Posts Tagged ‘wii

16
Jun
10

E3 2010: Nintendo’s E3 Conference

With the disappointment of Microsoft’s conference weighing heavy on many, Nintendo’s conference wouldn’t really have to exert much effort to give a better showing. What Nintendo did give was a conference with a massive amount for the hardcore, and a lot of promise for their new 3DS.

The conference kicked off by looking at the new Zelda for the Wii, now subtitled ‘Skyward Sword’. Looking like a mix between the graphical style of Wind Waker and Twilight Princess, it gives an artistic style that looks incredible. Hoping that the Wiimotion Plus addon will help to make all of the controls and complicated layouts an element of the past, Shigeru Miyamoto came onstage to demonstrate after a video that helped inject some humour into the proceedings. However, his demonstration would prove to be worrying as ‘Wireless Interference’ would prove to make controlling and showing off the game difficult, and left those onstage to apologise profusely and assure the crowd that “This didn’t happen in the rehearsal” and “When you play the game for yourself, you’ll see it works”. The WiiMotion Plus does seem as if it’ll give a better sense of control, despite the worryingly demo, with weapons being more refined to accomodate motion controls, such as the ability to aim where you throw, drop and roll bombs, new weapons such as the Beetle launcher which allows you to guide a Beetle around which can pick up additional items for you and the Whip, as well as old items like the catapult. It was then announced that Skyward Sword would be delayed until 2011 as the development was taking longer than expected.

Despite some demo issues, I fell in love with this game like it was love at first sight.

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10
Jun
10

MCM Expo 2010 – No More Heroes 2

The first No More Heroes was a Nintendo Wii game I fell in love with. The protagonist was funny, awkward and weirdly relatable in a tale to defeat the greatest assassins in Santa Destroy in the hopes of getting laid with his beam katana that could only be charged by shaking it in a manner reminiscent of a teenager’s favourite pastime.

Yeah, something like that.

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07
Jun
10

MCM Expo 2010 – Sin and Punishment 2 – Star Successor

Sin and Punishment 2 is an odd one for most. A sequel to a cult game for the hardcore N64 fans that never saw release in the UK (though was recently released for the Wii’s Virtual Console), it’s suprising that Nintendo were advertising and showing this off at the Expo.

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03
Jun
10

Warioware D.I.Y.

First impressions

Well its been three days since the MCM expo now and I think its due time for my first expo related post. This years Expo was a busy one, with a truly epic turnout larger than any previous expo. With a crowd over 40,000 strong it was surprising that we were able to battle through the crowds to get our hands on what the game section had to offer, however with true drive and dedication we fought on to bring you the news. Between interviewing cos-players, queuing for the cashpoint and a lot of shopping I dared to brave the crowds in order to find the Nintendo DS stand, where I took the opportunity to try the latest addition to the Warioware family, Warioware D.I.Y.

Continue reading ‘Warioware D.I.Y.’

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10
May
10

Epic Mickey

When I was younger, Disney cartoons were one of my favourite things to watch – the fantastic animation, characters and beautiful worlds they involved. However, as I got older, these worlds and characters seemed to get further away - although the fond memories were there, it felt as though I had to leave them behind – like Peter Pan wanting to refuse to grow up and abandon the old joys of the past.

However, then came a saviour from the past – Square Enix, owners of Final Fantasy, a newer franchise I had come to love, announced a joint project – Kingdom Hearts. Older now that I was, I couldn’t imagine it. Gunblades and Alice and Wonderland? Cloud Strife and Donald Duck? It could never work!

But it did. As soon as I actually played the game, my eyes were open and I fell in love with a new idea, the colourful worlds of Disney symbiotically merging with the concepts of Final Fantasy, and becoming something even more. Aside from taking me back to the old memories, it actually did something new – it somehow managed to bring a new maturity to Disney, while retaining it’s childlike innocence. And it made Mickey kick ass. I never thought I’d see the day that Mickey Mouse would be imbued with fighting spirit, or that I could even be fooled into believing that Goofy were killed in battle. But it happened, and it was good. I wanted more – and I still do, even after the sequels and spin-off titles. And while I still wait for Birth By Sleep, and hope for news of a Kingdom Hearts III, I’ve found something that has peaked my interest for a similar type of enjoyment.

You see - when Kingdom Hearts did the impossible, and brought a new maturity to Disney’s characters, some people at Disney slated it as an ‘abomination’, an idea that shouldn’t have existed. But the people loved it, and pleaded for more. It seems that Disney have realised that people enjoy seeing their favourite cartoon characters in a new light – and that there’s more potential to create something spectacular. So soon, we’ll be seeing just that – in the form of Disney’s Epic Mickey.

The story of Epic Mickey lies in a similar vein to that of Fantasia - the mischevious mouse causes trouble in the study of his master – the sorcerer from Fantasia itself – Yen Sid. Hidden through a mirror, Mickey finds a miniature theme park called the Cartoon Wasteland, a living world populated by all of Yen Sid’s forgotten and rejected creations. Panicked as he hears his master approaching, he accidentally spills paint and paint thinner over the model world, and flees after hastily cleaning up.

However, his actions are not without consequence, the fluids creating an evil creature within the world known as the “Phantom Blot”, who attempts to take over the Cartoon Wasteland, which is ruled by Mickey’s long lost brother, Oswald the Lucky Rabbit. Years later, his deed forgotten, Mickey finds himself sucked through a mirror, into a twisted version of the Cartoon Wasteland - a disgraced Oswald seeking revenge on the brother who destroyed his world.

It all sounds quite sinister, and the world seems to be very surreal and bizarre – looking something like a dark mix of Alice and Wonderland’s randomness, and the surreal magic of Fantasia. Originally planned for the Playstation 3 and Xbox 360, Disney instead opted for creating it solely for the Nintendo Wii. It could perhaps mean the game won’t look quite as crisp as it could have done – but hopefully Disney knew what they were doing here.

The gameplay itself is said to focus largely on platforming with RPG elements, and looks to be a third-person title in a similar style to that of Kingdom Hearts. There will be combat of some description – since there are said to be bosses and enemies, but little is known of the actual system. However, in Okami-like style, it seems Mickey will be equipped with a paintbrush that gives him the ability to create things – such as bridges – by using Paint, and the ability to destroy things by using Paint Thinner, including both obstacles and enemies. Also, it will be possible to draw certain sketches in order to activate special powers, such as a clock to slow time, or a television to distract enemies.

It seems the game will not be entirely linear – offering possible side quests, and a sort of morality level not unlike that of Imfamous or Fable, swaying between statuses of “Hero” and “Scrapper”, depending on your actions. Your status will in turn affect Mickey’s appearance, abilities, and even how other characters react and communicate with you – so it looks as though playing through as a “Hero” may offer a fairly different experience to playing through as “Scrapper Mickey”.

There will apparently be multiple ways to solve certain levels, and although the exploration of the game has not been explained fully yet, there will be 2D platforming sections that are used to travel between areas, based on classic cartoon shorts, such as Clock Cleaners.

The game really is looking quite dark, with some of the most twisted creations Disney has ever seen – artwork depicts barren wastelands and some sort of Mickey-inspired robot that looks like something from The Nightmare Before Christmas. Mickey’s enemies will include spawn of the Phantom Blot, known as ‘Blotlings’, robotic creations called “Beetleworx” sent the Blot’s henchman ‘The Mad Doctor’ (seen before in the classic Mickey Mania), and also the children of Oswald, cute creatures that seemingly impede Mickey’s progress in more non-violent ways such as grabbing hold of him and refusing to let go.

It seems Epic Mickey will be focusing on more vintage work than that of Kingdom Hearts, with many of the characters and villains from older concepts and such. However, with a steampunk-like style and some elements of post-apocalyptic influences, we’ll be seeing many of them in a new light. But it’s not only characters we’ll be seeing – it’s been said we’ll be seeing some areas inspired by real-world Disney locations, such as Disney’s “Spaceship Earth” from the Epcot park, and Disneyland’s Haunted Mansion, It’s a Small World and Cinderella’s Castle attractions.

I look forward to seeing more about this game – but I definitely think it’s looking to be something quite unique. Whether or not the game will be any good is yet to be seen – but Disney have definitely got a powerful concept here.

-Leon

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13
Apr
10

What Is The Best Platform For Shooters?

The debate that has been plaguing FPS fans for what seems like centuries are First Person Shooters better on the PC or on a Console? The hardcore FPS fans out there sware by the PC, saying that using the mouse is faster and more accurate. Where console gamers like the fact that FPS games simulate shooters more by actually using your trigger finger and shooting down PC fans when they point out you can change the controller sensitivity.

The Worlds Most Awesome Gaming Keyboard......Apparently

As for me, I am a semi converted FPS fan. Most of you are probably thinking, what the hell do you mean? Well first off I was playing First Person Shooters on the PC. But this was back in the days of Doom, Wolfenstein and Duke 3D. Basically the FPS games that didn’t require you to use the mouse. You could happily go along with the arrow keys seeing as there was no way to look up or down. It wasn’t till the end of my PC FPS game days where Quake 2 implemented the mouse. I couldn’t really get on with it so I just tried it out with the keyboard and somehow made it through the campaign.

With the new control set up for FPS games, I actually feared that my shooting game days were long gone. So I went to the Playstation 1 and 2 for games like WWE wrestling, Tony hawks skate boarding and Devil May Cry. It wasn’t untill I got my original X Box and Halo where I got my FPS gaming back. I then was evermore glued to the console way of FPS gaming. So you could say I have really been playing FPS games the same way all my life, mouse free.

The Perfect Combination Of PC and Console Controllers Perhaps?

But back to the question in hand. What is the best platform for FPS games? If I were to put this question to the Plus XP team I will have a vague idea of who will say what. Leon would say console but then go back to playing God Of War or something similar. Mark will probably say console as well, but then start day dreaming about Jessica Chobot. GuitarGirl’s reaction would probably be ‘does it involve a guitar so I can melt the enemies faces?’. Then there is That Bloke In The Beanie, a hardcore PC gamer who has an X-Box in the corner of his room which he does play every now and again, but I know straight out he will say FPS games are better suited to the PC. This will probably stroke up a heated debate which I will endeavor to post on this site when the time comes.

lately I have revived my original silver clunky DS and have been playing Metroid Prime Hunters. Possibly the best shooter you are ever gong to get on a hand-held ever. Ok so it may cramp up your hands like a bitch but still it utilises the FPS game mechanics perfectly. Possibly not the best platform for FPS gaming by any stretch of the imagination, but defiantly something to look at, using the touch screen as your mouse if you would like, you then use the D pad to strafe and move forward and backward and then use the left bumper button as your trigger finger. Very interesting way at looking at game mechanics indeed.

I feel it is time now to give the Wii an honerable mention. If it were to drop it casual/party game facade that so many people pin down on it these days, I think that this console could be the next big thing for FPS games. Oh c’mon you must have thought at some point that shooting games would have been perfect for the Wii when motion plus came out? Metroid corruption used the Wii controls perfectly, and is today still the game that is making me think about getting a Wii. Red Steel 1 we probably won’t talk about here, just mention it for the sake of mentioning it as it was, quite frankly, a shite game. Red Steel 2 on the other hand looks a lot better with the time I had with it at Eurogamer last year. Then you have games like house of the dead which just turn the console into an arcade cab. But I must say the Will has stunning potential for being the Next FPS platform as you pretty much have a gun in your hand.

So the best platform for FPS gaming? Well I am going to have to hand it to the consoles, A) because I can’t get on with the mouse that well, B) because if it wasn’t for Halo I would have probably never touched an FPS game again, and C) the Wii has so much FPS potential it just makes me a tad sick that it has had this casual gaming marker put on it.

But that’s all my opinion, what do true FPS fans out there think? Feel free to voice your opinion.

Garv.

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31
Mar
10

Wii Defence

As it stands, I’m a massive Nintendo fiend. My gaming history started at the age of 5 with a Game Boy, and has since moved onto the Game Boy Colour, Advance, DS, N64 and Wii though not necessarily in that order. While everyone was playing the Playstation, I was content with my N64, and while I admit I missed out on the Gamecube for the Playstation (& Playstation 2), I always heavily anticipated the then-Nintendo Revolution. Fans of other consoles would tell me “That Revolution is going to fail hard, Sony/Microsoft are going to way outsell that terrible thing”. However, while they were off dismissing it, I was off learning all I could about all of the consoles, choosing when possible to not dismiss either of the other consoles, but maintaining Nintendo’s Revolution would do the best.

Then warning signs showed up; Nintendo changed the name to Wii, and the internet collectively turned into 8 year olds trying to come up with the lastest funny joke about the name of a console they hadn’t even played, and immediately dismissed. Sony began to copy Nintendo’s motion control plans with the SIXAXIS, and things looked even bleaker for Nintendo. Then Nintendo claimed they weren’t even part of the “Console Wars” this generation, and didn’t consider themselves part of the battle between the companies. Still, for me, it wasn’t entirely about the marketing, or the strategy, it was all about the games. Nintendo managed to have a strategy and games lineup that was one that hadn’t been attempted seriously before: Appeal to the hardcore, while try to appeal to and sell to casual gamers. Why? It was a seemingly brilliant long-term strategy wherein by appealing to the casual and non-gamers with games designed towards them, in the future, Nintendo could turn them into gamers in the long term, meaning that gaming itself would grow in the feature.

And you know what? It worked fantastically.

Nintendo managed to take something that many people didn’t want to work, and made it stick. The result? The Wii has practically printed money for them. With games like Twilight Princess at launch for the hardcore, and the Wii games series for the casuals, it was pretty clear Nintendo knew what they were doing. And it’s clear they still do.

Until that group of gamers who are never happy at anything gaming ever does came along, and decided that no matter what Nintendo did was never going to be good enough, and they’d be damned if Nintendo continued.

“Waaa, waaaa, there’s not enough hardcore games!” Cried the haters.

“That’s not a problem!” Nintendo replied “Not only have we made casual games, but we’ve also made Super Mario Galaxy, Metroid Prime 3, Twilight Princess, Mario Kart Wii, Super Smash Bros Brawl, Mario Strikers: Charged Football, Punch Out!, Super Paper Mario and more! You know, not just casual games, but ones that appeal to hardcore and casual gamers alike!”

“That’s not enough YOU’VE ABANDONED THE HARDCORE WAAAAA!”

“Not really, but we also have 3rd parties making games such as No More Heroes, No More Heroes 2, the Conduit, Okami, Zack and Wiki, Red Steel 2 Madworld, Dead Space: Extraction, Boy and His Blob, Darkside & Umbrella Chronicles, to name but a very small amount…”

“Well that’s fine. We just won’t buy any of those games, and we’ll still complain you don’t appeal enough to the hardcore”

“…Okay. How about we make another Mario Galaxy focused for those who beat the first one by making it extra difficult, Metroid: Other M; a game that ties in everything Metroid and is made mostly by Team Ninja, and a new Zelda game, and announce all of those before E3 2010 so you know we have even more up our sleeve?”

“WAAAAAA THE WII ISN’T IN HD WAAAAAAAAA ABANDONING THE HARDCORE”

“But only about 10% of people who own a TV even really have a HDTV or the necessary stuff to play a lot of things in HD, and we don’t even know how many of that 10% is gamers, and what’s the point if the only people demanding it are the ones who won’t buy our stuff anyway?”

“WAAAAAAA you force motion controls on everyone motion controls suck you’re ruining gaming!

“…Except we don’t force it on anyone? We just provide the tools for people to use what they want. Keep in mind that motion controls are a relatively new idea in videogames, and you’re bound to get a lot of people messing it up while we try and get our feet with what we can actually do with this technology?”

“NATAL AND MOVE WILL DO IT BETTER!”

“Didn’t you just say motion controls were ruining everything?”

“NINTENDO ABANDONED THE HARDCORE!”

“… You know what? I’m leaving”.

As whiny as that comes across, I have literally come into arguments just like this with people. People who claim Nintendo is abandoning the hardcore, then ignore any and every attempt by Nintendo or a 3rd party to appeal to them. People who claim motion controls suck, but Natal and Move will do it better and show everyone after they’ve had a few years to catch up to Nintendo and realise they want the casual market too just like Nintendo has been doing, but it’s only bad when Nintendo does it. People who ignore the fact that Nintendo have supported the Wii far more than they ever did with the Gamecube, that the Wii is Gamecube compatible, that it has a Virtual Console with tons of old games from loads of different consoles in the past, it has a section for people to make and download Wiiware titles that are digitally distributed. People who will just use any pathetic, null and void argument or standpoint they can to try and make some stupid point that Nintendo has apparently done something they haven’t done at any point.

For all those people, I have one thing to show you.

It’s called a door. If you don’t like anything I’ve said, or anything Nintendo does, you are more than free to walk through it.

Just don’t let the door hit you in the arse on the way out. If you can fit your stupid swollen head through it, in any case.

<3 Edward.

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05
Mar
10

Super Mario Galaxy 2

The sequel to the critically acclaimed platform game was finally given a release date last week ad I am going to give you all the info we know about the next installment in Mario’s 3D platform adventure.

I will start this article off with one word: Yoshi! Yes the famous pint-sized Dino is making his way to the Super Mario Galaxy universe, which I have to say is great, I mean who doesn’t like Yoshi? The cool thing here is he can use his tongue to swing across gaps, he also eats fruit which in turn gives him a variety of power ups, such as inflating like a balloon ‘Kirby style’ or a nice little speed boost to help you along your crazy 3D planet scaling.

Now we all know about the star pointer in the first game, well that’s also making a welcome return; but while riding your very hungry green Dino friend, the pointer turns  into a red dot which in allows you to control Yoshi’s tongue, this can be used to grab levers, swallow enemies in classic Yoshi fashion and of course swing over gaps as previously mentioned.

Another new addition to game play is Mario’s ability to dig. This means he can start shoveling away at the planet’s surface and eventually find new places to explore. There are also switches scattered around the levels which slow down time momentarily. It’s a shame you can’t equip Mario’s Dr Mario costume and change the colour to black like you could in Smash Brothers Melee, because I thing that would add to the Matrix effect the switches are inevitably going to have!

There will be some interesting level design thrown into Super Mario Galaxy 2. As with Galaxy 1 there will be some levels which will be forced perspective side scrolling, much like the 2D Mario we grew up with. But this time there will be levels where the gravity shifts from up to down, or rolling log type levels with 2D platforms cut into a cylinder which you have to jump on. The creators here have definitely been experimenting and it will be great to see what things they have come up with.

On a side note, rumour has it that Mario’s gaming rival, the speedy hedgehog known as Sonic will be playable in the game. If it’s false then blame Ngamer magazine for spreading the rumour.

Along with the new gameplay elements there are a lot of the same classic Super Mario Galaxy game play we all fell in love with when we first played the original title on the Wii. Many gamers out there believe that the first game was the best game to ever hit the Wii console, so will the second installment of this new mini franchise have the same impact as the first game? We will know, June 11 2010.

Garv

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04
Mar
10

Sonic & Sega All-Stars Racing

As many people will agree, Sonic games have been on a steady decline since they left the 2D roots – although I enjoyed Sonic Adventure, the games have seemingly gotten ever worse with SEGA trying everything they could to make him work on a 3D plane, and with each failed effort moving ever closer to his retirement. The latest installment, Sonic Unleashed, had me cringing at cheesy voices and boring gameplay, with some semi-enjoyable running scenes and a heck of a lot of awful “Were-hog” parts that separated the fun parts with some long, really boring rubbish. I quit the game soon enough, and finally accepted that Sonic was well overdue on his retirement, and had strayed too far.

However, I recently got hold of the demo of Sonic & SEGA All-Stars Racing. I don’t know why I did – I mean, I’m not a huge fan of racing games or 3D Sonic, so it didn’t have a lot going for it. Perhaps I was bored. Anyway – the single race the demo offered made me want to try a little more, being surprisingly decent and bursting with colour.

Come release day, I decided I’d buy it and give it a real shot – heck, I hadn’t bought a racing game since Mario Kart Wii, and I felt like picking up something casual to play between Heavy Rain and Final Fantasy XIII.

As Garv said in his demo review, S&SASR plays almost exactly like Mario Kart – with fast paced multiplayer kart-style racing set in colourful environments, with weapons, jumps and turbo pads. Almost everything feels like Mario Kart – but is this a bad thing? I don’t think so.

Thing is, I think Mario Kart is a real solid racer, especially good for casual fun with friends and equally good fun solo. However, since I’ve never been a fan of Mario, the cast was never something I really enjoyed – I picked my characters for their attributes since none of the characters appeal to me for who they were. So what have we got? Take the Mario Kart system and change all the levels and characters to that of Sonic and other SEGA titles – and pretty much what S&SASR is on a basic level. And that’s the end of the Mario Kart comparison (mostly) how does the game stand as a title of its own?

 The cars in the game aren’t Karts, rather they’re vehicles specific to each character – Sonic drives a personalised blue sports car, Eggman (or Robotnik as he should be known) drives his traditional Egg Mobile kitted out with some monster-truck wheels, and Billy Hatcher drives an egg-styled car. Some characters, such as Ulala and Tails, have vehicles that don’t even have wheels, but they all play evenly and balanced - though they have different stats with some characters with better acceleration, while others are better at manoeuvering or have better turbo boosts.  There are 20 characters in total (plus one or two extra depending on console), with racers from wide range of source games both old and new.

The game offers 24 tracks in total, which are separated into 6 Grand Prix’s for the main solo mode. There are eight main level themes including Sonic “grassland/beach” style, Sonic “Casino” style, Billy Hatcher themed courses, House of the Dead and Samba De Amigo themes. Each of these themes has three courses, but they’re all individual in their own right – such as the HotD stages which include an outdoor course, a sewer run and an indoor/rooftop course. There’s a good mix of different arenas, from the snowy Icicle Valley (of the Billy Hatcher set), the psychedelic Samba De Amigo stages, and the urban Shibuya Downtown city course (as one of three Jet-Set Radio courses). The selection is quite vast, and it feels as though it encompasses a wide range of different areas and elements.

As you progress through the game, you earn “Sega Miles” which act as credits to unlock new characters (since only some are available to start), courses to play in the modes outside of Grand Prix, and alternate music tracks which can be selected to play when you race. Unlocking new characters is always good, and the other items feel worth unlocking rather than just garbage gallery content, too. Each character only has one car each, which at first disappointed me – until I realised that they all have their own unique vehicles, unlike the Mario Kart’s simple Light, Medium or Heavy class Karts – and all of their unique vehicles are actually well modelled and often intricate, which is quite impressive really.

As with a certain Kart game I’m no longer mentioning, the game has a variety of weapons, obtained from pickups around the course. There’s a good selection of weapons such as homing missiles, proximity mines, nitro shoes, and disorienting abilities such as the “Confusing Star” which flips the target’s screen upside down, and the “Pocket Rainbow” which temporarily obscures the vision of whoever is unlucky enough to hit it. There’s a decent selection, and they don’t feel too overpowered, either. There is one super-weapon, though – the All-Star move. Each character has a specific attack that they can access at random, usually when toward the back of the pack, and it gives them a temporary but huge advantage – such as driving at super speed for a while, or being able to fire barrages of missiles at anyone who gets in their way. The moves are really fun, and it’s quite exciting to see what each character does – Sonic turns into Super Sonic and speeds up the road, while Billy Hatcher runs on a giant egg and crushes anyone he rolls over. Although the moves are powerful and can make a big difference, they don’t feel overpowered so in the end skill is the main deciding factor to who wins the race rather than chance - it just gives a bit of extra fun and a helping hand to whoever falls behind.

The game has a decent challenge to it - the Beginner mode is easy enough that a skilled player should be able to win 99% of the time. However, once you progress to the Advanced level, the AI really ups it’s game and it’s a lot more challenging to pull out ahead of the pack. I have yet to attempt Expert, but I can safely say it will definitely need some skill to master – it’s required to learn how to drift and score extra turbo boosts if you want to keep up with the AI on the later levels, since they’ll be making use of it all the time.

The game has a solid base to it with a good cast and a decent selection of tracks, but one thing that does make it shine is the inclusion of optional extras. The time trial mode is included as with most racers, and allows you to race against the leaderboards, yourself, and also a Staff Ghost to give yourself a sort of par to set yourself to. One of the bigger modes is Mission Mode, which gives an assortment of different challenges with set rules, such as winning one-on-one race as Tails against Sonic, collecting rings and chaos emeralds down a course within a time limit as Eggman, or crushing as many birds as you can using Billy Hatcher’s special. This mode really adds some extra enjoyment, feeling like a real full mode rather than simply filler material, giving the game some extra depth.

Obviously with a game like this, Multiplayer is a big factor - and it goes just as well as it should. Offering up to four-player local split-screen, the game allows you to play all the courses against your friends, and also allows you to toggle weapons and AI opponents to tailor the matches to your needs. Sadly there’s no “multiplayer Grand Prix” mode, but the game does keep track of who wins each game so all that’s really missing is an end-of-set award ceremony of sorts.

Of course with today’s standards online modes are included, allowing for 8-player matches. This is great for playing against friends, and is also fun in random matchups, although I must say the lobby system might need some tweaking – I found myself waiting for over 15 minutes to get into a session before, but this may just be early-release kinks that will be fixed when there are more people playing. Still, when it works, its great fun and you can keep playing so long as there are people left in the lobby after each race.

Although the game is available on all three major consoles, I personally went with the Xbox 360 version which is arguably the best, with the most characters. The 360 version includes Banjo-Kazooie as an extra character, alongside the ability to play as your Xbox Live Avatar – which works really well given the game’s graphical style. The Wii version includes Mii capability, and the PS3 has no extras (no idea why it got the short end of the straw).

The game is solid, and although it’s almost impossible not to compare it to Mario Kart it seems to be using the ideas to great potential rather than simply making a sub-par clone. The game is bright and exciting, and is really good fun with lots to do. Personally, I think that the courses, racers and modes elevate the game to a level even more enjoyable than Mario Kart, but then I am a little biased. Let’s just say, I own both – and I know which one I’ll be sticking to in future.

Although the game is fleshed out and definitely doesn’t feel lacking, it’s been said that DLC is also a possibility in the future – if the coming year finds us having access to an even wider selection of racers and courses to expand the game even further, this could easily be one of the best kart-style racers ever made. With Sonic 4 on the way, perhaps Sonic’s got something more to give us yet.

-Leon

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25
Feb
10

Tatsunoko VS Capcom: Ultimate-All Stars

A while back, Tatsunoko vs Capcom: Ultimate All-Stars was a Wii game I was sure would never hit shores outside of Japan; but come Eurogamer we were told otherwise – somehow someone managed to convince the bigwigs that people outside of asia would actually like to see the new Capcom fighter, regardless if they didn’t recognise half of the cast. With a little help from Tatsunoko themselves, Capcom got past liscencing issues and granted us a chance to get our hands on their latest fighter. Personally, I’d only heard of Casshan and Karas, but I was eager to play a new style of Capcom Vs title, with some new fighters to play with bundled in.

As with Street Fighter IV, Tatsunoko vs Capcom has taken a step away from the traditional 2D style fighter, this time opting for a sort of 2.5D style with a cell-shaded 3D design working with a 2D engine. Although I’m always sceptical with Capcom’s fighter’s going 3D, they’ve once again managed to rehaul the graphic design whilst keeping the game feeling like it should.

People who are mostly unfamiliar with Tatsunoko (probably more than 90% of gamers) should feel right at home with this game – as with all VS titles half the cast consists of Street Fighter characters and various other members of the Capcom roster – Ryu, Chun Li, Alex and Darkstalkers’ Morrigan hold the flag of the Capcom fighters, joined with some more unsual entries such as Soki (Onimusha 4), Viewtiful Joe, Megaman Volnutt (Megaman 64) and Frank West (Dead Rising). Sadly the Capcom VS series is still unaquainted with Devil May Cry’s Dante, but we can’t have everything we want, can we? The classic fighters all retain the majority of their signature moves, and all of the new cast have been converted well to the fighter format.

The Tatsunoko side, however unfamiliar, offer a good selection of characters to the cast – although I was a little biased toward the Capcom cast to begin with, I soon found myself getting aquainted with Casshan (with a lot of rocket-boot style moves and supported by his cyber-dog Friender), Jun the Swan (who uses a lot of stylish teleportation and explosive moves), Karas (with plenty of katana-spinning slicing moves), and Tekkaman (aided by a Scopion-esque grapple and quick lance attacks). Although one or two of the Tatsunoko characters look a bit samey to a reviewer unfamiliar to their backgrounds, there are some genuinely good characters amongst their ranks and I frequently find myself using them.

The game operates on a 2-on-2 basis, with the ability to switch characters on the fly, and chain moves together. Unlike most Capcom fighter titles, there are no seperate Punch and Kick buttons, simply Light, Medium and Heavy. This does make the game feel a little simpler to start with, but in all truth it doesn’t take much away from the experience – there are plenty of moves and it doesn’t even occur that anything’s not there, and it’s possible to chain combos by linking them in order from Light up to Heavy (such as LL,MM,HH or L,M,HHH). Special moves generally consist of traditional Street Fighter inputs, such as Down, Down-right, Forward, Attack for Ryu’s signature Hadoken, or charge attacks such as Chun-Li’s spinning bird kick.

As with most VS games (most specifically Marvel Vs Capcom), TvC is a lot more hectic than Street Fighter IV, with plenty of leaping around, huge beams and aerial supers. The inputs for supers are fairly simple generally, often with more of an emphasis on how you use the moves, rather than actually being able to pull them off. Many of them are performed in the same way as specials, simply by pressing all three attack buttons at once (such as Ryu’s Shinku Hadoken which is pulled off by pressing Down, Down-right, Forward, L+M+K). This may seem a little easy to veterans, but it actually evens the playing field quite well, giving most players full access to the majority of characters’ moves and allows them to really focus on the fight itself. The game operates with a 5-bar Super guage, with each character having 2 Supers that require a single bar each, and an Ultra that requires three. This results in a massive 70+ super attacks, which can make some battles quite spectacular.

Aside from that, the game does offer some extra, more in-depth abilities such as Baroque mode (in which a player sacrifices health regeneration for a burst in attack speed), and chaining moves via tagging. The game really fits the ideal of “easy to play, difficult to master”, but I personally haven’t really gotten good enough to really use this to it’s full potential as of yet.

The game’s arcade mode features 8 rounds – mainly of random 2-on-2 matchups. However, the game also offers special fights at rounds 4 and 8 in the form of bosses. This brings me to my next point – giant characters. Tatsunoko and Capcom each have one “giant” character in their roster, which serve as the Round 4 ’sub-bosses’, and each count as two characters in one – so solo battles only with these guys. Capcom’s ‘giant’ is PTX-40A, a mech from Lost Planet, and Tatsunoko has Gold Lightan, a sort of giant golden transformer/lighter hybrid. A similar “giant” unplayable 3-round boss in the form of Yami (from Okami) takes the position of Final Boss in Arcade mode. Now, I quite enjoy the concept of these characters, and they look great; however I can’t really decide if they feel as though they balance very well with the game. Most of the time when fighting them they either feel like punching bags which are easy to pummel with screen-filling supers and energy blasts, and other times they can be frustrating with their own screen-wide swipes and barrages of attacks. Yami in particular is a bit of a pain – if you lose one of the three rounds against him (in which your health only recovers a little between rounds), you must start again from the first stage of the boss. Not too bad at times, frustrating at others. As for the playable giants – they feel a little novel to play a couple of times, before I end up returning to the regular characters who feel a bit more balanced.

Aside from Arcade and Vs modes, the game offers a shop that allows you to unlock art and alternate colours for each character, gallery modes for viewing art, character models and sounds. Six of the characters in the roster need to be unlocked, so there’s also some incentive to playing it a lot if the fun alone isn’t enough for you.

Also included on the disc is an unlockable game which involves using one of four characters in a sort of arcade top-down mini game. Sadly, it seems the Japanese version of the game included a whole selection of other mini games that weren’t ported to the international versions - no idea why they removed them, which is a little bit of a shame. However, although the one we have is a little bit of cheesy fun, I personally found myself returning to the main game soon after having a go; so I doubt we’ve missed out on too much.

The game also offers online support, which is a nice feature for competing with friends (provided you actually know someone who owns it) and random players if that’s your thing.

I really do like the game, however there is one big flaw with it that does put me off a little – the controls. The game can be played with several different controllers – from Wii remote, Wii remote + Nunchuk, GameCube Controller, Classic Controller or Arcade stick. However, I only have access to the Wii and Cube controllers – neither of which feel particularly comfortable, the Wii remote with it’s un-intuitive button layout (which can’t be changed), and the Cube controller’s analogue stick paling in comparison to the comfortableness of the PS3 and Xbox counterparts used for Street Fighter IV. The game works well with an Arcade Stick – having used one at Eurogamer before it’s release – but it’s a big expense for a controller you’ll only be using for one title on the console at the moment.

Overall, I really think Tatsunoko vs Capcom: Ultimate All Stars is a game worth buying. As with Marvel vs Capcom it’s a more flashy and hectic style of Capcom Fighter, sort of a lighthearted crazy little brother to the challenging and technical Street Fighter IV, complementing it as an alternative rather than a rival. The game has a few minor flaws, and sadly it’s best with an Arcade Stick (never thought I’d hear me say that about a fighting game); but the beauty of it, good roster and vast assortment of Super attacks make it a great addition to the VS series. Sadly it won’t be released on consoles other than the Wii – so PS3 and 360 owners may miss out on this – but it’s said that a potential seques could be going multi-platform in future depending on sales and reception to this.

-Leon

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