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Talking About Games : Reviews : Nintendo DS
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Written by Cliff Bakehorn III
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Wednesday, January 06 2010 17:27 |
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Zelda games are consistently traditional, and that's okay. Nintendo hasn't really changed much about the series since Zelda II, and that was one of the least-popular games in the franchise. Then they went back to the roots and produced Link to the Past, Link's Awakening (my very first video game), Ocarina of Time, Majora's Mask, Oracle of Ages / Seasons, Wind Waker, Four Swords, Minish Cap, Phantom Hourglass, and Twilight Princess. I figure that we can give them a break for Zelda II.
Nintendo's focus on tradition is why I find it so particularly satisfying that Legend of Zelda: Spirit Tracks is such a departure from the usual flow of Zelda games. It's different, but by no means is it a lesser game – in fact, it's great. The story seems to take a back seat to the stylus-based action and the general excitement of uncovering the new region of Hyrule. To be completely honest with you, I think that it works out pretty well that way. It's not as engaging as Ocarina of Time, but do you really expect that out of a handheld version of any video game franchise?
(Okay, God of War: Chains of Olympus was pretty awesome, even compared to the first God of War...but this is frickin' Zelda. Zelda demands perfection.)
Hit the jump and read our full review to find out just exactly why Spirit Tracks provides the Zelda series with some much-needed steam.
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Written by Larry Marcum
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Tuesday, September 29 2009 11:59 |
If I were to say I had been casually looking forward to the release of Scribblenauts, I'd be delivering an extremely transparent lie. The premise behind this game led to inordinate amounts of fascination and intrigue, and the time I spent with the game earlier this year simply helped to further my excitement.
But ultimately, that's the problem with high expectations. If you set them too high, disappointment is practically an inevitability.
But before I go all gloom-and-doom, it's important to note that my time with Scribblenauts has been a roller coaster ride of enjoyment. Sure, there have been plenty of low points with the title, but I've also had more fun than I can recall with any other handheld game. Moments of frustration have been quickly replaced by hours of elation, and in the end, the promising premise of the game proved fruitful.
Hit the jump for all the juicy, juicy details. |
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Written by Cliff Bakehorn III
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Wednesday, April 29 2009 04:47 |
I think mini-games are to video games as french fries are to cheeseburgers. They often compliment a game's core experience with a delicious, crispy break from the main course. Eventually, the minds behind video games thought that these little distractions could be more than just a break from the game. Nintendo made that clear with their charming WarioWare series, a franchise that gave the limelight to these quick time-wasters. With that franchise, the “mini-game compilation” became popular, particularly on handhelds like the Nintendo DS. With its unique features like stylus and touch screen control, the DS made a lot of mini-games more innovative and interesting than they had ever been before. With that in mind, Atlus – a publisher whose focus is usually centered on delivering strategy and role-playing games to the DS – took a shot at this “compilation genre” with their very own title, called 101-in-1: Explosive Megamix.
Believe it or not, there really are 101 different mini-games to play in this title. Some of them are simply Flash games that were rebuilt with the stylus and touch screen mechanics in mind, and others are more unique and fresh. With that in mind, do these 101 distractions deserve your attention? Has Atlus put together a mix that can outdo Nintendo's four-year-old WarioWare: Touched, or do these mini-games give you 101 reasons not to spend your cash on Explosive Megamix?
At twenty cents per game, is the Megamix really Explosive? Hit the jump to find out.
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Written by Josh Krehbiel
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Monday, April 27 2009 19:27 |
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Say what you will about the Japanese (go ahead, I won’t stop you), but they love their storytelling. They enjoy a big long complicated elaborate plotline that you need a flowchart to trace, and they enjoy putting it in any media they can. And if everyone happens to have ridiculous haircuts, inhuman body shapes, and an unheard of amount of baggage…all the better. LuxPain, an adventure game for the DS from Killaware, follows these proud cultural traditions. What is doesn’t do is provide us with much in terms of playability or quality, a confusing array of mismanaged localization and confounding believability, which muddies what might have been a fine story. It gets points for originality, but otherwise it ends up being pretty pointless.
More after the jump. |
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Written by Cliff Bakehorn III
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Thursday, March 26 2009 12:21 |
When I first heard of Grand Theft Auto:Chinatown Wars, I really wasn't sure what to think of it. While the developers claimed that Chinatown Wars would possess the same heart and soul of the big console brother that I called 2008's Game of the Year, I wasn't sold on many things. Factors like the return to a top-down perspective, a lack of voice acting, and some of the DS-specific touch screen mechanics kept me from being completely faithful to the idea of a successful transition. How could they manage to cram the essence of such a mature, presentation-focused title onto a DS cartridge?
Even with my doubts, I kept my eye out for the little Chinese brother of Grand Theft Auto IV, checking out videos and screenshots as they emerged on the Internet. I thought that the game looked interesting, and had some good ideas in mind. For example; Rockstar decided to port Liberty City from GTAIV and subtly remodeled it to work on the DS. The game's protagonist, Huang Lee, would have to eliminate police cars in order to escape being busted. He would also have to deal drugs to people throughout the city to earn money. Now that Chinatown Wars has launched, how did Rockstar perform in their delivery of the handheld sandbox game? Does Chinatown Wars capture the violent, sarcastic, and satirical essence of the Grand Theft Auto series?
Hit the jump for the low-down on Rockstar's foul-mouthed DS game.
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Written by Josh Krehbiel
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Thursday, December 11 2008 20:11 |
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Nostalgia is a beautiful thing. It’s refreshing to look back on the good things from your past and give it another go. It all appears to be exist in a sheen of light, a pillowy film covers your memories, and you forget exactly how it went. So when you get an opportunity ten years later to replay what many consider one of the best RPGs of all time, complete with new features and improved graphics, well, you seemed to have forgotten most of the details.
Those details being that you seem to remember this epic, over-the-top adventure that is a lot smaller...a lot more easily maintained than you recall. It still looks and feels just like you remember it, it’s just tinier than imagined.
Into the past, after the jump
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Written by Cliff Bakehorn III
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Sunday, October 19 2008 13:02 |
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Just as I started to think that the
Nintendo DS's library of racing games needed some more Italian
dressing, System 3 came around with Ferrari Challenge: Trofeo
Pirelli. Basically a port of the PS3 and Wii Ferrari Challenge games,
the DS version is a racing game with no real major flaws, but also no
real notable features to set it apart from the rest of the genre. It
only offers a couple of different modes, and because you are only
racing against other Ferraris, the lacking variety becomes noticeable
very quickly.
But here's the catch – I found myself
enjoying Ferrari Challenge, just a little bit. It was a good friend
of mine for several boring nights, when I was too afraid and paranoid
to continue playing Dead Space all alone in the dark. It might be
nothing but mindless racing, but how great are racing games these
days, anyway? To me, they're like politicians. You always hope for
their very few mechanics to be unique and interesting, perhaps to
inspire a little much-needed change – but usually, they're all the
same old thing deep down inside. So when I realized that I was “still
playing” Ferrari Challenge in a month like this October has been so
far, I gave it a chip of credit.
Vroom vroom. Jump jump.
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Written by Josh Krehbiel
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Monday, October 13 2008 19:56 |
The information age has had an unfortunate effect on novelty. We are so aware of everything that's out there that we can't possibly look upon a thing without drawing comparisons to things similar to it, supposed things that are "better" than this derogative drivel. Everything is a hopelessly stupid copy of the thing before it, and therefore must be ignored. A ridiculous but unavoidable notion, and one that I can't possibly duck from. Yes, this game could be called "Pokemans in Space," but it also ends up being fairly good. All but some interface problems and a few hiccups, and we have a rival to the so-called Golden Series on our hands.
Iku ze! after the jump.
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Written by Cliff Bakehorn III
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Monday, June 16 2008 01:00 |
Video games can be looked at in
two ways. On one hand, you could look at video games as an art form. From this
point of view, you would probably credit video games with a lot of notability
in modern culture. On the other, you could look at video games as playthings that
entertain like any other form of entertainment. From this point of view, you
may enjoy video games, but you probably do not take them seriously.
LOL is just the game for a casual
audience just trying to get a use out of their Nintendo DS. Although this wire
frame of a game is actually not much of a game, it offers a fun little
distraction that will definitely gather together a group of friends, similar to
any board game. LOL is all about using your creativity and imagination with the
stylus and a canvas to draw whatever it is that the game leader wants you to.
There really isn’t much to LOL.
In fact, it is so simple, retailers do not even carry the game – Agetec only sells
LOL off of its official website, agetec.com. So sit back and have a laugh with
one of the DS’s simplest titles, LOL.
GTG to the next page after the
jump.
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Written by Cliff Bakehorn III
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Tuesday, May 27 2008 00:51 |
When Nintendo and Square-Enix
kissed and made up in 2004, the resulting game was Final Fantasy Crystal
Chronicles. In thought, Crystal Chronicles mixed up the personalities of both companies
perfectly. The game itself was a cooperative multiplayer dungeon crawl-fest,
similar to Gauntlet or Legend of Zelda: Four Swords. It mixed the Final Fantasy
flavor into colorful, kid-friendly graphics, threw in a few obsolete
peripherals, and called itself the most innovative thing since sliced bread
sliced itself.
The problem was, the game was not
the greatest in the world because it focused heavily on people playing
together. That was difficult when everyone coming to the Crystal Party had to
bring their Game Boy Advance and the trusty, oft-used Game Boy Advance –
Gamecube Link Cable.
Now that half the world owns a
Nintendo DS, all they have to do is buy Final Fantasy Crystal Chronicles: Ring
of Fates to enjoy cooperative multiplayer dungeon-crawling action. I would
suggest anyone interested in the game at all does so; Ring of Fates is a
fantastic game that gets sweeter as you invest more into it. It is also one of
the best ways to play DS with friends.
It’s all crystal after the jump.
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Written by Cliff Bakehorn III
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Thursday, May 08 2008 15:07 |
I admire anyone reading this review. In fact, I would say that you have taste. You have taste because you are reading about a game that you have probably only heard about; you are also reading about something truly unique and something that is a bright, shining beacon of light in a hazy, foggy genre. You are reaching out for something new, something fresh, and something exciting. You are reading about the DS's best RPG to date.
Innovation: critics want it, gamers love it, and most developers do anything they can to create it. Enter Square Enix and The World Ends With You, perhaps one of the most interesting video games in the last decade. Every facet of the traditional RPG is thrown completely out the door, replaced with a vivid style and incredible sense of freshness. If it were a box of cookies, TWEWY would have nothing in it but strange-looking cookies stuffed with the wildest imaginable treats.
This is a bizarre game. A fair disclaimer would tell you to simply accept everything you read and to play the game if you have any further questions. There is nothing new about most of the concepts, but they are all presented in such a strange way that the game takes sevearl hours just to get familiar with. In fact, I would say that some players will still be slightly confused after five or six hours of playing.
Learn more after the jump.
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Written by Cliff Bakehorn III
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Tuesday, April 22 2008 10:47 |
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I was a big fan of Ninja Gaiden. As a result, I was happy to hear Itagaki was testing the series on the Nintendo DS with Ninja Gaiden: Dragon Sword (huh; look at that, another DS game with "DS" in its acronym). Dragon Sword is a game that mixes a lot of Ninja Gaiden with a lot of Nintendo DS. Fundamentally, it is a smooth transition. Ninja Gaiden was taken from its original succes on the Xbox and made to a cohesive DS version.
Ninja Gaiden: Dragon Sword is one of the few games to use the stylus control mechanics effectively, at least for the most part. Ryu Hayabusa is controlled almost completely with the stylus, and this results in some interesting gameplay situations. Although the feeling is a little different, it is clear that you are playing Ninja Gaiden when you turn your DS sideways to play Dragon Sword.
Beware, however: Dragon Sword can be an awkward game, and its stylus-only/sideways-DS design should be a clear indicator of that. Not all Ninja Gaiden fans are going to enjoy playing this game, but some of its mechanics are definitely solid attempts at bringing the series to the DS, and that counts for a lot.
Learn the ways of a handheld ninja after the jump.
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Written by Ian
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Thursday, February 28 2008 11:29 |
Dear Capcom,
We need to
talk. I just finished Apollo Justice:
Ace Attorney, the newly released fourth game of the vaunted Ace Attorney
series, and I don’t know what to say. Your
first Ace Attorney game, Phoenix Wright, was a fantastic, novel game with a
great plot. Justice for All, the second
in the series, was a bit worse, with most of the cases being merely
decent. However, the game’s final case
was amazing, easily one of the top three cases ever. That case kept the game from being a letdown,
with JFA overall being worse than the first but not by much. Finally came Trials and Tribulations, a
triumph on par with the first in the series.
With the Ace Attorney series sporting such a fantastic track record, I
was more excited about Apollo Justice than any of the Ace Attorney games
before. After all, this was to be a
brand new chapter in the franchise, right?
The Phoenix Wright plot arc was complete, you had a killer concept, and this
was your first AA game not made on the GBA.
It looked like all the elements were there with nothing to hold you back
from making the greatest Ace Attorney game ever. So how did Apollo Justice: Ace Attorney end
up such a disappointment?
I think
much of the reason this pains me so is because your general story concept for
this game was so great. The player is
Apollo Justice, rookie attorney and fan of the great lawyer god Phoenix Wright
– except that seven years ago Phoenix was stripped of his attorney’s badge, now
forced to play the piano at a Russian restaurant to pay the bills. What happened to our favorite character? What event could have happened to turn the
man we came to know and love into bitter exile?
Also, since when did he have a daughter?
How could any fan of the Ace Attorney series not salivate when imagining the possibilities inherent in such a
premise? Yet somehow you guys turned
what could have been the greatest Ace Attorney plot ever into an anticlimactic
letdown. When I said “anticlimactic,” I
meant that literally. Your climactic
case, where there is a great surprising unexpected twist and an extremely
satisfying end, is at the beginning of the game! Everything afterwards feels flat compared to
the excitement that defending Phoenix Wright against a murder charge.
Keep reading, Capcom. There's plenty more after the jump.
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Written by Ian
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Monday, February 25 2008 20:03 |
Professor
Layton and the Curious
Village is a very
difficult game to pin down in any way.
It’s hard to categorize. It’s
hard to describe. Most of all, it’s hard
to really understand just why this game is so much fun. A puzzle and adventure tag-team equal in
greatness to duos like peanut butter and chocolate or chips and salsa, Professor
Layton is a truly wonderful intellectual duet of fun.
Just what
is Professor Layton and the Curious
Village? Developed by RPG uber-studio Level 5, Layton is a mediocre
adventure game combined with brain-twisters, some of which are hundreds of
years old. While this most likely sounds
like a recipe for monotony, rest assured such is not the case. Though both aspects of Layton
would be undesirable individually, together you get a mesh of gameplay that
will grip you and leave you opening up your DS during red lights and other
short pauses, hoping to complete another of Layton’s challenging puzzles.
Hit the jump for more brain-bending fun.
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Written by Ian
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Monday, January 28 2008 17:36 |
The Advance
Wars series is well known for two things: well-balanced, fun, turn-based
tactical gameplay and a cast of characters who seem to be completely oblivious
to the horrors of war. Developer
Intelligent Systems set out to change that perception with their new
installment, Advance Wars: Days of Ruin, and for the most part their effort was
a success. They managed to keep most of
the fun gameplay, while completely overhauling the look and feel of the game.
However, it wasn’t a complete victory; while excising
the series’ absurd views of death and destruction, they also removed many of
the best features found in the previous installments. The end result is a game that while actually
playing better than previous iterations, somehow manages to be an inferior
product.
The full review's after the jump.
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