Wednesday, December 19, 2007

Wii Zapper: Ages 18 and Up Only


Apparently, little plastic vaguely gun-shaped thingies are more dangerous than we thought. Over in the the U.K. the Wii Zapper has already received a PEGI-18 rating for when it is released next month. That seems kind of strange to do for a peripheral; even stranger when you consider that it comes bundled with Link’s Crossbow Training, which is mostly derived from a game that received a “T for Teen” rating in the U.S. I suppose most of the games that use the zapper might be rated “M” or “18+,” but I’d bet there’ll also be a few titles that have you shooting water balloons or somesuch. This is probably just an attempt to dissolve some youth gun culture..

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Sunday, December 16, 2007

Turn your Wii into a media hub


We love our Wii more than is humanly acceptable. But while our hungry thumbs are sated by bouts of boxing and endless hours of Zelda, we wouldn't mind a spot of media hub action to stop our PS3 cravings.

Step forward then X-OOM's media centre for Wii. It promises to turn your ice-white Ninty box into a place for snaps, music and video.

Install the software and you'll be able to use the Wii's WiFi powers to stream everything on your PC downstairs and onto your gogglebox.

It'll support MP3s, WMAs, MPEG4s, DivX and XviD. Not half bad we reckon. It's out in six weeks, for a mere Ł29.99

Ideal if you don't fancy the Big M or Sony's gaming come media monsters.
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Friday, December 14, 2007

Dewy's Adventure



Dewy’s Adventure is another Wii-exclusive game from Konami that tries to use the system’s motion controls in a meaningful way. This time, the team behind Elebits makes players hold the remote sideways like a normal controller and slide a water droplet character named Dewy across platforms. Unfortunately, tilting the remote in all different directions often sends this droplet to his watery grave. The unresponsive controls, while innovative, are going to turn off all but the most persistent young players. That’s a shame because Dewy’s Adventure is far too cute for anyone else to give it a chance.

This game’s always-cheery star slides through levels with a smile on his face and playful sounds to go along with every movement. So, while the uninteresting story may involve defeating the black rain, there’s nothing dark or sinister about this game’s design. Many would call this a general audience game, but it’s better classified as a younger audience game.

Behind the layers of pastel colors are some fun and innovative puzzle mechanics that anyone can find appealing. Players can use up and down on the D-Pad to raise and lower Dewy’s temperature in addition to tilting the Wii remote to slide. This clever gameplay element turns Dewy into either ice or mist and the entire environment around him freezes up or swelters in heat. He can spin attack enemies as an ice shard or zap them with lighting as a floating cloud. Motion-controlled earthquake and wind-blowing moves join the temperature-based ones; shake the remote left and right to cause the ground to shake or shake side to side to initiate a gust of wind.

More interesting than any attack, though, is the way in which the environment changes when adjusting the temperature. A great example is when dangerous bodies of water freeze over, sometimes building a bridge to a previously inaccessible part of a level. If you happen to fall off of that bridge onto the sheet of ice below, find a nearby lily pad and raise the temperature. Doing this causes the ice to melt and the water and lily to rise, getting you back to the start of where you can ice up that bridge again.

Dewy’s Adventure is full of well-designed puzzles and temperature-based boss weak spots like a good Mario platform game. But, Nintendo would never let its star mascot fall off of platforms so much. Whether I died because the controls weren’t as tight as they should be or the stationary camera lacked depth perception, my frustration and enjoyment level of this adventure would rise and fall much like Dewy’s temperature level. Added to that aggravation were the times that I felt unprepared for the mini-bosses. After saving a lot of NPCs from harm's way and losing most of my life, mid-level bosses would do me in. Not only was I forced to start the level all over again, I began without everything I spent time collecting. Again, Nintendo would let a flaw like that ruin an otherwise entertaining game.
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Wednesday, December 12, 2007

Atlus Announces Trauma Center Tuesday


Publisher Atlus revealed a new campaign today called Trauma Center Tuesday intended to promote the upcoming release of Trauma Center: New Blood.

Starting today, Atlus will update the official page every Tuesday with a variety of new content. This includes, but is not limited to: new videos, screenshots, features, and game information.

Today's debut update unveiled a television commercial for New Blood. The commercial highlighted new gameplay, including the all-new Cooperative Mode..

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Tuesday, December 11, 2007

Gate of Thunder


Gate of Thunder was one of the original pack-in games included with the TurboDuo, a souped-up system that combined the TurboGrafx-16 console, its CD add-on, and some extra memory into a single unit. So it's only fitting that Gate of Thunder is the first CD-based TurboGrafx game to be made available for the Wii's Virtual Console service. For 800 points, you get seven stages' worth of intense 2D shooter action, memorable boss battles, and an elaborately produced soundtrack that some consider a classic.

If you're familiar with horizontally scrolling shoot-'em-ups such as Gradius and R-Type, you'll feel right at home with Gate of Thunder. You get three ships multiplied by seven continues to get through seven stages, each of which entails dodging enemy fire, avoiding the scenery, and destroying as many enemy ships as you can. The design isn't innovative in the least. You blast them, and they blow up. They blast you, and a new ship appears to replace the one you lost. However, the excitement level is always white knuckle, thanks to the speedy scrolling of the scenery as well as the constant volleys of missiles and plasma unloaded by each successive wave of enemy ships. Furthermore, the numerous subbosses and bosses are ominous, intricate, and require some strategy to defeat.


Thankfully, the weapons system is well conceived. You can blanket the screen with firepower after acquiring only a couple of power-up pods, and the weapons themselves are all nicely balanced. Just tap the button and you'll quickly cycle from a piercing laser, to a less-powerful spread wave, to missiles that deal crazy damage to anything above or below you. Some pods also give you the added benefit of back-up homing missiles and shields. One particularly welcome feature is that you can double-tap the fire button to direct the firepower of your two companion ships directly behind you, which comes in handy for dealing with ships that fly past you or those that appear from the rear.

The visuals aren't especially detailed, but the game makes up for that with some slick background-layer scrolling effects as well as a constant onscreen deluge of ships and missiles. You may also find your interest piqued by some of the scenery elements you have to avoid, such as falling space rocks and giant crushers that actually shove inward from the backdrop. Although the sound effects and voice samples are merely passable, the soundtrack consists of one wonderful track after another of rousing compositions put together with old-school synthesized beats and CD-quality instrument samples. Imagine stereotypical chip-generated video game music mashed up with your favorite orchestral CD and you'll end up with the general gist.

Of course, the game is short, like most shooters are. It also opens with a dull outer-space mission and saves its two "drop your jaw"-caliber stages for the end, which will take most people a couple of hours of practice to reach consistently. Overall, though, if you enjoy space shooters, you'll enjoy going through Gate of Thunder multiple times. That's not a bad return on the roughly eight-dollar asking price.


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