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sudahi51
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sudahi51


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PostSubject: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 1:55 am

with my posts deleted theres gunno be an OVERFLOW of game info. so lets get started.

ign's dragon quest-swords review:

We've been following Square Enix's first Wii offering for nearly two years now. Dragon Quest Swords: The Masked Queen and the Tower of Mirrors was originally set to be a launch game for Wii back in November of 2006, but that obviously didn't happen. With a huge amount of releases on the system, and a pretty large amount of audio/visual localization for the English version of DQ Swords, the game was held until now. So after nearly two years of waiting, how does the game stack up to the rest of Wii's library? Pretty well, actually, as long as you take it for what it is: an entry-level RPG.

DQ Swords is -- in nearly every way -- a role playing game for the un-gamer. Keeping the soul of the Dragon Quest series in tact, Square's design has been simplified to an almost ridiculous degree, making use of linear levels and Wii-mote only control. Based on the original plug-n-play game from Japan, DQ Swords keeps the simple design, but uses the Wii's power for a more impressive audio/visual package. Players take on the role of Blade, a young hero on a pretty generic quest to rid the world of evil, and from there upgrade their hero with some basic equipment and items, level up through battle, and gain a posse of friends and family to help thwart an evil uprising

But if you've bee waiting for the game as long as we have, you already know this. The real questions are, does it work, and is it fun? To answer honestly, both of those questions deserve an overwhelming, "sort of." The combat is focused on IR pointing and motion slashing, and while the concept is extremely simple, the design ends up being a sort of button masher with Wii motion swapped in. Players can attack with vertical, horizontal, diagonal, and stabbing actions, and for the most part they translate well. Every once in a while you'll get a bad swing, but with only the loss of a combo to fear, there's really no punishment for poor swinging. Just select a new point on the screen, and try again.

It's absolutely essential to look at DQ Swords as a role playing game for first timers, so in that sense the simplicity is warranted. You'll want to buy every item, use every piece of material found for upgrading, and kill everything you come in contact with. The game houses only one main city, with one weapon shop, one item shop, one armor shop, one save point, one gigantic castle, and one station for mini-games. It's pretty funny to imagine an epic struggle between good and evil with only the lives of a dozen or so NPCs at stake, but considering the audience, Swords feels less like the "easy way out" as far as design goes, and more like a unique action/RPG that takes inspiration from the likes of Dragon Quest Monsters. It's simple by design, and still fun within its own right.

Although that simplicity also brings a generally passive overall feel to the game. Aside from making a few dumb moves along the way, we never found ourselves in a pinch. Enemies are generally easy enough to kill in a few swipes, levels are simple enough to beat in a sitting (this is, after all, a more arcade-like experience, and not a game meant to be played for hours and hours on end), and you've always got enough cash and items at your disposal. The game is also relatively short as well for a Wii title (grossly brief for a DQ game) at a total of eight hours front to back, and while there's definite added appeal through the mini-games, mission rating system, and hard mode, we found our experience was over by the time we were ready for it to ramp up in difficulty

Take, for example, our weapon upgrades. During the game you'll only make use of swords, so the weapon shop does little good outside of tempering blades you've already got. Don't expect a giant list of options here, as they don't exist. Instead, you can take your short sword and upgrade it, do so again to add elemental power to the blade, and then continue your track of either fire, ice, or electricity to further power-up your weapon. We were huge on the idea of picking an elemental allegiance, but in the interest of being versatile on the battlefield decided to buy and upgrade though a couple different routes. By the time we started on our second blade tough, we were at the door of the final stage of the game. The intention here is to of course make something accessible and easy to manage, but it's worth noting that DQ Swords is one of the thinner offerings we've seen from Square in years, and that includes pocket efforts.

One thing we don't want the paint a picture of, however, is that DQ Swords is some quick-fix cop-out experience; it isn't. Square did a great job of delivering some pretty polished (though basic) graphical work, with beautiful enemy animations and some pretty appealing level environments. Some bosses in the game take up almost the entire screen, the battlefield is constantly filled with effects animation through the use of magic, items, and blade slashes, and the small amount of CG work in the game does a decent job of filling in the gaps in the storytelling. About half the overall text in the game is supported with well delivered VO as well, so while you'll still get occasional sections that rely only on reading scrolling text, you'll be pleasantly surprised by the mass of voice work that is in the game. There's also a decent nod to the classic DQ series as well, with some sound effects dating back to the very beginning of the franchise's life.

In fact, aside from the game's general simplicity, there's only one major change we would have liked to see in the design, and that's the requirement of using only the Wii-mote for all navigation and battle. Moving around in a 3D environment with a D-pad is a chore, plain and simple, and there's a reason why Nintendo included the nunchuk adapter for Wii. Since the entire game is done in first person, that means you're constantly navigating through worlds with control similar to the original Doom series (minus the strafe buttons), and Blade feels less like a nimble hero, and more like a gigantic tank as he rotates and slides around town. The Wii-mote only decision was based on simplicity, but comfort is also lost along the way, as running requires you to move the d-pad while holding down the B trigger, and it's far from relaxing. Even a simple option to enable analog control would have been nice, but it's nowhere to be found.

Closing Comments
Dragon Quest Swords isn’t your average RPG experience, and as such certain gamers might be thrown off by what Square Enix has done with Wii’s first outing. If you’re looking for a hardcore, 50+ hour experience, this isn’t it. What DQ Swords brings to the table, however, is an extremely accessible role playing experience that works to capture new gamers in the world of Dragon Quest. The combat is fast and action-packed, the actual RPG elements are much lighter than anything we’ve seen from Square in years (maybe ever), and the storyline is simple and accessible for any age. Even the level-building and party management is totally streamlined, as all AI is handled on the fly. There’s a definite wish list of changes we would have liked to see though, as the Wii-mote only controls aren’t extremely comfortable, and the adventure is over before you know it. As a product that ends up being “Dragon Quest Lite” though, Swords is still pretty entertaining while it lasts.

7.0 Presentation
There’s a small glimpse of CG work, and some decent VO throughout, but the overall experience is very thin as well. Not much in the way of an RPG mechanic.
7.5 Graphics
Some impressive character animation mixes with a pretty sizable effects budget. Environments are a bit basic though, as are the human character models.
7.5 Sound
Classic DQ symphonic themes are met with a large VO effort. It’s nothing overly impressive, but it’s a decent first offering from Square Enix.
7.0 Gameplay
Swing recognition can be a bit off at times, but the overall design is simple enough for anyone to enjoy. Wii-mote only control feels forced, and a bit uncomfortable.
6.0 Lasting Appeal
Eight hours is hardly par for Dragon Quest. Younger gamers should stay hooked throughout though, while the more hardcore RPG fans tire of it quickly.
7.0
Decent OVERALL
(out of 10 / not an average)
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sudahi51
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 2:29 am

Return to the horrific haunts of House of the Dead in this two-pack of shooters. The arcade games House of the Dead 2 & 3 come packaged together on one Wii disc in a set SEGA is calling The House of the Dead 2 & 3 Return. Battling the relentless attack of bloodthirsty zombies with steady aim and a quick trigger finger, players can target creeps and creatures easily with the Wii remote (with or without the Zapper lightgun shell.) The two titles will feature more than six gameplay modes, including Arcade Mode and Time Attack. In addition, up to two players can target zombies simultaneously in the title's cooperative mode
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sudahi51
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 2:31 am

i gave super mario galaxy a 10/10, not posting all the crap again
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sudahi51
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 2:31 am

gave no more heroes a 9/10 not posting the stuff again
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sudahi51
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 2:40 am

Final Fantasy Crystal Chronicles: The Young King and the Promised Land

Exclusively available for Wii Ware, this game will tell the story of what happened after the original Crystal Chronicles. The Little King of the subtitle, who lost his kingdom due to the events of the first game, gains from the crystals the power to build things. He uses this to revive his fallen kingdom. The game's genre is "Country Building RPG."
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sudahi51
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 2:52 am

Last week, SEGA held an event to show off SEGA Superstars Tennis across most of the systems it will be released for. This week, however, SEGA stopped by our offices so we could get a bit more one-on-one time with the Nintendo Wii version and to snag some awesome direct feed footage. If that's all you want to watch, you know where to click. But for those who might want to know a bit more about the game and its features, our own Ryan Clements covered many of the elements in his hands-on preview last week.

SEGA Superstars Tennis is, like Nintendo's Super Smash Bros. series, a celebration of all things SEGA. In this case, characters across all sorts of SEGA franchises have all banded together onto the court for a little game of tennis. Sonic the Hedgehog, Nights, Space Channel 5, House of the Dead, Samba de Amigo, Super Monkey Ball – you name it, the game's probably represented in Superstars Tennis.

The game's been developed by the Virtua Tennis team at Sumo, so you know you're at least going to get a good looking and playing game of tennis. And in our deeper hands-on, SEGA Superstar Tennis seems to retain a lot about what's great about the Virtua Tennis series.

Take, for example, the visual engine. Though the Nintendo Wii version won't look quite as sharp as its newer-generation cohorts like the Xbox 360, the version that's made for the Nintendo console still looks extremely sharp and flows smoothly at 60 frames per second. I even made the joke to the SEGA guys that it's nice to see Nights in a game that actually runs at 60 FPS. They didn't laugh.

But let's get this out of the way right now: the Wii version will not have online support. It's a shame as other consoles will get this feature, but the Wii will not. Even the Nintendo DS edition will feature Nintendo Wi-Fi Connection support for multiplayer. Sorry Wii gamers.

Of course, the main difference in the Wii version is in its controls. In SEGA Superstars Tennis, you can play three different ways. one, the Wii Tennis way where you simply swing the Wii remote like a racquet and let the computer do all the running. This mode works well and keeps the casual gamers on the level of the more hardcore players. I.E Grandpa can now play against Jr. in the same game using the Wii Tennis controls while Jr. plays the more traditional route.

There are two "hardcore" controls. One is with the Wii remote exclusively in classic NES pad configuration. You don't swing the remote like a racquet, and in my hands-on it didn't seem like the motion sensor was even being used in this configuration. You may lose analog aim this way, but it absolutely works well, and I'm guessing this will be the way the Nintendo DS version will feel when I get some hands-on time with the handheld version later this week.

The second way is probably what most people will use: Wii remote and Nunchuk combination. Players will move their chosen athlete with the analog stick and hit the ball with the Wii remote using different motions. Adding the A or B buttons during the swing will alter the type of shot used, and you can also change the aim of the shot pushing the analog stick in the proper direction.

Overall the game feels like a really good variation of Virtua Tennis – it might get a little too crazy for tennis purists, but for those who are big fans of arcade sports you'll probably dig what Sumo's done with their design for SEGA characters. We'll have more on SEGA Superstars Tennis as we get closer to the game's March 18th release
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 2:56 am

SEGA Superstars Tennis features classic SEGA characters - including Sonic the Hedgehog and Ulala from Space Channel 5 - plus some of the most unusual courts and outrageous settings ever imagined in a rousing match of tennis. Developed by Sumo Digital (the team behind the enjoyable Virtua Tennis 3), this title features a toal of 15 playable characters (and a host of SEGA icons cheering on from courtside), each with their own over-the-top tennis skills. Courts are SEGA-themed too, with Green Hill Zone and Samba de Amigo's Carnival Park.
Also Available On: Xbox 360, PlayStation 3, Nintendo DS, PlayStation 2
Published by: SEGA

Developed by: Sumo Digital

Genre: Sports
Release Date:
US: March 18, 2008
Japan: Q1 2008
Europe: March 28, 2008
Australia: March 2008

MSRP: $49.99
ESRB Content Descriptors: Mild Blood, Mild Fantasy Violence, Mild Suggestive Themes
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 3:00 am

psoting everything again?
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sudahi51
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PostSubject: Re: news/reviews/previews   news/reviews/previews Icon_minitimeThu Feb 14, 2008 9:39 pm

no! its all back!! cheers
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