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Red Fly talks Mushroom Men

October 22nd, 2008 by Chris Greenhough

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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]

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ScummVM now has limited GameCube and Wii support

September 3rd, 2008 by David Hinkle

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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!
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Joystiq talks with Telltale about Wii and the future

September 1st, 2008 by David Hinkle

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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.

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Born for Wii: Beyond Good & Evil

July 8th, 2008 by Wesley Fenlon

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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.
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Nancy Drew finds clues on the Wii

June 26th, 2008 by Candace Savino

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The fact that three PC-to-Wii adventure games were announced in one week is nothing short of crazy, but as adventure game junkies, we won’t complain. The more that come along, the more likely at least one will be good and sate our thirst for point-and-click, right? Right?

This time Nancy Drew will be sleuthing her way onto the Wii in a port of The White Wolf of Icicle Creek. The same developer that handled the PC version (Her Interactive) will be porting this one, unlike the DS games which were made by Gorilla Systems. While the original didn’t blow anyone’s socks off their feet, it did get respectable reviews. Let’s just hope for some refined point-and-click goodness with the Wiimote, and we should be all set.

[Via GoNintendo]

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Rumor: Metroid Prime Trilogy?

April 27th, 2008 by JC Fletcher

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A mysterious tipster sent a rumor in to GoNintendo that a retailer database now lists a product called Metroid Prime Trilogy for the Wii. GoNintendo’s RawMeatCowboy speculates that this would be “Prime 1, (2), and 3 all on the Wii … but Prime 1 and 2 with all-new Wiimote controls.”

We believe that, if this is a real product, it’s a lot more likely that it’s the three Prime games … in a new box! Or maybe even in the same boxes, but with those inside a new box! Not that that’s a bad thing — the Prime games are very high-quality (even if you hate first-person!), and quite reminiscent of the real Metroids. The first two are definitely among the best GameCube games, and any opportunity to get them in new Wii owners’ hands would be welcome.

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Animales de la Muerte set for WiiWare

April 26th, 2008 by Candace Savino

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It generally doesn’t take much more than a “zombie” descriptor to pique our interest in a game, but High Voltage Software (the folks behind The Conduit) went even further than that for Animales de la Muerte. Not only are they making a WiiWare game about the undead, which they aim to release in September, but even better (or at least, different) — it’s about zombie animals in a Mexican zoo.

High Voltage summed up the premise of this cartoonishly zany game more cleverly than we could by saying, “Now, wandering freely through the zoo, the rotting beasts are no longer content with eating visitor scraps they get tossed into their cages — instead they prefer to eat the whole visitor.”

Not only do you have to kill the zombified animals, but you also have to save the poor creatures that have not yet succumbed to the outbreak. Funnily enough, the undead animals drop pesos when you kill them, which can be used to upgrade your weapons. As for the controls, the game is essentially a point-and-shoot action title, putting the Wiimote to good use. There’s also a co-op mode where you can play with up to four people, if you’re not shut-ins like us.

We posted some goodies after the break, including a hilarious trailer, so make sure to take a look.

[Thanks, Duscrom!]

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GDC08: New WiiWare title unveiled: LostWinds

February 20th, 2008 by Eric Caoili

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UK developer Frontier Developments (Thrillville) announced a new title for Nintendo’s WiiWare service today, titling the adventure platformer LostWinds. We have a gallery of screenshots below that you can thumb through for a preview of the game’s stylized art direction.

LostWinds stars Toku, a young boy who has discovered a wind spirit in a land threatened by its power-hungry sun/moon spirit. You’ll move Toku around using the nunchuck’s analog stick while aiding him with Wii remote gestures commanding the wind elemental. A quick controller movement can send a breeze or even a tornado to power Toku’s jumps, glide him across distances, blow away enemies, and solve puzzles.

Frontier Developments hasn’t yet announced a release date or price, but the studio is hoping to put LostWinds out with WiiWare’s US launch this May 12th.

Gallery: LostWinds

Read - Lostwinds official site
Read - Level Up interview with Frontier Developments’ David Braben

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Behind the Scenes at Ratchet & Clank Future’s gameplay, animation, design and story

November 23rd, 2007 by supadupagama

Ratchet & Clank Future: Tools of Destruction for PS3PS3-exclusive Ratchet & Clank Future: Tools of Destruction marks the beginning of a brand-new series of next-generation games for our gadget-building hero, Ratchet, and his brainy robotic sidekick, Clank. But how is the game’s sense of adventure created? Developer Insomniac Games talks all about bringing this colorful galaxy to life.

The variety of gameplay modes is a key component to keeping it fun in the new Ratchet & Clank.

Ratchet is a game that many people love because of the opportunities that the development team has had with animating the characters to do zany performances and do crazy stuff.

(more…)

Rom visits HodgePodge (Video)

November 21st, 2007 by Kabalyero

If you remember, I made a post about my quick visit to HodgePodge’s new business office and that I used photos instead of a video. Today, I finally had the time to process the video I took of my quick visit of HodgePodge’s new business office at Neptune.

You can read the post here.