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Showing posts with label Nintendo. Show all posts

Showing posts with label Nintendo. Show all posts

Review: Professor Layton and the Unwound Future (DS)

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Professor Layton and the Unwound Future (DS)

Genre: Adventure, Puzzle
Lead Designers: Akira Tago (Puzzle Master), Akihiro Hino (Producer), Usuke Kumagai (Lead Programmer), Jun Suzuki (Art Director)
Developer: Level-5
Publisher: Nintendo
Platform: Nintendo DS
Release Date(s): Nov. 27, 2008 (JP), Sept. 12, 2010 (NA), Oct. 22, 2010 (EU)
Rated: E10+ for Everyone 10+

Professor Layton is back and his latest adventure is just as odd and charming as ever. Layton and his apprentice Luke are thrust 10 years into the future, and in the future random people are still ready to solve all problems — not through violence or debate, but through puzzle solving.

The plot is just as quirky as ever and, as with the previous games, becomes absolutely ridiculous at the end. However, in The Unwound Future, the plot becomes more ridiculous earlier, with moments such as the professor building a gun out of slot machine parts and fending off the mafia by shooting them with coins. Older characters are introduced somewhat haphazardly and some plot points feel rather forced. However, there is a welcome amount of character development in this game as we find out more about Layton's past as well as Luke’s.

I have no idea how they keep coming up with puzzles for the Professor Layton games. I would think that they would have to start repeating themselves more, but Professor Layton and the Unwound Future has an even greater puzzle variety than the previous games. So when the waitress asks you to solve a stacking puzzle before she gets you your drink, you don't have to worry about seeing the same puzzle but with more objects when you talk to her again later; you end up with a slider puzzle or a visual puzzle instead. While I do miss having increasingly complex variations on a single puzzle idea, the variety more than makes up for that. This also eliminates the problem of simply being bad at a certain puzzle and getting stuck as it shows up more and more often.

There are, of course, the slider puzzles and mathematical tricks, but they tend to have a little twist on them that makes them feel new, such as having to solve a slider puzzle in a certain number of moves. To facilitate these sometimes more complex puzzles, the memo system has been redone so that you can use different brush sizes and colors on your memo overlay. Especially welcome is the addition of an eraser brush — no more clearing all of your written notes because you made one mistake. Another welcome addition is the Super Hint, which all but solves the riddle for you. It is available after you use up the other three hints and costs an additional two hit coins. So on those puzzles that you just cannot seem to solve, you now have a way out.

While the plot does feel contrived at times, the puzzles and just plain quirky fun of the character interactions more than make up for it. The addition of more animated, fully voiced cutscenes also adds to the experience and never failed to put a smile on my face. The game is great fun and I look forward to the next Layton game.

[Highly Recommended]



This review is based on a retail copy purchased by the reviewer.

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Review: Super Mario Galaxy 2 (Wii)

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Super Mario Galaxy 2 box art

Genre: Platformer
Director: Koichi Hayashida
Developer: Nintendo EAD Tokyo
Publisher: Nintendo
Console(s): Nintendo Wii
Release Dates: May 23, 2010 (NA), May 27, 2010 (JP), Jun. 11, 2010 (EU), Jul. 1, 2010 (AUS)
Rated: E for Everyone

Super Mario Galaxy 2 was certainly an unexpected announcement from Nintendo, considering the series past releases. On N64 we had Super Mario 64 (SM64) and on the Gamecube we had Super Mario Sunshine. Super Mario Galaxy 2 breaks the trend both by releasing another main series 3-D Mario on the same platform, and by making it so closely related to its predecessor Super Mario Galaxy.

The most obvious aspect of Galaxy 2 is that it is built completely off of the original Galaxy's engine. Thus, instead of reinventing the wheel for their newest title, the development team was able to focus completely on making improvements and crafting the best game possible. Now, the level design is more focused, interesting, and varied than ever before — the best aspects of Galaxy have been amplified, the lesser portions revamped or tossed aside, and new gameplay mechanics have been introduced that show off the skills of the team. The player is thrown enough gameplay mechanics to keep the game constantly interesting without any one element sticking around too long.

The addition of Yoshi is much more than Mario fan service, as he plays an important role in the game; his abilities are interesting and the control tight. Yoshi's presence in New Super Mario Bros Wii felt tacked on as he had too few appearances; I actually remember talking to someone who had played the game, but forgot that Yoshi was even in it. Here, the dinosaur gets plenty of exposure, but not enough to make the game too Yoshi-centric. The only Mario power up that I could really do without is Spring-Mario; awkward controls and its small role in the game could have been better used giving other powers more time in the spotlight.

Yoshi in Super Mario Galaxy 2

Thankfully, the difficulty has been kicked up since Mario's last 3-D outing, as the easiness of the original Galaxy was one of my main issues with it. The only times it was very hard were when you were searching around for purple coins, but the platforming itself was too simple. While much of Galaxy 2 isn't very different from Galaxy, there are plenty of challenging spots. Purple coins, timed challenges, and stages populated by these infernal mini-Mario enemies can be delightfully tricky, but the hard parts are not reserved for such bonus areas. The difficulty in Galaxy 2 is comparable to Sunshine, besides a few of Sunshine’s infernally hard platforming stages.

One interesting aspect of the game is the attempt at expanding the audience through gameplay help. When this was first announced, gaming blogs and forums were already making a huge fuss over it, but honestly in the game it is completely unobtrusive. If you are continually dying in one stage, Roselina asks if you require assistance. That is it. There is no hand-holding or dumbing down the gameplay at all. If you wanted some help then the option is there, but completely ignorable. While I never used the feature, I read that stars collected by having the game play for you are not in the usual gold, but instead a bronze star to differentiate between legitimate victories.

Galaxy 2 has stronger gameplay diversity that the preceding game- There are the stages built around collecting purple coins, often with time limits. There are timed challenges given to you by a chimp with shades. There are ball rolling levels, flying levels, and all kinds of different gameplay. Often timed and collecting stages in games feel like distractions from the main quest in a game, but Galaxy 2 manages to blur this line by keeping everything fun and nothing feeling extracurricular from the normal play. Even simple concepts such as timed speed-runs of previous missions or single HP boss fights come off as completely legitimate and entertaining additions to the game.

A boss from Super Mario Galaxy 2

An atmosphere of delight has been achieved in Galaxy 2 that I have not felt since Super Mario World 2: Yoshi's Island for SNES. Everything about the game contributes to an overall aura of joy and whimsy. The music is beautiful with even more studio pieces and high quality synthesized compositions, and while the arrangements of classic Mario music are present and fantastic, they don't overshadow the impressive new scores. I'm also personally very happy with the upbeat big band influence on the soundtrack. The graphics are the same as the original Galaxy, but with certain visual flourishes that make this game stand out even further. It may not have that HD goodness of the other consoles, but the creativity and aesthetics stand out as something more appealing and inspired than a lot of what is out on the market.

The game has a certain energy and excitement to it, thanks to the masterfully crafted level design, well-focused linearity, and appropriate music and visuals. Certain moments are especially captivating — blasting through the star-lit sky toward the next planet, turning the watery world of “Cosmic Cove” into solid ice and looking down at the now-frozen world below, navigating the dangers of “Supermassive Galaxy”, watching the flowers grow underneath Mario's feet ... There were many moments in the game that I just had to pause for a moment, forget about the mission, and just appreciate the spectacle.

I know many will disagree, but I can't help but question the inclusion of “Throwback Galaxy” — a SM64 stage slightly remixed but enhanced with Galaxy graphics. It is gorgeous and an interesting look at how the game would look if made today, but I dislike that kind of obvious fan pandering. Having arrangements of classic Mario music is great, but duplicating entire levels is a little too nostalgia-fueled for my liking. It isn't a big deal though, as most people will love it, and it's too unobtrusive to be that offensive to cranky gamers such as myself. If I wanted to play SM64, though, I would be playing SM64.

The story of the game is hardly worth mentioning, but people seem to find it enjoyable to make fun of its simplistic tale (as if anyone plays Mario for the plot). The important thing is that it fits right at home with the atmosphere of the game, and doesn't have any significant standout cheesiness. It gives a reason for the gameplay without any annoying intrusions, and that is all I require from most platformers.

Timeless Mario enemy Boo makes an appearance.

I was admittedly skeptical at first towards Super Mario Galaxy 2. Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy were very different from each other and worked together to create a franchise that could vary wildly across the games. I was worried that the magic would deteriorate with Galaxy 2 being a rehash of the first. Fortunately, I was wrong; sure, it's the same assets and engine, but if that allows for more creative design and attention to detail then I welcome it. After all, was not my favorite Zelda game — The Legend of Zelda: Majora's Mask — even more guilty in that regard? The game not only ran on the same engine, but re-used character models by giving them new names! What the game delivered was an adventure with more exploration, more character interaction, and a more sophisticated overall production. If it allows for games such as Majora's Mask and Galaxy 2 then I hope the next platform's big series get a second game using the same engine.

Unfortunately, Galaxy 2 was unable to launch with the same impact and excitement that surrounded Galaxy. With its strong similarity to the first game, it isn't revolutionary, but it is certainly an evolutionary title in that it expands and fine-tunes what Galaxy started. Many gamers have either skipped out on Galaxy 2 or at least put the purchase on hold, unable to get enthusiastic over a second serving of “Mario in Space”. I hope that it will be remembered, though, as not the “other” Galaxy, but the “better” Galaxy.

[Highly Recommended]


This review is based on a retail copy purchased by the reviewer.

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Review: Kid Icarus (VC)

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Medium: Video Game (NES)
Genre: Platformer
Designer: Satoru Okada (Director)
Developer: Nintendo
Publisher: Nintendo
Release Date(s): Dec. 19, 1986 (JP), July 1987 (N. America), Feb. 15, 1987 (EU)
Rated: Not Rated

At E3, Nintendo revealed its new handheld, the 3DS; one of the titles announced for it was Kid Icarus: Uprising. There have been rumors of Nintendo reviving the Kid Icarus franchise for years now, but the prevailing one centered around a game by Level-5 for the Wii. Instead we got a game from internal Nintendo developers Project Sora that is very reminiscent of Sin and Punishment. This is a huge departure from the series' platformer roots.

The interesting thing about the original Kid Icarus is that it takes elements from Nintendo’s other franchises. The shooting system works much like Metroid, the shop system and upgrades feel similar to Zelda, and platforming is a major focus, like in Mario. OK, that last one was kind of a stretch, but the others are accurate. Despite this, it doesn’t really stand out like Nintendo’s other classic games from the NES era. It never had much staying power and just doesn’t hold up as well today; it really is just plain bad. I would say that this is mostly due to the difficulty, especially that of the game’s first world.

The first world is so hard because the levels scroll vertically, and when a platform scrolls out of sight, it’s gone. This can lead to death, because a platform just pixels away from the bottom of the screen is now gone. With the flying enemies going all around you, navigation becomes even more difficult. Thankfully, unlike Mega Man, you can shoot upwards in Kid Icarus, but some of the enemies are still surprisingly challenging to fight.

If you manage to get through the first three levels you get to the first castle level, which is at least different. (The castle levels are just mazes made up of one-screen rooms.) It’s a welcome reprieve from the difficulty of vertical scrolling, and, while still hard, is much more manageable. Starting in the second world, the levels are side-scrolling. These levels are much easier since it’s a lot harder to accidentally fall down an endless pit. I actually enjoyed the game a lot more once level 2-1 started, but it still never was much fun.

There are some other things to appreciate in the game though, such as the wacky enemies. The eggplant wizards are especially memorable, even if getting turned into an eggplant is very frustrating. The music and art style are quite good as well, and really add to the charm of the game. In fact, I’d have to say the charm is what I like most about Kid Icarus and is why I’m glad the series is coming back, even if I’m not exactly a fan of the original game.

The actual platforming and shooting works well enough, and I do like that it has a shop and upgrade systems, but the overall game never really clicked with me. I can’t recommend going out and playing it today — time has not been kind to it. As a matter of fact, I don’t think I could recommend it even if you enjoyed it back in the day either. Kid Icarus is not a good game; it’s unnecessarily hard and just gets really frustrating. If you’re still interested, it’s available on the Virtual Console for 500 points.

[Bad]


This review is based on the Virtual Console release for the Wii, purchased by the reviewer.

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E3 2010: New Zelda, Kirby, Kid Icarus games, 3DS details at Nintendo conference [EDIT 1]

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Nintendo's new 3DS handheld, which features 3-D play without glasses

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(Runtime: 18 minutes)

Phew, that was some press conference. After Microsoft's brutally awkward conference yesterday, a lot of us were left wondering if video games truly had all fell into the dreadful mediocrity of motion-control gimmicks. Boy, did Nintendo prove us wrong! (I know, who would've guessed THAT, right?)

Reggie Fils-Aime, president of the North American division of the game publisher and console manufacturer unveiled new title after new title in a rapid-fire series of announcements, surely sating the appetites of even the most hardcore Nintendo fanboys. First off, legendary designer Shigeru Miyamoto showed off the new Wii Zelda title, The Legend of Zelda: Skyward Sword. During an admittedly awkward demonstration (held up by so-called "interference" with the Wii's motion-sensing capabilities), Miyamoto gave us a glimpse into the new control scheme — in which the sword is mapped to the Wiimote and the shield is mapped to the nunchuck — and the graphical style, which marries the matured designs of Twilight Princess to the cel shading of The Wind Waker while presumably running on the Super Mario Galaxy graphics engine. At the very end of the presentation, Miyamoto tried his very best to gracefully tell the audience that Skyward Sword still needs a lot of work done, and will take until 2011 before it's finished.


But it wasn't long before Reggie launched into what we all expected from a Nintendo presentation — casual games. However, much to my surprise, we only saw two new casual games: Mario Sports Mix (think Wii Sports with Mario) and Wii Party (think Mario Party with Miis). The former will hit shelves sometime in 2011, while Reggie promised that we'll see the latter this holiday season. Meanwhile, Ubisoft presented a trailer for Just Dance 2 on the Wii, which will hit this fall.

On the third party front, Nintendo didn't have very much to show off, though the titles themselves were certainly worth talking about. First is a remake (or maybe it's a sequel) of Goldeneye, the beloved Nintendo 64 first-person shooter that has stuck in many gamers' minds as a reminder of the golden days (har har) of Nintendo's consoles. After that was Disney's Epic Mickey, featuring a fascinating discussion of the importance of play style from designer Warren Specter. The game will feature choices between solving puzzles by creating or destroying the environment, which Specter hopes will provide a rich experience that is different for every player.

Meanwhile, Nintendo unveiled the subtitle, a new trailer, and a 2010 holiday season release date for their previously announced Golden Sun DS sequel, now entitled Golden Sun: Dark Dawn. Additionally, the Wii will see the release of Kirby's Epic Yarn, the first Kirby console game since the Gamecube's Kirby Air Ride (2003) and the first side-scrolling console Kirby game since Kirby 64: The Crystal Shards (2000) on — yes my friends — the Nintendo 64. Kirby's Epic Yarn, which sports an interesting new art style reminiscent of the Super Nintendo's Kirby's Dream Land 3 (1997), is already prepped for release this fall. We also got a trailer for the Team Ninja-developed Metroid: Other M, which will arrive on August 31.


Last but certainly not least, Nintendo president Satoru Iwata stepped on stage to present the Nintendo 3DS, a successor to the DS that features a touch screen on the bottom and a slightly larger 3-D screen on the top half (It displays 3-D WITHOUT glasses). The left side of the handheld has a "slide pad" that acts as an analog stick, the insides have a motion sensor and a gyro sensor, and the system can display more powerful graphics than the current DS models. Additionally, the front of the device features two cameras, allowing the 3DS to take 3-D photographs. On the software side of things, Iwata confirmed that the 3DS is capable of playing 3-D Hollywood movies, and Nintendo has already partnered with Disney, Warner Bros., and Dreamworks to provide that content. Finally, a slew of third-party developers, including CAPCOM, EA, Harmonix, Konami, Level-5, and Ubisoft, have signed on to create games for the system, and some of the confirmed games (first- and third-party) are listed below:

  • Kid Icarus: Uprising from Kirby/Smash Bros. developer Masahiro Sakurai and Sora Ltd.
  • A new Nintendogs game from Miyamoto
  • a Metal Gear Solid game from Kojima himself
  • an Assassin's Creed game from Ubisoft
  • a "completely original Resident Evil game" from CAPCOM

Overall, I was very impressed with Nintendo's press conference. While a lot of the technology (3DS, swordfighting with Wii MotionPlus) still seems a little wonky or hazy [[EDIT: and I was very disappointed in the continued lack of any new IPs]], their presentation was refreshing in how to-the-point it was. Nintendo made it clear — much moreso than Microsoft did with their awful Kinect presentations — that this was all about games, and whether you are interested in their titles or not, it's hard to deny that they put on a damn good show.



For more news and commentary out of E3 2010, check back with our E3 2010 label page.

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E3 2010: List of upcoming 3DS titles surfaces [Rumor]

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The current DSi model

I can't be sure of the credibility of this source, but I just received a PDF containing a list of what seems to be all of the games and game franchises currently slated to appear on Nintendo's new 3DS handheld, which (as reported on Ani-Gamers) features 3-D video game graphics without 3-D glasses.

After the break I have included the full list of titles, which includes those confirmed during Nintendo's press conference (a Metal Gear Solid game, a Batman game, and Kid Icarus: Uprising, among others) and many not mentioned, such as DJ Hero, Super Street Fighter IV, and a Paper Mario game. There is also a link to the PDF itself if you're interested. I would check the Nintendo press site myself to confirm the validity of the document, but my login has expired. When I have access again or another outlet confirms/denies the list, I will edit this post to let you all know.

Additionally, you can look forward to my full write-up of Nintendo's rather exciting E3 press conference later today.

[Thanks, Patz]

    Activision Publishing, Inc.
  • DJ Hero® 3D
  • AQ INTERACTIVE
  • cubic ninja
  • ATLUS
  • Etrian Odyssey
  • Shin Megami Tensei
  • Shin Megami Tensei: Persona
  • Shin Megami Tensei: Devil Survivor
  • Capcom
  • RESIDENT EVIL® REVELATIONS
  • SUPER STREET FIGHTER IV 3D Edition (name not final)
  • Electronic Arts
  • FIFA Soccer
  • Madden NFL
  • The Sims™ 3
  • Gameloft
  • Asphalt GT
  • Harmonix
  • Music game
  • HUDSON SOFT
  • Bomberman franchise
  • DECA SPORTS franchise
  • KORORINPA franchise
  • KONAMI
  • Baseball franchise
  • Contra franchise
  • Frogger franchise
  • HIDEO KOJIMA’S METAL GEAR SOLID SNAKE EATER 3D “The Naked Sample”
  • PRO EVOLUTION SOCCER franchise
  • WINNING ELEVEN franchise
  • LEVEL-5
  • Professor Layton and the Mask of Miracle (name not final)
  • Majesco Entertainment
  • BloodRayne: The Shroud
  • A Boy and His Blob
  • Face Racers: Photo Finish
  • Lion’s Pride: Adventures on the Serengeti
  • Martha Stewart
  • WonderWorld Amusement Park
  • Marvelous Entertainment BOKUJYOUMONOGATARI 3D (name not final)
  • NAMCO BANDAI Games
  • Dragon Ball® franchise (name not final)
  • Gundam® franchise (name not final)
  • PAC-MAN™ & GALAGA™ (name not final)
  • RIDGE RACER® (name not final)
  • Super Robot franchise (name not final)
  • Nintendo
  • Animal Crossing™
  • Kid Icarus™: Uprising
  • Mario Kart™
  • nintendogs™ + cats
  • Paper Mario™
  • PilotWings Resort™
  • Star Fox 64™ 3D
  • Steel Diver™
  • ROCKET Crash-City GP
  • VS-robo
  • SEGA
  • Sonic (name not final)
  • Super Monkey Ball (name not final)
  • SQUARE ENIX
  • CODENAME: Chocobo Racing® 3D
  • DRAGON QUEST® franchise
  • FINAL FANTASY® franchise
  • KINGDOM HEARTS franchise
  • Take-Two Interactive
  • Carnival Games® franchise
  • TECMO KOEI GAMES
  • DEAD OR ALIVE® 3D (name not final)
  • DYNASTY WARRIORS® (name not final)
  • NINJA GAIDEN® (name not final)
  • SAMURAI WARRIORS® 3D (name not final)
  • TOMY
  • LOVELY LISA 3D
  • NARUTO SHIPPUDEN ACTION
  • THQ
  • de Blob 2
  • Kung Fu Panda Kaboom of Doom
  • Marvel Super Hero Squad Infinity Gauntlet
  • The Penguins of Madagascar
  • Puss N Boots
  • Saints Row: Drive-By
  • Ubisoft
  • Assassin’s Creed™ Lost Legacy
  • Battle of Giants™: Dinosaur Strike
  • Driver® Renegade
  • Hollywood 61 (name not final)
  • Tom Clancy’s Ghost Recon™
  • Tom Clancy’s Splinter Cell Chaos Theory™
  • Warner Bros
  • Batman franchise
  • LEGO franchise


CLICK HERE to read the original list. (PDF format)


For more news and commentary out of E3 2010, check back with our E3 2010 label page.

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E3 2010: Nintendo press conference live chat [EDIT 1]

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EDIT: The Nintendo press conference is over, and we should have a write-up and podcast recap up sometime today. Thanks to everybody who participated.

Check after the break for Insert-Disc's live chat coverage of the Nintendo press conference. For a live stream of the press conference, visit GameSpot or YouTube (among other places).

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Nintendo announces 3DS, 3-D capable DS successor

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This is totally what the 3DS is going to look like. Trust me.

According to a press release on Nintendo's Japanese site, the company has just announced a successor to their Nintendo DS handheld, which has sold over 125 million units in the nearly six years of its lifespan. The new system, tentatively called the "Nintendo 3DS," will be a ... wait for it ... a 3-D DS!

The release specifically points out that with the new 3DS, "games can be enjoyed with 3D [sic] effects without the need for any special glasses," quite an exciting prospect considering the present ubiquity of polarized glasses in the 3-D media landscape. Additionally, even though the 3DS is set to "succeed 'Nintendo DS series' [sic]" (it's not a simple hardware revision like the DS Lite or DSi), the handheld will be able to play games from the Nintendo DS and DSi, though Gameboy Advance backwards compatibility (not mentioned in the press release) is almost certainly out of the question.

There has been some talk lately of evolving 3-D technology to not require those silly glasses, and the spurious spectacles are still a roadblock for many consumers (myself included) who remain hesitant to embrace 3-D technology. Whatever Nintendo uses in the 3DS has the potential to cause a paradigm shift in the way that 3-D is used in and outside games, much like the Wii has done to motion control in the gaming sphere. (Then again, it also has the potential to be really gimmicky. Again, like the Wii.) Nintendo is set to provide details about the handheld at E3 in Los Angeles this June.

[via Nintendo via Joystiq]

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E3 2009: Nintendo Press Conference Highlights

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Satoru Iwata showing off the new Wii Vitality Sensor

The Nintendo Press Conference was not quite as action-packed as the Microsoft one, since they've already used up their quotient for earth-shattering motion control announcements. Instead of motion control, however, the console manufacturer and game publisher announced a new "Wii Vitality Sensor," which will attach to players' index fingers and track their pulses. Why? Well... nobody's really sure, though Nintendo President Satoru Iwata suggested that "games have been used for stimulation, but maybe it won't be long until games are used for relaxation and even to fall asleep." So Mr. Iwata, your console's game library is practically putting me to sleep as-is, but NOW IT CAN DO IT FOR REAL?! The peripheral, which attaches to the Wiimote, has no release date (or purpose, for that matter) just yet.

But let's get down to the news that gamers (at least those who enjoy staying awake) are interested in hearing about, namely the brand new Metroid game. The Wii title will be called Metroid: Other M, and will be developed by – of all people – Tecmo's Team Ninja, creators of Ninja Gaiden. Known for their arcade-y gameplay and hyper-violent animations, the development studio will likely bring a darker touch to the Metroid franchise. The debut trailer shows a 3D, third-person sidescroller that seems to merge the first-person puzzle-solving of Prime with the third-person action of the original franchise. Team Ninja seems to have also taken this chance to develop a much more character-driven story, since Samus is no longer a mute character controlled in first-person. The game is due out sometime in 2010.

As if to tell Nintendo fanboys that they haven't been abandoned, Iwata also announced not one, but TWO new Mario games on the Wii. The first is New Super Mario Bros. Wii, which could have also been called New New Super Mario Bros., though that doesn't have the same ring to it. The game will feature essentially the same gameplay as its DS predecessor, but will also allow for coop play with up to four players when it drops this holiday season. (Check out the debut trailer)

The next game on Nintendo's plate was an even bigger announcement: Super Mario Galaxy 2, the sequel to 2007's bestselling, critically-acclaimed Wii game. The trailer shows more awesome gravity-bending, planet-hopping action, but this time, Mario's bringing along a friend: Yoshi, who seems to work very much like the Sunshine version of his character. I'm personally a little disappointed that we're not seeing a new reinvention of Mario, but that's hard to ask for in such a short time. Galaxy was a fantastic game, so more of it is certainly welcome, even if it's really not anything new. No release date was mentioned.

Finally, Iwata dropped a few non-megaton announcements: Wii Fit Plus, featuring six new strength and yoga activities and 15 new mini-games, is due out in the fall for a whopping $50...yawn. In addition, portable gamers will finally play their beloved Gameboy Advance franchise again with Golden Sun DS. I'm not too familiar with the Golden Sun series, but the trailer shows what looks like a sharp, competent Phantom Hourglass-style revisiting of the RPG franchise.

[via 1UP]

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Exiled Hardcore: Can SEGA tap Nintendo's lost demographic?

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The Conduit box art

It was a feeding frenzy. Lots of sweaty men crowded around a small TV screen, watching the blood splatter as a stylized video game character was thrown into a saw twice his height. The crowd cheered as bullets broke through the carapace of a giant alien bug. A startled gasp was heard as a zombie leapt out toward the camera. And in the hands of these gamers was not a black gamepad, but a remote control: sleek, white, and all-too-familiar.

There were no grandmas playing these particular Nintendo Wii consoles, which were on display at the 2009 New York Comic Con. In fact, your grandma would probably disown you if she ever caught you playing the brutal cartoon action game MadWorld. I'd venture a bet that she wouldn't be too keen on the zombie game House of the Dead: Overkill either, and the science fiction shooter The Conduit is quite a far cry from Wii Bowling.

Welcome to the new SEGA on Wii.

Japanese publisher SEGA's move toward "mature" Wii games has struck a major chord with Nintendo fans and gaming journalists alike. On its release, the Wii split Nintendo fandom in two, as many disillusioned gamers felt that the game maker had abandoned them, choosing to focus its efforts on titles appealing to a "casual" demographic. Nintendo has tried in the past few years to hold onto its image as a publisher that appeals to all types: casual and "core" gamers, Nintendo's euphemism for the more commonly used "hardcore."

Early in the console's life cycle, Ubisoft released Red Steel, a violent first-person action game on the Wii that was already riding a hype wave that it couldn't handle when it crashed into gamers' homes in late 2006. The game was pulled down to a Teen rating due to the removal of blood (and the necessity for "Red" in the name), and the gameplay attracted widespread ire from video game critics. Ubisoft's highly-publicized flop seemed to spell certain death for mature games on the Wii.

Eric Nofsinger, Chief Creative Officer at High Voltage

It is natural, then, that the gaming community jumped straight out of its seat when High Voltage Software announced almost a year ago today that they were developing a science fiction first-person shooter along the lines of Perfect Dark or Halo. The game, called The Conduit, had no publisher when it was announced. This bizarre decision was made in order to give the developers (who self-funded the venture) complete creative control, so that they could make a Wii game "that we ourselves wanted to play," according to High Voltage's Chief Creative Officer Eric Nofsinger, who I spoke with at the New York Comic Con this February.

Mr. Nofsinger animatedly explained his team's creation, to the extent that sometimes it was possible to forget that I was talking to a developer and not a fellow gamer. When asked about the stigma against mature games on the Wii, he spoke with an optimism that I have heard only sparingly since the launch of the console. "The Wii deserves it," he said quite bluntly. "[The Wii] is a powerful enough system in order to make compelling content, but more importantly, it's a really unique input peripheral, and provides you a type of gameplay that you can't do on the 360 or PS3."

Months ago, fans began to fret over The Conduit, worrying about when it would get a publisher, and who that publisher would be. Mr. Nofsinger described the unusual process of development-sans-publisher as "scary as hell. We believed really strongly in what we were trying to do," said the designer. "We put our money where our mouth was." In November of 2009, High Voltage reached a publishing agreement with SEGA, and The Conduit finally had a home amid the publisher's growing libary of "hardcore" Wii games.

MadWorld

These included MadWorld and House of the Dead: Overkill, which were both on display beside The Conduit at the New York Comic Con 2009. Overkill built on the existing House of the Dead arcade franchises in an attempt to bring light gun zombie action to the Wii. MadWorld, on the other hand, was to be an outrageous, cel-shaded action game about a man trapped in a twisted game show and forced to kill his opponents in order to survive, in a game that is equal parts The Running Man and Sin City.

Nofsinger seemed very happy with High Voltage's publishing partner, telling me that even after the publishing agreement had been made, SEGA "let us continue to do our thing." And naturally, he thought that SEGA had just the right environment for an aspiring hardcore game on the Wii. "I don't see a lot of third parties really pushing the system outside of SEGA," said Mr. Nofsinger. "SEGA's doing some really cool stuff, and I'm really proud to be a part of that."

The alien attackers of The Conduit

But can a game like The Conduit succeed on a system in which most hardcores seem to have lost all hope? When even the gaming press has largely given up on the console (well, not everybody), it's hard to argue that "core" gamers are still flocking to the Wii (or even turning them on).

Mr. Nofsinger hopes that The Conduit will solve this problem by relying on the philosophy of a game made by gamers, with input from gamers. "We realized that even within our own office, there were a lot of opinions about what a good Wii first person shooter could be. So we reached out to a lot of the fan community, the Nintendo fans, and the media, and we got a lot of opinions," said Nofsinger. "What we landed on was [that] there was no one right answer, so we opted for a great deal of customization." That all-inclusive development style is a break from the practices of most third-party Wii developers, and it shows High Voltage's acute understanding of how important its game will be. The Conduit, MadWorld, and House of the Dead are all referendums on the demand for mature gaming on the Wii. Their rise or fall will ultimately determine if there is truly a viable market for games on the Wii that break outside of the casual.

House of the Dead: Overkill

House of the Dead and MadWorld have received some great press desite a lack of promising financial performance. SEGA said that the former has "absolutely met our expectations" and described the sales of the latter as "very encouraging," but the numbers tell a different story. Both games have performed significantly under par, with each taking only a middling or low position on the top 50 charts for its respective release month, then promptly dropping off the chart. It is not clear if SEGA's strategy will ultimately find success in the fickle world of game sales. Will The Conduit be the saving grace in SEGA's desperate pursuit of the "Exiled Hardcore"?

No one knows just yet. But one thing at least is clear: These aren't your grandma's Wii games anymore.

The Conduit hits stores in North America on June 23, 2009. MadWorld and House of the Dead: Overkill are currently available wherever video games are sold.

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Club Nintendo launches in America

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While it has been available in Europe for what seems like ages, Club Nintendo finally launched in North America today. The rewards program encourages you to register your Nintendo products in exchange for loot, which is a brilliant marketing campaign, but the launch has been a bit harsh.

If you can get beyond the bugs, crashes and errors, you'll be able to link your My Nintendo account to the Club, or create a new one with which to register and earn. Answering surveys for registered products nets you more coins with which drop on the less-than-outstanding rewards. For anywhere between 300 and 800 coins, you can grab yourself a sweet Wii Remote holder, DS game-case, or themed playing cards. If you're nostalgic, you could even trade your gold coins for a Game and Watch DS collection.

Further encouraging you to fill your DS and Wii library is the Gold and Platinum program. If you stick enough games in to your collection, you'll qualify for Gold and Platinum status, which earns you "special" prizes. How do you get in? Find out after the break.

"Gold or Platinum status is based on the number of Coins earned in a Club Nintendo year. Each Club Nintendo year begins on July 1 and ends on June 30. If you earn 300 Coins during a Club Nintendo year you will reach Gold status. Earn 600 Coins during a Club Nintendo year and reach Platinum status!"

It doesn't seem too difficult to earn a lot of coin if you're an avid Wii or DS gamer, as the breakdown of earning coins offers a decent amount per product:

  • Wii games = 50 Coins
  • Nintendo DS games = 30 Coins
  • Wii Shop Channel games and Wii Channels = 10 Coins


You can also earn additional cash for indicating your intent for buying a game or registering the product within a month of its release.

So if you're interested in grabbing some grab-bags, check it out at Club Nintendo. The Ani-Gamers staff will surely be suckered in to this marketing gimmick in order to earn rad free goodies as well, and we'll be back with reports on product quality for those who are curious.

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Nintendo announces DS revision (totally not an iPod Touch)

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Nintendo DSi

Now that most of you have probably manned up and bought your sleek little DS Lites, Nintendo wants to sweeten the deal (and fill their wallet) with the newest DS revision: The DSi will feature TWO cameras, one on the back of the top screen at VGA resolution and another next to the microphone, more along the lines of 0.3megapixels. The screens will now be slightly larger at 3.25 inches, and the device will be 12% thinner.

The new software capabilities will include SD cards compatibility (through a new SD card slot) and music playback. The DSi also comes with a currently-unannounced amount of internal storage. The most controversial change is the removal of the Gameboy Advance slot altogether.

Not only that, but Nintendo's rolling out new infrastructure as well. The DSi will have a web browser and the ability to send photos to the Wii Photo Channel. It will be able to connect online and download games directly over Wi-Fi from the "DSi Shop." Sound like another popular piece of electronics? Perhaps that's because Nintendo's Apple-inspired marketing and design team are just itching for some of that iWhatever action.

While Nintendo claims that this revision is a "third platform," we all know what they said about the DS when it came out and squashed the GBA. DS Phat and Lite owners reluctant to switch over should watch Nintendo warily so they don't get caught unawares by a surprise generational shift for the platform.

Finally, a Joystiq post confirms that according to Nintendo of America President Reggie Fils-Aime, the DSi will not be coming to the United States until "well into calendar year 2009." Too bad!

[via Joystiq]

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Review: The Legend of Zelda - Phantom Hourglass (DS)

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The Legend of Zelda: Phantom Hourglass Genre(s): Action, Adventure
Designer: Eiji Aonuma (producer), Daiki Iwamoto (director)
Developer: Nintendo
Publisher: Nintendo
Console(s): DS
Rated: E for Everyone

Nintendo's Legend of Zelda franchise has been through many iterations since its 1986 debut. In 1993, Link's Awakening became the first handheld Zelda, and 1998's Ocarina of Time was touted as Zelda's breakthrough into the 3D realm. In 2007, Zelda finally made its way onto the Nintendo DS, in the first ever touch-controlled, online Zelda, Phantom Hourglass. That's a lot of firsts, but it's clear after a playthrough of the game that it's also the first Zelda game in a while to really let me down.

Those who protested the cel-shaded "Celda" style of Windwaker (2002) will be disappointed to know that Phantom Hourglass continues the motifs of that game, right down to its story and visual style. Link is now living a peaceful life again, sailing the seas with Tetra and her pirate gang. Soon, however, they come across the infamous "Ghost Ship," and Tetra is attacked and kidnapped while within it. In order to save her, Link must team up with a fairy named Ciela and an unscrupulous sea captain named Linebeck.

Of course, the game pans out almost exactly like every Zelda you've ever played. There are magic stones, a mystical sword, and nine dungeons to complete. Luckily, this game takes a leaf out of Majora's Mask's book and creates a story that adds to the previous game rather than simply mimicking it. This time, you are riding in a boat with two other companions, and the plot ends up being much more about side characters and their personalities than any Zelda since Majora's Mask.

In terms of truly new additions, Phantom Hourglass relies heavily on touch control, to the point where the face buttons never actually perform any significant functions in the gameplay. Link moves toward wherever you point on the screen (a la Animal Crossing), attacks when you pull the stylus across the screen, and uses an item when you tap it on the top-right. That means an almost excessive amount of tapping, which makes one wonder why the face buttons aren't used more. While it's cluttered and hard to learn, I won't deny that it is a refreshing experience for longtime Zelda fans.

Puzzles, minigames, and even driving Linebeck's ship are all controlled by the touch screen, often to great effect. Phantom Hourglass even mixes up the format a bit with boss fights stretching across both screens, adding a surprising new dimension to the game. The other important addition is the use of the touch screen as an interactive map, where the player can take notes and draw pathways: a truly brilliant use of touch control.

The dungeons can often become too easy, a common complaint about the game. However, I didn't find many problems with the difficulty curve, since there practically is none. Instead, there is a sort of difficulty scatter-plot, without any real feeling of increasing difficulty. Exacerbating these problems is a massive, tiring central dungeon. Players will have to brave this terrifyingly long (and timed) fortress at least six times in the game, and since each run is linear, Link restarts at the entrance for every 10-to-20-minute run.

Phantom Hourglass also serves as a reminder that the DS has indeed reached a plateau when it comes to graphical capabilities. The game (rendered in full 3D) looks competent, but not spectacular, just as we have seen with previous first-party DS endeavors like Animal Crossing, Mario Kart, and Metroid Prime. Oh, and I just couldn't get over how downright UGLY Link's bug eyes look in this game.

Finally, Phantom Hourglass packs some multiplayer punch as well, including the touted online mode, the first of any Zelda title. The battle mode is fun, if it sometimes feels less like a Zelda game and more like a strategy game. Sadly, only two players can play at once, unlike the other prominent multiplayer Zelda, Four Swords. I sadly didn't have a chance to play the online component.

Phantom Hourglass is not the revolutionary move to the DS that Nintendo had hoped it would be. It uses the touch screen for nearly everything, and while sometimes this results in a cluttered interface, there are many, many moments when players will find themselves delighted by the brilliance of a puzzle or the ease of control in a certain area. Some may decry difficulty inconsistencies and dungeon design problems, but a charming storyline and fun puzzles make Phantom Hourglass a highlight of the Nintendo DS library and a worthy, if imperfect, successor to the Zelda legacy.

Graphics/Sound: 3.5 Overall:

(3.0 stars)
Gameplay: 2.5
Design/Story: 3.5
Lasting Appeal: 2.5

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The Everygamer: The changing faces of E3

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Shigeru Miyamoto at E3 2008

(Ed: Welcome to The Everygamer, a monthly column about casual gaming that I just began writing for a local newspaper, The Alternative Press. It will be posted as a guest column here on Ani-Gamers.)

Original Article

Over two decades ago, video games were an accepted part of our daily lives here in America.  Playing a game of Asteroids, Pac-Man, or Pong was as commonplace as watching a movie.  Sadly, after the video game bubble burst in the late 1980's, video games became more and more a niche medium, attracting primarily teenage and young adult males.  However, in this new age of gaming, when fantastic processing power mixes with boundless creative ambition, anything is possible in the constantly expanding market that is interactive entertainment.

In this monthly column, I will discuss the latest in video gaming news and releases, and relate that information to anybody who isn't part of that infamous gaming niche (and maybe a couple of you who are a part of it).  Hence, I will be writing to the "everymen" of gaming: the "everygamers."

Now that you know what this column is about, how about who I am?  I am Evan Minto, the Editor-in-Chief of long-running anime and video game website Ani-Gamers, where I write under the name "Vampt Vo."  I have been playing video games since before I can remember, and writing about them for nearly as long.

This month, the big topic of discussion is a huge video game trade show in Los Angeles called the "Electronic Entertainment Expo," or "E3."  At this event, the "big three" console manufacturers (Microsoft, Nintendo, and Sony) as well as various smaller publishers, showed off their latest titles to the gaming press.  Sony and Microsoft were happy to advertise their heavy-hitting "hardcore" games, but at this E3, in the aftermath of the crushing success of the casual gamer's trophy, Nintendo's Wii, there was an underlying desire from those two companies to compete on the casual stage.

Microsoft held their press conference first and showed off various triple-A titles.  However, they also announced a major update to the Xbox 360, which includes digital movie rentals from Netflix and, most notably, a new feature called "Avatars," which, like Nintendo's "Miis," will serve as digital representations of each player on the console. 

In Sony's court, the Playstation 3 is being furnished with a couple of nice new offerings, including digital movie rentals and purchases from a smattering of major studios and dozens of brand new pick-up-and-play downloadable games from their online store.

Last, but certainly not least, is Nintendo, which was the first of the big three to move their focus almost exclusively to the casual demographic.  On the Wii, players will be happy to learn that a new Wii Sports, entitled Wii Sports Resort, will be coming to stores this Spring, featuring games like frisbee, wave racing, and swordfighting.  This one will come with an attachment called the Wii MotionPlus, which Nintendo claims will make the Wii's motion control track motion exactly as you perform it.  

On the music side of things, Nintendo finally unveiled their Wii Music project, which will attempt to bring music games to those who aren't really in on the Guitar Hero loop.  In this game, players will choose from over 40 instruments (all played using the Wii Remote, Nunchuk, and/or Balance Board), and either freestyle or select a song to play through.  Sadly, this game has no real element of competition, and features very little actual musical control for the player.  It's a disappointing showing, but perhaps Nintendo will sweeten the offer in the coming months.

The last interesting bit of information that Nintendo revealed was their new entry in bestselling simulation franchise Animal Crossing, titled Animal Crossing: City Folk.  In addition to the primary Animal Crossing elements, this game will feature online play, and the ability to voice chat with friends through this online play.  This is made possible with a new attachment for the Wii, called the "WiiSpeak."  It is a group microphone, so that all the players in the room can talk to others online.

This is sure to be a contentious issue for many parents who want to protect their children from bad influences online, though everybody should remember that Nintendo protects players from encounters with strangers though its extensive (and often cumbersome) friend code system.  

Overall, this E3 was generally considered to be a severe disappointment for so-called "hardcore" gamers.  They forget, however, that this year's E3's casual focus is sure to be a boon for the "everygamer" in the next fiscal year.

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Miyamoto confirms new Pikmin title in development

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An announcement that would have made a lot of people feel better about Nintendo’s press conference was revealed yesterday evening during Nintendo’s Developer Roundtable event. Nintendo mastermind Shigeru Miyamoto confirmed that a new Pikmin title is on its way during a Q&A session at the end of the roundtable event.

Pikmin aside, the event mostly talked about the “big” three titles revealed during Nintendo’s press conference: Animal Crossing: City Folk, Wii Sport Resort, and Wii Music. The ability to transfer your character from Animal Crossing: Wild Word to City Folk was confirmed by AC producer Katsuya Eguchi.

During the Wii Sports Resort Q&A Nintendo’s brass artfully dogged some questions concerning the Wii MotionPlus and whether it was an admission by Nintendo that the original Wii-mote’s sensitivity was sub-par. Finally, while talking about Wii Music, Miyamoto mentioned that, of the 50 songs available in the game, most of them will be public-domain tracks but some will be “popular” licensed music. Hopefully that means we’ll get something a little catchier than “Yankee Doodle Dandy.”


[via 1UP]

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Nintendo's E3 2008 Conference Highlights

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Nintendo's E3 2008 press conference

Today Nintendo held their E3 press conference at the Los Angeles convention center where they displayed an eclectic array of titles for both the DS and Wii.

Reggie, Miamoto, Iwata, and Nintendo’s VP of sales, Cammie Dunaway, all made an appearance to talk about how Nintendo has created a “paradigm shift” within the industry. They also talked about how Nintendo needs to continue innovating and pushing the industry forward in the years to come. Here were the major gaming announcements:

Shaun White Snowboarding (Wii): an Ubisoft title using the Wii’s balance board which is set to arrive by the year’s end exclusively on the Wii.

Animal Crossing: City Folk (Wii): set to arrive on the Wii by year’s end, the game will include a new “Wii Speak” voice chat feature as well as the ability to send messages using a full keyboard in-game.

Star Wars: The Clone Wars (Wii): slated for holiday 2008, light saber duels using the wii-mote were shown.

Rayman Raving Rabbits: TV Party (Wii): set to arrive Fall 2008, balance board integration was shown.

Call of Duty: World at War (Wii): "coming soon" says the trailer, co-op play was mentioned as well.

Guitar Hero on Tour: Decades (DS): set for sometime this Fall, the ability to share songs between the two DS titles was mentioned.

Spore Creatures (DS): touted as the only non-PC Spore title that will be available this year, includes the Spore creatures creator and the ability to trade creatures.

Grand Theft Auto: Chinatown Wars (DS): another title for this holiday season, this title will be set in Liberty City and feature the “free roaming” gameplay of the previous GTA titles.

Pokemon Rangers: Shadows of Almia (DS): release date set for November 10, 2008.

Cooking Navi (DS): set for November 2008, not so much a game as it is an interactive cook book.

Wii Sports Resort (Wii): plans are for a global release next Spring, the mini-games that were shown were: flying disk, a Wave Race 64-esq game, and a sword fighting game.

Wii Music (Wii): no release date plans were mentioned, the game was said to include 50 instruments, including drums, sax, piano, guitar, and violin. There can be up to 4 players at a time and no grades or scores are given during the game, it’s all about just playing the music and having fun with your friends. The ability to record video and create your own music video was mentioned.

To go back to Wii Sports Resort for a moment, a new device for the wii-mote was announced that will be included with this game: the Wii Motion Plus. Basically, it’s a small device that plugs into the back of your wii-mote and increases the precision and accuracy of the device.

Also worth noting was a comment made by Nintendo’s president Satoru Iwata who said that the teams that brought us the Mario and Zelda titles shall “bring new titles to the Wii.” How will these titles manifest themselves, we shall have to wait and see.

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The Onion: Wii Linked To Increase In Sissy Violence

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The Onion Nintendo is once again coming under attack by the Internet community, though this time not for duct-tape related reasons. Satirical news source The Onion reported today that the Wii has faced major criticisms from PAW (Parents Against Wii), who have claimed that the console has caused an increase in "effeminate violence" in their children.

Some gems from the article include...

"The Nintendo company is knowingly exposing our children to disturbing acts of foppishness right in our living rooms," said Roberts of PAW. "Even more frightening, the motion-sensing technology teaches them that the only way to resolve conflicts is to flail their arms in acts of fruity aggression."
and...
"The Wii's fluffy flowers and bright peach-colored sunlight glorify chasing precious talking rabbits with plungers," Greer said. "What kind of message is that sending to our children? That it's 'cool' to act like some kind of electrical elf or banana fairy?"

Read the full article right here.

[via The Onion]

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Full Smash Bros. roster leaked [EDIT 1]

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Super Smash Bros. Brawl Well, this is the day. On January 31 (in Japan), Super Smash Bros. Brawl officially released, and our friends in The Land of the Rising Sun have proceeded to kindly beat the game and send over screenshots of not only the character roster, but all of the newly confirmed characters as well.

For a picture of the full and official (as far as we know) roster, CLICK HERE (spoilers inside). The below contains major spoilers of the game (characters/stages), so read ahead only if you dare.

New Characters:
Lucario (Pokemon)
R.O.B. (Gyromite)
Star Wolf (Starfox)
Toon Link (Zelda)

Returning Characters:
Captain Falcon
Falco
Ganondorf
Jigglypuff
Luigi
Marth
Mr. Game & Watch
Ness

New Stages:
Something that looks like Final Destination
Classic Mario Bros. (Mario Bros.)
Green Hill Zone (Sonic the Hedgehog)
Pirate Ship (TLoZ: Wind Waker)
Port Town (F-Zero)
Luigi's Mansion (Luigi's Mansion)
Electroplankton (Electroplankton)

Also:
Ridley is a boss in Subspace Emissary, though he is probably not playable.

That's 35 confirmed characters (not counting Sheik and Zero Suit Samus), and 28 confirmed stages (not counting Melee stages)


All of the extraneous details, along with quite a few screenshots, can be found on Joystiq.

EDIT 1: Forgot to list one of the stages.
[via Joystiq]

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Belated: Ness, Jigglypuff, Lucario confirmed(?) for Brawl

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Ness, Jigglypuff, and Lucario confirmed? A week ago, a Super Smash Bros. Brawl "announcement" went largely unnoticed by many who stick to the Dojo blog for their SSBB news. During a special 5-minute Brawl trailer's stickers segment, Nintendo "accidentally" showed us a shot of a line of three characters. Shown in the images to the right and below, these characters are believed to be Ness, Lucario (he's a Pokemon or something), and Jigglypuff, respectively.

Most conspicuous is that the video was quickly edited by Nintendo, removing only that little detail. This is near-confirmation of at least Jigglypuff, but the other two are questionable. (That Ness one could just be Pokemon Trainer) Also, would someone like to tell me (and I assume most other sane human beings) what a Lucario is? I've been a bit out of the Pokemans loop for a while...

(EDIT: For clarification, the images show the characters who can get stat boosts from that sticker. The one to the right shows that Groudon can give boosts to Pikachu, Pokemon Trainer, Lucario, and Jigglypuff. The image below shows that Lucas' twin Claus can give a boost to Ness and Lucas.)
[via The Tanooki]

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Nintendo Denies WiiWare Restrictions

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Wii Shop In response to claims made in an IGN Podcast, Nintendo has issued a statement denying restrictions on the WiiWare downloadable content system. IGN claimed that Nintendo imposed a 40MB limit on file size for third-party WiiWare titles, that they created a one-release-per-month limit for the games, and that developers would set their own prices.

Nintendo responded in a statement to Eurogamer, telling the website that the company sets no size limit on WiiWare games, but they "encourage smaller, more compact games." They are also "contemplating" a one-release limit in order to keep titles flowing at an even pace. (as we've seen with VC titles) Nintendo gave a vague answer on the question of prices, stating that they have not announced information on pricing, but that their goal is to release "fresh, new content at a low price."

Luckily, there is no size limit on WiiWare games. With the right amount of freedom, Nintendo may soon start to see truly unique independent games. Maybe they'll even see something similar to Microsoft's XBLA or Sony's PSN (albeit smaller in scope). The release limit makes sense, and there should be no reason for anyone to get angry about it. If Nintendo allowed games to be released however developers wanted, it would result in haphazard timing and droughts in releases. Plus, gamers would have trouble determining when new games are being released and when to check the Wii Shop for new ones.
[via Joystiq]

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Wright: Wii Is Only "Next-Gen" Console

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In an interview with the UK's Guardian, Will Wright (creator of The Sims and the ambitious, soon-to-be-released Spore) made a bold claim about Nintendo's bestselling Wii console. In addition to some quite interesting comments on the state of the gaming industry and his opinions on video game violence and education in games, Wright talked about what next-gen meant.

"The only next gen system I've seen is the Wii – the PS3 and the Xbox 360 feel like better versions of the last, but pretty much the same game with incremental improvement. But the Wii feels like a major jump – not that the graphics are more powerful, but that it hits a completely different demographic. In some sense I see the Wii as the most significant thing that's happened, at least on the console side, in quite a while.

This is the sort of strange dichotomy we are constantly seeing with game developers' opinions on the Wii. When Spore developers are throwing around claims of duct-taped Gamecubes, its startling to see the game's director telling people that he thinks the Wii is more important than the PS3 or Xbox 360. It seems however, that almost everyone who has an opinion on the Wii, from the gamers to the game developers, has a strong opinion on it. Either they love it or they hate it.

I personally agree with Wright's statement. I own both a Wii and an Xbox 360, so I've got a bit of perspective on it. While the 360 is great, and I still love to play it (as I would love to play a PS3 if I had one), I feel that the Wii has been a much more unique experience than anything I've played on 360. The Wii doesn't have many games right now, but its ability to bring in casual and non-gamers, and its new way of controlling games, makes for a potentially industry-changing console.

While Wright's comments on the Wii were the most newsworthy, he also made some very insightful comments on his opinion of how the gaming industry needs to evolve, how education can be integrated into games, and his philosophy when it comes to game design. It's a really good read, even if you want to throw your SIXAXIS at Wright's face and then chainsaw him to death Gears-style for his mortal insults.

[via The Guardian]

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