April 2007

Godfather : Blackhand for Wii Review by Ben Jacobs

EA’s effort on the Wii so far is admirable. They’ve released their share of original games, like SSX: Blur, but a majority of the releases have been Wii versions of multi console games. Godfather gives me the impression that there was a meeting at EA at some point this year. They were working on some Wii games, and an intern spoke up and went “We have a huge back-catalog of easily portable games that we could practice our waggle on”. Godfather is the result of this fake meeting.

And it works. Marvelously, at times. This is the same game that you might have played on the Xbox a year or so ago. There are extra missions, and Wii-exclusive features that dot the experience, but a majority of the new content is going to be in the controls. The graphics look much the same as they did on the Xbox, but with some improved explosions and a better framerate. Load times are also a lot better.

Now let’s get to the part of this review that you actually care about. EA has made a spectacular case for a Grand Theft Auto game on the Wii. The Godfather: Blackhand uses the nunchuk configuration, with the stick used for movement and the remote used for, ya know, whacking. A great deal of the game time is spent beating the crap out of people, and the controls feel very natural and immersive. You begin by targetting with a button on the nunchuk, and then proceed to make punching motions until your enemy is a bloody pulp. After spending a little time with the game, you will learn how to grab a mobster, walk with him up to a wall, and then push both controllers forward to bash his skull into it. Extremely responsive control makes it very rewarding.

Shooting guns is simplified, which makes the experience much less frustrating than say, Red Steel. Targetting is done the same as with melee combat, but you point at the screen to shoot. Your aiming is simplified, as your cursor can only be moved around your enemy. This allows you to carefully pick where you shoot, resulting in blown knees every few minutes.

The Grand Theft Auto formula is just fresh enough that Godfather is still very playable. The attention to detail in the areas is admirable, with many explorable shops. All with no load times. The cut-scenes are very well done. The detailed character models make it believable and the voice acting is spot on. By framing your exploits on the street inside of the rich Godfather world, you gain a nice amount of justification for the violence.

Unfortunately, this is really a re-release. If you have played The Godfather on any other platform, the new content is not worth the $50 purchase. The motion controls work very well, adding to the experience, and this is a very good purchase for a Wii owner hankering for something meaty. There is a lot of content here, with hours and hours of gameplay. There are enough missions, side quests, and general tom-follery in The Godfather to keep even the most dedicated mobster entertained for weeks.

Marble Madness. Marble Blast Ultra. Super Monkey Ball. There’s something satisfying about rolling a ball through a complicated 3D world toward a goal. Marble Mania captures this feeling extremely well even if it does start off a little too slowly for its own good. It’s obvious that Marble Mania‘s slow start is intended to allow the player to figure out the Wii controls, but the park levels – all ten of which feel like a tutorial – are too simple for their own good. It’s when the marbles are rolling about on candies and cakes in the second pack of stages that things really start to get interesting.

The concept is a simple one, but games like this are one of the things the Wii and its motion-centric controller were designed for. There are no button presses used during the core gameplay. Everybody can play because the controller explanation is a simple A

Lost In Blue 2

April 24, 2007

Lost in Blue was my pick for Game of Show at E3 2005. The Nintendo DS was finally coming into its own at that point and Konami was right in the mix, pimping out some very promising NDS titles, with Lost in Blue as the most interesting. The concept was simple: a boy and a girl wake up on an island after their boat sinks and they must help each other survive while exploring the island, solving its mysteries, and trying to find a way back home. The concept isn’t exactly new; in fact, Lost in Blue is the spiritual successor to Konami’s own Survival Kids franchise from the 8-bit NES era. Regardless, I was immediately captivated by the natural, serene beauty of the game.

Looking back at the first Lost in Blue, it must have been a feminist’s nightmare: the woman stays in the home (read: cave) and cooks, while the man goes out and hunts for food and brings water and firewood and other necessities back to the home. This is explained away somewhat by the girl being mostly blind (after the male character inadvertently steps on her glasses), but it becomes painfully obvious three minutes into the sequel. The relationship between boy and girl character is the most notable difference in Lost in Blue 2, and the roles are much more even. For starters, players can choose to be either the boy or the girl from the very start of the game, either of which have only slightly different abilities – for instance, while both the boy and the girl can both gather firewood and food and build and even cook in this game, the boy can climb higher ledges while the girl has a superior jumping ability. This provides slightly different avenues of travel while exploring solo.

The island is larger and much more robust than in the first Lost in Blue, which is likely why the male and female roles were individually expanded. Even so, the game is quite a bit more brutal. Earthquakes now send players scrambling, while tsunamis make it impossible to travel anywhere until they pass. So, even though players can ask their male or female live-in to gather firewood or food or to craft rope and smoke fish, ultimately a lot is still left up to the player. It is rather important, for instance, for players to do their own cooking as it usually yields better results.

Some may find this monotonous and repetitive. The nature of the game, though, is survival. The key is in gathering enough supplies to enable the characters to go out and explore the island. Eventually players will be able to leave the cave and set up a new headquarters while yet digging deeper into the mysteries of the large, strange island. While much of the gameplay is admittedly rote, Lost in Blue 2 does a better job than the first game of offering new options and discoveries to the player while still compelling them to explore and making the game increasingly more difficult.

A few complaints are in order, though. The graphics are exactly the same as the original title, though it’s worth noting that they still suit the game style just fine. The aesthetic nature of the game is improved by the expanded scope this sequel offers but admittedly not by any evolution of the graphics themselves. The musical score is fine but not as noteworthy as the original Lost in Blue, but that’s really a minor point. The last real complaint is the artificial intelligence of the player’s partner. For some reason, they don’t take very good care of themselves when the player goes exploring, unless the player lies and tells them that they will be gone for days. Sometimes they do eat, though. Newcomers to the series may be out of their depth just a tad, and even veterans might have trouble in some parts.

The best new feature of Lost in Blue 2, though, is the full stylus control. Taking a cue from Grasshopper Manufacture’s Contact and Square Enix’s Final Fantasy III, Lost in Blue 2 now allows players to perform everything – except for switching status screens with the shoulder buttons – using nothing more than the touch screen. This includes movement which was only possible via D-Pad last time. Stylus control is absolutely preferable to D-Pad control, but for those unwilling to make the switch, the original Lost in Blue control scheme is also present. One note: if the stylus is calibrated properly, players should have no trouble controlling the boy or girl in their pursuit of survival, though at the corners of the screen it can be a little touchy. For instance, occasionally my character would move if I hit the A

Ubisoft and Tom Clancy are a match made in heaven and today Ubisoft announced that a new brand in the Tom Clancy video game series has been created. The new franchise, titled EndWar, is being developed by Ubisoft’s Shanghai studio with creative director Michael de Plater at the helm.

Tom Clancy’s EndWar is scheduled for a next gen release sometime in the 07/08 fiscal year. We’ll keep you posted as details about this new series are released.

EndWar is set on the battlefields of World War III and is expected to push the envelope of technology by showcasing AI, graphics, and physics that were previously not possible. This is PR speak for, it’s next gen and it’s going to rock.

“Our development teams are invigorated to be creating the first 100 percent next-generation Tom Clancy brand,” said Serge HascoA

To many gamer’s delight, Koei has just announced that their flagship franchise, Dynasty Warriors, now has a scheduled North American release. Dynasty Warriors DS: Fighter’s Battle is slated for a July 2007 release here in the US and Canada.

Fighter’s Battle features all new characters and designs inspired by Japanese anime and marks the debut of the hit Tactical Action series on the DS. In Fighter’s Battle, players will take the role of one of three new characters, each with its own special attribute: the Phoenix, the Dragon, or the Chimera. Players will use a “Battle Deck” of cards to select up to seven of the original Dynasty Warriors to serve as officers to defend their base.

A new “Obstacle Roulette System” allows players to unleash tactics or spells using cards from the Battle Deck. These attacks can disrupt your opponents progress and are a crucial component to victory.

Key features of this new release include multi-Musou attacks with up to 4 officers, 4 “Unification” scenarios as well as 6 “Regional” scenarios. Fighter’s Battle packs in over 400 playable characters to choose from and the ability to create your own warrior.

Update: KOEI sent out an updated press release about Fighter’s Battle and apparently this paragraph was mistakenly included.

The game also sports a wireless Vs. mode that is sure to make this a unique DW experience.