Too Cool for Internet Explorer

Review: Miami Law (DS)

June 18th, 2009 by JC Fletcher

Hudson Soft’s Miami Law isn’t a perfect adventure game by modern or classic standards. Gamers born after the era of floppy disks may find the menu-driven presentation archaic, and adventure devotees may take issue with the game’s logic, and dismiss its minigames as pointless distractions from the story.

However, Miami Law succeeds in the one aspect that an adventure game really needs to: the story. While it may cover well-worn buddy cop territory, Miami Law’s storyline was gripping and well-told enough to keep me playing through the trial-and-error annoyances.

Gallery: Miami Law

Continue reading Review: Miami Law (DS)

Joystiq NintendoReview: Miami Law (DS) originally appeared on Joystiq Nintendo on Thu, 18 Jun 2009 15:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

As Seen on TV: Murder, She Wrote and House M.D. games announced

June 10th, 2009 by JC Fletcher

Just thirteen years after the conclusion of the television show, Legacy Interactive has snapped up the hot Murder, She Wrote license for a PC game. The hidden-object game will feature five all-new mysteries, and will include both the classic Cabot Cave locale and “well-loved characters from the show” including Dr. Seth Hazlitt, Sheriff Mort Metzger, and, of course, crime-solving novelist and potential distant relative Jessica Fletcher.

Slightly more timely is Legacy’s announcement of PC and DS games based on the House M.D. license. In this game, players will control the members of Dr. House’s diagnostic team, including House himself, in five different cases. According to Legacy, the game will involve diagnosing and treating patients with rare diseases. It is unknown whether this process will involve breaking into their houses, as it always does on the show.

[Via Big Download]

JoystiqAs Seen on TV: Murder, She Wrote and House M.D. games announced originally appeared on Joystiq on Wed, 10 Jun 2009 06:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Spore Hero: details on the Wii’s Spore spinoff

March 9th, 2009 by JC Fletcher

EA is finally bringing Spore to the Wii, sort of: Spore Hero is coming this fall, but, of course, it won’t be exactly the same as the PC game. Spore Hero, as revealed to MTV Multiplayer today, is a heavily motion control-dependent adventure based on the “creature” stage of Spore. The same creature editor from the original is present in Hero, allowing players to create new life with the Wiimote’s pointer.

Players will now directly control the creature in “a series of quests and adventures in a kind of open world that you can take at your own pace.” New parts can be added that will translate to new motion-controlled moves. Some moves, like jumping, will open up new areas to explore. EA is currently “taking a look” at MotionPlus for Spore Hero, for improved sensitivity for the motion-based gameplay.

This sounds a lot like the DS’s Spore Creatures — whose sequel, Spore Hero Arena, is still scheduled for a fall release on DS.

Joystiq NintendoSpore Hero: details on the Wii’s Spore spinoff originally appeared on Joystiq Nintendo on Mon, 09 Mar 2009 14:45:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Joystiq interview: Scribblenauts’ Jeremiah Slaczka

February 20th, 2009 by JC Fletcher

Following Drawn to Life and Lock’s Quest, both ambitious DS games with an emphasis on the player’s ability to create the in-game world, developer 5TH Cell announced its next, even more ambitious — downright crazy, honestly — DS game concept: Scribblenauts. Combining a text adventure and a graphical puzzle game, Scribblenauts allows players to create any object to help them solve environmental puzzles and acquire out-of-reach or hidden “Starite” items — simply by writing the name of the object.

We spoke to 5TH Cell’s Creative Director, Jeremiah Slaczka, about the impossible-sounding game, doing our best not to just list hundreds of objects and ask whether they are all in the game (of course, we did a little of that). In addition to discussion about the game’s structure and narrative (or lack thereof), Slaczka sent us three exclusive screens!

Gallery: Scribblenauts

Continue reading Joystiq interview: Scribblenauts’ Jeremiah Slaczka

JoystiqJoystiq interview: Scribblenauts’ Jeremiah Slaczka originally appeared on Joystiq on Fri, 20 Feb 2009 16:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Another Code R trailer a treat for the senses

January 15th, 2009 by Chris Greenhough

Filed under:

Our lack of Japanese skills meant we lost the thread pretty quickly in this Another Code R story trailer, but heck, sometimes it’s enough to just look and listen.

This was found on the official site, which currently also has the videos we posted recently, and some character profiles, all in (sadly impenetrable) Japanese. If it wasn’t for the small issue of gender, we’d almost be tempted into indulging in some Another Code R cosplay. Yeah, we actually just typed that — live with it.

Gallery: Another Code Wii

Source: Story trailer
Source: Official Japanese site [Via Go Nintendo]

Another Code R trailer a treat for the senses originally appeared on Nintendo Wii Fanboy on Wed, 14 Jan 2009 19:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

Underwater monster hunting

January 10th, 2009 by Alisha Karabinus

Filed under:

No, this is not a hyperviolent sequel to Endless Ocean (though that might be kind of awesome, until PETA got wind of it and freaked out), but rather a little underwater adventuring — or hunting, if you will — in Monster Hunter 3 (tri-).

In these latest screens, our dear Hunter is faced with an underwater beast of epic proportions that might just be a very large, distant, and pissed-off cousin to the electric eel. There’s lightning, anyway. And teeth. Big, sharp, point teeth.

Gallery: Monster Hunter 3

Underwater monster hunting originally appeared on Nintendo Wii Fanboy on Sat, 10 Jan 2009 15:32:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

Red Fly talks Mushroom Men

October 22nd, 2008 by Chris Greenhough

Filed under: ,

We’re amazed that Red Fly has managed to finish Mushroom Men: The Spore Wars in time for its November 11th release. Whenever we check in on the game, someone from the studio always seems to be showing the press the latest build, or taking gamers behind the scenes, or chatting to us. Sincerely though, we appreciate the attention, chaps (and Shiggy never returns our calls).

Interactions Design Lead James Clarendon is the latest to be thrust in front of the camera and show off Red Fly’s baby, and a mighty fine job he does too. Amongst other things, Clarendon shows us the tutorial level, the clever home-made weapons, the slightly grotesque life meter, and the “SCAV” system. You may have seen much of this before if you’ve been following the game closely, but now it’s all condensed into this one walkthrough. And when is it not a good time to watch Mushroom Men? Never, that’s when.

Gallery: Mushroom Men: The Spore Wars

[Via press release]

Permalink | Email this | Linking Blogs | Comments

ScummVM now has limited GameCube and Wii support

September 3rd, 2008 by David Hinkle

Filed under:

The homebrew community is the best. Not only have they allowed us to do things that we never thought possible on the Wii (like play GoldenEye 007 and watch our favorite movies), but now they’re hard at work coming up with ways for us to enjoy classic point-and-click adventure games on the platform. While we won’t be able to, say, play Sam & Max Hit the Road yet, the current release (version 0.12.0) has support for 5 games. These include:

  • The Legend of Kyrandia: Book Two: Hand of Fate
  • The Legend of Kyrandia: Book Three: Malcolm’s Revenge
  • Lost in Time
  • The Bizarre Adventures of Woodruff and the Schnibble
  • Drascula: The Vampire Strikes Back

Sure, it’s no Secret of Monkey Island or anything, but progress is being made so that we need not rely entirely upon Telltale for our point-and-click fix. We’re excited for a future where we can enjoy all of those classics on our Wii.

[Via Slashdot]

The homebrew community has been hard at work creating wonderful experiences for you to enjoy with your Wii. Did you know about homebrew game Masteroids? Or how about the shmup OpenTyrian? Outside of games, people have been using the Balance Board to come up with some really neat stuff. Keep up with the homebrew scene by staying current with our Homebrew category!
Permalink | Email this | Linking Blogs | Comments

Joystiq talks with Telltale about Wii and the future

September 1st, 2008 by David Hinkle

Filed under: , ,

No, they aren’t predicting the apocalypse or anything, but their future on the Wii seems almost certain. When asked if SBCG4AP sold more on the PC or Wii, they were quick to note that performance on Nintendo’s system beat the PC. How was it to work with Nintendo?

“Working with Nintendo’s been pretty good,” commented designer Mark Darin. “All the help that Nintendo’s been giving us and allowing us the opportunity to be on WiiWare has been great for our company and great for getting titles like SBCG4AP out there to a new audience who maybe isn’t used to Adventure games. It’s been a great partnership with Nintendo so far.” Telltale also goes on to talk about the system’s hardware and what challenges that presented, as well as Sam & Max on the console. So be sure to read the full interview over at Joystiq.

Permalink | Email this | Linking Blogs | Comments

Born for Wii: Beyond Good & Evil

July 8th, 2008 by Wesley Fenlon

Filed under:

When Friedrich Nietzsche wrote his famous philosophical work Beyond Good and Evil in the late 19th century, odds are he didn’t think that it would be a source of inspiration for video games over a century later. Namco proved him wrong with their trilogy of Xenosaga RPGs, each of which had a subtitle referencing a Nietzsche work (such as “Jenseits von Gut und Böse”). But it’s another wannabe trilogy that owes its moniker to Nietzsche that’s up for recognition.

Beyond Good & Evil was published at the height of the Christmas rush in December 2003, and despite its war-on-all-fronts release on the GameCube, PS2, Xbox, and PC, it simply failed to sell. The game received widespread critical acclaim, but competition from other games caused it to be given a jarring price drop mere weeks after its release. Even so, those in the know played Beyond Good & Evil and saw it for what it was — a fantastic adventure with a unique world and an appealing cast of heroes. And though it took four years, Ubisoft finally gave a sequel the green light — so it’s time to show the original game some much-deserved love.

Gallery: Born for Wii: Beyond Good & Evil

The adventure begins with a bang, as the world of Hillys comes under yet another attack from a rather nasty alien race known as the DomZ. A group of soldiers known as the Alpha Sections have occupied Hillys in the name of protection, but they can’t be everywhere at once, so when our protagonist Jade’s lighthouse-orphanage comes under attack, it’s up to her to defeat the DomZ single-handedly. One of the things that “makes” Beyond Good & Evil is Jade herself — though she can hold her own in a fight, Jade is by no means a warrior. In fact, she’s a photojournalist, and when she discovers that the Alpha Sections are up to no good, she takes camera in hand and sets out to uncover their shady dealings with the DomZ.

The plot of Beyond Good & Evil manages to take a cliché story arc and make it fun and engaging by tackling it from a new angle and striking a balance between lightheartedness and the occasional dose of drama. Instead of taking on wave-after-wave of baddies and defeating them like a one-man-army to save her planet, Jade must sneak around Alpha Section facilities and use her trusty camera to expose their betrayal in an attempt to enlist the citizenry in an uprising. The cast of characters play a large part in Beyond Good & Evil’s success — the population of Hillys is made up of an odd mixture of humans and anthromorphic animals, ranging from Jade’s uncle Pey’j, a boar, to the owners of the Mammago garage, a family of Jamaican Rhinos. The game is largely voice-acted, and the cast is incredibly colorful. The aforementioned rhinos are lovable, as is Peyj’s heavy drawl; it’s Jade’s latin AI-assistant, Secundo, who steals the show whenever he speaks. Beyond Good & Evil’s animation is top-notch, and the combination of a solid vocal cast and creative characters really helps bring the cutscenes to life.

The multicultural variety exemplified by the population of Hillys extends to Beyond Good & Evil’s gameplay, as well. It’s easy to draw parallels to the Zelda franchise – Beyond Good & Evil’s camera automatically locks onto approaching enemies in a manner that emulates Zelda’s targeting system, and Jade moves and fights much like Link. Jade is also surprisingly nimble and has a wide range of abilities — aside from her combo-based attacks, she can dodge, sneak, auto-jump (again, like Link) and shimmy across ledges and through tight spots. Jade gets around Hillys with a zippy hovercraft that is a blast to drive, and features in several of Beyond Good & Evil’s minigames — there are several races and cavernous obstacle courses that extend the game’s main quest and replayability. The camera also features prominently in the gameplay, as Jade can earn money by cataloguing the species of Hillys, and the ultimate goal of each mission is to uncover whatever particular treachery the Alpha Sections are committing.

Overall, Beyond Good & Evil wouldn’t need a radical makeover for a Wii port. Graphically, it’s still competent, and it supported 480p way back in 2003. In fact, the main reason it deserves to be reborn for the Wii isn’t for a unique new control scheme or a new take on a classic game — it’s simply a great adventure that deserves to be played by a wider audience. However, given how slick Twilight Princess is on the Wii, there are a few easy modifications that would make a port Beyond Good & Evil a blast.

Much like Twilight Princess, the nunchuk’s analog stick would control player movement and shaking the Wiimote would be used for combat. The nunchuk’s trigger would control Jade’s dodge move, and shaking it would activate her special attack, which was performed on the original controllers by holding down the attack button. The C button would bring up Jade’s Camera, which could be zoomed with the analog stick and aimed with the Wiimote. The Wii remote’s D-pad could take over the camera control once operated by the right analog stick; A would function as the main action button, and B would function as the Item button. Cycling through items is occasionally important in Beyond Good & Evil (gotta eat those K-Bups when you get hurt!) and could be handled by the Minus button, while the Plus button issues commands to Jade’s companion (Pey’j or her fellow insurgent Double H). Finally, the 1 and 2 buttons are there for the classic Map and Start Menu functions.

With Beyond Good & Evil 2 in development, Ubisoft needs to give Michel Ancel’s original another chance to make a buck. Beyond Good & Evil has very few faults — the story is wonderfully told, the characters are fantastic, the score is top-notch, and the gameplay is tons of fun. The stealth segments and puzzles never get frustrating, the hovercraft is a blast, and the combat is good enough to be engaging. The game’s only real fault is its length; it can easily be finished in about 10 hours. Still, with a sequel on the way and no 100% reliable confirmation on what platforms it’ll hit, we can hope that it’ll see the light of day on the Wii. But in the meantime, Ubisoft — give the first game another chance!

Every week, Born for Wii digs into gaming’s sordid past to unearth a new treasure fit for revival on the Nintendo Wii. Be sure to check out last week’s entry in the series, Castlevania, and for more great titles that deserve your attention, take a look at Virtually Overlooked.
Permalink | Email this | Linking Blogs | Comments