Foliage -- Some of those Move demos had a heckuva lot of lag (if the lag that could cripple Natal comes from relying on camera input, there could be some issues with the Eye, too). I hope it's because those demos were taken from earlier stages of development for their respective games, because there's some promising stuff there.
That said, the PS3 just got to a competitive price point. If Sony plans on tacking another $100 on for a Move bundle, they've already put themselves be...
Screw the trailers, the demos are what interested me.
And some of those demos are laggy, which would jive with all of the people who talked about possible latency issues with camera tracking (and the Eye's refresh rate).
I hope they iron things out, because the Wii is starved for good third-person shooters, and I would LOVE to play SOCOM with pointer shooting controls.
I am REALLY digging the art style.
With some games, sure, they are "kid friendly," and I suppose some would remark "toy-like." You could also put games in this category that utilize ye olde Playstation's...Eye Toy.
(Of course, now it's just the "Eye." Much more "hardcore" that way.)
The Wii console itself? The beauty of what Nintendo did this gen is that it can be many things. Quick waggle (or "toy") games? Sure. Then there's flat-out GAMES like TW10 wi...
"The first time I played Red Steel 2 I came away impressed but not astounded. This time I was blown away. It was genuinely fun to play and I just wanted to keep going and going with it. The swordplay/gunplay mashup is awesome fun and you’ll find different combos and moves that work better."
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Gah, the anticipation for the 23rd is KILLING me.
It's kinda funny with how demanding the Zelda fanbase is (I certainly know, I'm a part of it).
There was a little division when LoZ:tAoL went sidescrolling, which made it the black sheep of the series.
There was a schism when Zelda went 3D, and more puzzle-focused instead of action-oriented.
Same thing happened with Windwaker's art style, with fans saying it went too far from the Zelda blueprint.
Then the same thing happened again with Twili...
Ah, that's a good point, bob.
Zelda really DID go more puzzle-oriented with the 3D installments. There's never really any risk of dying in the temples until you reach a boss fight (and in TP, I didn't die once in any of them, they were just too easy).
I can definitely see how making the water temple into a stress test is kinda divisive.
bob has a point; a certain part of the LoZ fanbase definitely seems to think Zelda has calcified somewhat.
I think that's inevitable. If you have a successful franchise that gets sequels, it's impossible for each installment to reinvent the wheel every time.
Raupet makes a good point below -- Zelda is caught in a catch 22. Fanboys decried Windwaker as "Celda." So Nintendo gives them Twilight Princess, which in turn generates a chorus of "it's too mu...
No prob, amigo. The things I'll do for any info on Other M...
"Before Ocarina of Time, we saw Nintendo constantly innovating the series by trying new things. From The Adventure of Link's RPG like system, Link's Awakening epic story, and then the perfect mix of everything in A Link to the Past. Each game felt new, it felt fresh, and each signified a change in the series."
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Every game felt new because they were still trying to define Zelda. "Would Zelda work as a sidescroller? Lets find out!&quo...
"It's interesting to me that No More Heroes 2 took 41 days to debut on the Wii's Nintendo Channel, and it's barely over the 50,000 hours mark. I guess I'm surprised because I thought the game was highly anticipated and that it would debut quicker than it has.
"I do think that looking at the original No More Heroes' numbers show that there is a great possibility for this game to end up doing well.
Perhaps No More Heroes 2 will end up being another "slow burn&...
“Next issue is going to be a big one, with brand-new looks at some of the year’s hottest games – including a snazzy new world reveal for Wii! Miss out on this one, and you might as well turn in your Nintendo Fan membership card.”
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A "new world"? Could just be a new level shown for SMG2.
Podcast in a nutshell:
-- long stretch complaining about Scribblenauts not living up to its potential (even though IGN scored it 8.7)
-- a whole lot of nothing on Pokemon
-- a whole lot of nothing on WarioWare DIY
-- a small nugget about a possible interview with Yoshio Sakamoto (YES!)
-- too much time spent talking about the PS3 arc, its possible abilities, and its resemblance to a phallus
"The graphics are, measured by Wii standards, very beautiful, even outside the well made cutscenes. However, in the first level there wasn't much to see of the space station, except for very dark corridors, dark rooms, and some colorful opponents."
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I can't wait to see more of this game. I doubt it'll rival Retro's ridiculous art, but I want to see what R&D1 and Team Ninja have come up with.
"Lengthy CGI cutscenes? A broody, brooding protagonist? Surly space marine ex-boyfriends? This certainly isn’t your father’s Metroid. Not that any of this should be a surprise from a developer like Team Ninja, the somewhat unlikely current custodians of Samus Aran.
"After a lingering shot of Aran’s curves in her skintight Zero Suit – classic Team Ninja – she steps into that familiar armour to test out her powers."
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Othe...
"We sat down with Nintendo of America's localization producer Nate Bihldorff to learn more about this more realistic Samus, why they wouldn't give the same treatment to Link or Mario, and whether we'll see our star in a wii bikini. (You do know who's developing this game, don't you?)"
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Well, yes, I do. But bitmob apparently doesn't. Team Ninja is just there to help the R&D1 leftovers make a 3D game. This is all under the thumb of Sakam...
NWR: How do the sword controls compare to what we've already experienced in Wii Sports Resort, in terms of how you implemented them and how they are used in gameplay? Is it straightforward to interpret MotionPlus data into sword motions, or did you find a lot of room to interpret actions and design the interactions?
JV: Good question! Many folks miss this. Because, of course, it's the interpretation of the MotionPlus data that is the hard thing. And yes, it's very tricky – not be...
Yep. It's taken until 2010, but we're finally getting the sword-fighting game everyone wanted with the Wii's launch. Big ups to Ubi for working harder to get this one right, and utilizing Motion Plus.
I think you'll dig it. ;)
All of the action of the first game, little filler.
Me too. I wonder why?
But I'm very glad they didn't go 2D or keep Samus on a rail. A 3D game with the "snappy" controls of the 2D Metroids would be a match made in heaven.