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Messages - StrikerObi

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601
TalkBack / Max Payne GBA Review
« on: January 26, 2004, 06:56:09 PM »
They say time slows down when you’re looking down the barrel of a gun. Not only that, but the action heats up.

Review by Mike Sklens

I remembered it vividly, years ago. It was a game. A game that made life seem like a movie: one of those John Woo films. There were bullets flying about; time slowed down; all sorts of those crazy special effects. Now, years later, I was reliving that same dream. Only this time it seemed different, somehow smaller.

The story began with the family of one Max Payne, just your Joe average NYPD cop. He arrived home one night to find his wife lying on the bed in a pool of her own blood, his baby in a matching scene in the room next door. Driven mad, he took to the streets to avenge his family, joined the DEA to try and put an end to the devilish drug used by the executioners that killed them, and put his life on a downward spiral. Only the story was much much deeper than that, deeper than anybody could have imagined, deeper than the depths of a man’s soul.

It was a sublime retelling of that original dream, but from a different perspective. The first time, there was a constantly moving viewpoint, as if a cameraman were three steps behind at all times, watching and recording it all for the eleven o'clock news. This time, however, he stayed put, trapped up in the ceiling corner as if he were terrified to come down. It wasn’t just the cameraman though. There was something else, some other-worldly force controlling his every move like a child playing a computer game. If his controller wished to move him, he responded with an eerie precision, running about and dodging bullets like a man possessed.

Perhaps that’s also where the power came from. In an unexplainable twist, Max was somehow able to slow down time itself like in a cheesy action movie. It provided a great advantage, giving him the ability to keep his reflexes at a rabbit-like speed while those of his enemies slowed to a near halt. It was the edge he needed to take on his unrelenting horde of adversaries. He would be faced with room upon room of men, some with the cold eyes of killers, others just doing their jobs. It didn’t matter to Max. To him, they were all the same, just obstacles in the way of his final, noble goal: justice.

One thing that remained the same from that original dream was the vocals. Each and every line had been trapped like a fly in honey. All the detail had been captured and put into a tiny plastic case, preserved for all eternity. Miraculously, they had survived the transition process and came out crystal clear on the other side in all their original glory. That’s not to say there weren’t sacrifices though. The once grand soundtrack had been reduced, turned into nothing more than a few vanilla songs that repeated like a trained parrot that wouldn’t shut up to save its life.

Max’s vendetta wasn’t an easy task, not by any measure. It was wrought with all sorts of peril. In addition to an ant colony’s worth of men, there were other problems like red-hot burning jets of fire and bombs ready to explode at the bat of an eyelash. Max would have to brave it all to finish the job. No, it wasn’t easy at all, but it would have to be done.

The dream was kept intact, even after its rough transition. Despite all the changes, it still kept that same intense feeling -- intense like the bright hot fires of hell. Charging into a room still came with a feeling of uncertainty. “What the hell’s going to happen? How long can I keep up this murderous rampage before my luck runs out?” This new retelling of an old story was every bit as good as it could be, keeping a grip on the dreamer like a vengeful man grips his gun. It was a dream that could be enjoyed by anybody looking for the proverbial “good time.”

Pros:
  • The story is every bit as good
  • All the cut-scenes remain, complete with voice acting
  • An intense handheld shooter

    Cons:
  • Background music is repetitive.
  • Some minor slowdown
  • The adventure is short.

    Graphics: 8.0
    Polygonal characters running around shooting the living hell out of each other. Fantastic. There’s some slight slowdown with a few characters on the screen, but it causes no gameplay problems. The cut-scene art is wonderful.

    Sound: 9.5
    All the cut-scenes are fully voiced with the original voice work from the first Max Payne. It’s crystal clear and brings the story to life. The in-game music, while nice and moody, is only composed of a few songs.

    Control: 8.0
    After a very slight learning hump, everything meshes together perfectly. Max can dive all over the place shooting the crap out of his enemies. It would be nice if the game paused while switching weapons though.

    Gameplay: 9.0
    Payne is one of the best shooters ever, even on the Game Boy Advance. The experience, though changed a lot for the system, remains the same. Bullet time is a total blast and a half.

    Lastability: 5.0
    The game is short. There are a good amount if bonuses to unlock, including cheats, and a few new difficulty levels. You can also view any cut-scene you’ve previously come across.

    Final Score (not an average): 8.5
    Max Payne is a damn good shooter. The film noir story is excellent and knows how to poke fun of itself very well. The only real problem is the length. Sadly, the game is quite short, even if it is a roller coaster ride from start to finish.

  • 602
    General Chat / RE:Your favorite Video Game commercial ever made?
    « on: January 25, 2004, 05:33:46 PM »
    This is a poll. Read the rules.

    603
    TalkBack / EA Snags Timesplitters 3
    « on: January 21, 2004, 08:32:40 AM »
    EA Snags Timesplitters 3

    Free Radical jumps publishers.

    Quote

    ELECTRONIC ARTS ANNOUNCES PUBLISHING AGREEMENT WITH FREE RADICAL DESIGN LTD, DEVELOPER OF TIMESPLITTERS GAME FRANCHISE

    REDWOOD CITY, Calif., January 21, 2004 – Electronic Arts (NASDAQ: ERTS), the world’s leading interactive entertainment software company and UK-based developer Free Radical Design Ltd. today announced a distribution and publishing agreement for the next game in the best selling TimeSplitters franchise.  Developed by Free Radical, the new title in the celebrated series will be published by EA Partners and is slated for worldwide release in 2005.  Financial terms of the agreement were not disclosed.  

    "Free Radical has proven itself as a world-class studio by delivering consistently beautiful, exciting and incredibly fun games," said Tom Frisina, Vice-president Electronic Arts Partners. "We are thrilled to be working with Free Radical and to be adding a new title to our growing catalogue of externally developed games."

    "Choosing EA Partners  as our publishing partner represents a big breakthrough for Free Radical," said Steve Ellis, Chairman of Free Radical Design.  "We’re already working hard on the next game, and hope that, with the help of Electronic Arts, we can reach many new players all over the world."

    Originally released in 2000, Free Radical’s TimeSplitters series revolutionized the first-person shooting genre by introducing players to a unique time-traveling gameplay mechanic. The innovative and compelling gameplay propelled the series to become a worldwide success. The original title was followed by the release of TimeSplitters 2 in 2002. Together, the two titles have sold over 2 million units worldwide. The next title will take the experience further with improved gameplay, unprecedented graphics, all new story and online play.


    Mike S Says: Maybe this will mean a new Bond game from the makers of Goldeneye in the future.  

    604
    TalkBack / RE: Nintendo Reveals "Third Pillar"!
    « on: January 20, 2004, 06:14:38 PM »
    Imagine 2 GBA SPs hooked together. There is no way this thing will be in the same price range as the GBA. I'm thinking this is Nintendo's answer to PSP, which means it will be a high-end product to keep it from wrekcing the GBA market. Also look at this quote
    Quote

    Today's announcement is but a glimpse of the additional features and benefits that will be shown in full at the Electronic Entertainment Expo (E3) in Los Angeles in May.

    Hmmm, this makes it sound like it will do more than play games. More fuel to add to the PSP argument.

    605
    TalkBack / RE: Nintendo Reveals "Third Pillar"!
    « on: January 20, 2004, 05:50:33 PM »
    Pictures please! This thing better be damn sexy, I'm talking iPod sexy. That's a lot of space in the games, I hope they're not too expensive. Either way, the wait for E3 2004 just got that much more unbearable.

    606
    TalkBack / Burnout 3 coming from EA
    « on: January 20, 2004, 04:57:49 PM »
    The speedy racer grabs a new publisher.

    Reported by Mike Sklens

    Source: IGNcube
    Link: "EA to Publish Burnout 3"

    According to a story over at IGNcube, Criterion has switched publishers for its Burnout franchise. Electronic Arts, known for their own arcade style racer Need for Speed, will be publishing the next in the Burnout series. The game, in which players are encouraged to dodge traffic and perform other outlandish maneuvers, is scheduled to be released in 2004 on all three major consoles (with rumored online support for PS2 and possibly Xbox). However, there is no evidence to support that the game will also be online compatible for GameCube. We'll have more on this story as it develops.  

    607
    TalkBack / RE:Adventure Island (GC) Review
    « on: January 16, 2004, 07:37:29 PM »
    Quote

    Originally posted by: Polemistis
    I remember this game for the SNES, haha, actually I have it, lol. It was an alright game for the SNES. I might rent this, but won't buy it as it is no way worth $69.99...or whatever it's priced...


    You're thinking of SUPER Adventure Island. This is a remake of Adventure Island for the NES.

    608
    TalkBack / [b] Who named this guy Master Higgins?[/b]
    « on: January 16, 2004, 04:44:24 PM »
    Who named this guy Master Higgins?

    Review by Mike Sklens

    Originally released on the NES way back in 1986, Hudson’s Adventure Island has long been considered a classic by gamers. Now, Hudson has remade the game as a part of their Hudson Selection series. The game has been updated with 3D graphics, yet it still maintains its original gameplay.

    Adventure Island stars Master Higgins, who is trying to rescue the beautiful princess. In order to do so, he must fight through eight worlds full of peril and take down a boss at the end of each. What makes Adventure Island so challenging is that Master Higgins must eat fruit to refill his constantly-decreasing health bar. Higgins journeys through side-scrolling levels filled with all sorts of enemies blocking his path. He also has to contend with a lot of pits that need jumping over. Scattered throughout the levels are eggs (many of which are secret) that contain power-ups to aid him on his quest. There are quite a few weapons available, including axes, spears, boomerangs, and the almighty fireball. There’s also the skateboard for Higgins to ride, which is quite an oddball item considering it’s found in an egg on an island (remember though, this game is from the 80’s).

    Though there are tons of enemies, Master Higgins hunger is easily the worst of the bunch. Higgins’ health is always dropping, and he must eat a never-ending supply of fruit to keep it up. On top of this, fruit is only on-screen for a brief amount of time. If Higgins doesn’t act fast, it will disappear. The health meter, coupled with the fact that the baddies deal a hefty amount of damage, makes Adventure Island a very difficult game. Thankfully, Hudson has realized this and included an easier mode in which the health meter does not constantly drain. This mode also removes the devastating eggplant “power-up,” which can spell certain doom by draining Higgins’ health even faster for a short period of time.

    Adventure Island sticks to the classic platform formula; the hero must complete four levels per world and then square-off against a boss monster. The bosses scale in difficulty, of course. All of them are challenging, but can be easily taken out once their attack patterns are learned.

    This remake, obviously, looks much better than its NES counterpart. However, compared to other GameCube games, it is still lacking in the graphics department. The polygon counts are relatively low, and the textures could be greatly improved, as they are often blurry and sometimes pixelated. The sound has also been upgraded from the original. The songs are the same, but now have a much fuller sound thanks to the GameCube. They are very catchy and indicative of many old school games.

    Adventure Island is a fun romp through yesteryear. Fans of the original will have a grand old time remembering this classic title. It’s also great for any fan of old school side-scrollers in general. The challenge level is right up there and can also be toned down if you’re having too much trouble. At a budget price of about $33 from Video Game Depot, Adventure Island would fit nicely in any old-schooler’s library.

    Pros:
  • Easier difficulty option
  • Rockin’ old school music

    Cons:
  • The graphics still look crummy, compared to other GCN games.
  • It’s pretty short.

    Graphics: 4.0
    This remake looks a hell of a lot better than its NES counterpart, but that’s not saying much. The characters are fairly bland and lacking detail, and the textures are often blurry or pixelated.

    Sound: 6.0
    The catchy Adventure Island soundtrack has been redone with the GameCube’s enhanced audio. The classic tunes remain, but now have a fuller sound.

    Control: 8.0
    The movement and jumping are spot on, which is very important for a game that often requires pin-point accuracy like Adventure Island.

    Gameplay: 7.0
    The challenging platforming gameplay returns in this remake. You’ll be dodging all sorts of stuff and taking out enemies left and right. There’s also Master Higgins’ depleting health to watch out for. Thankfully, there is an easier mode for those not up to the brutally hard normal mode.

    Lastability: 4.0
    It’s a remake of an NES game, so it’s not like there was a ton of gameplay to start with. The replay value has been spiced up with a time-trial mode as well as some unlockables.

    Final Score (not an average): 6.5
    The Adventure Island remake is a great trip down memory lane. Anybody looking for a fun platforming game or a vintage gameplay experience will have fun with this newly improved classic.  

  • 609
    TalkBack / RE:MGS Twin Snakes Bundle for Japan
    « on: January 16, 2004, 04:43:01 PM »
    Snake's Revenge is not Metal Gear 2. Metal Gear 2 was only released in Japan and I think only on MSX.

    610
    TalkBack / Beyblade: Super Tournament Battle Review
    « on: January 15, 2004, 04:12:05 AM »
    What is this sharp flash!?

    Review by Mike Sklens

    Beyblade V-Force: Super Tournament Battle is a game where you spin tops. Yes, that’s correct. The point of the game is to become the ultimate “Beyblader” which is really just a snazzy way of saying you’re the ultimate “top spinner.” It’s also based on a popular children’s anime show in which the characters also spin tops. There are also actual Beyblade tops that you can play with.

    When starting, the game will ask you to pick a top, or “Beyblade” as they’re called in the game. From there you can free battle, enter into the tournament, or go into multiplayer. Once in a tournament you face off against a series of battles that get more difficult as you go. The start of a battle begins with both players launching their tops. A meter moves across the screen and pressing the button at the last possible second before the meter fills up will keep the top spinning as long as possible. After the launch the battle begins. Players can exert a small amount of force on their Beyblades to move them around, but it’s not incredibly helpful because the amount of control is so small. As the tops clash they build up super meters which can be charged to three levels. Unleashing a super attack at the right time is the key to victory.

    There are three ways to win a match. First, if the opponent’s top stops spinning the round ends and the player left standing is rewarded one point. Knocking a top out of the ring also ends the round and earns the winner two points. Depleting the other top’s hit points will cause a crash. This is worth four points. The winner of the match is the first player to earn a total of four points. Most matches are won by ring-outs.

    In action, Beyblade is incredibly boring. The difficulty barely scales up at all. Winning battles is a simple matter of waiting until your opponent is near the edge of the arena and unleashing a super attack. If the attack doesn’t knock them out then it’s a simple matter of repeating the process until it works. The gameplay is amazingly repetitive. The game can barely remain enjoyable throughout the tournament mode.

    The multiplayer is about just as fun. The battles are the same as single player, only now up to four players can compete. To make everything worse, once you make it to the finals of the tournament mode the multiplayer features of the game become completely unavailable until the finals are over. The tournament director gives some excuse about “needing to concentrate on the finals.” Concentrate on what? This is a video game. There is nothing at stake and there is an infinite amount of time to complete. There’s no reason to turn off the multiplayer.

    Beyblades can be upgraded and repaired by using Bey Points, which are earned by competing in the tournament. If the game is proving too difficult the best way to even out the difficulty is to buy a bunch of new parts. Of course, after buying new parts the game becomes incredibly easy.

    Beyblade is a complete bore of a videogame. It’s one of the most repetitive games ever designed, not to mention it has a horrible concept. Gamers interested in the Beyblade franchise would probably be better off going down to the toy store and picking up some actual Beyblade tops. Why settle for a simulation of spinning tops when it’s actually possible to go out and spin tops?

    Pros:
  • Nice menus

    Cons:
  • Boring, repetitive gameplay
  • Horrible graphics
  • Multiplayer disappears half-way through single player

    Graphics: 2.0
    The arenas and tops could have been rendered almost as easily on a Playstation. The only good thing here is the framerate. The rest of the game is 2D drawings of the characters walking around the tournament stadium.

    Sound: 3.0
    The music is the standard anime battle music. On top of that the announcer does not shut up. Every three seconds he’s shouting another of his canned catchphrases.

    Control: 5.0
    Players can exert a small amount of force on their tops, but it’s so little it’s almost useless. Other than this, the controls are simple enough and nothing’s wrong with them.

    Gameplay: 2.0
    Spinning tops has never been less fun. The game is horribly repetitive. The multiplayer is just as boring.

    Lastability: 1.0
    Beyblade gets boring before it’s even over. The multiplayer is there, but it’s not fun and it’s not even playable halfway through the tournament mode.

    Final Score (Not an average): 2.5
    Beyblade is best left to the die-hard fans of the anime series, and even those fans are better off going out and playing with some real tops.  

  • 611
    General Chat / RE: Internet Browsers?
    « on: January 14, 2004, 07:15:10 PM »
    Firebird, I love it.

    612
    TalkBack / Nintendo Announces Famicom Mini Games for GBA
    « on: January 13, 2004, 06:15:00 PM »
    The classics are back. Update: There's a matching system too.

    Nintendo has recently announced a series of Game Boy Advance games. These games are all re-releases of classic Famicom games from way back when. The titles will include both first and third party games. They are priced at 2000 Yen ($19) a piece and will be released on February 14th. Here is a list of the first batch.


    • Super Mario Bros
    • Donkey Kong
    • Ice Climbers
    • Excitebike
    • The Legend of Zelda
    • Pacman (Namco)
    • Xevious (Namco)
    • Mappy (Namco)
    • Bomberman (Hudson)
    • Star Soldier (Hudson)
     


    Update: Alongside the release of the Famicom Mini line of games will come a release of the Famicom style Game Boy Advance SP. This system was previously only available during a special promotion. It is colored to match the original Famicom's color scheme. The only difference between the promotional and retail versions of this system will be the color of the buttons.  


    613
    TalkBack / Beyond Good & Evil Review
    « on: January 06, 2004, 05:19:31 PM »
    Come and experience the future of videogames.

    Review by Mike Sklens

    From the creative mind of Michel Ancel, the man behind Rayman, Beyond Good & Evil takes the standard adventure game formula and twists it around in a way that evolves the classic genre. Gameplay wise, it shares much in common with games like The Legend of Zelda: The Wind Waker and Star Fox Adventures: Dinosaur Planet. However, the story takes a much more important role in the game. The player controls Jade, a freelance photojournalist who also helps take care of orphans with her “uncle” Pey’j. The action is set on the planet of Hillys, which isn’t that dissimilar to Earth as far as environment is concerned. However, the planet is occupied with all sorts of anthropomorphic creatures from cow-people to pig-people, as well as the standard Homo-sapiens. The planet is under attack by an evil alien force known as the DomZ. Thankfully, the populous is protected by the fearless Alpha Sections, defenders of the people. However, a third group factors into this equation. The IRIS Network has unearthed a conspiracy that has the DomZ and the Alpha Section working together to kidnap the people of Hillys. Jade falls into the IRIS Network early on in the game, and works to uncover the conspiracy.

    Jade is a reporter first and foremost, and her talents are not thrown aside now that she must help save the world. Instead, her skill as a photographer is paramount in IRIS’ plan. IRIS’ goal is to inform the population of Hillys of what has been pulled over their eyes. They believe doing so will cause a revolt and will drive out both the Alpha Section and the DomZ. Throughout the game, Jade will have to take photos of various shady activities that this unholy alliance has been performing.

    Jade is given various infiltration missions in which she must get herself deep inside the enemy’s operation. The game uses a mix of action and stealth gameplay elements to achieve this. Jade, although armed with a powerful staff, is no match for the fiercely armed Alpha Section troops. When on a mission it’s best to stay hidden and sneak around the bad guys, instead of taking them head-on. Sneaking around doesn’t often prove too difficult, though screwing up will almost always lead to death. Thankfully there’s not a lot of ground lost when dying. The game takes you back no more than one or two rooms away from your death location. This alleviates the frustrating experience of having to go back to a previous save point. In addition to all this sneaking around, there are also various puzzles to be solved. Many of them involve finding ways to reach areas that seem inaccessible. They differ in variety and aren’t very difficult to solve, but they do provide a nice change of pace in the gameplay.

    There is a time for action though, and Jade will have to fight against her enemies. Combat is very smooth and not overly difficult. The player can have Jade attack any enemy around her by simply pressing the control stick in a direction and hitting the attack button. With the correct timing, attacks can be strung together to deal massive damage. There are plenty of small enemies she can take on by herself, but when faced with stronger adversaries she will enlist the help of one of her companions. Her “uncle” Pey’j will follow her early on in the game, and later she will be joined by fellow IRIS agent Double H. This team-play dynamic adds a lot to the game as you need to control Jade while also issuing simple orders to her companion. Lots of enemies can bet set up by Pey’j or Double H and then smacked around by Jade. This maneuver is used a lot to smash enemies into electric barriers to open up new paths.

    Speaking of big baddies, the bosses in Beyond Good & Evil are huge. While patternized and not amazingly difficult, they will challenge Jade well enough. The final boss fight stands out as quite amazing. It is both difficult and enthralling on a narrative-level. It goes through a few stages and completely trumps Wind Waker’s simple Gannondorf battle.

    Jade isn’t just running around secret government instillations all the time though. The world of Hillys is rife with things to do. There are numerous hovercraft races to compete in, as well as some chase showdowns with the bandits that patrol the area. And while other games may have problems accomplishing such mini-game tasks well, Beyond Good & Evil has no problem at all. Although simple, the mini-games are still good and more importantly they’re fun.

    Beyond Good & Evil excels in the story department. Michel Ancel and his team have crafted a wonderful gameplay experience that propels the emotional storyline. The game’s story starts out simply but quickly escalades to a very engrossing narrative full of media conspiracy, and even the nature of existence and destiny. All of it is delivered without the heavy-handed symbolism found in many “story-driven” games today. The story is delivered wonderfully by the voice actors and cut-scenes. The story isn’t limited to cut-scenes either. The gameplay segments are littered moments in which the characters are chattering between themselves, really helping to bring the story to the forefront of the game. Animation also plays a big part in the storytelling. Facial expressions are very well realized, and Jade specifically can convey emotions without saying a single word. To top it all off, the game is presented entirely in a widescreen letterboxed format, both for cut-scenes and gameplay, giving the game a very cinematic feel.

    This title owes a lot to its art direction. The world of Hillys is fully realized with some breathtaking design. The characters are beautifully rendered and animate fluidly. Beyond Good & Evil features some remarkable character design. Somehow, a myriad of creatures including a ton of different man-animal hybrids all seem to fit perfectly in the game’s environment, despite the fact that the environment itself isn’t all that different from Earth.

    While Beyond Good & Evil is a very good title, it is not without demerits. Perhaps the biggest complaint is the game’s length. The average player will probably finish the adventure in somewhere between ten and fifteen hours. For such a fantastic adventure, it would be really nice if it stretched on for a little longer. The game only features three or four full-sized dungeons, depending on how you count them. It also ends with a huge cliffhanger sequel setup that could just have easily been incorporated into the game. It’s been mentioned numerous times in this review that nothing is too difficult (with the possible exception of the final boss). While it could be considered a mark against the game, the smooth difficulty curve also keeps the story flowing, which is a much more important goal. It would have been nice to see the challenge step up a little more, especially in the final dungeon.

    Beyond Good & Evil blends elements of superb gameplay design and storytelling into a wonderful experience. It is an excellent example of the direction that games are headed. They’re moving into a realm of compelling stories matched with equally impressive gameplay. This is a title that anybody looking for a story in their game would be a fool not to pick up.

    Pros:

    • Beautiful art design
    • Compelling story
    • Awesome final boss


    Cons:

    • This game could have easily been longer
    • It could also stand to be a little harder
    • 55 memory blocks to save is flat-out absurd


    Graphics: 9.0
    The art style is brilliant and is brought to live with fantastic animation. Everything is smooth and looks pretty.

    Sound: 9.0
    The voice acting is superb and does an excellent job of delivering the well-written story. The music not only fills the background but also helps set the environment and mood of each and every scene. It’s very well done.

    Control: 8.5
    Moving around is simple and combat is very intuitive. It’s a bit jarring to move around when camera angles switch quickly.

    Gameplay: 9.0
    Everything here is solid; it’s just not quite difficult enough. The baddies never get really difficult and the stealth is pretty easy throughout. The puzzles never seem to escalate in difficulty either.

    Lastability: 7.5
    It’s a wonderful experience that will take around ten to fifteen hours for most to complete. It takes longer if you go for everything. There’s also a two-player version of the disc mini-game to unlock and also internet rankings.

    Final Score (not an average): 9.0
    Beyond Good & Evil delivers a fantastic story with that’s almost as impressive. Everything comes together beautifully to create one of the most engrossing titles of the year.

    614
    Nintendo Gaming / RE: Unknown Port
    « on: December 30, 2003, 03:22:48 PM »
    The ports weren't put there with devices for them already in mind. They were put there for possible future expansions. There is a good chance that they haven't developed anything that will use the last port.

    615
    General Gaming / RE: E3 2004
    « on: December 30, 2003, 03:18:16 PM »
    I will kiss Michel Ancel if a sequel to Beyond Good & Evil is announced or shown.  

    616
    Nintendo Gaming / RE: Roll A Rama
    « on: December 30, 2003, 03:14:50 PM »
    Much like Stage Debut, Roll-A-Rama is basically a "proof-of-concept" game. It's designed to show technology off but has a slim chance of ever making it into the real world, despite showing up a numerious E3 shows. I do think it has a better chance of showing up in shelves than Stage Debut though. There's nothing to Stage Debut, all you do is take a photo, dress up a character and watch him dance. Perhaps it could be incorporated into Animal Crossing 2. I really hope Roll-A-Rama comes out though, it is an absolute blast.

    617
    Nintendo Gaming / RE: When is the "Only For" not only for?
    « on: December 30, 2003, 03:11:23 PM »
    Sega Soccer Slam did have it, I have a copy that has the logo on it. Perhaps it's been edited out since.

    618
    General Chat / RE: Get your custom title here
    « on: December 24, 2003, 02:01:15 PM »
    I'm joning the fun handing out titles ^_^ keke.

    619
    Nintendo Gaming / RE:Pac-Man Vs.
    « on: December 15, 2003, 06:15:09 PM »
    There is already a thread about this game.

    620
    Nintendo Gaming / RE:is P.O.P for Gamecube?
    « on: December 07, 2003, 01:40:02 PM »
    Yes. I'm playing it right now. Expect a full review soon.

    621
    General Chat / RE:What role do Publishers play?
    « on: November 30, 2003, 06:37:11 AM »
    Ubi Soft doesn't just publish games. In addition to publishing games made by other developers they also have their own development sutdios. So, they also make games.

    622
    Nintendo Gaming / RE:Pacman Vs.
    « on: November 29, 2003, 04:13:48 PM »
    PacMan vs with comptuer controlled ghosts is just PacMan...

    Also, you can play with 2, 3, or 4 players though I'm sure it's less fun with less people.

    623
    Nintendo Gaming / RE: is black friday tomarrow please give me the details!!
    « on: November 27, 2003, 01:22:25 PM »
    The Toys R Us deal is a Golden GBA SP with MARIO ADVANCE 4, not DKC.
    However, you can get a Lime Green GBA SP at Target with DKC.

    624
    TalkBack / It's a Double Shot of the Muppets
    « on: November 17, 2003, 08:31:12 AM »
    Prepare yourself for not one, but two new games starring the Muppets.

    It's time to get things started!

    TDK Mediactive Ships Muppets™ Party Cruise and Spy Muppets™: License to Croak

    WESTLAKE VILLAGE, Calif. – November 12, 2003 – TDK Mediactive, Inc. (OTC: TDKM.OB), a global publisher of entertainment software, announced today that two Muppet-filled games have shipped to retail shelves. Muppets™™ Party Cruise is available for the PlayStation™2 computer entertainment system and Spy Muppets™: License to Croak is available for the Game Boy™ Advance handheld system. Additionally, Muppets™™ Party Cruise for the Nintendo GameCube™ video game system will release in late November.


    “The Muppet characters are pop-culture icons that appeal to fans of all ages,” said Michael Devine, executive vice president of sales and marketing, TDK Mediactive. “Embodying the Muppets™’ quirky humor and style that has made them so famous, Muppets™ Party Cruise includes comical bonus shorts and voice talent direct from Henson studios while Spy Muppets™: License to Croak spoofs the spy genre and includes characters such as Piggy Galore and Dr. Nose. Both of these games truly capture the heart of the brand while bringing fun and challenging gameplay to the consumer.”

    About Muppets™ Party Cruise


    No one parties harder than the Muppets™, and in Muppet Party Cruise players set sail with the Muppet crew for tons of hilarious, family-friendly fun. One to four players can play as one of six Muppet characters, including Kermit the Frog™, Miss Piggy™, Animal™, Fozzie Bear™, Pepe the King Prawn™ and The Great Gonzo™ in 30 action-packed mini-games! Muppet Party Cruise also features authentic Muppet voice talent and bonus movie shorts created by The Jim Henson Company. Come aboard the wackiest party boat around!

    About Spy Muppets™: License to Croak


    In Spy Muppets™: License to Croak, your favorite frog is now the planet's most famous secret agent. On his latest mission, Agent Kermit the Frog must stop the secret plan of a mysterious Master Villain in 15 spy-themed levels! You will chase your enemies in your super spy car, zoom around in your speed boat, sneak through warehouses, and fight your way out of the Swedish Chef's giant omelet pan!?! Enjoy spy spoof fun for all ages with appearances by over 10 of your favorite Muppet characters.


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    General Chat / RE:Paris Hilton
    « on: November 16, 2003, 12:28:47 PM »
    I stayed at the Paris Hilton once, it was very nice. There was even a complimentary mini-bar in the room.

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