Friday, October 9, 2009

Blob Month Ends With a Boss Battle

Final Week of 'Blob Month' Reveals Fierce Boss Battle

EDISON, N.J., October 9, 2009 - Mere days remain before a boy and his blob arrives on Wii™. As the countdown continues to October 13, Majesco Entertainment Company (NASDAQ: COOL) invites you to check out one of the fierce and challenging boss battles facing these two unlikely heroes. In the final installation of 'Blob Month', the gameplay footage shows the wit and teamwork needed to defeat the evil 'beast' boss. Similar to the other art and videos that have already been released during 'Blob Month', this footage highlights the breathtaking hand-drawn art style that will be the face of the heartwarming and challenging puzzle-platformer.

A true reimagining of the classic a boy and his blob, game developer WayForward designed the game specifically for the Wii™. Focusing on keeping the soul and feel of the original while adding its own vision to enhance the players' experience, WayForward stays true to the original story about the blob who calls on a little boy to help rescue Blobolonia from the evil Emperor. Success in the game is reliant on teamwork between the boy and his blob, as the boy utilizes jellybeans that cause the blob to transform into cool and useful items that enable them to escape dangers. The new Wii™ version combines classic transformations - such as the Licorice Ladder, Apple Jack and Tangerine Trampoline - with all-new ones that will give the two the ability to make their way through 40 levels of puzzle solving.


Atari to Publish Project Runway Video Game

NEW YORK, NY (October 9, 2009) – Atari Inc., one of the world’s most recognized brands, and The Weinstein Company, announced today that it has entered into an exclusive licensing agreement with The Weinstein Company to develop and publish a series of video game titles based on the pop culture sensation Project Runway. The initial game in the Project Runway line will be developed by Tornado Studios and is expected to be released for Wii™ in Spring 2010. The announcement was made by Jim Wilson, CEO and President, Atari Inc and Harvey Weinstein, Co- Chairman of The Weinstein Company.

The Project Runway video game will put players in the role of an aspiring fashion designer. Similar to the show, players will be presented with different challenges as they create designs and adorn models with hair, make-up, and accessories. Players can then become the model and strut their creations down the runway using the Wii Balance Board™ accessory. Capturing the true essence of Project Runway, the title will feature the show’s talent.

“The opportunity for Project Runway, the quintessential fashion brand and a pop culture phenomenon, is huge in the video game segment,” said Wilson, “Consumers will have the opportunity to not only exercise their creativity as an up and coming fashion designer, but also enjoy the fun of walking the runway on the Wii balance board.

Harvey Weinstein added, “We are thrilled to be in business with Atari as the Project Runway brand continues to expand allowing fans to actively participate in the program they love by using this new medium as a tool to explore their creativity.”

Unique features of the Project Runway video game will include: an interactive garment studio, a fashion career mode, hair and make-up studios, a Wii Balance Board-compatible catwalk game and a feature where the player can take part in high-profile fashion shoots and take on the role of a fashion photographer. All fun and family friendly game features are based on the content from the show.

The Atari-The Weinstein Company Project Runway video game deal comes on the heels of record-breaking ratings for the new season of the critically acclaimed, Emmy nominated hit series. At its new home on Lifetime, the much anticipated season premiere scored a phenomenal 3.3 rating in households, up 34% from last season’s debut. With an average of 4.2 million total viewers, Project Runway was the highest-rated premiere ever for both the show and a Lifetime series. It was also the highest-rated premiere for a cable competition reality series this year.

Atari Inc. has also recently released the critically acclaimed Ghostbusters: The Video Game which has sold over one million copies. The company is also releasing Star Trek Online in 2010.

Gravitronix Soundtrack Available For Free

This just came across my inbox and I had to let you all know.  The guys at Medaverse Studios have made the soundtrack available for download, free of charge.  Just head on over to their website and you can pick up all six songs available now.  The music was composed by a fine, young gentleman from out west by the name of Brian H. Kim.  You can check out his website here

I've listened to them and they're pretty good.  Don't forget that the game comes out on Monday and will be available for 500 Nintendo Points.

New Cake Mania 3 Screen Shots

EDISON, N.J., October 9, 2009 - What will a soon-to-be-bride do to save her wedding? Will she travel through time to joust with a knight or walk like an Egyptian? World famous cake maker Jill Evans is forced to do these things and much more in the latest addition to the best selling cake making franchise - Cake Mania 3 for Nintendo DS™. Majesco Entertainment Company (NASDAQ: COOL) today released 10 new screens that give players a closer look at Jill's exploits in two of the game's six bakery locations - the Renaissance and Ancient Egypt.

In Cake Mania 3, Jill Evans is preparing for her big wedding day when disaster strikes. A mysterious 'timebender' breaks and all of her family and friends vanish. Now Jill must race through 84 time-traveling levels and rescue them using her cake-making magic before the ceremony begins. Using all new kitchen upgrades - including the Fridge and Hot Drink Machine - players can customize their bakery locations while serving 30 demanding new customers like Medieval Wizards and Ancient Egyptian Mummies.

Cake Mania 3 for Nintendo DS™ ships October 14th for the SRP of $19.99. For additional information about Majesco's line of products, please visit http://www.majescoentertainment.com/.



Check out more screens on our Flickr Page.

Madagascar Kartz Release Date Announced


Take a Drive on the Wild Side

SANTA MONICA, Calif., Oct 09, 2009 /PRNewswire-FirstCall via COMTEX News Network/ -- Activision Publishing, Inc. (Nasdaq: ATVI) today announced that DreamWorks Animation SKG, Inc.'s  Madagascar Kartz(TM) video game will be released on October 27 for Wii(TM),Nintendo DS(TM), Xbox 360(R) video game and entertainment system from Microsoft, and PlayStation(R)3 computer entertainment system. The video game combines the wild world of DreamWorks Animation's Madagascar(R) franchise with over-the-top kart racing, resulting in an outrageous ride the whole family can enjoy together. The Wii(TM) version can be purchased as a bundle, which features a DreamWorks' Madagascar Kartz steering wheel packaged with the game - just load the Wii Remote(TM) into the steering wheel and get your animal instincts in high gear.

Jump behind the wheel and drive yourself wild as you play as Alex, Marty, Gloria, Melman, King Julien or those crafty penguins! You can power-up and perform zany jumps, outlandish flips, and radical rolls on amazing tracks from the world of Madagascar(R), including the New York City Zoo, the plane crash site, the volcano, plus many more. Keep an edge on your wild competitors with cool pickups, such as power boosts, obstacles, and projectiles. DreamWorks' Madagascar Kartz features split-screen head-to-head multiplayer action, allowing up to four players to go bananas and race locally against one another in Championship, Quick Race and Time Trial modes.

"The Madagascar(R) films are packed with personality and can be enjoyed by everyone," said David Oxford, Activision Publishing. "We designed DreamWorks' Madagascar Kartz with the same idea. With the whole family competing against each other as their favorite zoosters, you have never seen action this wild!"

Retro Redux: Super Ghouls 'n Ghosts


This game am hard. Real hard. That's the first thing you should know about Super Ghouls 'n Ghosts. If you've never played that game before you are in for one of the hardest, most frustrating things you've ever played. That's pretty much all you need to know about Super Ghouls 'n Ghosts, but I'll try to explain a little more.

The game starts out during a festival where the towns folk are all milling around on a bridge. The scene pans to a castle where our hero, Arthur, and his lady friend Guinevere are in an embrace, him in full armour. A member of Sardius' Red Guard bursts through a window and kidnaps said lady friend, which sets Arthur on his quest. This game is the sequel to Ghosts 'n Goblins, both games were featured in arcades as well as the home console versions. Most of my experience with the game came from spending WAY too much of my parents money in bowling alley arcades on this game, but I do own and have played through (part of) the game. I can't say that I've ever finished the game, because it's just too dang hard.


The game does feature some improvements over its predecessor such as the ability to have Bronze Armour, which allows Arthur to upgrade his weapons as well as the ability to double jump. Much of the game's difficulty comes in the fact that Capcom were just mean S.O.B.'s back then. While you can double jump, you can't change direction in mid air like most games allow you to do. You can change direction with your second jump, but once you've committed you can't stop Arthur. This will lead to a number of situations where you've jumped and an enemy will burrow out of the ground right where you will land and you've just taken one of the two hits you're allowed before you die. Enemy placements are equally devious. For anyone that thinks Mega Man is hard, pop in Super Ghouls 'n Ghosts and you'll think Mega Man is a cake walk. Enemy's will show up right where you need to be, but you won't see them until it's too late. Flying enemies pop into screen in the middle of your jump path and more. There will be a LOT of trial and error until you learn all the enemy paths.

Super Ghouls 'n Ghosts features a number of weapon options that will come in handy during the game. You start out with Arthur's trusty lance which he can throw straight ahead. Throughout the game there will be treasure chests that you can open that may contain a weapon upgrade, armour upgrade, armour that gives you a large number of points or an enemy. These are all random and you never know what you'll get until you open it. It's always a great relief when you're in your underwear and you open a treasure chest and see a suit of armour in it. It's equally frightening when you're in your underwear and an enemy pops out of the chest that you can't run away from and you're dead or have been turned into a frog. This game features the crossbow that will allow you to fire in multiple directions, the dagger that allows you to throw weapons faster than the standard lance, a scythe which flies low to the ground and a torch, which you should never, EVER pick up because it's a useless piece of junk.

Zombies will burrow out of the ground in their coffins throughout the opening level and there are a large number of different enemy types all with movement patterns that must be learned in order to best traverse through the levels. Parts of many levels will be randomly removed by an event that happens when you reach a trigger point and you have to be in a safe position or you will be killed. Many times you won't know these safe positions until you've reached that point of the level at least once and died because you were standing in the wrong area.

Once you've reached the final area of the game and saved the princess, get ready for this, she tells you that the evil baddy of evil, Sardius can only be beaten with an item known as the Goddess Bracelet, which by the way you don't have. So you're transported back to the VERY BEGINNING of the game and you have to do every over again, find the bracelet and beat Sardius for real. If that's not the definition of evil, I don't know what is.


So if you haven't been able to tell by reading this, Super Ghouls 'n Ghosts is hard, very very very hard. If you manage to beat this game you deserve all the gamer cred in the world because you've just made a major accomplishment. Buy yourself a trophy and put it on your mantle. You earned it my friend. Capcom were the masters of evil in the late 80's and early 90's, but they made some truly memorable games that people still pop in and mess around with today. If you're looking for a real test of your skills and you don't own this game, go out and find it and play through it. You'll soon understand.

If you've played this game, or even if you haven't and you want to discuss it, leave a comment or head over to our forums and chat with others about their memories of the game. 

LostWinds: Winter of the Melodias European Launch Trailer

Thursday, October 8, 2009

Copter Crisis Teaser Trailer

Our friends at Digital Lesiure passed along this teaser for Copter Crisis, an upcoming WiiWare title.



Just a small sample of the satisfied customers they mention in the video are;

Plato (Philosopher)
The Governator (Sci-fi hero)
A Cat (Felis domesticus)
Lorem Ipsum (aka placeholder text in the publishing world)
Robert Burden (Painter of action figures)
Michael (Michel) Foucault (French philosopher, sociologist)
Akaky Akakievich (Character in the Overcoat by Nikolai Gogol)
David Foster (Guy which works at Digital Leisure)
Paul Gold (Confirmed Digital Leisure employee)
Brian Kayfitz (Some dude who lives in Canada)
Colin Janowicz (Another dude who lives in Canda)
Philip Buster (play on the political term filibuster?)

All the names are played at least twice in the very quick run through of names.

This Should Be No Contest


Kevin Cassidy over at GoNintendo just posted on his site about the Favorite character of All-Time poll that Gamespot is running.  The contest currently features Mario vs. Gordon Freeman.  Gordon Freeman trounced Link in the last round due to some coaxing by Valve's Gabe Newell.  Now it's time for Nintendo fans to fight back. 

Head on over to the site and cast your vote for the mustachioed plumber.  It should be no contest folks.  Let's throw our hat in their for the support.  It's all in good fun.  But honestly, is there anyone in the world of video games that could hold a candle to Mario? 

Epic Mickey Confirmed as Wii Exclusive


The on again, off again saga this week of whether Epic Mickey has finally been put to rest as the new Game Informer does, in fact, confirm the title to be an exclusive. 

The exclusivity was in question earlier this week as Game Informer had pulled that piece of information off of their website.  Apparently they were wanting to save that as exclusive information to the magazine and it was inadvertantly posted to their website. 

So for anyone scoring at home, it's Wii exclusive 2, non-exclusive 1.  Look for this game next year to appear on your Wii console, and no other.  At least at this point.

Source: Game Informer

Fresh From the Oven - New Cooking Mama 3 Screens

EDISON, N.J., October 8, 2009 - Ever wonder how Mama selects the perfect ingredients for her delectable dishes? Well, for the first time in franchise history, chefs can go shopping with Mama and help her pick out the ingredients for this year's selection of 80 new recipes. To give players a look at what it will be like to shop with one of the most renowned chefs in history, Majesco Entertainment Company (NASDAQ: COOL) today released screens from Cooking Mama 3: Shop & Chop's brand-new "Let's Shop" gameplay mode. "Let's Shop" is just one of the savory new modes in the latest title from the wildly popular cooking video game series that has sold more than 4.5 million units to date.

Mama has left the garden and is back in the kitchen whipping up 80 new recipes - including mushroom quiche, tulip chicken and more. Players use the stylus as an all-in-one cooking utensil to chop, grate, roll, slice, spread, sprinkle and more through over 200 manic mini-games. Eight gameplay modes allow them to shop for fresh ingredients, create custom culinary concoctions, compete with up to four friends in timed challenges and more. Additionally, players can send friends items they grew in Gardening Mama and use them to make meals in Cooking Mama 3: Shop & Chop!

Developed by Cooking Mama Limited, Cooking Mama 3: Shop & Chop for Nintendo DS™ is rated E for Everyone and will release October 20 for the SRP of $29.99. For additional information about Majesco's line of products, please visit http://www.majescoentertainment.com/.


Source: Press Email

Swords & Soldiers Soundtrack Now Available


Last June Ronimo Games released their first commercial game: Swords & Soldiers for WiiWare. And fun was had by all!

Now that the dust has settled, it turns out people really enjoyed their time with Swords & Soldiers! Metacritic was kind enough to calculate how much fun people had. Their conclusion was that people had about 84 funs with the game! And that's just some numbers. Numbers by critics. We've also seen lots of words. Words by gamers. And most of those were very positive as well!

But we didn't make Swords & Soldiers completely by ourselves. We had help from the handsome guys at Sonic Picnic, who composed a great soundtrack and created a lot of neat sound effects. They even agreed to have us come over to their studio and record our voices. So the next time you're submerged deep into the happy cacophony that is the Swords & Soldiers audio, think of those nice guys at Sonic Picnic.

And now they've decided to make extended versions of the songs in that great soundtrack commercially available. And to celebrate, we're giving away one original song for free! You can find all the details right here:

http://www.ronimo-games.com/SwordsAndSoldiers/html/Soundtrack/

Together we'd like to thank you all for your support. To show you we really mean it, we've asked Olga to help us out. The results are beautiful, I think you'll agree.

Source: Press Email

Top 20 WiiWare Titles: Week of October 5th



This week’s Top 20 WiiWare titles are based on the information from the week of October 5th, 2009 (parentheses indicate the previous week’s rank).

1 Contra Rebirth (1)
2 Reel Fishing Challenge (2)
3 My Aquarium (3)
4 World of Goo (5)
5 Tetris Party (6)
6 Texas Hold'Em Poker (4)
7 You, Me, and the Cubes (10)
8 Final Fantasy IV: The After Years (7)
9 My Pokémon Ranch (8)
10 Dr Mario Online Rx (9)
11 Arkanoid Plus! (N/A)
12 Driift Mania (N/A)
13 Sexy Poker (11)
14 Defend Your Castle (13)
15 Water Warfare (14)
16 Brain Challenge (15)
17 Family Mini Golf (18)
18 BUST-A-MOVE Plus! (19)
19 Tales of Monkey Island: Chapter 1 (16)
20 Family Tennis (N/A)

It's the biggest week we've seen in a long time for new titles.  Three new titles made the chart this week; DRiiFT Mania, Arkanoid Plus!, and Family Tennis.  That means, though, that three titles have to drop off the list and this week those unfortunate titles are Tales of Monkey Island: Chapter 2, Texas Hold'em Tournament, and Family Slot Car Racing. All the new additions are very worthy of their place on the list. 

I'm impressed by the longevity of games like Defend Your Castle, and My Pokemon Ranch, both launch titles of the WiiWare service and the only survivors from that time.  The decline of Sexy Poker continues.

Does anyone see those three top titles moving at all?  Is there anything that can topple them?  Head on over to the forums to discuss your thoughts.

Source: Nintendo

Word Searcher Review

Crossword puzzles have been around for a very long time. They can be found just about anywhere. They are in the newspaper. They’re on your cell phone now. There are whole magazines dedicated to the crossword puzzle. Now, thanks to Digital Leisure and their release of Word Searcher, you can sit in front of your TV and do a crossword puzzle.

That is the premise behind the game. There’s nothing more to it. Sit down, open the game and do a crossword puzzle. The game starts with you creating a profile that will be used to save the puzzles that you’ve done. After that you are given a menu with 100 different puzzles that can be picked from. Select one and you are sent straight into the puzzle. The puzzle itself fills the left 2/3 of the screen with the words you need to find on the right side. When you’ve found a word click on the first letter and drag your magnifying glass to the last and let go. The word, if circled properly, will be highlighted in blue and marked of the list of available words. You continue until all the words are found. The timer in the bottom right corner tells you how fast you took to finish a puzzle. Just try to beat that time when you open the puzzle again.

The crossword puzzle part of Word Searcher is brilliant. All of the letters are very easy to read and the cursor is very accurate. There are very few times that you’ll find yourself clicking on a letter you didn’t expect because the cursor jumped at the last second. The difficulty is just about right for anyone that does crossword puzzles on a regular basis. Each time you finish a puzzle it will be highlighted in orange on the main menu to tell you that you’ve completed that one. You can always go back and replay puzzles because they will randomize every time you play them giving you near infinite replayability.

The problems with Word Searcher come after you’ve completed all 100 puzzles, which could take between 10-15 hours. There is nothing more to the game than that. There are 100 puzzles that randomize every time you open them. The menu’s themselves are very bare. You simply click on a profile, then click on a puzzle name. There are not other difficulty levels or puzzle types. If you search any crossword puzzle book you’ll see a number of different types of puzzles from numbers to puzzles where the words are not in the same row or column. Word Searcher would have been made infinitely better with the addition of a few of these additions. Game play modes like blacking out the screen and using the controller as a flashlight to find the words, or adding the ability for a second player to search as well would be very welcome additions.

If you’re a fan of crossword puzzles you will probably really enjoy this game. The puzzle difficulty is great, and there are a lot of them to do. A member of the Digital Leisure team told me there will be a DSi version of the game available in a couple months and that is where I think the game will shine best. I would be very willing to pop open my DSi while I’m sitting around waiting in a doctor’s office or on the bus and do a word search. That’s what puzzles like that are designed for. There is something very fun about sitting on your couch with your son pointing out letters and saying to look at that spot. I’m a very big fan of crosswords and this game has already gotten a lot of play at my house. If you’re looking for a lot of variety, you’re not going to find it here, and that makes it hard to recommend this to anyone that doesn’t enjoy crossword puzzles. A few more puzzle types would have make the game immensely better.

Final Score: 2/5 Below Average

Review copy of the game provided by Digital Leisure.

Lost Winds Sequel Releasing on Friday in Europe




European readers have something to be excited about.  I just received word that LostWinds: Winter of the Melodias will be releasing this Friday, October 9th.  It will be the 100th game released for WiiWare in the European territories and will sell for 1,000 Wii Points.  Any of you that pick up this game will have to let us know how it is.

With the European release now so close that means that an American release can't be that far behind.  I've put in word with Frontier and when I hear back from them I'll let you know.

Update: A representative with Frontier has indeed confirmed that the North American release will be very soon, but could not confirm the date as that is set by Nintendo.  Stay tuned here to find out more about this game and head on over to the forums to speak your mind about the game

Source: PR Email

Wednesday, October 7, 2009

Kirby's Dream Land

Our friends over at the Hanafuda Times have posted an interesting look back at Kirby's Dream Land.  I encourage you to head over there and take a look at it.

Eli Manning Trailer - Backyard Football '10

Namco Bandai has sent along a new trailer for Backyard Football '10.  Check it out.  I should have a review for the game shortly after it's release so head back here to find out all the info on it.

New Super Mario Bros. Wii Appears to be Hard


It appears more and more that New Super Mario Bros. Wii, is going to be not only one of the best games of the year, but one of the best Mario games in a long time.  MTV reported today that the game will be as hard as Contra.  Kotaku has said the game will count the number of continues that you use, though they were unsure exactly what that meant and the Nintendo rep would not tell them.

In addition to those two accounts Jeremy Parish said that it was "the single most effective marriage of old and new Nintendo you could ever hope for".

What do you guys think.  Based on what you've seen is the game going to be everything you could have hoped for and more?  Are you holding reservation until you see the game?  Head on over to the forums and discuss.  



We Cheer 2 Goes Gold

Hit Cheerleading Game Leads the Squad with Fully Licensed Soundtrack, Limitless Character Customization and Exciting Choreographed Routines for One to Four Players
 
SANTA CLARA, Calif., (Oct. 7, 2009) – Leading video games publisher and developer NAMCO BANDAI Games America Inc. today announced that We Cheer™2, exclusively for Wii™, has gone gold. We Cheer 2 brings the upbeat fun of cheerleading into the home with its entertaining adaptation of the challenge and spirit of the competitive sport. Utilizing the Wii Remotes™ as virtual pom-poms, players follow on-screen prompts for choreographed routines that utilize a full range of arm and body movements. We Cheer 2 is the only cheerleading video game to offer a hit soundtrack of licensed music and features a brand new lineup of 30 rockin’ songs that will get players energized and ready to cheer. We Cheer 2 will be available in North America on November 3, 2009.
 
We Cheer 2 offers the most robust cheerleading experience yet. The game includes more than twice the amount of playable characters than the original and now also offers the choice for boys as well as girls. Players will have access to limitless customization for both their character and their entire squad with an increased range of options for outfits, accessories, hair color, facial features and more. New choreographed routines can be performed in one of more than 20 stages with choices for day and night versions of each. For added flexibility, players can choose to perform the diverse array of routines with two Wii Remotes (one for each hand) or use just one in either the right or left hand.
 
With various difficulty selections and options for single and multiple players, We Cheer 2 caters to all skill levels from freshman cheerleaders to varsity level movers and shakers. For players that like to learn by watching, a Watch Routine option is available so they can preview the routine before performing. Additionally in this mode, players can snap and save photos of their favorite moments to a photo album where they can later share images with friends online through the Message Board. Players can also practice their moves with cheer lessons or get their hearts pumping in a Workout mode. Performing well in the single player campaign and training modes allows players to unlock new stages, moves, songs and character customization options. Entertaining group fun includes options for two players to play cooperatively and up to four players to face-off in competitive Cheer Off modes. With its simple yet addictive gameplay, players will lose themselves in the music and moves as they perfect the routines and earn top spot as captain of the squad. 

We Cheer 2 for Wii is rated “E10+” by the ESRB and has an MSRP of $39.99. For more information, please visit www.namcobandaigames.com.

Gravitronix Release Date Announced, Again!


For those of you that were disappointed by the announcement that Gravitronix would not release this past Monday, have no fear.  Word just came across my inbox that Gravitronix will now be available this coming Monday, October 12th for 500 Wii Points.  The paper work has been filed and things are ready to go.  Check back here next Wednesday for the review.

Interview With Scott Merriam (Rage of the Gladiator)


 I want to thank you for joining us today to talk about Rage of the Gladiator.  Before we get into the game can you tell us a little about yourself and Ghostfire Games?
   

Well, my name is Scott and I am one of the developers here at Ghostfire Games. I have been involved with the company since its inception, working on our first game Helix as a level editor and creative director. Our first project was a lot of fun, and in many ways a great success. For our second game, I am responsible for the special effects design, marketing as well as having a strong influence over the creative design of the game.
  

Ghostfire Games is based out of Austin TX, and we benefit from the gaming culture here in the city. As such, we are able to tap into a thriving industry and put forth a great product for our customer. We have a very talented and diverse team over here at Ghostfire, and our team has experience making games on many different platforms. As far as our team goes, we focus on a core inner group of developers to steer the game design, and for things such as voice acting and UI-Art we use contractors.
  


What can you tell us about Rage of the Gladiator?  What different game modes can we expect to see?
 

Rage of the Gladiator is a fantasy-based fighting game. You play the role of Gracius, battling for his life in the arena against 11 unique enemies.
 Your equipment consists of a magical war-hammer and a trusty shield. Wait for the right moment, then dodge, jump, or block your enemy's attacks. Next, unleash your rage by brutally pounding your enemy with your war-hammer and bashing them with your shield.
 Each opponent has a unique style and pattern that you need to pay close attention to. Learn to exploit the weakness of each enemy with the proper timing and agility, and you will triumph.

As you advance past each battle, you will gain access to devastating combos. Early on, you may learn how to leap into the skies and plunge your war-hammer into the ground, creating a pillar of fire that burns your enemy to a crisp. As you progress you may learn more deadly combos, such as conjuring an ancient tornado to lay the ground asunder.

There are is only one game “mode”, but after you defeat the first ten bosses, you must face them all again in challenge mode, and this time they have a whole new set of powers! In addition, your last opponent is revealed to you only after you have defeated the first ten in challenge mode.
  
Beyond this, you have the ability to customize your character in a few ways. Each time you defeat a boss, you gain skill points to customize your character in the three skill trees, defense, magic and offense. That’s how you acquire new powers, such as conjuring a raging tornado or summoning a fiery meteor.  That is one cool way to replay the game: you can build your character in different ways to try out new spells and take a different approach. Once you beat the game you get to fight all of the bosses over again in Challenge Mode, where they get new powers and feel like completely different fights.  Your skills DO carry over to challenge mode and you can continue to build your character in Challenge Mode.
 


What was the inspiration behind the decision to use gladiators as the basis for the characters?



We in the development team are all fascinated with the gladiator concept. Being put into a situation where you have to fight for your life is quite compelling, and we thought this would be an engaging way to really get the player to feel like they are part of the action. 



Did you play any other fighting games or talk to fighting game fans to get a sense of what should be included in this game?  If so, can you talk about what elements you’ve borrowed from other games and how you’ve gone about making them unique to this game? 



I personally have been playing fighting games as long as I can remember, starting with Street Fighter (one). I know that our CEO Ed Roman is also a huge fan of fighting games, so we collectively have a lot of experience with this genre.



There were many games that served as inspiration for our game. Specifically:

  • The combat system was inspired by some of the best ideas from games such as Punch-Out!
  • The theme was inspired by games such as God of War
  • The cutscenes (such as conjuring a meteor, tornado, or lightning storm) were inspired by games such as Final Fantasy
  • The tech-tree was inspired by games such as Diablo or World of Warcraft
  • The music was inspired from movies such as 300

Something that we feel makes our game unique is that we included realistic “get-hit” animations. When you make impact with the enemy, they respond in the direction that makes sense. If you hit them from the left, the will fall to the right, adding a very smooth flowing feel to the game, and helping the player feel like they really did just beat the living daylights out of their enemy. 


Rage of the Gladiator is unique to the fighting genre in that it uses a first-person perspective.  Where did the idea for that come about and how has it been different than developing a traditional fighting game?



The first-person perspective was inspired by a lesser-known NEO-GEO game called Crossed Swords. It’s a bit different than developing a traditional fighting game since you need to almost solve a “puzzle” as you fight each boss.  Each opponent has its own series of unique “tells” before they perform each attack.  You need to learn each tell and either dodge left, jump, dodge right, block, or counterattack appropriately.



When RotG was first announced it did not support Motion Plus.  It was recently announced, though, that the title would in fact have support for the peripheral.  What brought about the change and how has the game changed since that announcement?



We listened to you guys, our fans!  We realized after talking to the community that many people want to play a game like this and get exercise.  The MotionPlus control mode is great for that.  As you swing, you really feel like you are in the arena, pounding the boss into submission.



Can you discuss the controls in depth a little bit for us?



We have 3 different modes:

Traditional Horizontal Wii Remote: You hold the Wii Remote sideways, NES-style. This is great for old-school gamers that love quick responsiveness of buttons.

Wii Remote + Nunchuk: You hold the Wii Remote in your right hand, and Nunchuk in your left hand. You swing the Nunchuk or Wii Remote to perform attacks. By holding down a button, you can aim low when you swing.

Wii Remote + Nunchuk with Wii MotionPlus: The motion controls are enhanced here. You can swing up, down, left, and right when you swing by aiming the controller in that direction.


How many different characters will be playable in the game?  How will you be making those characters unique since players won’t actually see them on the screen?



There is one character, Gracius, and you follow his story as the game progresses.  Gracius is a noble prince who was born into a life of privilege, and one day it was all taken away from him, forced to fight for his very life in the arena.



Playing the game, you have the ability to customize your character in many different ways using the skill-tree, and that really adds a ton of replay-value.



Most of the fighting games like Street Fighter IV and Soul Caliber have big online followings and it seems to be a must for that type of game.  Will Rage of the Gladiator have any online support?



No, there will be no online support.  Mostly we didn't include any sort of multiplayer in this game because we wanted to focus on having a badass single player experience, and we'd rather do something simple as well as possible and do it well, rather than make a game that’s OK at everything.

     

You’ve been releasing some samples of the soundtrack.  I know I’m a huge fan of video game music.  Will you be making these available for people in some form of compilation if they’ve missed the first few pieces or just want all of it together?



All the music tracks will be available for download on our site  (www.ghostfiregames.com), so you can download any you’ve missed.  The music was composed by Sean Beeson, one of the most fantastic musicians we’ve had the privilege to work with. 




This is not Ghostfire’s first WiiWare title, that distinction belongs to Helix.  How was the reception to that game and what have you learned in the time since that game’s release?



We really benefited a lot from the experience of making our first game Helix, and learned creative ways to cram a ton of content into a 40MB download. Since making Helix, we have improved our staff quality as well, keeping the best quality employees and adding some strong new talent as well.

This game is a huge undertaking compared to Helix. The sheer challenge of making a game of this scope for WiiWare was daunting, and that made this project much more challenging than Helix. Our goal from the start was to push the limits of what people expect from WiiWare, and we think we have hit a bulls-eye with Rage of the Gladiator.

Do you think it would have benefited from the addition of Motion Plus?



It’s quite possible that Helix would have benefitted from MotionPlus, and if we ever make a sequel to the game, it is something we will definitely consider.



Does Ghostfire have any plans for the future after RotG?  Possibly support for other platforms or maybe a full retail release with even more features in the future?



To be honest we are focusing all of our efforts on polishing up this game and delivering a very high quality product to our customers. We take the Blizzard approach of not releasing a game until it is completely finished. Once we do release the game, we will take some time to gauge the response it gets.



If this game is successful would it be possible to see expansions to it later down the road?



If you’re referring to downloadable content (DLC), then the answer is no.  DLC requires that customers keep paying over and over again.  We’d rather do our best to cram the best experience possible into 40MB and only have you pay once.



With that said, assuming that the game is profitable, then a standalone sequel becomes very probable.



I have to ask the obligatory when can we expect to see this and can you tell us how much it will cost?
  

We hope to have this game out by the end of the year, and as far as price goes that is up to Nintendo to decide.
  

Tuesday, October 6, 2009

We've got forums

Howdy everyone.  I just wanted to let you know that we've got forums.  They've been sitting there kinda unused for a while, but I thought it would be really good to try and get the Nintendo Okie community up and going.  The link is over there on the right.  Just click on N-O Forums in the site navigation section or you can click here.

If there are any categories you can think of we should add let me know and I'll see what we can do.  I want to get them going and have them be a destination to discuss everything that's going on on the site.  It may be a slow process for the near future, but hopefully it will grow to something we all enjoy.

Press Play Interview Part Trois

Our interview series with Press Play's Ole Teglbjærg continues.  This time we move a little away from the game and talk about Press Play and how they got started in the game industry.  We'll discuss Max a little bit, but thought it would be good to give you a little bit of the background of the company.  I'd like to thank Ole, once again, for joining us.

I’ve done a couple interviews now about the game, but I thought this time we’d do things a little different. Let’s just talk about Press Play for a bit. Can each of you tell us a little about what you do at Press Play?

Being such a small company we all have a number of different areas of responsibility. I’ll briefly go through the Max line up.

Mikkel is in charge of Max & the Magic Marker. He is the most technically minded of us, so he codes the more heavy stuff, and then he has the general overview of the project.

Lasse Outzen is the lead artist. As such he is responsible for all graphics, but he also has an opinion on everything else in the game.

Asger Strandby is the sound guy. The soundtrack was made along with the rest of Analogik, but all event sounds is his work. On top of that he is also responsible for having them implemented in the game.

Mike Akopyan is our Russian/American game designer. He has been taking puzzles from doodles to final implementation.

Along with him are Asgers little brother Bo Strandby and Kasper Kristensen, who are also designing and implementing levels.

Then there is Stine, who is helping Lasse out with the graphics.
Rune and I are helping out wherever we can.

You’re relatively new in the game development scene, you’re working on your first WiiWare game. How exactly did you guys get started?

In university Mikkel, Rune, and I wrote our final thesis in university together about managing creative processes. When we were almost done we agreed that it would very hard to find a job that would be as fun as making our own company, and so we did. In the beginning we were just the three of us and we made small flash games, but then our clients got bigger and bigger and we needed more people. During the last two years or so we have grown a lot, and now we are making games for consoles.

What sort of insider secrets can you give us about Press Play? Any embarrassing stories you care to share with people?

I wish I could come up with something really funny, but nothing really comes to mind. On the embarrassing side however, I hate to think about the first games we did for clients, when didn’t have an artist on the team. Rune and I did most of the art, and it was horrible – that was embarrassing. Luckily we quickly realized that we needed someone who could actually draw and then we found Lasse.

If you weren’t working at Press Play now, what would you be doing?

I’d probably be working somewhere in advertising or perhaps writing about games. When I started university, that was actually my plan. Then “by accident” I took a programming course and I found it fun. Then I met Rune and Mikkel and a few years later I’m here.

How did each of you get your start in the video game industry?

For most of us, Press Play is the first game company we’ve worked at. We’re pretty much all educated in university, but only Kasper has an actual game design degree from ITU (IT-university in Copenhagen).
So to be honest none of us have any big game experience but we have done a lot of small games in our time with Press Play, and that has given us valuable experience in taking games from the initial idea to the final execution. Of course we lack knowledge in some parts of the process, when making a game in the size of Max. But the experience you get from making small games is valuable even though the size of production is not comparable.

What one thing would you tell people out there who are interested in designing games? What’s the best way they could go about getting their foot in the door?

Make small games and make a lot of them. I see a lot of startups and dedicated game developers with no experience, who get excited about one idea: “I want to make an MMO, with elements from Call of Duty and tactics like in Civilization with a twist of Mario sillyness…” etc. Often they get nowhere, because they try to do too much. I think they would be much better off doing small games and learn from that. When you make a small game, it is a lot easier to get to something other people will also enjoy, and when other people play your game, that’s where you learn what you have done right and what you did wrong. Also when people apply for a job at Press Play, the single most important thing is their track record, and when it doesn’t say you have many years of experience a big company, the next best thing is to show a game or two, which is actually fully functional and fun to play. It shows that you can transform an idea into something real.

What’s the process been like for Press Play in getting Max from an idea in someone’s head to a fully featured game that’s ready to be played?

The process has been very long...
The first prototype was made in Flash, and demonstrated only simple core mechanic. This proved to us, that this was actually something. We then applied for funding through different public game support systems (Danish Film Institute, Nordic Game Program, and EU MediaDesk), and they believed enough in the project to support us.
This chunk of money brought us from having a very rough prototype, to a (somewhat) playable demo we could show to publishers, and so we did.
However the response we got from them was lukewarm. They all liked the concept, one of them also offered a contract, but the terms were too bad. So eventually we decided to selfpublish on WiiWare, and so far this has been a good experience. Now we just need to take the final step and get it out. We can’t wait…

What’s been the most challenging thing you’ve had to do working on Max?

The biggest challenge in making Max has been to make a game with a direction – you go from A to B on each level, while still maintaining room for creativity and open ended gameplay. It’s been a goal all along to preserve a playful atmosphere, where you as a player want to experiment with the game.
Also it has been a great challenge for us to take a game genre (drawing games) which has a tendency to appeal to nerds (like ourselves) and make it accessible for people who normally wouldn’t play such a game.

On the flip side of that, what’s been the most fun thing you’ve been able to do working on Max?

I guess it is the same thing.
But to be more specific it has been a lot of fun coming up with the “gimmicks”. On each level there is a gimmick – a thing which if you in do the right thing to it, will award the player with a secret.

What game systems do you guys play when you’re not working on Max? If we turned your system of choice on, what would we find in there right now?

In the last few weeks we’ve been playing Beatles: Rockband in the office – great fun. Also a few of us have a soft spot for Vector Racer (http://vectorracer.boschloo.net/).

How much work goes into creating a typical level for Max?

That’s really hard to say exactly because they go through so many iterations. But a rough outline on the process looks like this:
First there are the initial doodles of each puzzle. Very quickly we try to get a rough version into the engine. Once in there we can tweak it to match the physics inside the game. Then we play it over and over again, adding details and removing things that are not necessary. Then the puzzles are distributed into the levels to match a decent learning curve. We don’t want people to get stuck too early in the game.
With all the puzzles inside the levels, the refining of the level starts. We want to make a nice flow on each level giving the player the best experience possible.

Did you ever consider putting this on another platform, the drawing mechanic seems like it would work perfectly on DS or did Wii seem like the perfect fit?

We definitely considered the DS as a possible platform, but we eventually we had to focus on one thing, and that became the Wii – with our concept it is the perfect fit. Other platforms are not out of the question either, we just have to do one thing at the time.

Lastly, Are any of you actual Tupac fans?

Yes, we all are ;-)
We can’t wait for him to get back. Only five more years and he is here ;-)

Thank you, yet again Ole, for joining us.  We're looking forward to seeing more about Max and the Magic Marker in the coming weeks until the game is finally released. 
I hope you folks are enjoying this look at Press Play and Max and the Magic Marker.  You can stay tuned for for all the latest information about the game.

DRiiFT Mania Review


Back in the the late 80’s there was an arcade game called Ivan “Ironman” Stewart’s Off-Road Racing. The game featured a single screen where the track was displayed and four off road trucks that would race around the track in an effort to finish before their opponents. The gameplay was fast and frantic and a lot of fun.

Fast forward to September 28th, 2009 and the release of DRiiFT Mania by Konami. This WiiWare titles features the same single screen racing action, with up to SIX racers in single player and eight racers in multi player action. The big catch to the game is that you drift around corners automatically, and while that is disorienting at first you very quickly get used to it and it becomes a ton of fun. Single player championship mode takes place over 5 different areas with a total of 15 tracks. They range from areas covered in ice and snow, traditional off road areas, racing through the city and the desert. Each of the different areas feature obstacles that you would expect to find in those areas that make each race feel completely different than the one before it.


Players control their racer with the Wii Remote, Nunchuk or Classic Controller, allowing up to eight people to play together. The cars are initially difficult to control, but after a few races and understanding how to navigate corners you quickly learn the nuances that are necessary to finish in first place. Each championship cup takes place over three races, with 4 different classes of vehicle and after each race you accumulate points for your finish. Finishing in first with a gold trophy will unlock different things such as new cars, tracks and play modes that can be used in multi player races.

The tracks themselves are amazingly detailed and full of things that can be run over, knocked around and generally used to impede other drivers. You can also create pile ups of racers by strategically ramming your opponents. Oil slicks are created when two cars slam into each other than can cause you to spin out of control. You really do not want this to happen because if you end up backwards it can be difficult to get your car facing in the right direction.

The game uses a beautiful cel shaded graphical style that brings out the detail of everything in the environment. All of the cars, while small, are easy to tell apart so you shouldn’t have any problem getting your car confused with another racer. The music is something you would expect if you were playing the game in an arcade and it’s very easy to see yourself standing in a crowded area playing this game because it has a very arcade feel to it.


Multi-player is really where the game shines. Having up to seven other friends racing around these tracks will really get some rivalry’s going. There are a number of different modes that can be played including the traditional championship style race for points, or team races where you split into two teams and try to score points together to finish higher than the other team. The most fun mode, though, is the meteorite mode where you are attempting to dodge meteorites falling from the sky. If you are caught up in one of the resulting explosions you are knocked out of the race and the last man standing wins. There’s also a cold potato mode where you attempt to hold onto an objective longer than anyone else. The game really feels like it was designed for multiple people playing together and the single-player almost feels a bit tacked on. The inclusion of online play could have made this a game that lasts quite a while in people’s library, but it’s not necessary due to the sheer amount of stuff you have going on in this game already.

Konami has really put together a solid racing package that arcade fans, especially those that remember Super Off-Road, or Super Sprint. It harkens back to those days when just racing around a track was a lot of fun. The extra stuff that’s included with DRiiFT Mania add even more replayability to the game and you’ll find this is one of those games that you just enjoy playing.

Final Score: 4/5 Above Average
 

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