Guitar Hero 4 adds new instruments, turns features up to eleven


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The June edition of Game Informer features a lengthy preview of Guitar Hero 4, and one thing is immediately clear: Activision is desperate to out-Rock Band Rock Band. This is most obvious in Guitar Hero 4’s adoption of other instruments; as recent rumors suggested, the next installment of Activision’s faux-guitar extravaganza will include drums, bass, and vocals.

As well as this expanded line-up, you’ll be able to create your own tracks (though this doesn’t extend to vocals, reportedly due to storage and copyright issues) and design album art. The game will let you upload five of your tracks to ‘GH Tunes’ (and ten when you achieve certain grades), and it will be possible to share songs in the Wii version. If you’re horribly uncreative like us, you’ll be able to strum your axe to one of the game’s licensed songs, all of which are master tracks, and include the likes of Van Halen, The Eagles, Sublime and angst-mongers Linkin Park.

Some big changes, then, but there is a hint dropped by Game Informer that sharing songs in the Wii version of Guitar Hero 4 is “unlikely to be as robust as the PS3 and 360 versions.” The magazine doesn’t expand on this comment, but it’s enough to set alarm bells off in our heads, especially after the gimped Rock Band fiasco.

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News | May 12

Rogue Trooper serves a cold dish of revenge on the Wii


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Reef Entertainment recently announced that a Rogue Trooper game will be headed to the Wii, subtitled The Quartz Massacre. If you haven’t heard of Rogue Trooper before, it features a bad-ass, blue-skinned soldier who likes to take revenge on people that mess with him and his comrades. He can also assign himself the skills and “personalities” of fallen friends, thanks to a spiffy futuristic biochip.

The plot for The Quartz Massacre is the same for that of the 2006 Rogue Trooper releases (available for the original Xbox, the PS2, and PCs), leading many to reasonably speculate that this Wii version will be a port. Reef promises that the Wii’s controller will add more immersion to the third-person shooter, though (à la Resident Evil 4, we assume), and Rebellion is also reported to have added tweaks and polish its last-gen endeavors.

We have mixed feelings about this game: on the one hand, the console could use more shooters of this nature, but on the other hand, it already has a full plate of ports. Since we didn’t play the well-reviewed, last-gen iteration of Rogue Trooper, however, we’re willing to be open-minded. If Rebellion can pull off a fun and polished game, we’ll have no qualms.

[Via Destructoid]

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News | May 12

Miyamoto talks WiiWare launch, American devs


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Now that the WiiWare service is up and running (and we got to play at least one game so far), you’re probably as curious as we are concerning the lack of Nintendo games available for download. With an entire catalog featuring nothing but third-party titles, it might seem like a silly idea to launch a Nintendo service with no Nintendo games on offer. It’s something that we thought was very much against what Nintendo’s usual operational procedures are.

Then, like a knight in shining armor, Shigeru Miyamoto charges in and tells us why we need not be concerned. “I think America has always been better at creating unique products,” he says. Wow, we’re flattered! Miyamoto is a big fan of the North American indie game scene, commenting they are “able to let their own personality and their own kind of unique interests really flourish in the games that they’re creating.” This is one of the reasons why Nintendo felt safe with the WiiWare line-up unleashed on us today.

[Via Joystiq]

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News | May 12

Sakurai to spill beans on what makes games fun


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The obvious choice aside, we can’t think of many game designers who are better qualified than Masahiro Sakurai to discuss how to make fun videogames. Which is a good job, really, because the Smash Bros. and Kirby creator has been booked by DiGRA, Japan’s Digital Games Research Association, to deliver a talk on what makes games enjoyable.

Don’t go getting excited, though. Sakurai’s speech, entitled ‘Game-ness,’ will be delivered at the Fukutake Hall Running Theatre at Tokyo University’s Hongo campus, and to an audience of only 150 people. If by some chance you are located near to the venue, know that DiGRA members get in free, while student non-members pay ¥500 (roughly $5) and all other non-members ¥1000 (approx $10).

We wonder what games he’ll use to convey his message? Bringing up Brawl or Kirby might seem a little conceited, but those are two of the titles we would use.

[Via Develop]

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News | May 12

Wii Fanboy Review: Pop


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Nnooo’s Pop is an unusual puzzle/shooter hybrid. It has a lot in common with matching-based puzzle games: activating multiple objects (in this case, bubbles, activated by tapping) of the same color as they fall builds a score multiplier, and gameplay-modifying items are found in some of the objects. However, unlike Columns or Bust-a-Move, there is little immediate penalty for missing. Bubbles don’t build up and kill you when they fill up the screen — they fly by at a constant rate regardless of your actions. You are required to pop consistently to fill a timer, but the lack of building stacks does change the character of the game a lot versus that kind of puzzle game.

Instead, Pop’s tension is based more on recognizing the flying bubbles quickly, and popping as rapidly as you can with some semblance of strategy. There’s no penalty for popping different colors, but popping the same color builds your score multiplier. Big bubbles add more time but less score, and small bubbles add more score but less time. Since all of these effects are still positive, the basic strategy of the game is to pop the hell out of anything that is a bubble. In this way, the game feels very much like a scrolling shooter.

Gallery: Pop

You lose time for touching a non-bubble area of the screen, which forces you to choose a bit more carefully — this then makes you pay at least a little attention to the screen, and thus motivates you to start working on combos. And that interaction — discerning between bubbles, but still popping as quickly as possible — is what makes Pop interesting. The first couple of games consist of players killing the timer by missing almost instantly. Then Pop clicks (pops?) and you start rapid-fire popping, adjusting how carefully you look for combo opportunities, and seeking out items (score multipliers, bombs, slow-down items, but not the skull that stops your combo), and you start flying through the game’s waves.

The waves each have a different color scheme, and alter the speed and direction of bubble movement, as well as bubble size. Between every few waves is a bonus stage — like Galaga’s “Challenging Stages” but with way more things to shoot and no expectation that you’ll shoot them all.

Multiplayer falls somewhere between cooperative play and competition. Exclusive multiplayer items include a flashlight that restricts the view to an area around one player’s cursor, and a lightning bolt that temporarily prevents the opposing players from popping bubbles. However, despite trying to outscore your opponent, causing them to fail is not advantageous to you, because you share a timer. It’s an uneasy alliance!

Pop features online leaderboards for single- and multiplayer modes, but these leaderboards can only be viewed after you finish a game, or in tiny form on the title screen. In addition, players earn “badges” (like achievements) whose requirements flash on the screen when it is awarded. These can only be seen in a little window when you’re choosing your player profile, and you can never read what they mean again after receiving them. You just end up with a collection of meaningless icons.

Pop contains one very important feature that will make many gamers’ lives easier. When creating your profile, the game will display the four different-colored bubbles and ask if you can tell the difference. If you say “no,” the bubbles will be different shapes as well! Color-blind gamers: welcome to puzzle games. We missed you.

I thought, at first, that Pop was an irritatingly random twitchfest, the “watch your timer count down very quickly” game, and then within about five minutes I just got it. I began clearing multiple waves and I just fell into it. Initially, I scoffed at the idea that something so frantic could be designed to put you in a trance. But that frantic quality is exactly what makes Pop so entrancing. Unlike other puzzle games, you have to let bubbles pass. You focus your attention on what you can, and let the sea of bubbles wash over you while delightful ambient music plays and your bubbles pop in changing rhythm.

It isn’t perfect, of course. The game still has a heavy element of overwhelming randomness. And there’s a waggle-based bubble-inflation maneuver that doesn’t seem to be useful, ever. But none of this matters over the course of five or ten minutes, which is the sweet spot for this game. After that long, you definitely feel like you’ve had a full gaming session. And you may not even realize you liked it until it’s almost over.

My opinion is fascinating and all, but Pop wasn’t exactly designed for me. I wondered what a more casual gamer would think about Nnooo’s puzzle-shooter. So I asked one.

My wife, Mary, is a longtime gamer who enjoys “Wii Sports, puzzle games, and platformers like Super Mario Bros.”, but only plays games “less than once a week — maybe a handful of times a month.” Furthermore, she’s likely driven away from games by living with an insufferable game nerd (not her words). I sat her down with Pop (it wasn’t hard — “Want to play this WiiWare game?”), and after some single-player and a multiplayer session or two, I asked her impressions. She obviously isn’t the voice of all casual gamers, but I figured that she could at least have a more casual perspective than me.

NWF: What do you think of Pop?
MF: I think it’s fun to play for about ten minutes. It’s pretty repetitive, but it’s fun to pop the bubbles.

Was it easy to figure out?
Yes, it’s very easy to learn. There’s a short training game, and then hints come up.

How well do you think you were doing?

I thought I was doing slightly below average. I wasn’t very good at chaining them, and I missed a lot.

You stopped because your hand was getting tired. Were you also getting bored?

Yes. I don’t think I’m interested in trying to get a higher score. It’s boring to play for long stretches of time.

I like getting the badges. If only they’d tell you what they were and you could look at them.

It is worth noting that her “slightly below average” was #37 worldwide, which grew the next time to #20. And that she started a new game immediately after we finished our discussion of her last session. She declined to provide a review score, but she enjoyed Pop at least that much.

As for me, I was pretty sure that I was going to give Pop a solid 6/10, but the uncomplicated, addictive quality of Pop and the ease of playing downloadable games makes it a 7.5/10, easily. It’s just so appealing to jump in and lose yourself for a few intense minutes. Just don’t expect to play it for hours or days on end.

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News | May 12

My Life as a King co-creators on WiiWare challenges, ActRaiser


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In their GDC presentation, Square Enix’s Fumiaki Shiraishi and Toshihiro Tsuchida described the new direction they were taking with Final Fantasy Crystal Chronicles: My Life as a King. They discussed how they were shaking things up at their company by making a small, low-budget game with no elaborate cutscenes. Brandon Sheffield and Jeremy Parish spoke with the game’s co-creators about the advantages and challenges of trying to make a Square Enix game under strict financial and storage budgets.

Shiraishi described the limitations as an inspiring factor for the game’s design, and also pats SE’s artists on the back: “I don’t think we would’ve had this game design idea if we didn’t have the memory restriction to begin with. Once we had the restriction, we had… all our artists are veterans, so if you tell them the size, they’ll hit it right on.”

Another (very) noteworthy offhand statement comes at the end, in a discussion of Square Enix’s attitude toward the Virtual Console. When the similarity in theme between ActRaiser and My Life as a King came up, Shiraishi said “I’d like to make an ActRaiser sequel. That would be kind of fun.” Yes. It would.

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News | May 12

Real console parts become virtual Virtual Console parts


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This seems like an excellent use of a vintage PC: building a dedicated NES emulator. It’s basically the same idea as the homemade MAME cabinet, but cheaper. dosman built a custom adapter (using a destroyed NES Four Score) that allowed him to attach NES controllers to vintage 486 PC, then connected a NES Satellite to the system. Now he can play archived NES games using a wireless controller! How novel!

We don’t want to argue about the legality of emulation (we’re not going to look into whether or not he owns the original cartridges, etc.) because we prefer to focus on how cool the whole project is. The 486 is just powerful enough to run Nesticle (itself a vintage program), and somebody finally figured out a reason for both the Four Score and the Satellite to exist.

[Via MAKE]

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News | May 12

Activision reveals Pitfall: The Big Adventure


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Click for larger image

Exclusively for the Wii, Activision is bringing another entry in the Pitfall franchise to Nintendo’s console. What has us confused about all of this, though, is that these images look very familiar to Pitfall: The Lost Expedition, which released on the previous generation of consoles. Could this just be a port of that game, now with waggle?

Our hunt for similar screens to compare has come up empty. The press release mentions there are over 60 levels to play, but says nothing to the fact that this looks like a game that already released 4 years ago. When we find out, we’ll let you know.

Gallery: Pitfall: The Big Adventure

[Via press release]

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News | May 12

Wii Fanboy Review: Defend Your Castle


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Click to see more screens from Defend Your Castle

The browser game that many of you have tried at one time or another has been revamped for Wii and launched alongside WiiWare earlier this morning. After spending a good bit of time with the game, we’re confident that we can present a decent review of the title. With a price point of 500 Wii points, as well as a fairly addictive game just lurking beneath that small admission price, we’re happy to report that Defend Your Castle is a good game and well worth your small sum of money.

Gallery: Defend Your Castle

First of all, we should explain what exactly the deal with this game is. If you haven’t been paying attention, the object of the game is to defend your castle from the ridiculously large onslaught on invading armies that try to take it down day after day. While defending your castle during the daylight hours, you’ll gather points, which can then be used at night to strengthen your castle or expand its plethora of assets. These assets include things from just strengthening walls (the castle’s overall health), down to building a Pit of Conversion, which allows you to take enemy soldiers and convert them into followers that will do their best to protect your castle.


Click for larger image

It isn’t as easy as just building the Pit of Conversion and calling it a day, however. Once you have a pit set up, it isn’t going to help you until you fortify towers for different abilities, so that the converted units may be placed there for use. These different towers allow for you to place archers, which will kill enemies periodically, to a tower for stone masons who will repair your castle. There’s also a tower that you can use to instantly pull out a unit that will destroy everyone around him, as well as the coveted Mage’s Tower.

The Mage’s Tower is the coolest ability in the game, because you can call on a variety of spells to dispatch the enemy troops. You can call on the pink eraser to automatically eradicate one foe, as well as a nice Instant Conversion technique that provides you with a new troop, yet isn’t affected by the annoying wait time that comes from using the Pit of Conversion. And, once you get into the thick of it later on in the game, you’re going to be depending on the Mage’s Tower to get you out of a tough spot.

Visually, the game looks great. Small touches like the changing weather, as well as the unit variations, come together to make a very visually appealing package. The game has a lot of charm here and looks like the imagination of a 4-year-old child. If there’s any landscape we wanted to pay home to our exploits of defending a castle from countless hordes of enemies, it’s here.

For a 500 Wii Point game, you’d be insane not to give Defend Your Castle a download. The game is fun, very accessible and has almost no learning curve. We can’t comment on the mutliplayer, but if the single-player is any indication, it will deliver there, too. XGen Studios have created a great WiiWare offering and we’re sure your life will be better for having downloaded Defend Your Castle.

Final Score: 9/10

Hey, did you know that we like to review things? Sure, we do it all the time! Be sure to check out our Reviews category to stay current with our latest reviews and hands-on impressions.
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News | May 12

Majesco sharing a slice of Cake Mania with Wii owners


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Sandlot Games’ Cake Mania franchise is coming to the Wii for the first time via Majesco, as Cake Mania: In the Mix! The new Wii game combines the time-management-based gameplay of the first Cake Mania with the storyline of the sequel, and adds waggle to the baking and serving action in new minigames.

Other new features include an unspecified “Shop Rating” feature that enables unlocks and a phone system that enables even more orders to come in.

Majesco expects to release Cake Mania: In the Mix during this holiday season. It will be distributed by Codemasters in Europe for an early 2009 release. We’re always interested in seeing how the PC casual games audience crosses over with the Wii casual games audence, and this is a perfect test case.

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News | May 12