Pokemon Gold and Silver to Return?

3 05 2009

gold1

Ho-Oh

Earlier today a Japanese television show was going over some Pokemon news, showcasing some interesting looking props.  These props were in the form of pokeballs, with one being gold and the other silver.  What does this mean?  Well couple that with the fact that they announced that a new Pokemon game will be coming soon and I think we can draw a conclusion: Pokemon Gold and Silver are going to be remade!

This is great news, as I thought that the Gold/Silver/Crystal line were the best in the Pokemon series.  Debuting back in 2002, Pokemon Gold and Silver were a big accomplishment not only in the game series, but for role playing games as well.  Between the combination of two worlds (Kanto and Johto), 100 new pokemon, and in-game battle tower, Gold and Silver were some of the most lengthy Game Boy games at the time.

silver1

Lugia

The big question though is what would they call it?  The Pokemon Red and Blue remakes were called LeafGreen and FireRed respectively, so what should these two be called?  GoldYellow and SilverGrey?  Yea I know these ideas don’t sound great, but then that’s why I’m not paid to develop these games.  Nevertheless, look forward to the finalized announcement later this month.

Source: BulbaNews





Retro Review: Star Fox Command

11 04 2009

sfoxcommand1

Star Fox Command (Nintendo DS)

Original release date: 08/28/06

Fox McCloud is just your typical mammal looking to have a great time flying through the skies and stars of the Lylat system. Accompanied by his buddies: Falco, Peppy, and the always obnoxious Slippy, Fox has guided bored kids with fast-paced game-play for years, with visuals that were always among the best on the series’ respective consoles. Yet, over the years, Fox decided to take a break from what he did best — a change that would haunt the lives of his fans for years to come. Why Nintendo? Why break from a successful formula that wasn’t broken in the first place? With Adventures and Assault a distant memory, Star Fox Command arrives to bring the series back to its roots. And while it doesn’t fully succeed, it is the closest to the real deal since Star Fox 64.

Probably the most significant addition to Star Fox Command, which sets it apart from its predecessors, is the inclusion of a real story mode. Though each member of the team had their own objectives and opponents to contend with in the past, the plot was never much of a thought during game-play. What could be so interesting about a rail-shooting title with some farm animals as the main characters anyway? Well ultimately, the reason for this change is the game’s placement in the series. Being the fifth game to come along in the past fifteen years, Star Fox has accumulated quite the collaboration of events. What makes the single player worthwhile is the inclusion of several enemies, allies, and locations from the past; providing a trip down memory lane to those who have been with the series since the beginning.

  • Star Wolf? Check.
  • The original team in all their glory? Check.
  • A handful of enemies you thought you saw in Star Fox 64? Check.
  • Mumbling speech effects seen in the SNES version? Check.

Well, perhaps the last one on the list there isn’t so awesome, but at least it sort of acts as a tribute to the original . . . or they were just busy and didn’t have time to hire voice actors.

As said earlier, one of the biggest complaints against the last couple of Fox branded titles was the lack of flight missions. With little to no air combat, one had to wonder why they still called these installments of games “Star” Fox. Nevertheless, there are plenty of fire fights to look forward to in their latest venture, along with the inclusion of a new game-play formula. Yes, the folks over at Nintendo have finally decided to inject a strategic element into the equation, cleverly providing a use for the touch screen in ways not seen before.

Star Fox Command will have you flying through nearly a dozen different worlds, each with their own objective and format. Each stage is broken into turns, in which you will usually be allotted two or three. Using the stylus, you can move each of your units to different areas on the map, providing it abides within your Arwing’s fuel limit. Once you and an enemy vessel meet, the combat session will commence, with the premise being eerily similar to turn-based RPG battles. Quite strange how some role-playing games share a connection with titles of a differing genre.

And it is this connection that opens up the most exciting portion of the game: the air battles. Within each confrontation resides the rail-shooting combat sessions, which will have you battling numerous enemy ships, ground turrets, and alien hybrids. Each opponent differs in strength from the other, and how well you do in each stage, depends solely on who you choose to fight them with. Not only are your team’s personalities different, but their ship designs are as well. From Slippy’s fast-firing turbo shooter to Falco’s multi-lock function, the outcome of later missions will depend on picking the right candidate for the job (and yes, Slippy is actually useful in this game).

However, it is the way you actually control the movements of your squadron that make up the most interesting portion of Star Fox Command. Instead of simply using the control pad for direction, you will primarily be falling upon the touch screen for guidance. Though this may seem awkward at first, the controls really do get better as time goes on. Moving left and right amongst shifting skies and lava-filled wastelands will seem a breeze with practice and you will wonder why Nintendo didn’t use this approach earlier on. Somersaults and U-turns are practically automatic, with their actions being triggered by a pre-set button on the bottom screen. The bomb makes the easiest transition to the new control scheme though, requiring a simple point-and-click action to release its devastating effects.

STAR. FOX. IS. BACK.

Though that’s not to say there aren’t some reoccurring detriments along the way. For starters, one can be sure the developers were smoking something when they thought up the missile deterring missions. Within each of these sequences, you will be forced to fly through a series of rings in order to stay on track with the missile. There are several of these instances throughout each planet you visit, with the primary problem being the lack of game-play variety within these encounters. Every missile is the same as the previous one. Fly through some rings, speed up, keep flying through said rings, and lastly, attempt to destroy the missile. The problem is that every time you go through a ring, you speed up, a lot. And those who suffer with the touch screen controls early on, will definitely go insane after losing track of the explosive for the tenth time.

To make matters worse, most of the missions that you will fail will not even come from the rail-shooter portions. The frustration lies within the strategic setup before the battles, where one wrong decision will force you to replay the whole thing over again. For example, say you move your units up the map toward the final enemy base. Fog-of-War is scattered throughout the environment, making it easy to miss certain units during the heat of battle. Then finally, just as you make it to the heavily guarded stronghold, you notice a single ship pop out from under your main base. You see, the Great Fox serves as your group’s center of command and losing it results in a game over. Yet, the problem is, ANYTHING can destroy it. So that one tiny enemy unit just took out your main base, resulting in a failure that wasted nearly an hour of your time. No mid-level saves. No warning messages. No mercy.

It is easy to point out that Star Fox Command is far and away the hardest adventure ever undertaken by the group. The radical change in both the presentation and mechanics of the title will certainly have people moaning in frustration at times, even to veterans of the Star Fox line.

Yet, we can all breathe easier knowing the best part of Nintendo’s unique flight series has returned.

Flying throughout the snow-filled mountains of Fichina is certainly among the finest moments of the title. For Star Wolf is truly a fiend who knows how to bring about a great dogfight. When he comes flying toward with you with lasers flaring, you will know you are in for one hell of a bout. You retaliate, knowing full well that it is three against one. That’s right, not only are you up against the great mercenary, but his two companions as well. How will you counter? Will you fly in a circle provoking the attack while using some aerial maneuvers to get behind them? Or will you barrel roll their onslaught and follow through with one of your deceptively concealed bombs? The options open to you during these clashes are virtually limitless and truly show why fans love this aspect of Star Fox so dearly.

What people also love is being able to mow down some human competition, earning them the right to rule the virtual skies. Thankfully, Star Fox Command comes with Wi-Fi functionality, giving players who have an access to a wireless connection the chance to battle it out online. Bouts play out as they normally would, with one-on-one, and free-for-all matches being the formats available. The objective in these is to shoot down the average Joe opposite you, all the while stealing one of their stars. Gathering enough of these will earn you the victory, letting you up your online ranking just a bit more. Though problems exist within the system, such as avoiding defeat by simply disconnecting, the overall experience is enjoyable and surprisingly lag-free. Well, for the most part anyway.

Star Fox Command is a title that truly surprised me. Thinking back on previous installments, in addition to it coming out on the DS, definitely had me and my wallet nervous. However, one can consider the title a safe bet when it is in the hands of the original creators themselves. Not only does the title improve upon the storytelling aspect of the series, but the control scheme as well. The addictive firefights have returned in all their glory, with the multi-player truly adding a new dimension of play, not seen in any other handheld shooter out there. It is unfortunate that a handful of problems hold it back from reaching its true potential, but that is something we’ve all come to expect when it comes to anything not on a major console. Nevertheless, if you want a quality shooter with plenty of charm (and you know you do), you know where to look.

Verdict – 8/10





The DSi – Misconceptions and Observations

7 04 2009

So, it looks like Nintendo has thrown yet another system into the ring.  Is it a totally new system?  No. Is it worth getting?  It depends.

dsi

“Hmm . . . that power button seems to be in a potentially annoying position — D-pad looks better though.”

What people seem to not understand about the DSi is that you cannot look at it as a totally new system.  A lot of critics tend to bash Nintendo for re-releasing things to the point that they become “unnecessary rehashes.”  They think that they have the right to criticize everything Nintendo releases — comparing it to the last iteration, which they already own.  If you already own a fully functional DS-Lite, then no, you probably don’t need to go out and buy the DSi.  Does that mean the DSi is a waste of money?  No, it doesn’t.  The DSi is catered more to the casual gamer, which of course is Nintendo’s approach this generation.  A new set of mini-cameras, music functionality, and an improved online interface all cater to a niche crowd that a lot of “hardcore” gamers won’t necessarily relate to.

Will I buy a DSi?  Probably, since I never got a DS-Lite and my old DS is getting a bit worn out.  Am I upset that the DSi does not have a GBA slot?  No, since if I wanted to play a GBA game I’d go grab my GBA SP.  I for one have never been a fan of backwards compatibility, primarily because it shuns our older systems to the point where they are no longer needed.  “Hey, I need something to hold up my broken door, go grab the Gamecube from the closet;”  heh, it’s never nice to hear that one.

What appeals to me the most about the DSi is that it’s another great step Nintendo seems to be taking.  Opening the door to better technology and advanced media will help them in the generations to come.  I mean, just a few years ago we heard Iwata saying that gamers didn’t care for online gaming, and now both of their primary systems use a fairly solid online network.  For those who’ve tried out the online capabilities of games like Pokemon Diamond, Star Fox Command, or Animal Crossing: Wild World, you know the potential that Nintendo’s systems possess for online play and communication.  Sure the friend codes are a tad bogus, but hey, you got to start somewhere.

iwata“Hey, you got your online. . . in my gaming!”

Now though many consider the camera a lackluster addition to the handheld, what is great about it is that it opens up new game-play elements.  Sure no one really needs a 0.3 megapixel camera, but no other system today can utilize functioning game-play based around one.  Sure you have those little web-cam type apps for the PlayStation 3, but who really wants to spend all that extra money for a device that will work with one or two games.  Look at “Warioware Snapped!” for example; the DSi just came out and already it has a title based around one of its newest elements.  With the ability to play music (yea I know it’s AAC – but it’s not like it’s hard to convert the formats) , take pictures, and interact with the touch screen, the DSi is just Nintendo taking the handheld field to a different dimension.  There’s a reason the DS has sold over 100 million units.

Another intriguing element to the DS line is the addition of an SD card slot.  Though this was put in place of the GBA slot, I feel that this is a better use of the DS hardware space.  The PSP has been hailed such a good underground handheld because of its ability to utilize roms and other saved formats.  Will the SD card be more restricted on the DS?  No one knows at this point, but it paves the way for endless media possibilities.

The DSiWare though is definitely going to be the highlight of this revamped console, primarily because of the online success of the handheld system’s younger brother, the Wii.  The Virtual Console has been a staple on the Wii, ultimately making up for the lack of new IPs on the system.  Hey, when all else fails you can always fall back on the classics.  Super Mario RPG, Zelda: Ocarina of Time, and ActRaiser have all stood the test of time; here’s hoping that developers start coming up with titles that can give us memories similar to what those games gave for us back then.

bluedsi“Sure beats the tired ol’ black and white.”

So, yea — in the end I’ll probably go out and grab me an electric blue DSi sometime next week along with one or two games.  As mentioned earlier my DS “Bulk” has worn out its welcome with its larger size and darker screens, so I’m looking forward to a lighter and more vibrant console to lug around; my eyes are bad enough as it is.  For those that currently own a DS, DS-Lite, or DSi, could you give me some pointers on what to pick up next weekend?