trailers Sega has released since they announced it last year.    


The first trailer featured no gameplay footage, but the adorable CG footage confirmed that Step and Roll would feature Balance Board control:    


   


You will be using your weight and balance to guide your monkey through the mazes.    


Afterwards, Sega focused more on the game itself. In this Tokyo Game Show trailer from last year, Sega showcased Balance Board gameplay. An icon on-screen indicates how the player is shifting his or her weight around for more accurate gameplay:    


   


From then on, Sega kept releasing small trailers featuring some of the new mini-games that will appear in Step & Roll:    


   


   


   


Super Monkey Ball: Step & Roll will be released on February 9.


1177
TalkBack / Re: Report Suggests Wii Development Lagging Behind
« on: February 05, 2010, 05:38:24 PM »
Quote
Fixed.  I read another report similar in topic that had developers closing their doors and going bankrupt more quickly than ever before.  I wonder if that study and this study are somehow related.

I agree with you in that it makes no sense.  But the sheer numbers suggests to me that there's more to this than meets the eye.  Every company cannot be stupid.  The sheer odds of that are impossible.  It just seems like there must be some factor that we can't truly see from the outside.
 
Is it possible that the videogame market in general is just not that viable anymore?  Maybe it's just too hard to make money on all three consoles.  The PS360 requires the extra manhours to pour over the visuals and the little details.  The Wii requires one to program motion control which might just be WAY out of most dev's league.  Remember that Nintendo isn't some small dev.  They're a huge company.  They had the resources to design the remote in the first place so they have qualified individuals to make it work with their games.  Other devs don't have that.  The HD visuals may be expensive but at least it's something a dev may already know how to do.  The Wii is still very complex, just in a different way.
 
I wonder if Nintendo's support and documentation for the remote is any good.  That would easily explain why Nintendo, who has full knowledge of the device, can make Wii magic and everyone else ****s the bed.  My company needs to make a new game and I can either **** around with the remote and bug Nintendo for info that they may or may not provide to me or I can make something for the other consoles where at the very least I'm confident my team knows what they're doing.  It's easier to work with something familiar.
 
Is it possible that HD games and remote games are both huge financial risks?

I agree with you completely Ian. The truth is that developers are seeing failure across all three consoles. Fans are quick to say "Oh, the developers suck", "they need to take the system more seriously", "they need to make Nintendo like games" and quick to kill them and burn their remains on a bonfire. But the truth is that there's more to the gaming industry than just making a game and releasing it. Developers are now facing a problem. The HD consoles may be more popular with the gaming crowd, but they require a lot more money and effort. The Wii has a much, much bigger fanbase but it doesn't guarantee that the game will be successful. So what to do? None of the systems guarantee success and profitability and both require a lot of money behind a project.

It's no surprise that developers are feeling attracted towards downloadable/APP development. It's likely cheaper to make and the platform allows for more widespread appeal.

1178
Not to mention that Famitsu tends to overrate some games (Nintendogs...).

1179
TalkBack / Re: Metroid Creator To Talk at GDC 2010
« on: February 05, 2010, 01:23:49 AM »
Always love to hear what he has to say. Is he at all involved with Other M?

I believe he is. I am sure Nintendo will use this opportunity to spring a new Other M trailer or maybe even a demo.

1180
TalkBack / Re: The Grinder No Longer Wii Exclusive, Scheduled for 2011
« on: February 04, 2010, 09:22:42 PM »
Here's what I suspect happened...

HVS was betting on The Conduit being a smash hit on the Wii due to all the fan hype and Sega support. But when the sales were less than expected HVS didn't have enough money to cover the costs of their next titles, Gladiator and The Grinder. So while Sega agreed to publish these titles under several conditions. First, Gladiator would change themes so its a Mythical Creature fighter and ditch MotionPlus support, and The Grinder would be ported to three other consoles.

1181
TalkBack / The Grinder No Longer Wii Exclusive, Scheduled for 2011
« on: February 04, 2010, 11:36:29 AM »
High Voltage Software reveals that the once Wii-exclusive shooter will be available on other platforms.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21121

 In an interview with IGN, High Voltage Software CEO Kerry Ganofsky and chief creative officer Eric Nofsinger have confirmed that The Grinder, a first-person horror shooter first announced last year, will no longer be a Wii exclusive. The title, which HVS hopes to finish by Halloween 2011, will now be released for the Xbox 360, PlayStation 3, and PC as well.    


When asked as to why the once Wii-exclusive title is now a multiplatform release, Nofsinger explained that, "Bringing our third internal IP to all the current-generation systems allows us to show off what our company can really do and get it into the hands of the most gamers."  As to the differences between the Wii version and the other versions, Kerry told IGN "We'll show you first at GDC."    


As for The Grinder's Halloween 2011 release, Eric expressed to IGN that "It is a long time… but given the sheer amount of quality content needed to make a game of this type, our game design scope, our team size, and the amount of time we have designated for polishing the game, we are confident that this schedule allows us to meet our expectations for the game."


1182
TalkBack / Scribblenauts Sells A Million Copies Worldwide
« on: February 04, 2010, 06:52:26 AM »
5th Cell's DS platformer manages to sell over a million copies around the world.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21120

 Warner Bros. Interactive has announced that the 5th Cell developed DS title Scribblenauts has sold over a million copies worldwide since its release in September 2009. The title has received critical praise for its innovative gameplay, in which players summon different objects by writing the names of it in order to solve puzzles and complete the stages.    


"We are extremely pleased with the sales of Scribblenauts and credit the game’s innovation and wide appeal in making it a hit with gamers of all skill levels," said Martin Tremblay, president of Warner Bros. Interactive Entertainment.    


At the time of its debut in September, Scribblenauts entered the top 20 best sellers list by selling 194,000 units, according to the NPD Group.


1183
TalkBack / Re: IMPRESSIONS: Sonic & Sega All-Stars Racing
« on: February 04, 2010, 02:33:46 PM »
I am confused. You say that the controls were smooth and responsive, yet in the video the player kept falling off the tracks every time he failed to make a turn.

Also, it's very likely that the HD versions will have prettier levels.

1184
TalkBack / Wii Tops Namco Bandai's Best Sellers List
« on: February 04, 2010, 05:41:16 AM »
The Wii proves to be a successful platform for Namco Bandai, despite the company's major losses.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21118

 In the third quarter earnings report in which they announced massive losses despite strong software sales, Namco Bandai has confirmed that Wii games proved to be successful for them.  The company sold 3,765,000 units across nine Wii software releases for the first nine months of 2009.    


According to their top ten best sellers list, the most successful titles were their Ben 10 series of games, with Alien Force selling over 800,000 units across many platforms including Wii and DS. Active Life: Extreme Challenge sold 460,000 units, while the Japan-exclusive Wii title Taiko Drum Master 2 sold 380,000 copies.    


The full list is as follows:  

     
  • Ben 10 Alien Force (Wii/PS2/PSP/DS, 870,000)
  •  
  • Ben 10 Protector of The Earth (Wii/PS2/PSP/DS, 540,000)
  •  
  • Tales of Vesperia (PS3/X360, 490,000)
  •  
  • Active Life: Extreme Challenge (Wii, 460,000)
  •  
  • Ben 10 Alien Force 2 (X360/Wii/PS2/PSP/DS, 430,000)
  •  
  • Afro Samurai (PS3/Xbox360, 420,000)
  •  
  • Mobile Suit Gundam Gundam vs. Gundam (PSP, 410,000)
  •  
  • TEKKEN 6 (PS3/Xbox360, 400,000)
  •  
  • Taiko Drum Master 2 (Wii, 380,000)
  •  
  • SD Gundam G Generation Wars (PS2/360, 370,000)
  •  
   


Japanese sales made up the bulk of Namco Bandai's overall worldwide sales, with 65 titles selling over 6 million units.


1185
TalkBack / Sabarasa Announces Save the Turtles for DSiWare
« on: February 04, 2010, 01:17:03 PM »
Save the lives of many turtles in this DSiWare puzzler.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21117

 Sabarasa, a game development studio located in Argentina, recently announced their first DSiWare title called Save the Turtles.    


It is a puzzle game in which players must protect baby sea turtles as they journey back to the sea. Players must first get the turtles out of their eggs by poking them using the  touch screen. Once they are born, players must correctly align them in rows as they make their journey to the sea, but players must pay attention to the color of the turtles' shells as they have to be the same color. Also, enemies such as crabs and seagulls will get in the way impeding your progress.    


Save the Turtles will feature four modes of play. The first of these is "Save the World," the title's main single-player mode composed of 32 levels. Quick Play allows players to jump right into a level. "Tidal Wave" is a mode in which players must create tides, aware of the dangers of the winds.  Finally, "Turtles Forever" is a survival mode in which players must save as many turtles as possible while facing ever increasing difficulties.    


Save the Turtles is set to be released this winter.    


Sabarasa Announces Save the Turtles for the Nintendo DSiWare    


  Buenos Aires,  - January 28, 2010 – Sabarasa announced today that Save the Turtles, a compelling puzzle game exclusively for Nintendo DSiWare™, will be available in winter 2010. Save the Turtles allows puzzle solvers to act as good humanitarians by aiding the endangered sea turtles as they burst from their shells and make the life or death break for the deep ocean’s safe blue waters.    


  Save the Turtles boasts multiple gameplay modes, an animated flare reminiscent of a Saturday morning cartoon bursting with exuberant colors, real life environmental issues and puzzles that increase in complexity. Set in real world beach locations, the defenseless sea turtles venture into an unforgiving tropical environment and require safekeeping against predators such as the ever-resourceful seagull and the crafty pincer crab.  Other perilous dangers players must navigate sea turtles through as they embark on their quest to safety include overexposure to the humid sun and manmade hazards such as oil spills and garbage.    


  “Save the Turtles was created to provide fans with a very entertaining game that stimulates the mind through imaginative puzzle solving, pleases the eye and brings current environmental issues to light,” said Javier Otaegui, CEO and founder of Sabarasa. “We believe Save the Turtles provides consumers with fun and compelling entertainment content that feels like it should cost more than it actually does.”    


  Save the Turtles features four addictively captivating game modes that include “Save the World,” “Quick Play,” “Tidal Wave” and “Turtles Forever.”  “Save the World” presents 32 levels of challenging fun as fans try to save all seven species of baby sea turtles using the Nintendo DSi™ stylus to hatch uncovered eggs from out of the golden sand.  Players must organize as many lines of hatched turtles as possible while keeping a careful eye out for perilous dangers before each wave whisks them to safety, thus building combos and racking up more points.  “Quick Play” allows fans to instantly jump into the action and enjoy the satisfaction of immediate gameplay.    


  Additional game modes include “Tidal Wave” where players will at the mercy of the wind and its frictional drag over the ocean’s surface that creates waves at random intervals, forcing a revising of strategic gameplay.  “Turtles Forever” provides fans with proving ground to achieve the highest possible score by saving as many turtles as possible while facing increasingly difficult challenges.    


  Developed and published by Sabarasa, Save the Turtles is the first of several upcoming titles exclusively for Nintendo platforms.  Upcoming projects for Sabarasa include two DSiWare titles, the puzzle game Primrose and Alt-Play: Jason Rohrer Anthology which is a compilation of games created by the award-winning game auteur. In addition, consumers can expect Horizon, a Balance-Board powered action game, and Protocol, a local and online team-based first-person shooter, to be available on WiiWare™.    


  For more information on Save the Turtles, please go to www.savetheturtlesgame.com. For more information on Sabarasa and its upcoming projects, please go to www.sabarasa.com.


1186
TalkBack / Silent Hill Composer and Producer Joins Grasshopper Manufacture
« on: February 04, 2010, 04:01:36 AM »
The Silent Hill luminary will be working with Suda51 at Grasshopper Manufacture.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21116

 Akira Yamaoka, composer and producer of Konami's Silent Hill series, announced that he has joined Goichi "Suda51" Suda's development house Grasshopper Manufacture.    


After Suda51 heard that Yamaoka would be leaving Konami after more than a decade , he approached him to join his studio, which is known for Killer 7 and No More Heroes.    


"I really love Yamaoka," explains Suda. "Ever since I saw a video of Silent Hill 2 at the Tokyo Game Show nine years ago, I've always dreamed of working alongside him. That's why I thought I'd invite him over when I started hearing rumors that he left [Konami]."    


It is expected that Yamaoka will lend his talents to the survival horror project Suda has with EA, first confirmed to be in development late 2008. Resident Evil creator Shinji Mikami will also collaborate on the project.


1187
TalkBack / Metroid Creator To Talk at GDC 2010
« on: February 04, 2010, 11:59:51 AM »
Nintendo's Yoshio Sakamoto will talk at GDC about his experiences with Metroid, WarioWare and Tomodachi Collection.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21115

 Game Developer Conference organizers have revealed a surprise lecture from Metroid creator Yoshio Sakamoto entitled "From Metroid to Tomodachi Collection to Wario Ware: Different Approaches to Different Audiences." This will be the first time Sakamoto addresses a North American audience.    


The lecture will detail Sakamoto's history at Nintendo, starting in 1982 with the Nintendo Entertainment System in Japan. It will also talk about Sakamoto's involvement in projects for both core and casual audiences, and how some of the design techniques have allowed him to reach both audiences.    


Other developers confirmed to appear at GDC 2010 include Lionhead's Peter Molyneux, Double Fine's Tim Schafer and Sid Meier, creator of the Civilization game series.


1188
TalkBack / Sonic the Hedgehog 4 Announced For WiiWare
« on: February 03, 2010, 08:26:59 PM »
Sonic the Hedgehog will return to his 2D roots this summer.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21114

 In an interview with Gamespot, Sega associate brand manager Ken Balough has revealed that Project Needlemouse, a title first teased during the Dreamcast's 10th anniversary last September, will be a direct sequel to the Sega Genesis Sonic the Hedgehog titles. Named Sonic the Hedgehog 4, the title brings back Sega's mascot to 2D, and will feature classic Sonic elements like the spin dash. While it was heavily rumored that the project would be an Xbox 360/PlayStation 3 exclusive it has been confirmed that the title will also be hitting the Wii.    


"One of our goals was to make a gorgeous-looking 2D Sonic game. This approach allows fans new and old to see what a 2D Genesis-style game would look like today with modern graphics," said Balough.    


While the gameplay is restricted to the 2D plane, the graphics will be rendered in 3D. The game will be released in episodic  installments starting with Sonic the Hedgehog 4 Episode 1. Finally, the game will incorporate motion controls in select areas, run in 480p, and feature  leaderboards so that players can compare their best level completion times.    


Sonic the Hedgehog 4 Episode 1 will be available on WiiWare this summer.


1189
TalkBack / Iwata Confirms E3 Plans
« on: February 03, 2010, 02:25:06 PM »
The Wii Vitality Sensor, Super Mario Galaxy 2 and Zelda Wii will make an appearance at this year's E3.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21104

 In a recent investor's meeting held in Tokyo, Japan, Nintendo President Satoru Iwata has revealed what the company has planned for E3 2010.    


For the Wii, Iwata confirmed that Super Mario Galaxy 2, the Wii Vitality Sensor and its software, and Zelda Wii will make an appearance at the show. All three were confirmed at last year's show, but only Super Mario Galaxy 2 appeared in trailer form.    


While not confirmed, the recently revealed Xenoblade (originally known as Monado) and Mistwalker's The Last Story are expected to be shown to North American audiences. For the DS, Iwata revealed the next Pokemon title as well as Golden Sun.


1190
TalkBack / Capcom to Focus More Game Development in Japan
« on: February 03, 2010, 02:23:45 PM »
Due to recent commercial failures, Capcom will outsource fewer games to other developers.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=21103

 Due primarily to the commercial failure of Bionic Commando, a title developed by Swedish studio GRIN , Capcom has announced that will focus more on developing games in Japan and less on outsourcing  their franchises to overseas developers.    


“Our experience with Bionic Commando has demonstrated the difficulty of outsourcing the development of new title to overseas companies,” Capcom explains. But they realize that collaborating with overseas developers is important, stating that "Nevertheless, we cannot develop a sufficient number of titles without using the resources of these companies. This is why we plan to continue using these alliances."    


Capcom plans to only send existing franchises with established fanbases to overseas developers, while the development of new titles will happen in Japan. "We plan to develop new titles primarily in Japan. Overseas companies may be used mostly to develop titles for existing game series with well-established characters and universal themes. Overseas companies will also handle certain parts and/or lineups of such games.”


1191
TalkBack / REVIEWS: The Magic Obelisk
« on: February 01, 2010, 07:04:13 PM »
Unrelenting difficulty and control issues rain down in this charming, quirky puzzler.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=20889

 The Magic Obelisk tells a very unique story. It is about the journeys that tree spirits (which look like children) undertake in order to find the perfect spot to place their roots, and grow into beautiful trees. This story in particular follows the journey of Lukus, a young tree spirit too eager to wait, choosing to embark on his journey on his own. His guardian is Popo, a blue fairy that guides him and helps him avoid danger. This is undeniably a cute concept and a charming storyline, but underneath the fairy tale appeal lays a game that is solid in concept but flawed in execution.    


The object of The Magic Obelisk is to guide Lukus through the stage and reach the goal. As simple as this sounds, the problem is that if Lukus sets foot on sunlight he will turn into a tree, so he must stay in the shadows in order to be safe. In order to create shadow trails, Popo can use different obelisks scattered throughout the stage. Successfully using these obelisks creates shadow trails; linking these shadows together allows you to guide Lukus to the end of the stage.    


In addition to the dangers of sunlight, monsters sometimes lurk in the shadows, meaning that you must be quick and careful when navigating the stage. Otherwise, the monsters will kick Lukus into the sunlight. Popo can also tell Lukus were to stand by calling him, and Lukus will obey as long as you aren't telling him to stand in sunlight. Some stages feature small missions to accomplish, such as convincing a giraffe to help you create a bigger shadow, or a teddy bear looking for a stone for his mother. These missions make things a tad more complicated, but the end goal remains the same.    


On paper, The Magic Obelisk offers a very unique gameplay concept that combines fantasy with puzzle platforming.  However, the game has several major flaws that keep it from being a truly special WiiWare title. The first of these flaws lies in the controls. Simply put, controlling Popo and the obelisks is likely to become a chore for many. The game uses the Wii Remote on its side for classic control, using the d-pad to move Popo around and activate the obelisks. Controlling the shadow trails becomes surprisingly hard, almost like turning a crank. If you move Popo too far from the obelisk the trail will disappear. In order to fully spin the shadow trailer you must move Popo in a 360 degree manner. This is a very slow process, and when you are trying to connect two trails as quickly as possible it can be annoying to start all over again just because Popo couldn't move fast enough.  This creates many unwanted deaths.    


Speaking of deaths, Game Arts was smart enough to make Lukus only stay in the shadows. However, he has a tendency of going back and forth between shadow trails, forcing you to call him over and stay in the safe spot. In the worst cases, Lukus can walk straight into a monster or onto direct sunlight when the trail fades away. It's not as bad as in other games where you have to protect a character, but when you are trying to complete the stage it can get frustrating. Other times Lukus will get stuck on tight corners, making his coming to you an annoying task to endure.    


Finally, The Magic Obelisk is a very difficult game. It will take a lot of patience and skill to figure out how to link different shadow trails together in order to create a safe path. The game often has very obscure solutions to its puzzles, often requiring the use of special obelisks in order to create the desired effect. Patient players will be able to figure out the solution after much trial and error,  but everyone else will feel discouraged because of the unrelenting challenge of the title. Combine this with the previously mentioned control issues and some players might feel that the game is too much from them.    


  The Magic Obelisk is a colorful fairy tale, and the visual presentation perfectly captures its whimsical charm. The game's graphics are stunning; each stage takes place on the pages of a storybook, and the characters are designed to resemble the characters in a fairy tale. The graphics are likely to draw in a lot of players due to their soft and cuddly  art style, and the music also shines with soothing and whimsical songs that add to the atmosphere. The Magic Obelisk is a title that will surely impress when it comes to its aural and visual package.    


Overall, if you are the type of gamer that enjoys tough puzzle games then The Magic Obelisk will impress with its unique concept and wonderful presentation. For everyone else, the difficulty and control issues may be too much.

Pros:
       

  • Unique concept
  •  
  • Great graphics
  •  
  • Fun soundtrack


  •        Cons:
           
  • Controlling Popo is a chore
  •  
  • The difficulty is very high
  •  
  • Obscure puzzle solutions


  •                Graphics:  8.0
           The story of The Magic Obelisk is one big fairy tale, and the graphics convey this very well. It shines as one of the best looking WiiWare titles to date thanks to its wonderful use of color and whimsical character design.

                   Sound:  8.0
           Equally impressive is the sound. The music is very fitting for the theme, with soothing songs and even charming victory themes. The characters don't speak, but their vocal effects are appropriate and don't annoy.

                   Control:  6.0
           The Magic Obelisk is played with the Wii Remote on its side for classic control play, which proves to be a chore. Popo moves slowly around the place, and controlling the obelisks is even harder due to turn dial-like controls.

                          Gameplay:  6.0
           It's a very unique puzzle title, one that uses the concept of shadows and light to create head-scratching puzzles. But at times it can be very difficult, often asking the players to figure out obscure solutions. Mix this with the control issues and The Magic Obelisk becomes an overwhelming challenge.

     


           Lastability:  6.5
           The game features 30 chapters total, so it will last a while. All chapters can be played in Free Play mode, but other than that The Magic Obelisk doesn't offer much in terms of replay value.

     


           Final:  6.0
           The Magic Obelisk is a game that looks inviting thanks to an original puzzle concept and a nostalgic fairy tale appeal, but control issues and high difficulty tarnish what could have been an excellent WiiWare title.      


    1192
    TalkBack / Monster Hunter Tri to Support Wii Speak
    « on: February 01, 2010, 11:02:50 AM »

    Nintendo confirms the addition of chat functionality, and a new bundle to go along with it.

    http://www.nintendoworldreport.com/news/20871

    Today Nintendo of Europe issued a press release confirming that the Western version of Capcom's Monster Hunter Tri will feature Wii Speak compatibility. This often-requested functionality will allow gamers to talk to each other while hunting monsters online, creating strategies and assisting each other in real time.

    While reconfirming an April 2010 release window, Nintendo also revealed a third bundle for Europe that contains Wii Speak in addition to a Classic Controller Pro. Gamers will thus be able to buy the game by itself, the game bundled with a Classic Controller Pro, and the game with a Classic Controller Pro and Wii Speak. No pricing for the third bundle was detailed.

    It is not currently known if the Monster Hunter Tri Wii Speak bundle will be brought to North America.


    1193
    TalkBack / Re: MadWorld Director Interested in Sequel
    « on: January 31, 2010, 08:19:09 PM »
    Sorry for bumping this old thread, but in the last few days I've been playing the game to see if I can complete it and I finally figured out why it hasn't engaged me as much.

    I thought that Madworld was going to be 2009's No More Heroes, as in a bloody, stylish beat 'em up with a great sense of humor. After playing it I realized that the game is pretty average when compared to No More Heroes, and here is why.

    It all boils down to the humor, story and characters. One of the reasons No More Heroes was so fantastic was because it created a violent but engaging universe you wanted to interact with. You had Travis Touchdown, a geeky loser that was still lovable and you felt for him during his victories and defeats. You had the bosses where they were at times just regular people like Travis who just wanted to be the best. In some cases, they became instantly likable and had fun just as fun meeting them as you did fighting them.

    Finally, No More Heroes's story was one that never took itself seriously. It was shocking and bloody, yes, but never did it lose sight of the fact that this whole game was a mockery of Japanese Otaku culture and exploitation films. And it made it very enjoyable.

    Now let's take a look at Madworld...

    The problem is that its story is trying to take itself seriously. Yes, it does have bits and pieces of humor but on the whole its trying to be serious, and it doesn't work when placed in front of such violence. It's like having the intelligence of a political drama being directed like Quentin Tarantino and in my case at least it doesn't work.

    Then are the bosses. Unlike the bosses on No More Heroes, they just show up to be badass, menacing and for you to kill them. There's no humor in them, no self awareness of their ridiculous nature. Speaking of the humor, at times I think the game is trying too hard to be shocking. In No More Heroes the humor was ridiculous but never did it felt forced. It flowed amazingly well, even when the humor was too dark. Jack is also a cliched badass character whereas Travis was refreshing and fun.

    Finally, there's the gameplay. Both Madworld and No More Heroes are similar in that they are beat 'em ups composed of a section of pummeling bad guys and a boss fight. The difference is that in No More Heroes the gameplay uses waggle to a minimum, while Madworld overuses it to the point of annoyance. Thus, Madworld feels more like a chore to play and thus not as fun.

    I know many of you loved Madworld, and I won't argue that the game is pretty damn good. Just saying that it didn't captivate me enough to consider it a fantastic game.

    1194
    TalkBack / Re: Video Weekend Round-Up 1: Glory of Heracles
    « on: January 31, 2010, 08:02:06 PM »
    One of us was supposed to review it, but I assume that the game being an RPG it takes longer to complete than any other game.

    From what I heard, its a pretty good JRPG with some great production values. So it might vary from person to person.

    1195
    TalkBack / Video Weekend Round-Up 1: Glory of Heracles
    « on: January 30, 2010, 10:16:51 AM »
    In our first weekly video feature, we look at the recently released DS RPG adventure, Glory of Heracles.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=20870

     In this new feature, we will showcase some of the latest trailers and gameplay videos from upcoming and recent releases on the Wii and DS.    


    For our first entry we will showcase Nintendo's Glory of Heracles for the DS, an RPG drenched in Greek Mythology.    


    First is the game's launch trailer:  

       


    Next up are three gameplay trailers, showing us what happens when you combine Greek mythology with J-RPG gameplay:  

       


       


       


    Stay tuned next weekend for even more trailers from your favorite Nintendo games.


    1196
    TalkBack / Re: Iwata Not Impressed by iPad, 3D Gaming
    « on: January 31, 2010, 03:30:20 AM »
    Some analysts (Michael Pachter) try to claim that the iPad is a threat to the DS, makes no damn sense since it's not as portable and the iPod/iPhone are bigger rivals.

    As for 3D, I think Nintendo has the most experience with the health hazards of that...

    Unless the iPad somehow becomes better I don't see how its a threat. Right now its a joke where even Pee-Wee Herman makes fun of it.

    1197
    TalkBack / Re: Interview with n-Space Talkback Thread
    « on: January 30, 2010, 12:21:16 AM »
    Yeah, Dan had some really great answers to our questions.


    The Ted Newman interview, however, will delight Geist fans since it has a great story behind its creation.

    1198
    TalkBack / Re: Nintendo Reveals Japanese Wii Release Schedule
    « on: January 29, 2010, 02:43:19 PM »
    Not to mention that there's also the chance that Nintendo won't release Last Story (Monado appears in the US schedule list) in the US and any of the other titles.

    1199
    TalkBack / Re: Nintendo Reveals Japanese Wii Release Schedule
    « on: January 29, 2010, 02:31:52 PM »
    It should be noted that Kirby appears every year on the list, and every year it doesn't show up at retail. So Kirby Wii is the game that refuses to die.

    1200
    TalkBack / Interview with n-Space Talkback Thread
    « on: January 29, 2010, 01:16:42 PM »
    This is the discussion thread for our two part interview with n-Space. The first part is with President Dan O' Leary, the second part is with Ted Newman, creative director and n-Space and one of the men behind Geist.


    Here's a preview:
    NWR: What were some of the challenges n-Space faced when it first started?

    DOL: Looking back, I’m very proud of what we were able to overcome as a startup. I guess the trick was that, at the time, we didn’t see the challenges, only the opportunity. We were young (25-27) and fired up, with the right combination of impervious and oblivious to the hurdles that were all around us. Erick, Sean and I were all engineers, with no formal business training, but we worked very hard, learned fast, ran a simple, low-overhead operation and hired people that shared our passion. Also, we paid experts to handle anything that pulled our focus away from development.

    More here: https://www.nintendoworldreport.com/specialArt.cfm?artid=20853

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