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Monday, October 8, 2007

Big Brain Academy: Wii Degree Review

Big Brain Academy: Wii Degree Review
Testing your brain was fun on the go, but does the experience hold up from your living room?
by Matt Casamassina

June 8, 2007 - Nintendo's Brain Age and Big Brain titles have combined sold more than one-hundred ga-trillion copies on the company's dual-screened handheld. All right, a slight exaggeration, but these games were unpredictable hits, appealing to all types of buyers with mental challenges that could only loosely be described as gameplay by traditional standards. And unlike so many of the graphical powerhouses that are here Monday and gone Tuesday, these simple brain puzzles -- designed to "expand the audience," says the Big N whenever it possibly can -- have legs. Their appeal doesn't thin and disappear with age because, like Tetris, their mechanics are timeless, and as a result you may still find a DS brain game in the Top 25 best-sellers list a year after its release. Not bad for a series of projects inspired by someone at Nintendo who didn't technically work in development; he merely suggested that the publisher create something that would hold the attention of adults. Somebody give that man a raise.

The unique make-up of the DS has helped foster efforts like these. Whether you're using the stylus to simmer some food in Cooking Mama, sewing up a patient in Trauma Center, washing off your puppy in Nintendogs or frantically solving math problems in a brain game, these genre-breaking undertakings have succeeded partly because they are easy to understand and even easier to control. But what works for DS may not always translate to Wii. Trauma Center made the transition to home console with few hitches, but the same could not be said of the sloppier-controlled Cooking Mama, whose utilization of Nintendo's innovative remote felt uninspired, if not forced. Let's face reality: there are certain games that are just more suitable for a handheld, right?

Well, maybe not.


Just point and shoot the balloons with the Wii remote.At first glance, Big Brain Academy: Wii Degree -- a console-ified take on the DS title of the same name -- seems like a gimmick. If you're a cynic, you'd call it a cash-in, which may not be that far off the mark. It's not as though the game really branches out from its DS predecessor, after all. You enroll in the Big Brain Academy, a virtual college complete with a very basic graphical hallway and doorways that lead to a series of challenges designed to really put your mind to the test. And if you played any of the brain titles on Nintendo's handheld, you will notice immediately a very similar presentation, not to mention puzzles and mind twisters that seem familiar in some fashion.
But Wii Degree is also unmistakably redesigned for the Big N's home system and in contrast to a game like Cooking Mama, using the Wii remote to solve the puzzles never feels awkward or clunky. Rather, it feels great -- it's incredibly tactile and responsive. In addition, Big Brain on Wii comes complete with some very engaging mental challenges (many of them completely original) and a highly enjoyable multiplayer mode -- arguably one of Wii's best, particularly if you want a Wii Sports-like experience. It only takes a few minutes with the project to discover that it's not just the DS game with a new cover, but a smart console interpretation of a winning handheld phenomenon.


Illuminate the darkness and then select which animal shows up the most.Wii Degree's interface -- we're referring to everything from the design of the college to the menus -- is intentionally designed to be ridiculously simple. You won't be booting the game up to show off its graphic prowess -- there are, frankly, very few visual accomplishments to speak of here. The main hallway of the Big Brain Academy looks like something out of an Internet Flash game -- in other words, basic to the point of being archaic. It's a strange thing to note, then, that it doesn't qualify as poor and it certainly doesn't offend. In fact, it looks very colorful and clean in the same way that Wii Sports does. The game automatically pulls your system's Mii characters and you will see them walking around the hallway in the foreground, which adds a welcomed touch of personality. As an aside, Wii Degree is compatible with WiiConnect24 and auto-imports your Wii system friend codes so that you don't have to manually implement dozens of stupid random numbers in order to re-add your buddies -- we love this and hope it's a sign of the future for all Wii titles.
The Wii game features only a disappointing handful of modes and you will inevitably learn that the title is best played with friends. If you've got none, you can still go solo and test your brain on a daily basis, which is still fun, but you'll be missing out on one of the console version's biggest advantages, which is the two-player simultaneous play or up to eight-player trade-off play, both robust and addictive. You'll begin the game with a test, which ranks your brain in five categories, from identify and visualize to compute, memorize and analyze. You're scored an initial brain size for your (hopefully stunning) performance and it's this early ranking that is used as a base for all your follow-up endeavors; the game constantly judges how you've improved over time with easy-to-follow stats. From there, you can wander the very small hallway of the academy, where you can take solo tests or go into group mode to play mind sprint, mental marathon and brain quiz, which are together the meat and potatoes of the effort.

Buried within the five mental categories are some 15 different challenges plus a couple additional puzzlers. First off, we'd have preferred at least twice that number as most people will see and play through all 15 offerings during their initial sitting. Like any brain game, these modes won't grow boring in a matter of days -- math problems will always present a challenge and will in turn remain engaging, for example -- but given that Wii Degree revolves around these brain teasers and nothing more, a greater variety would have gone a long way. Still, all but one or two of the challenges are fun, if not intoxicating. Games include mathematical sum ups where you're shown a series of numbered balloons and you have to point with the Wii remote and pop them from lowest to highest; boards where you must lay down train track from Point A to B, figuring out exactly where the turns and straightaway pieces go; spinning blocks that must be matched to their on-screen counterpart; you'll use the Wii remote as a flashlight to illuminate animals hiding in the darkness and then select which breed is shown the most; you'll look at different pictures and determine which one is out of place; and you'll select which three of six cages are housing birds beneath their cloth covers -- a real pain in the you know what. Call them mental challenges or mini-games, the result is the same: they play well, they're engaging and they're good fun.

Wii Degree really tries to use the Wii remote's pitiful Hallmark card-quality internal speaker. We give the developer credit. There's a mini-game where you have to hold the remote up to your ear as though it were a phone. Then a voice calls out various food orders into your ear and you have to quickly point at the screen and select the items in the correct order. It is compared to all of the other entries very uninspired and it actually becomes boring after the initial novelty of listening to orders with the controller wears off.


Choose the correct railroad paths to get from Point A to B.The game is at its best when you're playing with one or more friends because fast-paced split-screen mental battles ensue. In our experience, anybody in the room will call out answers and give back seat guidance, just as people will shout and laugh as the matches grow more frenzied. Wii Degree utilizes two remotes for split-screen play and unfortunately it doesn't support four-player simultaneous action. You can, however, trade the two controllers between friends for matches that support up to eight players, even going so far as to create teams. Trading your controller between a partner as you both scramble to quickly solve puzzles before your competition can successfully up the sense of urgency that the game effortlessly spits out. On top of everything else, you can, through WiiConnect24, trade your player records with your friends, who can go into the mind sprint mode and compete against them. The process is very intuitive and works well. We're glad it's in there and at the same time we think Nintendo missed a huge opportunity by failing to deliver a full-blown online multiplayer mode for Wii Degree.

Closing Comments
Big Brain Academy: Wii Degree is largely a success, which makes it -- like Wii Sports -- a surprisingly difficult project to rate. As everyone knows, the title falls into the emerging "casual" sector -- a target demographic less concerned with graphics and more concerned with accessibility, or so we're told. From that perspective, the title is great -- it is both easy to pick up and really fun to play, especially with friends.

What Wii Degree demonstrates is that Nintendo really has the magic touch when it comes to the utilization of its remote. Very few third party titles incorporate that tangible, tactile responsiveness -- the sensitive controller rumble you feel when you're navigating menus in Wii Sports, for example. Wii Degree is fun to play partly because you really feel like you're reaching out and touching the puzzles and objects in the game with Nintendo's controller. That sense of polish goes a long way. Of course, it's also fun because the puzzles themselves are smartly developed and very engaging, if not downright hard. I swear, every time I encounter the bird cages I want to pull my hair out. There is no doubt that the effort was inspired by its DS predecessor, but with new minis, a robust multiplayer mode and even WiiConnect24 support, it certainly distinguishes itself and gives Wii owners a reason to take notice.

It's not perfect, though. It's shallow, for one. It only features 15 or so activities that you'll burn through quickly, even if you'll keep coming back. A couple of challenges fall short, like those that rely on the Wii remote's internal speaker. The hallways and rooms of the Big Brain Academy are presented in 16:9 widescreen mode, but the minis themselves unfold in 4:3 for some stupid reason. And I honestly think Nintendo dropped the ball by failing to include a genuine online mode for over-a-network mental battles.

I think Wii Degree is a really strong first effort -- one that I can recommend to everybody. However, it also feels like a foundation -- the beginning of a home console franchise with a lot of room to grow. You're going to have fun here, but in three or four years we'll look back at this game and it will pale by comparison to its inevitable sequels.


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Saturday, October 6, 2007

Scarface Reviews

Scarface: The World is Yours Review
First you get the money, then you get the power, and then you get the game.
by Mark Bozon and Chris Roper

June 8, 2007 - Games based on licensed properties, especially films, have had a long and bad rap, though for a while it was for good reason. Not too many years ago it was extremely rare that'd you find a licensed game that even bordered on being decent, though over the past few years we've seen a surprising number of great and even excellent movie-based games. With Scarface: The World is Yours, Sierra and Radical Entertainment have not only furthered the "new" expectation of licensed titles but have created one of the best so far.

Much of Scarface is based on what we've seen in Grand Theft Auto. In fact, it's fairly obvious that Radical used said series as the blueprint and then went back and re-evaluated its shortcomings. The result is that we have a game that fixes many of GTA's problematic elements, like the targeting system or having to drive out of the way to stock up on weapons, while also retaining many of its standardized and fun aspects. The developer has also introduced a number of unique features, most of which work out quite well. The result is an experience that fans of the genre will feel right at home with while offering enough original ideas to keep it feeling fresh.




While Scarface is indeed a GTA-esque game in every respect, it does have a slight bit of a different feel than said series, and in large part that winds up being a good thing. Instead of working through a seemingly random storyline with characters that come out of nowhere, Scarface does a fantastic job of putting you into the shoes of Tony Montana and letting you have your way with the city of Miami. Almost everything you do seems connected with overtaking the city, resulting in what feels like a much more "cohesive" experience than you'll find in other open world games. There's certainly a story here, but it's based around revenge and taking back what belongs to you, so it feels a tad more like a setting rather than an always-progressing narrative. Instead of helping a random mob boss simply because the story says so, everything you do is for your benefit and obviously so. Again, it's more basic than many other games we've seen in the genre, but it works very well, makes more sense and seems much more natural.

While being based around Tony's need for revenge and power certainly helps tie the gameplay to the license, there's a lot more to the game than this that helps it really feel like a Scarface title. Instead of retelling the story of the movie, Scarface picks up at the very end during the shootout in Tony's mansion. But rather than being shot in the back, Tony escapes alive but with nothing left to his name. This sets up the mood and setting for the game in a way that simply rehashing the events of the movie never could have. One major benefit here is that the game is able to quickly jump into the world without having to do a whole lot of somewhat needless exposition, though there's enough that so long as you know the basics of the movie then you'll be able to follow along without any problems.

The absolute best thing that ties the game to the movie however is how well the character of Tony Montana is represented. Though Al Pacino wasn't able to provide the extremely large amount of spoken dialog (although he did help choose the actor), the voice work for Tony Montana is absolutely superb. From his accent to inflections to the slight but noticeable way he accentuates curse words with ease mid-sentence, his voice work is dead-on. Tony's animations are basically perfect as well, capturing his wild shoulder jerks, free use of hand gestures and constant look of discomfort. The rest of the game's cast is also very good, featuring a list of celebrity talent that is way too long to even begin to list, but Tony is clearly the highlight here. Absolutely fantastic work on this front.

While Scarface does a fantastic job of bringing the world of the movie to gamers, it wouldn't be a great experience if the actual gameplay didn't match up. Luckily, Radical has delivered on most every aspect of this.

One of the wholly original elements of gameplay ties directly into the character of Tony Montana. One of the aspects of Tony's character that Sierra and Radical wanted to allow gamers to take advantage of is his seeming invulnerability during raging shootouts, and the Balls meter is the result. By performing a number of "ballsy" moves, like driving on the wrong side of the road or threatening a passerby, you'll fill the Balls meter. The quickest and most common way to do this is in battle. By targeting certain body parts (kidney, head, arms, groin, etc.) you'll earns Balls, and taunting someone after you kill them will earn you more. This latter element means that the game has a certain rhythm to combat where you'll kill someone, tap the taunt button and then move on to the next guy.

When you've filled the Balls meter, you're able to enter Rage mode whereupon you'll fight in a first-person perspective for a short while with unlimited ammo and invulnerability. Though you're playing in first-person, the game uses a loose lock-on system where you'll target anyone close to the center of the screen, helping non-FPS fans to take maximum advantage of this.

The catch to this mode and the part that has both a good and bad side is that you'll refill a bit of health for every person you kill while on a rampage. This means that you don't need to be reliant on finding health packs and it keeps combat flowing along at a quick pace. You're also rewarded for being the right bastard that Tony inherently is, which is great.

The downside is that missions are either much easier or much more difficult depending on how many Balls you have at the start. For example, one mission has you get dropped off at an ambush with no weapons. You need to kill a couple guys with machetes and then take out a slew of armed soldiers. The first time we tried this we had a full Balls meter and were easily able to recover from our unarmed beating at the beginning. Due to a mistake on our part at the end, we needed to retry the mission. Unfortunately, the game reset the Balls meter to nil and made the mission much more difficult than before. While picking up health packs isn't as natural to the gameplay as this, at least the designer would be able to perfectly plan a mission's layout. With the Balls meter, it's impossible for them to tell how full it'll be when you enter, which can be the difference between either walking through everyone or dying in seconds.





One of the ways that Radical has drastically improved upon most open world games is in terms of the aiming system. The controls work in a freelook manner, much like Max Payne or other third-person shooters, allowing you to freely aim and take out enemies. You'll actually earn more Balls for doing things this way, so you're rewarded for skill. If you want to use the lock-on system however, which most folks probably will, you simply need to aim near an enemy and press the appropriate button. This means that you don't need to tap the lock button and then hope it finds someone relevant. If you want to shoot at a specific soldier, simply aim in his general direction and then hit the button - it's simple and works very well. Once you've targeted an enemy, the aim controls then move your reticule inside the lock-on area, allowing you to target specific body parts for more Balls or a headshot or what have you. It's a great system that works almost flawlessly.

Where Scarface rises above most of its competition is in its elements beyond the core action. You're able to buy properties and turn them into fronts for selling drugs, take over warehouses and then go on dispersion missions to collect your loot, hire goons to protect your fronts and more. All of this is manageable via a nicely set up phone menu (which is far more advanced than what we remember from the '80s).



This whole system gives weight to buying properties. Rather than simply owning them to act as safe houses or to increase your ownership of the land (which they also do), you're directly rewarded for the areas that you take over. Each front also has drug demand and price stats for the area, so you'll want to make sure you drop off your stash at these areas first. If they're overrun with drugs however, you won't get as much. It's a pretty cool system that works great with the setting.

Another element that works somewhat well is the Heat system. You have separate Heat levels for both gangs and the police, and the "hotter" you are, the more likely you are to be found and/or shot at. You can pay them down instantly via your phone, but this takes away from your bottom line.

One issue that we have that relates to this is the police and how they're set up to chase you. When the police are on your tail, you have two meters to watch out for. One is their area of influence of such, which shows how far they're able to track you. When you attempt to escape from them, you need to leave this radius, both for the area and each cop chasing you, in order to actually escape. This works perfectly fine and makes sense.

The other meter is a white line that surrounds the map that shows how hot the cops are on your tail. When the white meter surrounds the map, it'll start filling up with a red bar. You need to escape the police before this fills up or you'll automatically be screwed. That is, the game is essentially over, but you're still allowed to run just for the fun of it. The problem with this is that it can happen mid-mission and commonly happens when you're taking out gangs on the street, especially if you're not careful to keep your cop Heat down. In other words, you can successfully fight off both a gang and the police and be perfectly in one piece, but if you take too long, you automatically fail. This is a rather annoying concept that we wish wasn't present.

The last, and sadly a little disappointing, thing that we'll talk about is that game's world, or specifically its layout. While there are a number of cool places to visit taken directly from the movie, along with a number of other original locales to drive and fight around, the actual roadways aren't laid out very well. Being that this is an open world game, you might expect to just be able to go "that way towards the target" and eventually get there, but that often isn't the case, at least when you don't use a boat. Many streets and city sections are connected only via one road, meaning that you have to take a specific turn to move to the next area. This means that until you've memorized exactly how things go, you'll constantly have to refer to the map to see which street you need to take. This certainly doesn't kill the game's overall experience, but it's not as "freeing" as we'd hoped.

Bringing it to Wii
So with the main formalities out of the way, the real question comes into play: How does Scarface: The World is Yours feel on the Wii?



Great. The game feels great. When dealing with any "Wii-make" titles such as Scarface, it's always a balancing act of both good and bad. In this case, the title is late out the gate, and it's a matter of taking the Wii control (and what the game can provide to the available list of titles on Wii thus far), and evaluating just how impressive it is on the system despite being a late arrival. Regardless, Scarface is a very impressive game, and while there isn't a ton of Wii-specific additions to the package, everything that was added makes a big difference. Players will take the role of Tony Montana in all his F-bomb dropping goodness, strap on the Wii remote, and take over the streets of Miami with IR control and a bit of Wii waggle.

And though you can use a few quick motions to dispatch enemies in hand-to-hand fighting (or chainsaw-to-hand, if you're so inclined) the IR is the main attraction. Offering four sensitivity options and an extremely natural feel, players can use Wii's pixel-perfect aiming to dispatch enemy gangs, firing in a free-aim mode or combining IR with a lock-on to target specific areas of the body. No matter what your style is, it's amazingly easy to target enemies and blow off specific body parts in the process.

When your "balls meter" is full, just crank on the nunchuk (also your taunt motion) to engage the first-person rage mode - another high point in the game's IR control. Rage mode feels about on par with games like Call of Duty or Medal of Honor, having your selected sensitivity decide how far you need to move the cursor to turn, and the fact that it lasts about 25 seconds at a time makes it quick and easy to transition in and out of. An entire first-person Scarface game would have had some control issues, but for quick blood-fest excursions Scarface's rage mode is one of the best first-person experiences we've had on Wii. It's fast, responsive, and just feels right; a true testament to the game's control.

The advantage of IR continues when transitioning to vehicle combat, as direct cursor control (that doesn't require your right thumb) is exactly what was needed to streamline the driving/shooting experience. The idea is to steer with the analog stick, accelerate with the A button, lock on to enemies with the Z trigger, manipulate the handbrake with C, and pull off shots with the B trigger. On the console versions you'd also need to manipulate the right thumb stick, but with the IR it's a hands-free control situation, so you can keep your digits on the buttons where they belong, and attack enemies in a much more intuitive manner. It's the little things that change with Scarface Wii, but those little things make it an extremely impressive package.

Aside from the minor Wii-specific changes, you'll still get the same brutal Scarface package as on the other consoles. We're impressed at the amount of business management, strategy, and overall "smart gameplay" that Scarface embraces, and the fact that the game is a GTA clone is actually a great fit for the Wii, as we're GTA-less in Nintendo Land. It's important to note, though, that the game is amazingly violent, and a bit too over-the-top with language. At first Tony's constant swearing was entertaining (the language is worse than any GTA game we've played), but after a while it wore thin, and we got sick of turning down the game just to get away from the overly-vulgar feel of it. We get it, the game is edgy. We love Scarface the movie too, but the videogame often comes off as a middle school student who just learned that "swearing is cool," and really gives the game a more unintelligent feel than it deserves. Still, the list of smart decisions (to put it simply) in Scarface could go on for pages alone. The game has amazing voice acting, a great phone-in system, tons of mansion customization and economy control, an intuitive waypoint system for maps (complete with turn icons when driving to specific destinations), a solid bonus system based on specific kill shots, and huge soundtrack complete with customization options and the entire original movie album, and so much more. If you can get over the language - and violence, should you be a bit squeamish - Scarface is an intelligent, high-budget, astonishingly impressive game.


Closing Comments
Scarface: The World is Yours was an impressive game on previous consoles, and it’s just as entertaining and immersive on Wii as ever before. IR control gives the game a more streamlined feel, and Wii owners that fit in the hardcore crowd will absolutely eat this one up, as it’s currently one of the deepest and most entertaining experiences on the system. And while the package is essentially GTA: Vice City with the Scarface license coated over it, we’ve actually had more fun exploring Miami than Vice City, as there’s more to do, better vehicle, weapon, and asset management, and nearly every hotspot from the movie is created brick for brick. When you explore Montana’s mansion, you’re in the mansion from the movie. When you head over to the beach-side club, the bartender recognizes you from the beginning of the first movie (the oh-so-famous “lizard tongue” scene, to be exact). Everything in Scarface fits with the movie, and while it suffers from the same open-world issues as GTA and the like – characters and items fade in, AI isn’t always the sharpest, and the world has a somewhat “unpolished” look to it – the control, immersion, and overall soul of the game is there. Scarface is a deep, engaging, mature title on Wii, and widely recommended to anyone who can handle its vulgar nature. Vice City, eat your heart out.

Another Take
from Chris Roper

There are a whole lot of little things about Scarface: The World is Yours that make it fun, but it’s the sum of its parts that make it the overall great game that it is. It does a whole lot to fix many of the problems with other games in the genre, and it does an absolutely fantastic job of bring the world of Scarface to gamers. While it isn't quite perfect, we won't hesitate for a second to recommend it to action fans everywhere.


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Naruto Clash of Ninja EX

Naruto Clash of Ninja EX
7.1
Format Nintendo Wii
Developer
Publisher
Genre Beat 'em Up


20-May-2007 Wax left! Wax right! Wax to the front!
3 CommentsJapan Import: Beyond the quick buck that's to be made from its obsessive fans, there's really no reason for Naruto to exist on Wii at all. Its 'new' control scheme is better served by the old-fashioned Classic controller than by remote and nunchuk, which achieve little beyond making you look like a major twit while playing.

Aside from the bells and whistles common to all Naruto fighters - the special abilities, charge attacks etc - it really is just a standard joypad game in motion-sensitive disguise. In place of button taps it asks for brisk directional swipes of the remote, which as far as gestures go feel less like throwing punches than slapping someone passionately about the face with a frozen kipper. Then there are the gestural special moves, triggered with a button press and built up with waggle and window-washing motions.

Do they actually add anything? Do they resolve some longstanding genre bugbear? Or are they just the latest wafer-thin excuse to dip into people's wallets?

If you've played your share of tournament fighters, especially those catering to the ever-lucrative Shonen anime market, then you're probably going to know the answer to this already. Throughout its umpteen instalments, Naruto's always dealt exclusively in minor changes, which is a shame as it encourages us to speak ill of a series that's otherwise potentially rather good. Reminiscent of Rival Schools1, it's captured the cartoon look almost perfectly over the years, to the point of becoming every bit the faster-than-light extravaganza that TV audiences have come to expect.

Inheriting more or less everything from the previous Clash Of Ninja 4, the Wii version certainly isn't a step backwards. But its trio of motion-controlled minigames2 and redundant 'innovations' hardly seem a step forwards either.

The series' future may well be on Wii, but by the looks of things it'll never stop being a GameCube game.

NGamer Staff
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Friday, October 5, 2007

Wii gets fatally furious

Wii gets fatally furious
Friday October 5, 11:43 AM




Neo-Geo classic Fatal Fury heads the newest line-up that also includes more fighting in Streets of Rage III for the Megadrive.

There’s some cracking combat action in store for retro fans this weekend via Nintendo Wii’s online store. The first of the Neo-Geo titles has arrived in the form of 2D fighter Fatal Fury, almost as legendary as Street Fighter II with some really cool characters to choose from with hilarious moves. 900 Wii Points yer Fatal Fury.

Megadrive offerings start with Streets of Rage 3 and Golden Axe III at 800 Wii Points apiece. The former is a gang-busting romp through some neon-lit city or another. It’s okay, but not the best of the series – that would be SOR2. Similarly Golden Axe was past its sell-by date by the third instalment but still fun at this price. Two more Megadrive games are Super Thunder Blade – fly a helicopter and shoot things, if you can tell where you are and what it is you’re shooting – and the brilliant action RPG Landstalker: Treasures of King Nole. Honestly, Landstalker is still brilliant.

When is Nintendo going to sort out this horrible business of slow-running PAL games though, eh? It’s driving us mad over here. Don't think we don't know about this because we do!



Copyright © 2006 Unlikely Hero Limited
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Wednesday, October 3, 2007

Boogie

Boogie
Format Nintendo Wii
Developer Electronic Arts
Publisher Electronic Arts
Genre Rhythm Action
By Kath Bryce

31-Aug-2007 Don't blame it on the moonlight - blame it on the Boogie...
18 CommentsFor those who have wholeheartedly embraced the internet generation - doing everything on it from buying trainers to making friends - throwing an actual real party could be a chilling prospect. You've got to make conversation for hours, risk having your taste in music ridiculed and provide some sort of talking point to make it all sound brilliant the next day, be it a guest mistaking White Lightning for lemonade and barfing into the tropical fish tank, or waking up the next morning to find someone kipping on the toilet floor.

Fortunately, there are always games to fall back on when people start checking their watches. The best of the bunch are Sony's Singstar for competitive karaoke and - soon to be on Wii - Guitar Hero, perfect for getting the loons on their knees and strumming plastic guitars over their heads.


Boogie is the latest addition to the 'rhythm, singing, and making a fool of yourself only for some git to video it on their camera phone and show everyone the next day' genre. Or so you'd think at first glance. It's got karaoke - using EA's specially designed microphone - where you sing (preferably in tune) for points to party 'classics' such as You Can't Touch This and Fergalicious. And it has dancing, where you make your avatar bop by shaking the remote and nunchuk in time to the music.

Combos are pulled off similarly to a dance mat game, by copying the rows of arrows which appear - up, down, left and right - with the remote.

Right to party
The thing is, this is more your type of party game if you're putting ice cream with jelly instead of vodka, and your guests will be leaving with Spider-Man party bags instead of hangovers. Boogie is unashamedly aimed at the younger Wii connoisseur and, if you're old enough to drive a car, you're really too old to be shaking a Wii controller in time to Mambo Number 5.

Unfortunately, even the most easily duped youngster will find some faults with the game, the first being the unwieldy timing of some of the tunes. If there's one thing that kills a rhythm game, it's the rhythm being a split-second out. Not all of Boogie's tracks are duff and, with some careful examination, it seems to be the 'helpful' beat that comes out of the remote's speaker which is out of kilt more than anything. Turn it off, and suddenly combos nearly always work and you stop hearing the constant sound of failure - eurgh, eurgh, euuuuurgh - every time you tap seemingly in time to the music.


There are more messy moments than this though, and they're more to do with the flow of the game. In a game like Donkey Kong: Jungle Beat you get lost in the rhythm, travelling through the game almost subconsciously clapping and drumming. But in Boogie you never get lost.

From one song to the next, the challenge remains exactly the same. Jiggle the remote until your Boogie bar is sufficiently full for you to hold Z and trigger the combos. Weirdly, even if you do complete one combo perfectly after another, the bar still seems to run out. And, even more annoyingly, you can be dancing like Michael Jackson on springs only to be rudely stopped because the song has reached a solo section that you can't keep dancing to.

Song in your heart
Things improve somewhat in the Karaoke mode. The arrow that detects your pitch jitters about like a coffee addict's hand after one too many, making it tough to pull off a perfect verse, but the point system is generous to make up for it.

You have to wonder about the decision to include some of these songs though. We're not really convinced that many twelve-year-olds are going to be familiar with Boogie Oogie Oogie, Brick House1 and, Spanish hit, Baila Me - and even though we are, we don't particularly want to sing along to them in front of anyone else.

With the right song though, Boogie does deliver its fair share of chuckles. Bubba the starfish2 in particular has some hilarious dance moves, and looks especially good if you unlock the spangly pants, put them on over his trousers and combine them with a top hat. The Video Editing mode is limited to four camera angles and a handful of special effects, but it's possible to make some good videos, with you providing the vocals then making your characters slide and headbang along to them. The two-player dance-off is also fun - it's just, in the style of the rest of the game, very limited.



Thank you for the music
And there you have it. The Wii's first all-singing, all-dancing game, and it's sadly less of a dancefloor filler and more just filler until something better comes along. Unless you're an avid watcher of SpongeBob Squarepants and love primary colours, we'd advise you hold off on the parties, or else just suffer through the small talk until Guitar Hero is here.

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Wii in short supply this Christmas

Wii in short supply this Christmas [NGC]
Monday October 1, 12:53 PM



The upshot is ‘form an orderly queue’ if you don’t already have yours. Nintendo lays it on the line for everyone still waiting on their Wii.

Demand for Wii will continue to outstrip demand this Christmas. What’s more Nintendo’s US president Reggie Fils-Aime says the company is still getting to grips with the unexpected degree of interest.

Speaking to Mercury News, Fils-Aime explained that Nintendo of America is “not even close to understanding where the threshold is between supply and demand” for Wii, as global sales continue to climb. “Every time we put more into the marketplace, we sell more,” says Fils-Aime, “typically, our inventory is lasting a day ... I don't think we will know when supply crosses with demand till after the holiday season.”

Does this definitely mean Wii will be hard to come by again this Christmas? Fils-Aime spells it out to the Mercury News as follows: “We're working very hard to make sure that consumers are satisfied this holiday, but I can't guarantee that we're going to meet demand. As a matter of fact, I can tell you on the record we won't.”

Of course you might still wonder if this is some marketing ploy from Nintendo, especially given that Wii consoles are becoming readily available on the UK high-street. That said, it is just as likely Nintendo is preparing consumers for a Christmas rush on on unpredictable scale (Fils-Aime admits Nintendo didn’t plan ambitiously enough for the new console and that it is basically playing catch up). Wii Sims has already picked up momentum ahead of Mario Galaxy arriving which arrives this November.

We're guessing Nintendo will go after a big US success story this year, versus Xbox 360 that continues to sell exceptionally well across the pond. This could mean UK stocks will be even more limited. Admittedly this is all conjecture, so we’ll be pushing Nintendo UK for comment as the gift-buying season draws near.



Copyright © 2006 Unlikely Hero Limited
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Guitar Hero III for Wii Hands-on

Guitar Hero III for Wii Hands-on
We rock out with the Wii guitar and the first edition of the megahit to land on a Nintendo console.
by Craig Harris

August 29, 2007 - Nintendo may be focusing on the casual game market with its Wii system, but it was Red Octane and Harmonix that first nailed that demographic hard when the pair launched Guitar Hero on the PlayStation 2 a couple of years ago. Even if you've never played a videogame before, it was a design that was easily accessible to anyone: pick up a guitar and strum notes as they race down the screen. And though Red Octane and Harmonix have parted ways, the Guitar Hero brand lives on with Red Octane and Activision, who will publish Guitar Hero III: Legends of Rock across all the current platforms. Activision's Vicarious Visions studio has been put to the task of bringing the design to a Nintendo platform for the very first time, and we got a chance to rock out with the Wii version back at the team's studio.

If you missed out on the craze on the PlayStation 2 or when the sequel hit the Xbox 360, it's clear you need to be brought up to speed on the wonder that is Guitar Hero. In Guitar Hero, you simply rock out to classic and contemporary guitar-heavy songs by following along with an on-screen bar. On this bar, you'll need to have your fingers pressing on individual or multiple buttons on the guitar neck and strumming to the specific beat. Play successfully and you'll rack up serious points. Screw up and you'll ruin your ears with the sound of sour notes.

Guitar Hero's main component to its design is, of course, the guitar peripheral. The key gameplay revolves around pressing the corresponding buttons on the guitar neck and strumming to the beat of the song, and this just wouldn't feel the same using a traditional controller. You really won't feel like a guitar hero without that meaty axe in your hands to wail away on the notes that come zipping in on-screen. Guitar Hero III for the Wii will be the "unique" one of the bunch as it's the only version that requires players to plug in a Wii remote before they can start rocking out.

The back of the Wii guitar has a compartment that's made specifically for the Wii remote. It only takes a few seconds for preparation before rocking: plug the connector into the bottom of the controller, rest the controller face down, put the wrist strap in the handy nook, and snap the compartment door back on. Easy.


The Wii version of the guitar uses the Wii remote for many reasons.

The Wii version of the Guitar Hero guitar is essentially the same shape as the Les Paul Gibson guitar that will ship with the Xbox 360 and PlayStation 3 versions of the game.

This updated, wireless guitar has a few unseen features, most notably the ability to pop off the neck for easy storage (and presumably upgrading purposes) as well as the ability to take off the faceplate so you can swap on available, customizable replacements. The device has been improved since the past versions of Guitar Hero: the "flapping" sound of strumming has been muffled significantly, and the buttons have been slightly modified with slightly smaller and slicker buttons to make it easier to maneuver along them quickly.

Along with the storage place for the Wii remote, the Wii version of the guitar has one other addition: an analog stick. Why? Well, when your Wii remote's plugged into the guitar, you lose the Wiimote's pointing ability - the analog stick is for players to maneuver the Wii's menu system so they can select the game while the Wiimote's properly plugged into the guitar.

What the Wii Remote/Guitar combo gets the game is, naturally, the inherent ability to be a wireless controller right out of the box since it's essentially using all the wireless tech in the remote to talk with the Wii system. The motion detection for when you want to trigger the star power in-game (by lifting the controller) is now provided by the accelerometer within the Wii Remote. But this combo also adds a couple of features that won't be in the other versions of Guitar Hero. First: rumble. The Wii version will be the only Guitar Hero game that will feature force-feedback thanks to the rumble in the controller, and believe it or not, in our hands-on, you really could feel the guitar shake to the beat when you rocked out with Star Power, as well as "buzz" when crazy effects are going on in the game.


Even Craig looks like a rockstar with the Guitar Hero Wii guitar.

The second feature? The Wii Remote speaker is used for the game's "squelch" when you miss a note. Hearing it come from your guitar makes two player co-op and two player competition a bit more fun since you can easily tell which player's the one that's screwing up the notes - if player one misses a few notes, the "squelch" will come from his guitar and not player two's. Players can bring the squelching back to the television speaker by turning off the remote's speakers - since the mis-note sound effect is integral to the game, it will recognize if you've kicked off your Wiimote speakers and send the sound back to the main audio output.


The Wii version of Guitar Hero III is essentially the same design as what's being produced for the PlayStation 2, PlayStation 3, and Xbox 360. The same track list on the Xbox 360 and PS3 versions will apply to the Wii edition, which means more than 70 different songs across the different eras of rock. Metallica, AFI, Guns 'n Roses... even the Beastie Boys. In past versions of Guitar Hero, cover bands handled the track listing, but in Guitar Hero 3, more than 70% of the songs are the actual master recordings. So when you play, say, Paint it Black from the Rolling Stones, it's the actual decades-old master tuned for play in the Guitar Hero engine.

The Wii version will be more in line with the PlayStation 2 game, with visuals running at 480p and widescreen at 60 frames per second. Naturally, during most of the game you're watching the notes come flying at you down the center of the screen, so much of what's going on around that - from the motion captured performers to the animated crowds to the spectacular effects happening on-stage - is more for the observers. And in our demo with a close-to-final version of the game, Guitar Hero III on the Wii never skipped a beat when pushing all those visual effects. One noticeable benefit: loadtimes are damn quick between menus and in-game challenges... you might not have much time to rest those fingers.



The first Wii shot shows the game will run in widescreen at 480p.

Multiplayer is a huge focus for the third iteration of the Guitar Hero franchise, so you'll definitely want to invest in a second Wii guitar to take advantage of the co-op and competitive modes in Guitar Hero III. That's right: competition. There are a few modes in Guitar Hero III where you'll be able to screw with the other person. Earn a power-up after a successful string of notes and you'll be able to do stuff like temporarily increase the opponent's difficulty level, double up his notes, shake his screen for a few seconds, or "break" one of his strings that'll require him to whack the whammy bar or one of the guitar buttons to fix the problem.

The Nintendo Wii version of the game will support the Nintendo Wi-Fi Connection, and though both Vicarious Visions and Red Octane are remaining tightlipped about the features within, every indication led us to believe that it's safe to assume that at least a few of the modes, both co-op and competitive, will be playable over the Internet. Which features, and whether or not the Wii version will have downloadable content, remains up in the air. Unfortunately, during our playtime with the Wii game, we had to skip over the "Nintendo WFC" option in the menu. Curses.

Nintendo's pushing a lot of attention to the casual gamer with its Wii system, and the Guitar Hero design fits that market like a glove. We wouldn't be surprised to see the Wii version top the Xbox 360 and PS3 versions in sales when they all ship this fall.

We'll have more on the Wii game soon, but we've posted the first-ever three screenshots of the Nintendo version in motion below. We think you'll agree that Guitar Hero on Wii is looking to rock as hard as its competitors.

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Friday, September 28, 2007

Madden NFL 08 Review

Madden NFL 08 Review
Madden lands on Wii again with higher highs, and lower lows.

by Bozon


August 13, 2007 - During the Wii launch Madden 07 was a no-brainer for sports fans that were looking to get a solid Wii experience, and an amazing introduction to the world of motion control. Everything from stiff-arms to jukes, big hits and interceptions were handled with simple flicks of the wrist. What was even more of an accomplishment, aside from the general gameplay itself, was the fact that EA was taking its time in creating a unique, enjoyable Wii experience that really set itself apart from the other versions, and that Madden 07 was - above all else - better because of Wii. Now that the Wii has had an extremely successful year under its belt our expectations rise, but for the most part so have those of EA itself, as Madden 08 brings another enjoyable football experience to Wii; as long as you can get past a few "last-generation" flaws.

With Madden 07 it was all about getting players involved with Wii's new input devices, and Madden stepped up to the challenge beautifully. This year, it's about depth and options, particularly those in the multiplayer department. Madden 08 takes what 07 began and unloads a barrage of gameplay options on users, whether you're looking for a better way to play Franchise mode, a stronger Superstar Challenge, more local multiplayer in Party Mode, or online play against users all across the world via EA Nation. The core of Madden remains, and now it's about taking that design and spreading it across as many options and modes as possible, and in that sense 08 is a huge success.





For starters there's the new single player effort. This year's Madden features the same offerings as last year, along with a few improvements as well. For 08 all console versions now include "Player Weapons," which is a new on-field icon system designed to show users which players are an automatic threat play-by-play, in any and every situation. Simply hold C while waiting for the snap and the camera pulls back, showing off a varying list of icons over players. You'll know who has speed, which blitzers are known for being powerhouses, and whether or not your running back has the speed and agility to take his route. Mix this with the automatic (and customizable, of course) button or gesture-based audible system and hot routes and you've got an offense that's always ready to morph given the situation. On defense, Player Weapons can also be used to scout potential threats, shift the D line to exploit a weak offense, highlight key players to gun for, and allow you to also call defense audibles, should they be needed.

In addition to the Player Weapons you can also look forward to a vastly improved NFL Superstar: Hall of Fame mode, which gives you the option of creating a new rookie or selecting from the 07 class. Then you progress through the life of a superstar rookie, including everything from agent signing, press conferences, drills, and games. This year EA has spared us the annoying "random parents" stat-assignment from last year, where players would essentially shuffle through random outputs of their parents' traits to determine what their superstar would be good at. This year you select your position, create your player, distribute a full mass of stat points, and jump on in. It's faster, more user-friendly, and a far better Superstar mode than last year. Along those same lines there's an updated Franchise mode that - aside from a few basic changes - is still deep and intuitive, though we're a bit saddened to see that this is yet another year where classic "Season" mode has been omitted. If you want that season experience from older Madden games you'll need to play Franchise mode and just refrain from screwing with rosters, salary issues, or prices of hot dogs at the Metrodome, as the classic Season mode seems to be entirely dead.

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Link’s Crossbow Training

Link’s Crossbow Training
September 27, 2007
The latest issue of Nintendo Power includes a small selection of screenshots from Link’s Crossbow Training. The screens are very brown and grainy but do help to demonstrate the controls for the Zapper.







Written by admin · Filed Under Wii Gaming
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Wednesday, September 26, 2007

Donkey Kong Barrel Blast Hands-on

Donkey Kong Barrel Blast Hands-on
The US version has arrived. Check out our updated impressions, including tons of new screens.
by Bozon

Published by: Nintendo

Developed by: Paon Corporation

Genre: Racing Action
Release Date:
US: October 8, 2007
Japan: December 31, 2007

MSRP: $49.99
Also Available On: GameCube

September 25, 2007 - Over the last few months we've had a chance to do some pretty extensive coverage of the Japanese version of Donkey Kong Barrel Blast, previously known as "DK Jet." Since we're nearing the game's US release, however, Nintendo of America has hooked us up with the final version of the stateside build. We've already given you our import impressions, but since the October 8th release date is soon approaching we figured we'd update you with our latest feelings on the game. Our synopsis: You might want to leave this one on the shelf.

If you're late to the party, Donkey Kong Barrel Blast is the latest brainchild of Nintendo of Japan and developer Paon, best known for the DK: King of Swing and DK: Jungle Climber on GBA and DS respectively. The game is a departure from classic Donkey Kong gameplay, instead adopting what was originally going to be GameCube bongo control, similar to something like DK Jungle Beat or Donkey Konga. With the hype train taking off on Wii, however, Barrel Blast was pushed to Wii along with Super Paper Mario, in hopes of capitalizing on the larger audience.






Why the wait, when Super Paper Mario was such a fast conversion? It's due mainly to the controls and Mii incorporation. Barrel Blast works with the Wii-mote and nunchuk to simulate the controls you would have gotten with the GameCube bongo set, so you'll drum with the nunchuk to move left, drum with the Wii-mote to move right, or slam both together to do a leap. In addition other Wii-esque support was added, including Mii support for profile saves and local leaderboards, as well as IR control for the main menus, Wii-mote speaker audio, and a motion-based trick system. From what we saw of the original DK Jet for GameCube the game has gotten a pretty decent ramp up in its conversion to Wii, as the interface and gameplay is now 100% Wii-specific.

What didn't convert so well, however, was the game's overall control, which is essentially trying to simulate what you got with the two-pad bongo peripheral on Cube. Instead of dropping a bongo set on your lap and drumming away, players will need to air drum to control their character. While this does drop the cost of the game substantially, you lose that tactile feel, and it just isn't as intense as the original looked to be. In addition, there's no ability to connect the Cube drums through the GCN port on Wii, so while we literally sit five feet from two sets of bongos we can't swap them in over Wii-mote control. Why? Our guess is the trick system integration, which allows for four-direction Wii-mote gestures to rack up points during the race.

As for the race system itself, it wouldn't be too bad for the younger Wii owners if it was a bit more polished. The overall concept is there, it just lacks the intensity or depth that most gamers are looking for. You'll kick off the race by drumming until your "Max Power" is reached. At that point it's all about steering with drum control, attempting to pick up bananas and power-ups along the way, while simultaneously triggering level shortcuts or avoiding hazards. As you increase your banana hoard you'll earn speed boosts which can be activated with the analog stick, sending your racer forward in a dash. Continue to hit in-level barrels that would normally mean certain death - or at least certain slowdown - and your speed boost continues.

It has the makings of a good racer, but Barrel Blast just isn't grabbing our attention. The game's overall speed is pretty low, characters stay on-track for the most part even if you stop steering and let them cruise though the levels, and aside from hitting special tiles on the ground to trigger shortcuts or frequent DK Country actions - riding a mine cart or hopping on any of DK's animal friends to gain the lead - it's unfortunately pretty anticlimactic.



If you've got younger gamers in the house, however, or you're obsessed with the DK franchise to an unhealthy degree, Donkey Kong Barrel Blast does have a pretty decent amount of content to it; something we couldn't exactly confirm when playing the Japanese version. The game begins with a total of six racers available, including DK, Diddy, Dixie, Kritter, Kip, and Kass, and leaves the door open for five more on both the good and bad sides of the roster. In addition there are six total cups in the game, beginning with only the Topaz Cup unlocked and moving to Sapphire, Diamond, and three others. Levels are inspired from classic DK locales as well, so you can ride through DK Jungle, hit up the fiery Mt. Dynamite, or hit the snowcaps in Mammoth Glacier. Some of the levels are doubled up, however, as we've come across levels such as Mt. Dynamite Remix, which are essentially the same track locales revisited and tweaked, but with more for us to check out there at least seems to be a decent amount of tracks for DK enthusiasts.

On the graphical side, the US version still runs in 480p and 16:9 like the Japanese build, and for widescreen owners curious about the "actual" 16:9 ratio it does fill the entire screen with no black bars. The audio is a bit of a mixed bag, as you get remixed music from the DK world, but also have to put up with the annoying new English voices that Donkey Kong and the bunch have been so lovingly assigned.

We'll have more on Donkey Kong Barrel Blast as we near the game's review. For now, be sure to check out our latest screens of the game in action, along with gameplay video in our media gallery below.


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Resident Evil 4

Resident Evil 4: Wii Edition Review
Two years later, Capcom's survival horror sequel still impresses, but is it made better on Wii?
by Matt Casamassina

June 19, 2007 - Let's dispense with the pleasantries. You know what Resident Evil 4 is. You know that the still-atmospheric survival horror sequel was one of the best games to grace GameCube and, nine months later, PlayStation 2. And so you would also know that Resident Evil 4: Wii Edition is essentially an enhanced port of a two-year-old project. If you didn't know all that, now you do. The third-person action game, which stars franchise hero Leon S. Kennedy on quest to save the president's kidnapped daughter, comes to Nintendo's little white console with improved controls that partially utilize the Wii remote, all the extras from the PS2 iteration, and a true 16:9 widescreen mode. Those additions aside, nothing has changed - a truth that isn't really a negative. After all, RE4 remains as frightening and as frantic as it was when it debuted two years ago, only now it looks and plays just a "Wii" bit better - and did we mention it retails for a reduced price? You could call it Wii Edition, yeah, but we prefer Collector's Edition.

This review does not reiterate everything you already know about the original project. For that, read our GameCube or PlayStation 2 reviews. We wrote mini-novels for each review and we're confident you'll be able to discover any minute detail you need to know about the title. For the purposes of this analysis, we'll summarize so if you had a hankering for a full-blown refresher, please accept our apology for skipping the flood of regurgitated factoids.


The game remains as moody today as it was in 2005.



Resident Evil 4 was and is this: a successful departure from the formula of the franchise. Prior to the game, survival horror relied upon seemingly empty hallways and zombies that crashed through windows to shock you just as much as scare you, but in RE4 the B-movie clich¿s were toned down as a state of fear was alternatively generated from frenzied chases and from being outnumbered by the enemy.
Leon finds himself in a desolate village saturated by disturbed men and women that want him dead. He doesn't know why. In fact, he doesn't know much, and before you have time to ponder the situation you're being run-down by a man wielding a chainsaw and wearing a burlap sack over his head. Resident Evil 4 rarely lets up, throwing everything in Capcom's arsenal at you, from pitchfork-carrying villagers whose heads erupt into masses of flailing tentacles to giant ogre-like creatures, mansions and castles, lakes and creepy hallways, chanting monks, and even some recognizable faces for good measure. The first time we trekked through the robust 15-plus-hour adventure, we wiped sweat from our palms just as many times as our jaws dropped at the sheer variety of levels and characters - a lot, if you're counting.




Uh... run?

All of the above still applies to the Wii iteration with one caveat, which is that the graphic presentation - outstanding for 2005 - is not nearly as impressive as it once was. If you own an Xbox 360 or PlayStation 3, you will have played games with much richer and more detailed visuals. At the time of this writing, though, RE4 remains one of the prettiest efforts on Wii, a truth that probably should make us happy, but doesn't - it only serves to demonstrate the lazy approach that the majority of studios have taken on Nintendo's new system thus far. What holds up by today's standards is the quality of the art. The character models, the make-up of the world that Leon explores, the sheer variety in environments and creatures - it's all still sensational. However, the blurry textures skinning the figures and stages are more noticeable today than they were when low-res graphics were the norm. It is worth noting that RE4 pushed GameCube to the maximum; Wii, though, has roughly twice the power and memory, and several times the storage capacity, and yet Capcom has made no effort to really improve the graphics, which is unfortunate.
We do want to clear up, though, that the Wii iteration is based on the initial graphics from the GCN build, not the PS2 one. That means that cut-scenes use the real-time game engine and that the added lighting and water transparency effects from the GameCube version are in the Wii port. In addition, the Wii incarnation boasts the true 16:9 widescreen mode of the PS2 title, which means that it's really a combination - the best of both worlds.

You very likely realize that the biggest change to the Wii build of RE4 is the new control scheme, which makes use of Nintendo's pointer and, occasionally, the gesture capabilities of the device. Leon is still controlled (somewhat clumsily) with the nunchuk's analog stick; this moves him forward and backward in addition to left and right through the environments. To be clear, you still turn the character with the analog stick and not the Wii remote, which is problematic because Wii owners have been taught to expect that turning is a mechanic handled by the pointer; just point and drag the screen or move the on-screen cursor beyond an invisible bounding box. Wrap your head around this: in RE4, you can point to the far-right side of the screen all you want, but if you press left on the analog stick, you'll turn to the left, anyway. The functionality takes some getting used to and we're not going to lie - you may occasionally fumble it up. But give it 15 or maybe 20 minutes - that's all it'll take, and then you'll discover the strengths of the new scheme and why, ultimately, the new Wii controls are superior.

Using the Wii remote, you can point at the screen and aim with a higher level of accuracy and speed than was previously possible. The controls haven't been magically overhauled. You can't all of a sudden target and shoot enemies while running, for example. You will still need to stop walking to shoot. But the extra speed and accuracy count for a lot. Birds that flew away before you could cap them in the GCN build will be a breeze to shoot dead in the Wii game. Headshots will come more naturally. Targeting legs and arms won't pose a problem. You will with very little practice be able to walk through environments with the analog stick, all the while setting up your next shot with pinpoint accuracy using the Wii remote. It's an undeniable improvement in control and one that helps you play better.


PS2-exclusive Ada wong missions are included in the Wii sequel.

There are also some largely unnecessary waggle movements. You can hold B-trigger and shake the Wii remote to draw and slash Leon's knife, for instance. It works just fine, but you can alternatively tap the A button, which is preferable. When your weapon goes empty, you can shake the Wii remote to reload. This one makes a little more sense. Our personal favorites, though, are the motions tethered to some of the scripted sequences. As Leon flees from a rolling boulder, you shake the Wii remote back and forth to make him sprint. When a villager grabs hold of the character, you do the same to break free. Frantically shaking the controller to escape these situations feels very natural.
Resident Evil 4 for Wii thankfully includes all the extra modes from the PS2 iteration. The Ada Wong missions, the new costume sets, the new weapon, the movie browser - it's all there, so if you already played the GameCube version but missed out on the additions, now's your chance to check them out. The Ada Wong "Separate Ways" side story explains the side-character's storyline and her relationship to the always-devious Wesker. As an added bonus, Ada sometimes uses a blowgun. The extras don't make or break the experience, but they do offer some tangible incentive to come back to Resident Evil 4 if you've already played through the standard single-player affair.


We love you, El Gigante.

Closing Comments
I always approach a review like this with some level of caution. The original Resident Evil 4 was an exceptional effort and little has changed in the two years since it debuted. But there it is, right? It's a two-year-old port with a handful of enhancements. How do you re-review that? The process wasn't nearly as difficult as it could've been. Our ratings scale exists to define our scores, and there's little doubt that RE4 remains as engaging, frightening and atmospheric as it was on 2005. Old or not, it's still great, and it deserves its place in Wii's top-tier of titles. The visuals aren't as impressive as they once were, true, but Wii owners do walk away with improved controls that enable a greater degree of shooting speed and accuracy, a true 16:9 widescreen mode and all the content extras of the PS2 build – all for a bargain price of $29.99. If you played the GameCube original, consider the Wii game the ultimate collector's edition – frankly, that's what it is; the culmination of the best from its predecessors with some added Wii improvements. And if you have never played RE4 before, consider the Wii release an absolute must-own experience.

The GCN original scored a 9.8 and the PS2 iteration and 9.5 in 2005. The Wii title is the best of the three, but it also arrives two years later, which is primarily why we've dropped the score. The fact is, while an amazing experience, RE4 does not push Wii in the same way it did GCN or PS2.


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Charts: Tiger burning bright [X360]

Charts: Tiger burning bright [X360]
Tuesday September 25, 12:45 PM

Enjoy this week’s all format/full price games chart while it lasts, for as of tomorrow morning it’ll be all change, with Halo 3 occupying all top ten positions. Probably...

But for the time being top honours belong to Tiger Woods, whose splendid ‘08 rendition adds further shine to an already impossibly glossy franchise, complete with killer online features, a cool ‘Confidence’ system and a return to the classic 3-Click swing for those can’t get on with the analogue stick-based method. Brilliant stuff, really, but we imagine that just as many who bought it would rather watch paint dry.

After that there’s just the one new entrant in the top ten in EA’s cutesy MySims. Whether this new variant sticks around the charts forever, like its big brother, remains to be seen. We still prefer Animal Crossing, though. Then lower down we have a handful of other debutantes, some not faring as well as they deserve – World in Conflict at 11, WarHawk at 25, Medal of Honor: Vanguard at 33 and Warriors Orochi scraping in at 38.

But enough of those stragglers, here’s how the top ten star performers arrange themselves for the week ending September 22nd.

1. Tiger Woods: PGA Tour ‘08 (3)
2. MySims (NE)
3. Super Paper Mario (4)
4. John Woo Presents Stranglehold (2)
5. Medal of Honour: Airborne (1)
6. Colin McRae: Dirt (8)
7. Transformers: The Game (9)
8. Heavenly Sword (5)
9. The Sims 2: Bon Voyage (6)
10. Bioshock (7)

Oh, and looking back at our Bafta story (below) we see that Wii Sports has garnered the most nominations, not Gears of War as we reported. There's only one nomination between them, but d'oh! all the same...

Leisure software charts compiled by Chart Track, © 2007 ELSPA Ltd.
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Wii Becoming Obscure

Wii Becoming Obscure
The co-op adventure sequel is headed stateside.
by Daemon Hatfield

September 25, 2007 - Today Playlogic announced a publishing and distribution agreement with Ignition to bring Obscure: The Aftermath to North American Wiis. The sequel to 2005's budget PlayStation 2 game Obscure, The Aftermath takes place two years after the first game and sees the survivors going off to college. After the discovery of a strange, beautiful plant on campus, the students must again cooperate to survive.

Obscure: The Aftermath was developed by Hydravision, makers of the first game, and will be published by Playlogic in Europe. Under the agreement, Ignition will publish and distribute the game in the U.S.


Obscure: The Aftermath
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Pool Party Review

Pool Party Review
Scratch.
by Bozon

September 21, 2007 - We all know there are games out there that exist strictly to make money, and in no way are given a large enough budget or long enough development window to create something that's actually worth playing, let alone spending hard-earned cash for. With the recent success of Wii, fans of Nintendo's new motion-based system will simply have to get used to the fact that big sales bring huge libraries, and not everything is going to be worth the time or money. Pool Party is just one of those titles.



Published by SouthPeak Interactive, Pool Party is designed to be a semi-customizable game of traditional pool. The environments are extremely generic, the characters are about as forgettable as possible, and the game types and options are exactly what you'd expect from a budget Pool game. You can play single player against a computer, or go multiplayer with a friend, playing in a variety of pool games including a practice mode, time attack, bonus 9-ball, 8-ball, 9-ball, 10-ball, 15-ball, straight pool, rotation pool, blackjack, full snooker, short snooker (10-ball), and killer.



Each of the main pool games allow for two-player modes, while time attack and practice are only one player. Aside from that you've got a few options to change things up, including eight rooms, 11 tables, five ball sets, ten cues, six characters, 31 songs, and three different table speeds. Select your options, play the game, rinse, and repeat.

That's the entire game. No player customization, no attribute boosts for different equipment, and no campaign or tournament modes. It's literally just a step above the Wii Play pool mini-game.

What isn't a step above Wii Play, however, is the control, which does very little to make this game a Wii title at all. The entire interface is all handled via IR, but once you get into the main game things get far too simplistic for what we'd expect nearly a year after system launch. You can either control your aim via IR by holding A, or move the cursor around with the analog stick on the nunchuk Holding Z and moving your left hand controls a rubber-banded camera, while C will change to specific camera views.

The shooting, however, is a total mess. Once you line up your shot you'll hold the B trigger, and rather than just shooting like Wii Play allows, having your pull-back determine the power of the shot, you'll instead tweak an on-screen power bar with the analog stick, and then stab the Wii-mote forward to "shoot." It's weak, it feels totally tacked on, and there's nothing that makes it an actual Wii experience. Your Wii-mote action doesn't factor into the shot at all, so it's basically just a button press mapped to the remote itself.
A great place for shooting pool or hiding dead bodies.
To make matters worse, the computer A.I. boarders between moronic and simply amazing, taking a ton of time to "think" about a shot, including an on-screen status percentage bar, and then will pull off three, four, or five-wall shots, sinking balls that would be nearly impossible in real life.

As for the audio/visual package, Pool Party is a mess. The interface screens are extremely basic, and the in-game visuals are extremely primitive, easily surpassed by Xbox Live Arcade games, or barely pushing above what something like the original PlayStation could do. Character art is extremely generic, music is about as standard as can be, and what limited VO and sound effects included have a tin-like, low quality sound to them. Web games have stronger overall presentation than this.


Closing Comments
Pool Party had an extremely silent release, and for good reason. The game is about on par with a chop-shop web game, and does very little to use the Wii controls at all. Gameplay is extremely basic, computer A.I. is both moronic and genius at the same time, and the audio and visuals are like something from a late PSX game. It should be obvious at this point – if not far before this review even hit – that Pool Party is a quick-cash cop-out, and is in no way up to Wii standards.


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Wii Play Review

Wii Play Review
Written by Gods_Vessel


With Wiis being sold like hotcakes, buyers also need extra controls for their family and friends. That’s where Wii Play comes in. The game is essentially a tutorial for using the Wiimote that comes with a free control. It’s all about simple, intuitive gameplay for everyone. The game is split up into 9 stages, ranging from Shooting Range to Billiards. Each game has to be played before the next one can be unlocked. Each stage teaches you how to use the Wiimote in a different way, getting more complex as you progress through the stages.

The sound in the game is fairly simple, but good enough to keep the player satisfied. The Wiimote speaker is also utilised, may it be gunshots or a tiny jingle to let you know whether you won a point.

Wii Play’s graphics retain the simplistic look and feel of the Wii itself. The game menus are very similar to those of Wii Sports and are easy to navigate through. It all flows nicely, albeit with the minor annoyance of having to go back to the beginning to change the number of players (up to 2) and/or Mii characters. Without being flashy, the graphics get the job done with a couple of nice artistic touches along the way. That said, the game also supports 480p and widescreen.

One great touch is the ability to play with your Miis. This fits into the style of the game really well. You’ll at least crack a smirk when you see your Miis running for their lives in some instances. They also hold another purpose. Your high scores are tied to your Mii.

Shooting Range

The first stage is an obvious homage to Duck Hunt, as the player uses the Wiimote as a gun to shoot down various targets. Your movements with the Wiimote are replicated by the on-screen reticule. This works really well with pixel-perfect accuracy. The game ramps up in difficulty every few minutes, as targets move faster. First you’ll simply be shooting balloons but towards the end, the action gets hectic as you try your best to stop spaceships abducting your Miis. Every now and then a duck will fly pass quickly which you can shoot for extra points. The game is very bright and colourful, but easy on the eyes. You can hear the gunshot from the Wiimote speaker and it even changes sound when shoot something different which is a nice touch. Like all the games in Wii Play, its best played in multiplayer. The game is pretty fun; however a few more bonus ducks and more than two players in multiplayer would’ve been nice.

Find Mii

In this game you have to find a particular Mii or Miis described to you before you start. These can be something simple like find the Mii you’re using or something a little more complex like find 3 odd Miis. At any time during the game, you can hold down B to see your objective again. You have a time limit for the entire game, which is split into rounds, and when it runs out its game over. However, each successful round adds more time to your clock. It gets a lot more difficult later on which actually adds to the fun. As you progress through the rounds you’ll be taken through a number of different environments, including a tennis match, a swimming pool and even outer space. These environments all look fairly nice and the inclusion of your own Miis can make this game hilarious. The game isn’t really worth playing on your on, but the search for Miis gets very fun and furious in multiplayer.



Table Tennis


Stage 3 is good ol’ table tennis. Unlike Wii Sports Tennis, in table tennis you only control where you hit, not how you hit. You might think this is a flaw, but trust me you’ll be happy all you have to do is move left and right once the fast action starts. If you’re brave enough you can also move your paddle forward quickly to put more speed on the ball. In one player you have to make a 100 hit rally and when facing off against a friend, you’re playing for points. I prefer the latter as the competitiveness adds to the entertainment. The environment is pretty simple, with Miis watching on the sidelines. If you’ve ever played a flash 3D pong on the net you’ll probably know what to expect, but this is actually a bit more fun.

Pose Mii

In pose Mii you have to fit your Mii into Mii-pose, shaped silhouettes in bubbles. It starts off pretty easy, but as time goes on you have to change your Mii’s pose to fit into different silhouettes. The angle of the silhouettes will differ from bubble to bubble. This means players will have to twist the control to fit into the silhouettes. Even with all of this, you also have to make sure the bubbles don’t hit the bottom of the screen, because if it happens 3 times it’s game over. To aid you, there are rainbow coloured silhouettes which freeze time for a few seconds, allowing you to get as many bubbles as possible. In multiplayer this also puts a bubble around your opponent’s Mii, meaning they can’t get any bubbles for awhile. As you go through the levels the background changes to various random pictures. For example, one picture is a close up of a bird… strange isn’t it? This is one of the best games to play in multiplayer, since the race for bubbles is absolutely frantic. However it’s still pretty challenging in one player.

Laser Hockey
Stage 5 is basically a game of air-hockey up to 8 points. The thing that makes this game fun is the physics, which are noticeably good. As the ball bounces from side to side and off your paddle, the puck can pick up a lot of speed. The neon glow of the hockey table (hence ‘laser’ hockey) looks very stylish and still maintains the simple look of the Wii Play package. When ever you win or lose a point, you hear a small tune in your Wiimote. It does take awhile to get used to though. You’ll often find yourself trying to hit the puck as hard as possible, only to find you miss it. The game is fun in both single and multiplayer thanks to the adequate CPU AI.

Billiards

Billiards is a pretty true to life recreation of the game. A pointer on-screen controlled by the Wiimote allows you to choose where you want to hit the cue ball (for spin). You then hold down B and pull back with the Wiimote, until an arrow lets know when to push forward and releasing B simultaneously. It’s a pretty standard affair, but if you play billiards in real life, you’re probably going to want to stick to that. The physics are a bit wonky as well. I hit the ball against the side of the table at an angle, expecting to get a bounce shot, however the ball came straight back at me. Nonetheless it is still an okay game.

Fishing


Fishing is a real crowd pleaser out of the Wii Play collection. To catch a fish all you do is jerk the Wiimote up when you feel a rumble. However, the pond you fish in is populated with a lot of small fish which give you minus points if you catch them. Every other fish is fine to catch though and on the top of the screen a bonus fish will be shown. If you catch the bonus fish while its picture is still showing, you’ll get double the points. The rumble creates a nice whirring effect which immerses you in the game. It sports a nice crayon-esque effect which looks excellent and colourful. The reason this game is so great is because its hands-down, the best multiplayer game in the collection. Fish often latch on to both players’ rods, meaning whoever has the fastest reaction wins. This creates a seriously fun and competitive game.

Charge!

Charge! is a racing game where you control a cow, hitting scarecrows and jumping hurdles on the way to the finish line. To control your cow all you do is simply hold the control on its side, like a NES controller and tilt forward to accelerate, back to slow down and left and right to steer in each direction respectively. You can also make your cow jump by quickly snapping the control up. The game looks very simple with rounded edges and colourful scenery. Everything looks like it has been hand stitched, which is a nice touch. The game is fun once you get a hang of the controls, but is just a bit too slow to have some real fun. Playing multiplayer is better, as you and your opponent fight for scarecrows and knock each other off the track. Winning isn’t about who gets the farthest, but who gets the most points. This is solid game, which is a real indicator to how racing games can benefit from the Wiimote.

Tanks!

In Tanks! You control a tank and you have to destroy other tanks. To move around you use the d-pad or the nunchuck. You aim with the Wiimote and either shoot shells or lay mines behind you. The game starts very simple, however the difficulty increases later on when you have to take out tanks that shoot fast rockets or tanks that excel in mine dropping. In multiplayer the winner is the person who takes out the most CPU tanks. The battles take place on a table and the tanks leave tracks behind them. The levels are smartly designed to make for a better challenge and more strategic play. The game is fun and it’s also a good challenge, especially if you’re trying to beat old high scores.

All in all Wii Play has a great variety of different game types (more so than Wii Sports). However, there is a problem with it that becomes apparent after about half hour – 1 hour of play time. The game’s depth is almost non-existent. Each game just scratches the surface of its ideas. There’s no doubt each game is fun… for about 5 or 10 minutes. You’ll generally play 2 or 3 rounds of a game and then move on until all of a sudden you’ve played every game. The game does make for a good distraction every now and then for when you don’t want to start up your Zelda file or when you have a couple of friends over. Beating high scores also gets pretty boring after awhile.

You’ve got to remember though; you get what you pay for. The game comes with a free Wiimote or costs £5 with a control whatever way you look at it. Considering you get nine, although short, games in one, its great value for money. So if you need/want an extra control, this is a definite buy, but I wouldn’t suggest buying Wii Play solely for Wii Play.

Gameplay: 7/10 – The game is fun but the nine games are too simple for their own good.

Graphics: 6/10 – The game is intended to look simplistic and it works well and gets the job done.

Sound: 6/10 – Very simplistic with a couple of nice touches here and there.

Content: 8/10 – You get nine mini-games for £5 and a control. Seems like a pretty good deal to me. It could benefit from some four player action, and a bit more depth.

Replay Value: 5/10 - Almost non-existent. It gets old quick; multiplayer just about saves it from complete doom

Total: 6.7 – Its great value for money and a good glimpse of what you can do with the Wiimote as well. Its fun for awhile, but there’s not enough depth to hold on to any player’s attention. However, if you need an extra control, you should definitely buy it.

- Chris Gaisie


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