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Messages - StrikerObi

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226
TalkBack / New Channel Now Available
« on: January 26, 2007, 12:44:22 AM »
Hot off the presses! Read all about it!

As of 8:30am eastern time today, the Wii News Channel is available. You can grab it by turning on your Wii and running the system update from the Wii Settings menu, or you can just read the message Nintendo left on your Wii Message Board and update from there.


227
TalkBack / RE:REVIEWS: Rayman Raving Rabbids
« on: December 30, 2006, 09:00:51 AM »
The thing about this game is that if you buy it and take it home to play with your friends, you can play 5 games. That's it. To play anymore you need to work through single player. That is a HUGE deal and is most of the reason that I gave it the score I did. Now, you can download a save file from the internet, but that is not something anybody should have to go through (and something that a lot of people can't do) just to have fun with their friends.

228
TalkBack / REVIEWS: Rayman Raving Rabbids
« on: December 30, 2006, 05:50:09 AM »
Bunnies hate having to unlock content.

Party games can be lots of fun. With enough controllers and friends, and maybe a little alcohol (of course, only if you're of age), they can be an absolute blast. However, imagine getting everything set up and ready to play, only to find that you can only play a paltry amount of mini-games, with the rest locked away and unplayable. That's the problem with Rayman: Raving Rabbids.    


The game packs a ton of zany mini-games onto the disc, and most of them are a lot of fun, once you unlock them in the single-player mode. This mode is strung together on the thinnest of premises. Rayman's world has been invaded by a gang of crazy rabbit-like creatures called Rabbids. They've kidnapped our hero and thrown him into an arena, forcing him to compete in crazy events for their own entertainment.    


If there's one thing that sticks out about Raving Rabbids, it's the Rabbids themselves. If you haven't already seen Ubi Soft's series of viral videos, be sure to check them out for a taste of how incredibly whacky this game truly is. The game delivers laughs in spades.    


These mini-games will have you doing the weirdest things you could imagine, including: pulling worms from teeth, throwing cows like a shot-put, slamming urinal doors, and shooting Rabbids dressed as Superman with your plunger-gun, just to name a few. A few games repeat the same control mechanisms as other games. In the case of some games, like the whole series of rhythm-based games (each with its own song), it's fine, but in other games you might only be shaking the controller like mad. There's no need for more than one mini-game like this, as they all bring the same thing to the table.    


For the most part, the games control fine, as they should considering how simple they are. Before playing a mini-game, a Mario Party-style explanation screen will explain what you will be doing, along with an animation of a Rabbid playing the game, which actually helps quite a lot in figuring out exactly how you'll be using the Wii remote and Nunchuck. For the multiplayer mode, some games have all the players playing the game simultaneously, while others require players to take turns. This is really nice considering that Wii owners with a single controller won't be left in the dark for multiplayer. However, It would be nice if there was an option to only display these games. Also, the interface for selecting mini-games is terribly confusing. Games are divided into multiple categories, and within each category they are displayed as a picture, so there is no quick and easy way to find a specific game.    


Two specific types of games require a special mention. They are they shooting games and the dancing games. The dancing games are based on a simple rhythm-based mechanic, in which Rabbids move to the front of a stage on either the left or the right. When they hit the front of the stage, the player must shake either the nunchuck or Wii remote, depending on whether the Rabbid is on the left or right of the screen. These games start out very easy but eventually work their way up to a decent level of challenge. Plus, watching the Rabbids dance in the background is indeed hilarious. The shooting games are done in the style of those old light-gun arcade shooting games, such as Area 51, and include a lot of tongue-in-cheek references to that style of games. While easy, they're also a good deal of fun. The Wii remote's pointer is used to aim your cross-hair, and the B-button fires, while a quick shake of the nunchuck reloads. A grabber-chain can also be launched with the Z button on the nunchuck, and pressed again to throw out whatever has been grabbed (including Rabbids). Watching these shooting levels is often as fun as playing them, as you'll catch the Rabbids at their most hilarious.    


Rayman: Raving Rabbids is a lot of fun with a group of friends, but only after you've put the time in to unlock all the mini-games, or if you have an SD card and access to the Internet to download a completed save file. The single-player game is little more than an excuse to force you to play all of the mini-games so you can unlock them for multiplayer and high score modes.

Pros:
       

  • The Rabbids are hilarious
  •  
  • Rail-shooter games
  •  
  • Dancing games


  •        Cons:
           
  • Having to unlock content
  •  
  • Some repetitive games


  •                Graphics:  7.0
           The graphics are technically simple, but the art direction is great. The Rabbids look and act hilarious.

                   Sound:  7.0
           The music is simple and fun, and it fits with the style of the game.

                   Control:  8.0
           Most everything controls fine. In a few games, the controls feel a little off, but not terrible.

                          Gameplay:  7.0
           It's lots of fun as a party game, but the single-player falls flat. Even working through for high scores gets boring quickly.

     


           Lastability:  7.0
           Again, it's a really fun party game, so expect it to stick around for awhile as long as you've got friends to play it with.

     


           Final:  6.5
           It really cannot be stressed how much fun you won't have with this game if you don't play it with other people. Acting stupid and laughing at the absurd antics of the Rabbids is what this game is all about. Download a save file if you can.      


    229
    TalkBack / RE:Virtual Console Mondays: December 25th
    « on: December 26, 2006, 05:20:09 AM »
    I think it's kind of a crime that you didn't mention Toe Jam & Earl's biggest claim to fame. All of the levels are randomly generated. The game is different every single time you play it!

    230
    TalkBack / Wii Forecast Channel Live in PAL Regions
    « on: December 18, 2006, 02:12:05 PM »
    For once the PAL gamers get something first! Updated!: The Forecast Channel is now available in the US as well!

    If you're lucky enough to live in Europe or Australia, go turn on your Wii and check out the Forecast Channel. After a system update, you'll be able to check out the weather all around the globe. Those of us in North America will have to wait for Wednesday the 20th to roll around before we can stop going to weather.com and start spinning the Wii's weather globe.    


    Check out ShackNews for some images of the Forecast Channel in action.    


    Update: As of the morning of 12/19, the forecast channel is now available in the United States as well.


    231
    TalkBack / REVIEWS: Tony Hawk's Downhill Jam
    « on: December 18, 2006, 04:21:32 AM »
    Hey, you got your SSX in my skateboarding game!

    Tony Hawk's Downhill Jam is not what you would expect from a Tony Hawk game. Yes, you ride a skateboard, and you do tricks, but that's where the similarities end. In fact, Downhill Jam shares much more in common with EA's SSX snowboard racing series than it does with a traditional Tony Hawk game.    


    Downhill Jam is all about racing. The career mode has you taking a character through a series of events to prove his worth as a professional skater. Though not all the events are straight races, they all have you riding down hills around the globe. The locales are varied, from the traffic packed streets of San Francisco to the mountainous ruins of Machu Picchu, which is a good thing considering how much time you'll spend in them. There are eight different locations to skate, and each is broken up into multiple sections. Most of the events, excluding the top-to-bottom races, use only portions of the locations. In effect, the number of locations is increased because each area contains a few different sub-areas. This may sound great on paper, as it increases the variety in the game's levels, but each of these sub-areas is far too small.    


    The average event in Tony Hawk's Downhill Jam lasts between 45 seconds and one minute. The few exceptions to this rule are the previously mentioned top-to-bottom races, which make it up to two and a half or three minutes. This is the biggest problem with the game, and if it were not for such amazingly short levels, the game might actually be a lot of fun. However, the events are over before they start, and there is not enough time for much to happen during them.    


    Apart from this fatal flaw, Downhill Jam is quite a fun game. Good usage of the Wii controller's motion sensing technology makes riding down the hills pretty fun. The remote is held sideways and tilted left or right to steer. Much like SSX, tucking for speed and jumping are controlled by the same button (in this case the 2 button). Holding down 2 will tuck your racer, a very useful maneuver you'll be using almost all the time to squeeze a little more speed out. Releasing the button will launch you into the air. Once you're airborne, the 1 and 2 buttons can be used to perform tricks, and if you're close to a rail, to start a grind. Tricks give you boost, and boost gives you speed. SSX fans will be very familiar with this mechanic. However, the trick system isn't nearly as deep or fun as it is in the venerable snowboard racer. Unlike SSX, boost cannot be used whenever you see fit. Instead, it can only be used when the boost meter is full. Once full, flames will shoot out of the meter, indicating that you have earned a boost (you can earn up to four). To fire it off, all you have to do is give the remote a little shake up and down. The boosts are short and only useful for passing a close opponent or getting some extra air off a ramp.    


    Grinds are often the best way through a level, and they usually take you through some secret short-cuts. Balancing on grinds is done with the Wii remote, in the exact same way you steer. While grinding, a balance meter appears above your head, and tilting the remote left or right will help you keep your balance in the center of the meter. The grind mechanic is way too forgiving, and the balance meter can stay all the way to one side for a few moments before you fall off the rail, giving you plenty of time to correct yourself on even the craziest of grinds.    


    You won't ever feel like you're dominating the competition in Downhill Jam, thanks to the game's gratuitous use of rubber band AI. I don't have any fundamental problem with rubber band AI, but it is poorly implemented in Downhill Jam. The other racers are always right on top of each other, and if you're in front, they're always right on your tail. I appreciate the competition, but when you can never get more than a few feet in front of your foes, it feels really cheap. On the flip-side, you'll also never be more than a few feet behind when in last place, as they all slow down to the point where you can catch up really quickly, even after picking yourself back up from a fall. The AI is just too tight in this game, and it makes the entire experience seem kind of like a waste, as if you're not really racing against them.    


    It's not all racing, though. Downhill Jam features a few other event types as well. Trick events are quite prevalent in the game, and they challenge you to get as many points as possible by the end of the levels. Slalom races are the most fun. In these, blue circular gates have been scattered around a level, and you've got to pass through them to add time to the clock. Many of these events challenge you to find the best route through a level and preform some crazy maneuvers to stay on the gate trail. There are also one-on-one rival races and some other oddball events that challenge you to do things like grind on rails for a certain distance.    


    Tony Hawk's Downhill Jam is a good attempt a making a solid racing title on the Wii. The core mechanics are all there, and they are all fun, but it's just not enough to make Downhill Jam great. If the location sub-areas were each as large as a full location, this game would be a blast, even with its other blemishes. In the end though, Downhill Jam is too short, and with the recent announcement of a full-fledged SSX game coming to the Wii in 2007, anybody looking to pick up Downhill Jam might want to think twice.

    Pros:
           

  • Control is exciting and smooth
  •  
  • Slalom races are fun and challenging


  •        Cons:
           
  • Levels are way too short
  •  
  • Rubber band AI is out of control
  •  
  • Everything is too simple


  •                Graphics:  8.0
           The texture work is quite smooth, and the character models look pretty good. The frame-rate is solid.

                   Sound:  6.0
           Each character has his or her own playlist, and none of them are big enough. Unless you manually turn on all the songs, expect to hear the same three or four over and over. The music selection is also terrible, especially compared to other Tony Hawk games' fantastic playlists.

                   Control:  9.0
           Racing down the hills is just as easy as it should be and really fun with the Wii remote.

                          Gameplay:  6.0
           The core gameplay mechanics are lots of fun, but the terribly short levels and bad rubber band AI really bring this game down.

     


           Lastability:  6.0
           There are lots of events, but they don't last very long. There's also a multiplayer mode, which is a nice addition.

     


           Final:  6.0
           All of the ingredients for a great racing game are here, but there's not enough of any of them.      


    232
    TalkBack / Mad Catz Wii Component Cables Now Available
    « on: December 06, 2006, 01:37:55 PM »
    Get them while they're hot, and available! UPDATE: The masses have swarmed and the cables are now backordered.

    All over the country, people have been trying to get their hands on component cables for their brand spanking new Wiis. Nintendo's online store has them in occasionally, but they're typically backordered. For those of you still looking, Mad Catz is now selling their own Wii component cables via their online store. They are retailing for $19.99. Shipping will set you back $7.50.


    233
    TalkBack / RE:SSX Blur for Wii Revealed
    « on: December 02, 2006, 05:54:22 AM »
    It looks like Tony Hawk Downhill Jame becuase THDJ is SSX on Skateboards. This is the 5th SSX game (not counting the GBA version). The series has been around since 2000. It was a PS2 launch title.

    234
    TalkBack / SSX Blur for Wii Revealed
    « on: December 02, 2006, 04:38:54 AM »
    Check out the first video of SSX running on the Wii.

    In a recent episode of SpikeTV's "GameHead" program, the first video footage of EA's upcoming SSX game for the Wii, now titled SSX Blur, was revealed. You can check out the first video footage of the game on YouTube.    


       


    As an SSX fan myself, I'm sure the level shown is from a prior SSX game. Whether or not the entire game will use old courses is unknown at this point. The character and interface, though, are totally new.


    235
    TalkBack / Radio Free Nintendo Episode 28
    « on: November 29, 2006, 12:13:05 PM »
    The Return of Angry Karl

    Oh my god, we're back again!    


       


    Episode 28: The Wiik After    


    AAC Format    


    MP3 Format    


    You can also listen to the podcast on the good 'ole Odeo!    



    powered by ODEO    


    We've all got our Wiis now, or at least most of us do. What do we think?  Does this thing really measure up or is it just a giant joke? You really don't need to listen to get the answer to that question, but it can't hurt... can it?  Anyway, here's what we talk about.    


    • Now that it's out, we tell you how we really feel.  Find out what your favorite NWR staffers are playing, and what they're looking forward to.    


    • Boy, the US Virtual Console lineup sure does suck!    


    • The news!  Good luck trying to get component cables, and we hope WiiConnect24 doesn't brick your system.    


    • The press sure seems to hate the PS3, and they're downright in love with Wii.    


    • Just because it's Wii Week doesn't mean we forgot about the Nintendo DS.    


    • If you don't buy Elite Beat Agents, God will kill a puppy.
       


    I tried to edit this one myself, but something happened and everything fell apart.  Big thanks go to Stan for editing this episode, despite not even being part of the recording crew.    


    Credits:    


      This podcast was edited by Stan Ferguson.  Fake Commercials were written and performed by Stan Ferguson and Jonathan Metts.    


    Music for this episode of Radio Free Nintendo  is used with permission from Jason Ricci & New Blood.  You can also purchase their album directly from the iTunes Music Store.


    236
    TalkBack / Shrek Smash 'N Crash Racing Shipping
    « on: November 17, 2006, 06:21:50 AM »
    Now available on GBA, coming soon to GameCube and DS.

    Shrek ® Smash N ’ Crash Racing Rides onto Retail Store Shelves Nationwide   MINNEAPOLIS--(BUSINESS WIRE)--Gamers can take the ride of their life through the Shrek® universe in Shrek® Smash N’ Crash Racing , available now from Activision Publishing, Inc., a wholly owned subsidiary of Activision, Inc. (Nasdaq:ATVI) . Players will take the role of their favorite Shrek characters and zoom, crash and slide their way through 12 enchanted locations using racing and combat skills against an assortment of twisted fairy tale opponents.    


    “ Shrek Smash N’ Crash Racing gives gamers a chance to experience a variety of racing challenges, including Tournament and Cup Challenge, and high speed Time Trials that will have them smashing and crashing through the colorful Shrek universe," said David Oxford, Activision Publishing, Inc. “ The game features Shrek’ s signature fun and humor and gives kids a chance to interact with their favorite Shrek characters like never before."    


    In Shrek Smash N’ Crash Racing, gamers take on the role of Shrek, Princess Fiona, Donkey, Puss in Boots or eight other Shrek universe characters, and race around on comical vehicles such as Puss in Boots’ bull, Humpty Dumpty’ s egg cup and Gingy’ s cupcake. With a wide variety of tracks featuring log swings, windmills, moving gates, draw bridges and other gauntlets that test racing skills, players must use their melee accessories, such as Donkey’ s microphone and Pinocchio’ s nose, to battle twisted fairy-tale opponents through 12 locations, from Shrek’ s Swamp to Far Far Away to Fairy Godmother’ s Factory. Pixie dust, ogre strength and swamp gas will boost speed and strength, as well as thwart players’ opponent’ s progress if gamers fall behind. Players can pit their skills against the game’ s advanced AI or enjoy the challenge of schooling their friends in multi-player, split-screen action.    


    Shrek Smash N’ Crash Racing is available now for the PlayStation® 2 computer entertainment system for a suggested retail price of $29.99 and for Game Boy® Advance for a suggested retail price of $19.99. The game will also be available later this holiday season on the PSP™ (PlayStation® Portable) system, the Nintendo® GameCube™ and Nintendo DS™ for a suggested retail price of $29.99. The game has been rated “ E" (“ Everyone" ) by the ESRB for all versions.


    237
    TalkBack / GameStop/EB to Hold Midnight Wii Launches Nation-wide
    « on: November 17, 2006, 01:14:05 AM »
    The midnight release has expanded from two stores to the whole country.

    GameStop and EB Games to Host Nationwide Midnight Launches of Nintendo Wii

    GameStop/EB Games Store at Universal CityWalk in Los Angeles Will Host Official Nintendo Midnight Launch on the West Coast

    GRAPEVINE, Texas--(BUSINESS WIRE)--GameStop Corp. (NYSE:GME) (NYSE:GME.B), the world's largest video game and entertainment software retailer, announced today that it will host midnight launch events at over 2,000 of its U.S. GameStop and EB Games stores in celebration of the release of Nintendo’s revolutionary new Wii video game console. At the stroke of midnight on the morning of Sunday, Nov. 19, 2006, customers who have reserved a system are guaranteed availability at their local store.    


    For GameStop and EB Games customers in Southern California, Nintendo has joined with GameStop to host the official Nintendo midnight launch party of the Wii at Universal CityWalk in Los Angeles. Fans that can’t wait to get their hands on Wii will be able to join in the launch excitement with live music and entertainment, fun, games, special guests and a countdown to the moment that will change the way video games are played forever.    


    Designed for young and old, novices and experts, Wii features the Wii Remote that lets players control the action on their TV screens through the motion of the controller itself.    


    To participate in local events, visit a GameStop or EB Games store for details. To find your local store, log on to www.GameStop.com or www.EBGames.com, and search using the 'Store Locator.'


    238
    TalkBack / Fox Revealed in new Smash Brawl Trailer
    « on: November 03, 2006, 11:29:36 AM »
    Check out the first footage of Fox as well as Solid Snake's stage.

    GameTrailers.com has posted Nintendo's new trailer (also available below) for Super Smash Bros. Brawl. The trailer, which was shown at the Nintendo World show in Japan, features new gameplay footage of the upcoming brawler. Included in this reel is the first glimpse of Solid Snake's level, as well as footage of the first character to be revealed since the game's E3 debut. Fox McCloud is now an official member of Smash Bros. Brawl's cast of characters.    


    In addition to these juicy tidbits, fans will also be interested to know that much of the footage shown is of mid-air combos, implying that the next game in the series will rely heavily on such maneuvers.    



    239
    TalkBack / REVIEWS: Mega Man ZX
    « on: November 01, 2006, 05:34:08 PM »
    Zero returns... as a fancy suit.

    Mega Man has been around for a hell of a long time. The series has seen more twists, turns, spin-offs, and evolutions than almost any other game created. While Mega Man ZX is not a direct descendant of the Game Boy Advance Mega Man Zero games, it may as well be. The gameplay blends mechanics from the Zero series and the original Mega Man games to create a solid platform-shooter, and just for good measure, it throws in a tiny bit of Metroidvania.    


    You'll play as either Vent or Aile, couriers in possession of a very special "biometal", a material formed from ancient robots with great power. In this case, you are hauling the model X biometal, which originated from the original X robot of Mega Man X fame. Shortly into the game, you'll find Model Z, formed from X's pal Zero. In a moment of desperation they merge together into Model ZX, a biometal giving you the power of both X and Zero. However, as far as the gameplay is concerned, you are basically Zero from the Mega Man Zero series of games, hauling both a blaster and a sword, which you'll use to save the world.    


    That's about as much of the story as I care to talk about. With the ever-rising popularity of anime worldwide, it seems that every game from Japan has to be soaked in cliche anime style melodrama, replete with goofy cut-scenes, Japanese subtitles (remember kids: dubs are for lamers), and lots of whining. Mega Man ZX contains all of these, but thankfully it is very easy to ignore the story and concentrate on the top-notch gameplay.    


    As opposed to older Mega Man games, ZX does not split its world into concrete "levels". Instead, the entire game world is interconnected, though certain sections can only be accessed by obtaining keys to them. Thankfully, there are transporters scattered throughout the world to make navigation a little bit less tedious. Vent and Aile also have access to a command ship which contains various NPCs that offer help along your journey.    


    The aforementioned transporters, in addition to teleporting you around the world, also give you access to missions. You won't be getting much done in Mega Man ZX unless you are on a mission. As you complete missions, new ones open up, and the plot moves along.    


    The gameplay in Mega Man ZX is almost exactly the same as in the Mega Man Zero games. While Zero is equipped with both a blaster and a sword, you will quickly find that the blaster is far underpowered and the sword is a much more efficient (and fun) way of taking out the enemy. This is the fundamental gameplay element that differentiates ZX (and Zero) from the original Mega Man series, which was far more blaster-focused. The sword brings the combat right to the player, offering a much more perilous and exciting gameplay experience.    


    ZX also brings back some old gameplay elements from the original Mega Man series. Instead of simply gaining elemental enhancements or new weaponry, Vent and Aile gain new armors. These armors let them transform into different robots, each with their own abilities, weapons, strengths, and weaknesses. Much like abilities obtained in classic Mega Man games, these armors are earned by defeating bosses. Each of them offers some functionality on the lower DS screen, such as an area map or item locator, but none of them utilize the touch screen. While it is nice to have several different armors to chose from, they are (except for one) mostly useless except in certain situations. The water armor makes it very easy to maneuver underwater, but is very underpowered and entirely useless outside of water. The ninja armor lets you hang on to the ceiling and rain death upon your foes, but you can't move while doing so, and it's also underpowered. The fire armor allows you to edit the path of your blaster, but only from the pause menu, a puzzling mechanic considering the game never tells you how to do this and seems to suggest that you can do it during gameplay on the touch screen. Finally, the air armor lets you dash upwards and in mid-air. It has no buster (swords only), but packs a decent punch, making it the only useful armor other than the standard ZX armor.    


    The Mega Man Zero series is known for being difficult, and while Mega Man ZX lives up to this standard, it isn't quite as difficult as it's predecessors. There are very few "cheap deaths" in the game from things such as bottomless pits and spikes. Some of the bosses are push-overs, but others are quite challenging, and will require a couple attempts to defeat. Once again, Mega Man ZX is all about old school pattern recognition. Almost, if not every boss attack is avoidable in some way or another, and there are openings for attack in their patterns. Bosses in ZX have weak spots, which will take more damage than the rest of their bodies. However, the more you attack a weak spot, the weaker the armor will be once you acquire it. This is easily remedied by upgrading, or "repairing", the armor at the command ship, but the process will require the use of energy crystals.    


    All in all, Mega Man ZX is a worthy successor to the Mega Man Zero line. The combination of Zero's gameplay with X's power-collecting is a nice mesh of the two series, even if the armors you earn throughout the game aren't very useful. With a little work, this could become a killer feature in future ZX games. The challenging gameplay is very well balanced and shouldn't frustrate most gamers. Instead, it offers a well deserved sense of accomplishment. Fans of the series won't be disappointed, and newcomers will find a solid action-platforming game with plenty to do.

    Pros:
           

  • Sword slashing gameplay  
  • Blend of Zero and X gameplay styles  
  • Highway intro level from Mega Man X returns

           Cons:
           
  • Mostly useless armors  
  • Stupid anime-inspired story  
  • Terrible arcade "mini-games"

                   Graphics:  7.5
           Capcom isn't pushing anything incredible out of the DS with this game. It's very pretty, but it looks very much like a small visual upgrade of the GBA Mega Man Zero games.

                   Sound:  7.0
           The music sits in the background. It's fine, but there's nothing amazing. Everything is nice and sharp sounding.

                   Control:  7.0
           While most of the controls are perfect, Capcom loses major points for not ever explaining how the Buster Edit feature works, and not making it available during gameplay. It's not even mentioned in the game manual.

                          Gameplay:  8.5
           ZX is a solid Mega Man Zero style action-platformer. Chances are that if you liked the Zeor games, you'll like ZX. The challenge level is excellent, though the large overworld is a bit of a pain to navigate.

     


           Lastability:  8.0
           The main quest is pretty long, and there's plenty to do afterwards, including earning a super-overpowered armor. You can also unlock new bosses to fight if you insert Mega Man Zero 3 or 4 into the GBA slot of your DS.

     


           Final:  8.0
           There's a reason the Mega Man series has been around for so long. It's because it continually delivers quality action-platforming games, and this one is no exception. ZX follows in the footsteps of Mega Man Zero, offering a good challenge with some unique gameplay elements drawn from previous Mega Man games. It's not so much a spin-off as it is an evolution of the Zero series.      


  • 240
    TalkBack / REVIEWS: Magnetica
    « on: July 21, 2006, 02:38:04 AM »
    This puzzle game will make you lose your marbles.

    One of the great things about puzzle games is that they are typically an accessible genre. The base concepts tend to very simple. The control schemes tend to be very easy to learn, and the difficulty curves slope up easily. For these reasons, puzzle games make an excellent fit into Nintendo’s new Touch Generations line of games. Touch Generations games are specifically branded so that casual and older game players can easily find games that suit their tastes. Unfortunately, Magnetica doesn’t quite fit into this branding scheme.    


    Magnetica follows the first axiom of puzzle games quite well. Its concept revolves around marbles. In all of the various game modes (except “Puzzle"), a string of marbles moves on a path towards a “black hole" at the end of the line. The player has the ability to shoot marbles at the chain from a centrally located launcher. Lining up three marbles of the same color will cause them to burst, removing them from the play field. If two marbles of the same color are ever separated by an open space they will be magnetically attracted to each other and snap back away from the black hole, pulling along with them any marbles attached to the front end and pushing back all the marbles behind the back end. Using these two mechanics, it is the player’s job to complete various tasks in each mode.    


    Challenge mode presents you with a never-ending string of marbles. Clearing enough marbles will advance the game to the next level of difficulty. This mode is won by clearing level 99. Quest mode is a series of different playing fields, each with its own shaped track for the marbles to follow. Many have multiple tracks, and multiple marble launchers. In Quest mode there is an end to the marble chain, and getting rid of all the marbles clears the level and unlocks the next. The Puzzle mode offers a slightly different type of play. In Puzzle mode the marbles do not constantly move towards the black hole. Each Puzzle presents the player with a pre-determined string of marbles in the playing area and a pre-determined set of marbles in the launcher. The goal is to use all the marbles in the launcher to clear all the marbles in the play area. Leaving excess in either will cause you to fail the puzzle.    


    Magnetica also follows the second axiom of puzzle games. Its control scheme is very easy to learn, because there is just one mechanic in Magnetica’s controls. Players grab a marble from the launcher and draw a line on the touch screen to launch it at the marbles in the playing area. These controls take less than five minutes to learn, and can easily be mastered within half an hour.    


    Where Magnetica fails as a puzzle game is in the third axiom. Magnetica’s difficulty in no way slopes up easily. The game goes from easy to soul-crushingly hard very quickly. Challenge mode starts with two levels, Tutorial and Easy. Tutorial lets you get the hang of the game, but ends too quickly. Easy is anything but. The only way to unlock the next difficulty level is to make it to level 99 on Easy. However, because the game starts out at such a challenging level, it is very hard to develop the skills required to conquer the beginning stage of the game. The same is true of the Quest mode, though not to the extreme degree of the Challenge mode. Some Quest levels seem to be a good deal easier than others, but others will take upwards of thirty tries to complete. Puzzle mode is a good deal more relaxing, mostly due to the fact that the constant pressure of marbles moving towards the black hole is not there.    


    Magnetica is so difficult that I find it hard to recommend not only to the people Nintendo is targeting with their Touch Generations line, but also to anybody else. I’m sure there must be a few very hardcore puzzle gamers out there who will relish the extreme difficulty of this game. Everybody else will become frustrated to the point where they will almost certainly want to toss their DS against the wall.

    Pros:
           

  • Simple concept and controls  
  • Puzzle mode isn’t quite as hard as the other modes  
  • Lots of Puzzles and Quest levels

           Cons:
           
  • Extreme difficulty

                   Graphics:  7.0
           Magnetica’s graphics are fine. A few colors look too similar to each other.

                   Sound:  5.0
           The music is boring and slightly annoying, but that’s nothing that the volume slider can’t solve.

                   Control:  9.0
           Easy to pick up and easy to command.  This is one area where Magnetica excels.

                          Gameplay:  5.0
           This game gets way too hard, way too quickly. Puzzle mode is also difficult but not quite as frustrating.

     


           Lastability:  9.0
           If you manage not to throw your DS into oncoming traffic, Magnetica should last you quite a long time. There’s also a multiplayer mode, but the game will most likely crush your opponent's soul before you even get a chance to do it yourself.

     


           Final:  5.5
           Magnetica does not belong in a DS belonging to anybody in Nintendo’s “Touch Generations" target demographic. In fact, it is so difficult that it belongs only in the hands of those who can play Tetris in their sleep.      


  • 241
    TalkBack / RE:Radio Free Nintendo - Episode 8
    « on: July 12, 2006, 12:11:10 PM »
    Blame Skype for the audio bugs. If one of our connections lags for a second (usually me), Skype catches up by playing things back faster (and thus garbling them).

    Once Evan gets his Mac, we'll both be using iChat and the whole recording process should be easier.

    242
    TalkBack / RE: Wii's
    « on: June 29, 2006, 09:42:10 AM »
    The fact that it is right next to the SD card slot makes me think it with sync up the inserted SD card with whatever is stored on the system's internal memory.

    243
    TalkBack / Wii's 'Sync' Button Revealed
    « on: June 29, 2006, 09:15:38 AM »
    Finally, definitive proof of what is under that little flap.

    For awhile now, people have been speculating what could possibly be under the Wii's front flap. Back in 2005, Planet GameCube could have told you that the only thing under there was a slot for an SD card. However, things have changed. Nintendo employee Zach Stroum has posted a link on his blog to a Play-Nintendo article which contains an image that reveals what is underneath the Wii's front flap. Being a Nintendo employee, he wasn't able to talk about it before, but now that the cat is out of the bag thanks to the leaked picture below, he can mention it. Though it's very hard to see, underneath the flap are the previously known about SD card slot as well as a button labled "SYNC". However, it is not known yet what this button will do when pressed.    


    Front Flap Open


    244
    TalkBack / RE:Radio Free Nintendo - Episode 7
    « on: June 29, 2006, 03:30:13 AM »
    NSMB feels geuninely shorter than Super Mario World to me. I think the levels are slightly shorter in general. It was a lot of fun but I don't think the challenge ramped up quickly enough or enough at all. I believe it was a concession made because they wanted to pull in more "people who used to play games but no longer do" as Iwata calls them.

    245
    The latest Radio Free Nintendo is now available for your listening pleasure.

    AAC Version (enhanced for iTunes/iPod)

    MP3 Version  

    246
    TalkBack / REVIEWS: Big Brain Academy
    « on: June 16, 2006, 09:17:10 AM »
    Hey baby, wanna see my frontal lobe?

    Nintendo has been pitching its brain games as "non-traditional" games. This statement may be true of the original Brain Age, but it doesn’t hold up quite as well for Big Brain Academy. The next in the brain games line plays much more like a logic problem version of Nintendo’s own WarioWare games than it does like its predecessor.    


    The "Big Brain Academy" is a fictional university run by Dr. Lobe, who will test you to measure the weight of your brain. This test consists of a series of rapid-fire mini-games, each designed to test your brain in one of five different categories: Think, Memorize, Analyze, Compute, and Identify.    


    Think games involve figuring things out logically, such as which object on a set of scales is heavier, where an animal following a path will end up, and where to place a bone so that a dog following a set of movement instructions will reach it.    


    Memorize games, as their name suggests, are all about memorizing things and include replaying sounds in the order they were played to you (like the electronic game, Simon), quickly memorizing a series of numbers and spitting them back out, and memorizing a series of images and filling in the blanks when some of them disappear.    


    Analyze games are based on reasoning. One is a connect-the-dots style game that asks you to draw a line between a specific set of points. Another is a simple task of counting the number of cubes on the screen, though some are hidden underneath and behind others. The third shows a list of animals on the top screen and a grid of animals on the lower, and it asks you to draw a line that connects the animals in the same order they they appear above.    


    Compute games are all math-based and involve counting the value of coins, the number of items, or solving math equations that are written out in English.    


    Finally, the Identify games are visual and include picking out objects when all you can see is their silhouette, filling in a large image with smaller shapes, and picking out matching images.    


    During the test portion of Big Brian Academy, you will play one mini-game from each of the five categories. Which game you play, and in what order you play them, is selected randomly, so the test is slightly different every time you go through it. This randomness, in addition to keeping the game fresh, keeps you on your toes, as there’s no way to know what’s coming up next.    


    The test portion of Big Brain Academy is the meat of the game, and offers a fair amount of replay value. It also has a certain addicting factor to it. I found myself going through the test multiple times in a row, just trying to top my high score. After completing the test, Dr. Lobe breaks down your performance. Your overall score is added up to find your brain’s weight, and a five-point graph shows which categories are your strongest and weakest, reminding you to practice your problem areas before going through the test next time. The game also compares your brain’s weight to various professions and celebrities such as "museum curator," "politician," and "Sherlock Holmes."    


    A practice mode is available to fine-tune your skills in each individual mini-game. Some of the games seem tougher than others, but which specific games are most difficult will almost certainly be different for everybody. Doing well enough in practice mode will earn medals from Dr. Lobe, so you can show off your accomplishments. Going through this mode before taking the test will keep you sharp and get you ready for the test, often resulting in higher scores. Of course, it’s also a good way to play your favorite games.    


    One of the biggest parts of Big Brain Academy is its multiplayer versus mode. In this mode, up to sixteen players can compete on one cartridge to determine who has the largest brain. The battle starts with player one picking a category and mini-game and then setting the difficulty and win conditions. Once the round is over, scores are calculated, and the player with the lowest score for the round picks the next category and game. The match is over when a player hits a total brain weight of 300 grams. If all the players are accustomed to the various mini-games, then this mode is typically a very close race and lots of fun. Playing with others who have never played Big Brain Academy will always end with the experienced players way ahead of everybody else. This is a minor problem, but works itself out pretty quickly as all of the games only take one play through to learn. However, it would be nice if there was some sort of handicap system to keep all the players on the same level. The rapid-fire nature of Big Brain Academy makes it a great choice for multiplayer, and it’s much better than the rather mundane math marathon in Brain Age.    


    Nintendo has said that games like this, and others in their "Touch Generations" line, are designed for people of all ages. I wanted to put this claim to the test, so I lent Big Brain Academy to my mother for her to play on a drive to the airport. She’s a big fan of logic problems and has been doing them for decades, so I expected her to enjoy Big Brain Academy. After going through the test a few times, she started having a lot of fun and mentioned quite a few times that she was going to play it "just one more time." I would call it a glowing recommendation from her, and she’s even tempted to get her own DS and a copy of the game.    


    Big Brain Academy is much more of a "game" than its predecessor. Playing it feels more like fun and less like an exercise. There’s a genuine drive to achieve higher scores, if only to find out that you might be as smart as Albert Einstein. The variety of mini-games and random nature in which they are presented helps keep the game fresh, and even if you get tired of taking the test, the multiplayer versus mode is a bunch of fun, provided you have people to play it with. Overall, it’s a great game for anybody who’s a fan of puzzle games or logic problems.

    Pros:
           

  • Lots of different games  
  • Random nature  
  • Multiplayer

           Cons:
           
  • Dr. Lobe likes to talk... a lot  
  • No handicap system in multiplayer

                   Graphics:  7.0
           The art style is cute and gets the point of the game across. There’s really nothing fantastic about it, but there's nothing wrong with it, either.

                   Sound:  7.0
           The music only plays on menu screens, which is good because otherwise it might distract you during the meat of the game.

                   Control:  9.0
           The only reason you might mess up every now and then is because the game is so frantic.

                          Gameplay:  8.0
           Big Brain Academy is fun. The test mode takes only a few minutes, and between the test and practice mode, the game is a great time killer.

     


           Lastability:  8.0
           The single player test is addicting enough on its own, but the practice mode is also a lot of fun. Multiplayer is competitive and often results in lots of laughter.

     


           Final:  8.0
           Big Brain Academy is perfect for people who like logic problems and great for people who like puzzle games. If you liked Brain Age but were looking for a game with a little more substance, Big Brain Academy is for you.      


  • 247
    TalkBack / Radio Free Nintendo Episode 5
    « on: June 15, 2006, 02:37:26 PM »
    A day late and a buck short.

    Here I go again, on my own.    


       


    So we had some problems with the podcast this week. As a result, we're a day late, and a little bit different. Recording just wasn't working right so Evan decided to call Jonny up and do an interview with him. We had planned to do it anyway, we're just doing it now instead of later. Of course, it's still really good, and to make up for being a day late we've extended this episode to just about 45 minutes!    


    Episode 5: The Jonny Interview    


    AAC Format    


    MP3 Format    


    You can also stream it via Odeo    



    powered by ODEO    


    If you have any comments, complaints, criticisms, or concerns please send them in to or drop them in the talkback thread. Oh, and don't forget questions for listener mail!


    248
    TalkBack / Tingle RPG Details Emerge
    « on: June 08, 2006, 05:32:55 AM »
    If this isn't the single most demented game to ever come out of Nintendo, I will be very upset.

    Tingle is a very polarizing character. There are very few people that don't completely love or hate the... interesting Zelda character. Anyway, the latest issue of Famitsu has finally revealed some of the details behind the Tingle RPG, entitled " Mogitate Tingle no Barairo Rupee Land" which translates to "Freshly-picked Tingle’s Pink-coloured Rupee Land." If the title and Famitsu article are anything to go on, this game is going to be quite interesting.    


    Be sure to check 4 color rebellion for images from the Famitsu article.    


    You can rest assured that PGC will keep you updated on this, what just might be the most fantastic game ever created by anyone on any planet.


    249
    Nintendo Gaming / RE: Big Brain Academy
    « on: June 07, 2006, 05:19:55 PM »
    This game is pretty cool. Expect a review soon.

    250
    Nintendo Gaming / RE: 3 new SSBB characters announced!!!!
    « on: June 07, 2006, 05:18:09 PM »
    Locked, this discussion already exists.

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