Monday, August 10, 2009

Madden Gets a New Teammate in Wal-Mart


Wal-Mart is preparing gamers to "Talk Tough" in their new collaboration with Electronic Arts and Madden NFL 10. A press release today listed four tips that gamers can use to help once the game releases. I've never been the type of player that had a game cause marital tensions, especially Madden, but here they are, if you're the type who might need a little help.

Game Tip #1: Learn a little “Turf Talk” from the Pros

Walmart’s dedicated micro site www.Walmart.com/madden is committed to providing gamers with a “home field advantage” with inspiration from current and former NFL players and celebrities. Hosted by actor-comedian Chris Marrs from Walmart’s TV ad campaign, the exclusive film clip is only viewable online to give fans a few additional “turf talking” vignettes and tips from the players, with quick wit and counsel to “psyching out” your opponent. The vignettes are inspired by the extended version of the Madden ad only available online. The retailer’s TV advertising for Madden NFL 10 begins today.

Game Tip #2: Look Sharp and Play Smart

Recognizing that extreme Madden fans often indulge in days of prolonged gaming sprees - possibly to the dismay of their loved ones - Walmart has partnered with Gillette and Electronic Arts to keep guys looking sharp with an incentive. A limited edition Gillette Fusion NFL razor will be available only at Walmart in a featured store area, complete with a custom handle of favorite team logos and a code to download a Mini Madden Strategy Guide.

Game Tip #3: Stay out of the “Doghouse” with a Dozen Roses

With thousands of men likely to be glued to the game after Friday, Walmart is rolling back the price of a dozen roses to $8 and making them easily available in the Electronics department, so guys, who may need some early forgiveness, can remember their gals who don’t want to feel “left out.” An easy to send and thoughtful “early apology email” is also available at Walmart.com/madden.

Game Tip #4: Get it Fast and Don’t Spend More. (Get a Bonus $10 eGift Card)

Don’t wait for your friends to get ahead on their plays. The game will be available at 12:01 am August 14 at all 24-hour Walmart stores. For those who can’t make it to the store, pre-orders can be made at Walmart.com/madden, where a bonus $10 Walmart.com eGift Card will be included with each order while supplies last.

Madden NFL 10 releases on August 14th for the Xbox 360, Playstation 3, Nintendo Wii, Playstation 2, and PSP.

Wii-kly Download 8/10/09

It's a week of fantastical adventures on the Wii downloadable front. The biggest title and one I mentioned previously Super Star Wars for the Super Nintendo on Virtual Console. Available for WiiWare this week are NyxQuest: Kindred Spirits, which we've covered a little bit before, and Rock N' Roll Climber. Two titles I would recommend downloading, but I'll let you figure those out for yourself.

NyxQuest: Kindred Spirits
Publisher: Over The Top Games
Players: 1-2
ESRB Rating: E (Everyone) – Mild Fantasy Violence
Price: 1,000 Wii Points™
Description: Experience the awesome story of Nyx, an enigmatic winged girl who must descend from heaven in search of her missing friend, Icarus. Fly over the ruins of ancient Greece and avoid falling into blazing sands or perishing in the claws of cruel harpies and hydras. You will need the help of Zeus and other benevolent gods from Olympus to summon their powers. They will let you cast rays, modify the scenery and control winds as you wish. By making your own wrist movements and pointing to the game screen, you will be able to achieve these and many other feats. Fly, aim and shoot using your Wii Remote™ controller. Play with a friend and maximize your abilities: While one controls Nyx, the other will control the powers from the gods.

Rock N’ Roll Climber
Publisher: Nintendo
Players: 1
ESRB Rating: E (Everyone)
Price: 800 Wii Points
Description: Prepare to “rock out” like never before in Rock N’ Roll Climber. Climb rocks using the innovative control scheme, which has you controlling your character’s movement using the Wii Remote and Nunchuk™ controllers. If you want an even more immersive experience, optional support for the Wii Balance Board™ is also available. Make your way up an array of courses, ranging from the Pop level’s indoor rock wall to the Heavy Metal level’s waterfalls (watch out for those moss-covered rocks – they’re slick). In addition to the sense of accomplishment you’ll feel upon reaching the top, you might just be rewarded with your own guitar.

Super Star Wars

Original platform: Super NES
Publisher: LucasArts
Players: 1
ESRB Rating: E (Everyone) – Fantasy Violence
Price: 800 Wii Points
Description: Risk your life as a Jedi Knight. Join Luke, Han and Chewbacca in their fierce war against the Evil Empire. Battle treacherous aliens. Pilot two vehicles in high-speed, first-person 3-D sequences. Rip through the desert in Luke’s landspeeder. Clash with aliens in the Mos Eisley Cantina. Blast menacing boss monsters and Imperial stormtroopers. Attack TIE fighters in the trenches of the Death Star. Fight your way through the wastelands of Tatooine to the hostile streets of Mos Eisley and beyond. Grab your blaster, strap on your lightsaber and take on the fight for galactic freedom.

Interview with Luc Bernard


Joining us today for a few minutes we have the creator of the world of Eternity's Child, and the recently released Mecho Wars for the iPhone. He's joined us today to talk about the release of the game for WiiWare, a little behind the world and what else he may be working on. We'd like to thank Luc Bernard for joining us today.


Mecho Wars takes place in the same world as Eternity’s Child. Can you tell us a little bit about the game? What can you tell us about the world of Mecho Wars?


Well Mecho Wars is essentially a turn based strategy game, it's basically reinventing the Eternity's Child franchise. The game has done quite well on iPhone, and we have had nothing but great reviews so we're excited to bring it on other platforms, such as Wiiware and PSPGo. We are also holding a competition with a major electronic record label to do remixes of the Eternity's Child soundtrack for the Wiiware/PSPGo versions of Mecho Wars, so it will have a extended soundtrack, also a theme song that you can find on my blog.


It’s been noted that the environment will play a big part in the game such as water freezing that can then be driven over. Can you tell us more about how the environment will impact play?

Well the environment can change strategies completly, since you can't heal yourself with Cacti anymore at certain times and then at night you can send your units on the frozen water.


The iPhone is primarily a touch based control system. What type of controls will you use for the WiiWare version of the game? Are you going to use the Wii’s pointer to replicate that same style?

Controlling it with the Wii pointer would just be annoying, so we're going for the normal D Pad using the controller NES style.


Are there going to be any multi-player game modes and will online be featured in any way?

There is 4 multiplayer modes, never done before in a Turn Based Strategy game. :) They are all quite secret now, but they will be coming into the upcoming update of the online mode on the iPhone version. On Wiiware there won't be online probably, but on PSPGo and in the next update of the iPhone version there will be.


What are some of the differences developing games for Nintendo? How has the relationship been with Nintendo?

Well Nintendo denied Oyaji Games as a developer which I found weird, knowing that they approved some terrible developers for Wiiware. We let another company do the port of the Wiiware version since we weren't approved as Nintendo devs :(

And the PSPGo version it might be a launch title, since a major publisher is publishing it.


Mecho Wars appears to be similar to the Advance Wars games on DS. Was that game used as inspiration?

Yes I love that game, that and Military Madness.




Eternity’s Child was a wonderful platformer for the PC and Mecho Wars has been out now for a little while on iPhone. Can you tell us what else you’ve been working on?

Well I've been hired to create and direct a game for a company based in Atlanta, named Friend Green Apps. It's called SteamPirates, and it's a 2D hand drawn and animated rpg. It looks as good as A Boy And His Blob and we hope to announce it soon. No platform is announced yet, but I'm trying to get them to release it first on Wiiware.

Other than that Oyaji Games has been also busy doing Mecho Tales, an action game set in the Mecho universe, no platform is set for that game yet either.


We'd like to thank Luc, once again for joining us and giving us a glimpse at Mecho Wars and his other upcoming titles.

Lucas Arts Teams Up With Nintendo


Kotaku is reporting that Lucas Arts, LLC and Nintendo are joining together to bring Star Wars to Wii. The first release from this partnership is Super Star Wars for Super Nintendo. It was released today on the Virtual Console. They will also be bringing Super Star Wars: The Empire Strikes Back and Super Star Wars: Return of the Jedi to the Virtual Console in the next few weeks. All of these titles will be available for 800 Nintendo Points.

The arrival of the three games will be accompanied by additional Star Wars-themed content for other Wii channels throughout the week. The Check Mii Out Channel will have a Star Wars character creation contest, while on the Everybody Votes Channel users can vote on Star Wars related questions.

"Our expanded partnership with LucasArts brings the Star Wars and Nintendo universes together," said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. "These three Super Star Wars games represent fantastic additions to the growing Virtual Console library, and the exclusive Star Wars content on the other Wii Menu channels is sure to have people from different generations having fun and interacting with one another."


Keep an eye here to Nintendo Okie for any future news relating to this announcement

WiiWare: The Three Musketeers: One for All Review


There are few fictional characters that inspire action and adventure more than the Three Musketeers. Legendo Entertainment was surprised by their lack of representation in video games and had done what they can to change that. The Three Musketeers: One For All is their first outing for WiiWare and the first game that uses the novels by Alexandre Dumas as inspiration.

The story takes place in France during the 1620's and centers around the mighty Porthos who avoids being captured by the villainous Count Xavier during the game's opening cinematic. The crew of the Musketeers is rounded up while relaxing in a pub, but during the brawl Porthos is knocked into an adjacent alley. He then sets off to find his mates and take down Xavier and his lackey, the hook-handed Orsini. During the adventure you will go to the cities of Paris, Normandy as well as a couple others. You'll be fighting through the woods, on rooftops and in a chapel.

The first thing you'll notice when you boot up the game is the art style. It draws inspiration from Belgian and French cartoons and has a wonderful aesthetic to it. All the environments appear hand drawn and overlap each other. You can see them moving as the camera moves along the level. Objects also appear in shadow in the foreground. This adds depth to the levels, but occasionally these elements get in the way of the action making it hard to see. Flames flickering on the walls create a small area around them that glows and the lighting is affected slightly by the flames. The main character, Porthos, oddly is the only real downside to the overall look of the game. His 3-D model looks out of place among the cartoonish style of the rest of the game. This gives him a bit more character, but he just feels wrong somehow. His representation in the life bar though gives you an idea of what he's thinking as he reacts to what you're causing the character to do on screen. If you climb ladders his head bobs back and forth; he ducks down if you make Porthos duck under objects. It would be welcome if other games would add this small feature as it gives a bit more life to your character. All of the cut scenes are presented in a cartoon style with text bubbles popping up to show what they're saying. Some elements of the cut scenes move, but most are static and give a great sense that you are reading an interactive comic book. This was changed from the PC version of the game where all the characters were animated somewhat. The environments all scroll both horizontally and vertically and will wrap around corners. The camera is used very effectively and will provide many cinematic moments that you will recall well after playing the game. Things like seeing your character from behind an enemy that is shooting arrows at you and dramatic shots from below as you jump over a pit. They sound like they would be disorienting, but the simplicity of your movements means you won't lose what you should be doing as a camera pans for a different perspective.

The audio qualities in the game are a bit of a mixed bag. The voice acting done during cut scenes is quite brilliant. Xavier and Orsini speak with very heavy French accents; The Musketeers themselves all sound to be quite British. Porthos will spout one liners throughout his adventure and while they are as good as the work in the story elements they will become repetitive because he doesn't have that many different lines. The music early on will catch you and you'll enjoy it, but as the game moves along the soundtrack became less memorable. They do revisit the early tune later on with a bit of a remixed version.

The controls are a bit of a mixed bag as well. One For All is a very precise platformer where inches in a jump mean the difference between life and death. The game has a very definite Mega Man feel in its movement. That movement is controlled with the nunchuk's analog stick and you jump with the Wii Remote's A button. You can move different objects in the environment by standing next to them and pressing the B button. Those are the only buttons used in the game and it seems a bit unnecessary to have the Nunchuk plugged in. You control Porthos' attacks by flicking the Wii Remote to the right or left. While this is not uncommon and adds a bit of depth to the game the attack really could, and should have been, mapped to a button press. The response of the Remote is not as precise as you would like and this will cause you to take damage that could have otherwise been avoided. It's a gripe that many people have, in that the motion feels tacked on and could have been taken out to give a much better overall feel to the combat. Porthos only has one attack and the enemies don't present much challenge. They simply walk toward you and if they make contact you lose a portion of your health. There is no more depth to the combat, and in a game like this would having more attack options would have greatly improved the immersion factor. Boss fights at the end of the level really stand out because they are very different from what you were doing leading up to them and they will be some of the more memorable moments of the game. The first encounter with Orsini has you walking around a giant screw raising it toward the ceiling. Orsini is on top of the screw throwing a grappling hook at you while you attempt to raise it.

There are a few flaws that have to be pointed out, because you will encounter them and they can't be thrown away. In addition to the unresponsiveness of the motion controls there is an issue with load times. The areas themselves, while expansive, are broken up into several small chunks, many of them simply one room that you walk through. When you get to the edge of these different sections you encounter a black loading screen that takes about four to six seconds to get through. This would have been much less of a problem if they didn't happen often, but you'll encounter them about once every minute or two. There are also areas, mainly in the rooftop sections of the game where if you fall off you will encounter and instant death and game over screen. There are only one or two of these places that were seen, but they don't make much sense as they are very random. One area will be an instant death where the area at the opposite end of that same rooftop will simply cause you to go back to the beginning of that area.

These flaws are also countered by quite a few good points. The art style, as mentioned is very engaging. The exploration elements will mean you have to come back to find things that you missed before. You'll soon learn that most times to advance through the level you move up or to the right. If there are places that go left or down they are there for you to explore and many times you'll have to in order to gain an item that is required to move to the next section. The platforming elements are really the strong point of The Three Musketeers. Tight jumps, interactive objects and great cinematic angles make this game stand out a bit from other platformers available on WiiWare.

The Three Musketeers: One For All is a game you'll really want to enjoy, but the few low points may hinder that. The platforming is solid and with a few tweaks the combat could have been something memorable and not seen very often in combat. The few flaws, while they're small and there aren't many, really detract from the overall presentation and feel of the game and can't be overlooked. Alongside the previously mentioned low points, the lack of variety in enemies means you'll see the same guards and spiders numerous times and the only distinguishing factor will be the color of their tunic. You'll learn how many hits an opponent takes based on the color of their tunic. The overall look of the game is quite charming and you'll find you notice small details playing through environments a second time that you missed on the first run through. The game should take about 5 hours to beat on your first time through, but there are multiple endings based on how well you perform and the amount of money that you collect during your adventure. A few tweaks to the game would make for a very well done and quality game should a sequel be warranted. If you can look past the issues that this game has you're in for a game that you may find you really like.

Final Score: 3/5

Final Fantasy IV: The After Years: Edward's Tale Quicklook


One thing people know about RPG's is that they tend to take a long time to develop. The story extends for a number of hours and usually doesn't really start making a lot of sense until the end. Porom's Tale really began to weave the stories of Final Fantasy IV: The After Years together and Edward's Tale continues that.

Edward's Tale begins with an advisor to Edward talking about the kingdom's financial situation and the fact they cannot keep helping the other kingdoms rebuild. Edward is not concerned as tell him in order for everyone to prosper they must help. Meanwhile a star falls out of the sky, the same as mentioned in Yang's Tale and Edward's secretary, Hayley enters to discuss that matter. Edward agrees to send Hayley to investigate with the help of some guards. While she is away an emissary from Baron arrives asking Damcyan to allow Baron to investigate the matter. Edward decides to discuss that matter with Cecil personally, after he goes to look for Hayley, who has been gone longer than he expected.

The story in Edward's Tale centers around his desire for answers because he feels uneasy about Baron's request. Edward is accompanied through most of the adventure by three unnamed guards and his secretary Hayley. You'll explore the area of the meteor crash, as you did in Yang's Tale as well as the area around Damcyan and Kaipo. There is a lot of combat and you'll want to have the moon phase appropriate to that. There are no magic users in this chapter so healing items and combat are your main priorities. You will also see a small portion of Yang's Tale from Edward's perspective and the interaction between those two great rulers.

There is no real challenges to be had during this chapter of the game. The combat focuses mostly on lower to moderate strength groups of monsters. During one portion later in the game you expect a boss fight and prepare for it, only to have that fight not happen. During that encounter you'll see the possible beginnings of love take root, which is beginning to become a bit of a theme in these later chapters. Edward shows his character as a compassionate ruler. In the beginning of the game he makes it clear that he will help anyone who needs help in continuing to rebuild their kingdom. He risks his life to save a party member even though it could mean his destruction. Towards the end of the game he shows some ingenuity bringing along items to help him confirm some of his suspicions of the activity occurring in Baron. All told he seems to be the character who has grown the most since the original story. He remembers the past, but not at the cost of the future.

Edward's Tale will take between an hour and a half to two hours to complete and I would say that this, along with Porom's Tale have been the two best additional chapters of the game and the two that are needed most to make the story fit together. While there are no real action packed sequences the development of Edward's character and the interweaving of the stories make this a portion that everyone interested in the story should purchase.

Tuesday, August 4, 2009

NyxQuest: Kindred Spirits Release Date Confirmed?


If the image above is to be believed the wait for NyxQuest: Kindred Spirits in North America is finally over. The game's official website is listing the release date as next Monday, August 10th. The game that is reminiscent of the NES Classic Kid Icarus will finally hit our shores.
Look back here and at Nintendojo for a review soon after the game is released.
 

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