July 2007

E3 kicks off tomorrow, and Natsume has confirmed that it is bringing no less than six new Harvest Moon games to the annual show, including a playable version of Harvest Moon Wii.

Other Harvest Moon titles confirmed for this week’s festivities include Rune Factory: A Fantasy Harvest Moon, Puzzle de Harvest Moon, Harvest Moon DS Cute, and Harvest Moon 2, all for the Nintendo DS, as well as Harvest Moon: Boy & Girl for the PSP.

Of course, the uber cute farming/relationship series is not the entirety of what Natsume is bringing along, with other titles confirmed including Metropolismania 2 and Innocent Life: Pure for the PlayStation 2, as well as Math Play for the DS.

After months of speculation, and with this week’s E3 baring down on us like a swag-covered freight train, Sony has announced that it has dropped the price of its 60GB PlayStation 3 model by $100 to $499, while simultaneously announcing a new 80GB model at the former’s $599 ($659 Canadian) price point.

The move is no doubt a preemptive strike made to gain market share in the wake of lagging console soles, though it remains to be seen how much impact this price cut and new model will have on the market should Microsoft follow suit with a similar move for its Xbox 360.

The new 80GB PlayStation 3 model will debut in North America this August, and will feature Evolution Studios’ popular racing game Motorstorm as a pack-in. Sony has also noted that it expects to have 120 new first and third-party PS3 titles on North American retail shelves this year, in addition to the more than 40 titles currently available.

“As we move into the next phase of PS3, it’s important that we continue to evaluate our product line, offering consumers the technology and features that meet their growing needs for new forms of media and the way in which it is delivered,” said SCEA president and CEO Jack Tretton.

“The introduction of the 80GB PS3, the new pricing for the current 60GB model, the availability of more than 100 new software titles this fiscal year and, finally, the expansion of services for PlayStation Network, will provide even more options for users and will help bring new consumers into the PS3 fold.”

This week was certainly hectic in the world of video gaming. With the E3 on our doorsteps, many companies revealed new things to keep us occupied, while the really important news, at least we hope, will make itself known during the annual show. So what did happen this week?

First of all, the camera for the Nintendo DS has been revealed. The device will be inserted into the handheld’s GBA slot. For the sake of convenience, the device will be mounted, and the first title to be confirmed for the new device is a game called Face Training. Essentailly, the game, such as it is, will illustrate various silly faces on the screen, which the player will then try to mimic in real life. Let’s just hope that in future games, the camera will be used in more intelligent applications.

Moving on, it appears that force feedback technology may finally be making its way to the PlayStation 3. With the fiasco between Immersion and Sony settled, talks have started about re-integrating the essential technology into the PS3 through a feature called A

Shrek and his band of merry misfits have been a staple in Hollywood animation for a few years now. Packed full with more jokes for the parents than the kids the movie pretends to be geared towards, Shrek has become something of a cash cow for Dreamworks Animation Studios. So it should come as no surprise that Dreamworks had a 3rd feature length film based on the loveable orge and everyone’s favorite donkey, and even less of a surprise that Shrek the Third is headed to all of the major gaming platforms.

In past years, a multi-platform release really meant a game was ported between the major systems with little to no difference between versions. Today, with consoles like the Wii and the DS and their very unique control options, more developers are actually tailoring multi-platform games to take advantage of these features. Activision has done just that with Shrek The Third.

Before you even consider picking up Shrek The Third on the Wii, though, make sure you have a the Wii Nunchuck Controller; it is required to play this game. If you’ve already got one – and you should – keep reading.

The storyline of Shrek The Third unfolds just like the movie, so there won’t be any surprises here for those who have already seen it. In a nutshell, and I’m going to spoil it all here for you, Fiona’s father dies, leaving Shrek to become king. To avoid having to rule the kingdom of Far Far Away, Shrek sets out to find Fiona’s cousin, Artie, the only other possible heir to the throne. While on his journey, Prince Charming returns to Far Far Away seeking revenge. As you play through the game, most of the time you will be playing with Shrek, Donkey, and Puss in Boots, but the game switches back to Fiona to advance the plot.

From a graphical and aural standpoint, the 360 is probably the strongest of the ‘s console showings, with its’ HD support and 5.1DD in game audio.

Shrek The Third packs in a pretty impressive set of gameplay types and unlockables. The basic story mode is where you will spend most of your time and it is broken up into levels, each of which has a list of quests to complete. These quests range from performing 5 finishing moves to finding a certain number of items littered throughout the level. At level’s end, you are rewarded with gold coins for each of the quests you completed. These coins can be used to unlock costumes for the characters, game options to boost your skills, multiplayer levels, and a few other things. If you don’t complete all of a level’s quests, fear not: you can replay any level you have previously completed.

In addition to the Story Mode, Shrek The Third packs in a few extras in the form of Multiplayer and Minigames. The Multiplayer mode consists of a single game called Castle Capture, where you are pitted in a head to head race to knock down the opposing person’s towers with a catapult. Castle Capture, a game where you don’t actually capture anything, is actually quite fun and is introduced in the Story Mode of the game. The Minigames that are included are Catacombs Leap, Frog Herder, Ships Ahoy, Shooting Gallery, and Shrekleboard. I quite enjoyed the Shooting Gallery and Ships Ahoy, but the rest were pretty mediocre.

Shrek The Third is a solid action/adventure game that shows Activision’s desire to build a unique experience on the Wii. The controls take a little warming up to, but in the end they will have you feeling right at home. Content-wise, Shrek The Third may seem geared towards a younger audience, but the control scheme alone makes it difficult for some younger kids to play. I would suggest evaluating this on a child by child basis before buying it. For the older kids, Shrek is a fun game to play that you will probably tear through in a short time. Being able to replay levels is a good feature, but ultimately you won’t feel like you need/want to. For this reason, Shrek The Third is strictly a rental. Despite the extra features, there isn’t enough to justify adding this to your collection (unless you are a huge Shrek fan, then it might slide up to being a bargain bin purchase).

As represented by the turnout at the recent Pac-Man Word Championship, Namco Bandai’s iconic yellow dot is a cultural phenomenon whose influence is still felt by gamers and developers alike. Everyone knows Pac-Man; in many ways he is the industry’s mascot, and while others have risen other the years, including Mario, Sonic, and even Master Chief, none can hope to gain as much popularity as the unmistakable yellow circle with an insatiable appetite for dots.

One could speculate on why, and many have, but the simplicity of the original version – a simplicity belying a need for a deep logic, strategy, and quick reflexes in the player – is probably what lent itself well to Pac-Man‘s rise to popularity. This deceptively-addictive game pit the yellow disembodied hero against four ghosts, with somewhat-predictable AI, who would chase him around various mazes in his quest for dots and power pellets. On eating a power pellet, Pac-Man would become the aggressor, able to eat the ghosts for score combos. Simple, elegant, and pure.

So, how could one improve on this formula while simultaneously appealing to newcomers and the already-existing and very widespread Pac-Man fan club? This is a general question that developers trying to re-imagine the A