Monday, March 31, 2008

Rock Band and real drumming?

Kotaku - Video "Proof" That Rock Band Learns You Some Drummin'

First off, if it isn't Second Stage Turbine Blade, don't show me Coheed.

From experience, if you have a complete lack of rhythm in your bones, games like Guitar Hero and Rock Band help train that rhythm.

After all they're *gasp* rhythm-based games!

I'm getting the feeling we'll see more of these stories pouring out just like the Wii/Rehab connections. To summarize the responses to these types of stories to the non-gaming crowds/media:

Yeah, we know there's merit to this medium. You're just discovering this NOW?

Wednesday, March 26, 2008

Ninja Gaiden Dragon Sword

Not many DS games give you the opportunity to stick it to the man and turn your handheld on its side, looking like you're reading some Trekkie-style interactive book.

And of these few games, not all live up to the hype of sacrificing buttons for the look of a small book with extremely familiar feel.

As indicated by my build-up, Team Ninja came through brilliantly with Ninja Gaiden Dragon Sword. Controlling Ryu purely with the stylus (minus guarding) feels intuitive and fairly well-tuned. There have been a few instances where my pen-sliding skills have led my little ninja to perform different attacks than I anticipate, but these rare occurrences are understandable when looked at from a distance. After all, it is rare to find an adequate action game that is primarily touch-screen based. In fact, Phantom Hourglass is the only other game that truly comes to mind, and it is noteworthy that Ninja Gaiden is *gasp* a third party title.

There are times that it can feel a bit "light." Bosses weren't amazingly difficult, and though there are tougher difficulties to unlock, I can't find the replay value to be very high. At least not yet.

Back on the plus side, however, the game's attention to detail and artfulness reminds me of the fun I've had with Hotel Dusk, albeit a different genre all together.

Not the longest of adventures with our favorite ninja, but being able to take a fun action title with complimentary graphics on the go makes this game a must-get for DS gamers. 9/10.

Monday, March 24, 2008

Rock Band to debut on Wii - June 22

Kotaku - Rock Band hits Wii on June 22

Kotaku editor Brian Crecente reported today the announcement of fan-favorite Rock Band for the Wii. It will be in our hands June 22 this year. Notably, previous announcements indicated that we wouldn't see this game for the Wii until nearly a year after the new release date. Let's hope it turns out as good as the Sony/Microsoft counterparts.

Factoids:

Price: $169.99
Included in bundle: Game, wireless guitar, drum kit, microphone; with stand-alone instruments immediately available on June 22
Content: 63 songs + 5 bonus songs

More details to come.

UPDATE: In a response back to Crecente about the potential of DLC (downloadable content) for the Wii version of Rock Band, Harmonix representatives had this to say:

"...because the Wii's online capabilities and potential have yet to be fully realized, we wanted to wait before we explored online functionality for Rock Band to ensure that players get the high-quality of online performance they've come to expect."


Hopefully this means, "Yeah, someday." With the rise of online gaming for Nintendo with new hit Super Smash Bros. Brawl, we can only hope that Nintendo will see the err of their friend code-y ways, and offer more support in a Xbox Live fashion.

Friday, March 14, 2008

The ignorant vs. the informed, round 47

Kotaku - Cop called out on blaming violent games

Kotaku intern Tori Floyd posted an interesting article today about the shoe walking its way to the other foot. Typically, stories float to the top of gaming news sites about destructive and irresponsible kids blaming video games for their misdeeds. Or we see stories of lawyers, politicians, and governing authorities linking the long chain of loose connection between troubled children and the games they do (or typically don't) play.

Though this change of pace is far from new to the gaming journalism community, it is also fresh to see a standard journalist doing her job to be as objective as possible. In this instance, Daily News reporter Victoria Macchi took it upon herself to find and report studies that show a lack of correlation between real violence and violent games. Bravo, Macchi! This is something you wouldn't find on, let's say, Fox News.

Monday, March 10, 2008

Iron Chef Wii!!!

Kotaku - Iron Chef host says Kotaku, announces game

After seeing many disappointing Cooking Mama titles, I have high expectations for Iron Chef America: Supreme Cuisine, coming this summer to both DS and Wii (as expected).

What they can do to make the controls awesome: Take note from Atlus' work on the Trauma Center series, and what they've done to simulate surgery.

What they can do to make the controls suck: Follow the piece-by-piece formula of creating food that the Cooking Mama series has created.

If the controls aren't too "tacked-on" we should see an excellent game. There NEEDS to be a well-crafted multiplayer, perhaps with various skill-based modes (like Cooking Mama,) random secret ingredients, and maybe even a campaign where you can attain Iron Chef status. Take note, Destineer!

Saturday, March 1, 2008

GH3 Wii guitars hit Red Octane's site

RedOctane.com finally has spare Les Paul guitars for the Wii available and ready for you to order. At $69.99, you will finally be rocking with a friend, and have to give up the guitar less. No word on when these will travel to retailers, however.

Smash Bros. Brawl kicks your, my ass

Today was a long day. I felt up a bit of the Milwaukee Japanese Anime Convention on campus, and met up with my old roommate who informed me of something quite intriguing.

At the convention, there was a room full of Wii, Gamecube, and a few other systems. Most were on regular TV sets, but at the far end of the room was a full on table, with a projector set up to display the Wii screen, the system surrounded by nunchuks, remotes, and Gamecube pads. It all meant nothing to me until it was noted that this system was *ahem* a modded system, and the disc was none other than Brawl.

So we threw down a few rounds, and I can't say I was impressed. It goes beyond that.

Brawl has a very familiar interface, yet manages to be more than "Melee 2" in its look. The character selection, even if you follow the dojo online as if you pray to it incessantly, is still surprising and very pleasing. I'm still left wanting more, if only just for a few Capcom characters (give me Phoenix Wright and X or Zero and I'd be content) but it still satisfies. I didn't get a chance to explore all of the characters, so I only played three: Link (my old standby from the N64 days,) Pit, and Cartoon Link, who plays much like Link, if not exactly the same.

The Links play how you would expect, swords flailing and tight jumping. Pit, however, felt very loose, and was able to use his wings to fly short distances. This started to feel a little unwieldy, and would only be recommended to more experienced players. His specials were alright, but I wouldn't go naming him my favorite. Cartoon Link, likely because I used him last and was the most used to the controls at this point, felt a little more precise than adult Link. I would go as far to say that he too felt a little more loose than adult Link, but I doubt it is a significant difference, if any.

Now, I've never been a huge Melee player, so playing with a gamecube pad seemed a little foreign at first, especially when trying to look at it as a complete newb to get a feel for the learning curve. I must say, it is impressive. By the second minute of play I was able to keep up with the other, experienced players.

We started out on the "old school" Mario Bros. stage, which demonstrates how interactive these stages are. Jumping and hitting the koopas walking along the level brought you back to the 8 bit days of old, giving that rustic touch to every koopa shell you utilize in pushing your opponent off screen. We also threw down on the Pictochat stage, which changes as you play, also very impressive. The amount of stages available in the game, in addition to the character selection, is impressive. I can't imagine being bored of this game.

Back to controls, the change from Melee allowing you to use a dedicated jump button was smart by the developers. It allows the beginners to easily understand the simple jump-move-hit buttons without being bombarded with special moves, grapples and throws and blocks. Though I didn't get to try it, I'm sure that the other options to play the game would suit any new players as well, including the sideways-remote style (which I'm sure my girlfriend will make great use of).

I got to see the makings of a few Final Smashes (and actually got to execute one) and it seemed to all happen before I really understood what was going on. Most beginning players won't even realize that they are flashing and should hit "B" since the action can be THAT engrossing. In fact, I didn't even realize it at first, and by that point, the Final Smash ball was sort of "knocked" out of my because I took too many hits. Needless to say, Final Smashes seem very epic, and come especially near the end of battles to further layer the chaos. At first glance, they almost seem like overkill, guaranteeing victory for the smash-ee. However, it really didn't seem to be the case in the end, as I found it well balanced and still very chaotic.

From what I've gathered, it is a game WELL put together. It is obvious that a lot of time was spent on it, and it has been packed with features. But what hits me the most, is that tonight I played at least 5 other games, drank, and feasted with friends, but all I've wanted to do was play more Brawl.

And that's my impression. Brawl doesn't just become your favorite game. It kicks other games out on the curb, and makes them find their own job to support themselves.

Full, concise review to come after the game's U.S. release. If you haven't preordered it already, do it now.
 

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