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Topics - Hoffy

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61
Feedback / New Recourses setup not really working.
« on: February 17, 2008, 09:45:36 pm »
At least, as far as comments are concerned.

Pretty much single piece of sprite work submitted is receiving little to no comments, and I think it's because the board is somewhat cluttered, too hidden, or somehow a little bit too much. The difference being that these topics received at least a few comments before the board was changed to the DeviantArt-styled thing.

It was a good idea, but it doesn't seem to be working O_o

62
Other Discussion / How can I share internet using a cross-over cable?
« on: January 10, 2008, 11:01:22 pm »
Topic title. Using a desktop and a laptop with a simple cross-over.

Does anyone have a few steps I could take ::)?

63
Updates / A Hoffy Review: The Legend of Zelda: Twilight Princess.
« on: January 07, 2008, 07:13:03 am »
A Hoffy Review:
The Legend of Zelda: Twilight Princess




Developer: Nintendo EAD
Publisher: Nintendo
Release Date:
Wii:
USA: November 19, 2006
AUST: December 7, 2006
GameCube:
USA: December 11, 2006
AUST: December 19, 2006
Genre: Action/Adventure
Rating: T (ESRB), M (OFLC)
Platform: Nintendo Wii, Nintendo GameCube
Players: 1


The wait for Nintendo's epic "spiritual sequel" to the highly acclaimed Ocarina of Time dates all the way back to the year 2000, during Nintendo's then-annual Space World expo. It was at this time when Nintendo was working to making preparations for their sixth-generation severely-misunderstood purple box, the GameCube. Nintendo hyped the console with several gameplay videos ranging from charming shots of Super Mario 128 (as it was dubbed) and Luigi's Mansion, to stunning clips of Metroid Prime, and the cream of the crop, a realistically detailed Legend of Zelda. The movie, depicting Ganondorf and Link in a fierce sword fight, lasted only ten seconds - nowhere near enough footage to keep dedicated fans satisfied. It seemed fans would have to wait the usual development period of about three years before they got their hands on this "mature" Zelda... or would they?

When 2001 rolled around, Nintendo revealed that Link might not be as grown-up as everyone thought he would be in his next console outing, with the controversial Wind Waker. In the span of a few minutes, fans' hopes of an Ocarina of Time 2 were decimated, splattered and coloured brightly. While the Wind Waker's art was particularly unique and beautiful, bringing the world of Zelda to life in a completely new way, it wasn't exactly the style some of us we're hoping for, and it certainly wasn't the style everyone was expecting. The Wind Waker was then released in 2003 to much critical acclaim.


Link defends his lunch money. The nerd.

After exploring over forty islands upon a vast sea, collecting heart pieces and nautical charts, gamers had taken their Wind Waker discs out of their GameCubes. Zelda fans were willing to accept that the next Zelda game would be a fair few years away, and may or may not be released on the Nintendo GameCube. It was during the E3 of 2004 when Nintendo surprisingly revealed the Zelda game we had all been waiting for. Dark, epic and possibly bloody, the then-untitled realistic Zelda had fans of the series in tears of happiness. Finally, grown-up Link was back, and he was ready to kick some ass. Later named Twilight Princess, the game would go on to be one of the most anticipated in Zelda (and video game) history. After many delays, trailers and interviews, smiles, tears and tantrums, Twilight Princess was released in 2006 as not only a swan song to the Nintendo GameCube, but as a brilliant launch game to the Nintendo Wii. But questions still remain - is this the best Zelda ever made? Which is better: GameCube or Wii version? Is it better than Ocarina of Time? Hoffy investigates.

Gameplay:
GCN: 9.5
Wii: 9.5

The Legend of Zelda: Twilight Princess was developed from the ground-up for the Nintendo GameCube, but development on a Nintendo Wii version initiated later in the development cycle. Obviously the GameCube version plays much like all other Zelda games, particularly The Wind Waker, whereas the Wii version takes advantage of Nintendo's new remote control, including motion sensing capabilities. Please note that this reviewer was lucky enough to play through both versions of Nintendo's quest entirely (read: AoDC sent me the GameCube version), and his analysis of the comparison of these controls is based on approximately 50 hours of playtime in each version. Now enough of that third-person crap, let's start with the Wii controls.


Twilight Princess gives Mario Galaxy a run for it's money.

If you've played through Nintendo's monstrous action/adventure quest already, then you'll know that there isn't a particular button used for various sword swings, and instead, you perform your deadly slices by shaking the Wii remote. It can be said here and now that you won't tire yourself out unless you really get into the sword fighting - but, there's no need to be that over-active unless you enjoy risking personal injury or the life of nearby furniture. While mimicking Link's sword with the Wii remote feels very intuitive at first, eventually it just seems like a replacement for pushing a button. There's also a lack of one-on-one motion control, meaning the direction you swing the Wii remote isn't necessarily the direction Link swings his Ordon Sword. It can then be concluded that pushing a button would have been the better of the two options, but the remote is so responsive and it's such an effortless task that wagging the remote around doesn't feel tacked on or gimmicky. Where the Wii remote really shines is in the shooting mechanics. Throughout the quest you find both a slingshot and a bow, in which players are required to aim at the screen to fire their projectiles. Aiming is a pixel-perfect task; Nintendo have really outdone themselves in making firing arrows a satisfying experience. Sending an arrow through a Moblin's skull never felt so good before. Apart from aiming and swinging, there are several other small mini-games and items that require the use of the motion control, and it all feels very intuitive. Control in the game is very tight, and all of the older features from previous Zelda games have been mapped well to the Wii remote's setup, including Z-targeting as well as four assignable item buttons.

"This is Zelda in it's absolute entirety, and it is, without a doubt, the perfect Zelda in terms of gameplay."

Now for the GameCube version. Obviously, Twilight Princess on the GameCube plays much like it's older brother, the third 3D instalment in the series, The Wind Waker. Anyone who played through the enormous sea voyage thoroughly will already understand completely how Twilight Princess plays on the 'Cube. You combine the B-button and the joystick for various sword swipes, you tap the A-button for context sensitive actions, and you use the L-trigger to target suspicious objects, friendly locales, or not-so-friendly monsters. Unlike The Wind Waker however, you only have two, not three buttons to equip items - X and Y. Instead, players will use the Z-button to call on the game's cunning new sidekick, Midna - but more on her later. The lack of assignable buttons doesn't really cause any issues while playing, as opening the inventory and equipping one of your many items is a breeze. The GameCube version also has several features the Wii version lacks. Players favouring this traditional setup will be able to take advantage of the C-stick for free camera control. Although control is somewhat limited compared to Wind Waker's free camera, it is especially handy in certain dungeons. Unfortunately, manual shield control was absent from both versions of Twilight Princess, but the GameCube version offers the next best thing, with a "shield attack" assigned to the right shoulder button (unlike the Wii version which used a dodgy nunchuk thrust). In short, both control schemes have their ups and downs, and in the end you should choose based on whether you want a completely new experience, or if you'd like to stick to the traditional scheme and how the game was supposed to be played.


Ah yeah. I forgot horses could fly like that.

Early on in the game, Link is captured and thrown into the "Twilight Realm", a version of Hyrule that has been engulfed in perpetual dusk. It is also within this realm where Link is transformed into his alter ego, a wolf. After catching up with the mysterious character Midna, Link must learn to take control of his animal senses and abilities, as well as Midna's magic. Games in The Legend of Zelda franchise hold a tradition of introducing a new major gameplay feature that effects the overall theme of the game and the tasks at hand in weird and wonderful ways. In A Link to the Past players were required to warp between two parallel worlds, in Majora's Mask Link had to collect masks and harness their transformation abilities to reach new places and solve puzzles, and in the Wind Waker gamers conducted the Gods with a legendary baton to change the wind direction, among other things. It's strange to think that Nintendo completely ignored a new gameplay element for Twilight Princess, but this seems to be the case. The alternate universe idea has been done in several of the series' games, animal senses are basically a type of Lens of Truth, and the character transformation was the salient point of Majora's Mask. Even though Twilight Princess offers relatively nothing new regarding gameplay, what it does offer is a truly refined version of the Zelda formula. All aspects of previous Zelda games somehow make their way into this one. Controlling your horse, Epona, is a much more pleasing experience than it was in Ocarina of Time. Horseback battles are especially plentiful, as players are required to use sword and bow on horseback while riding across the enormous fields. In the corner of the overworld, players can stumble upon a fishing pond in which to take up old hobbies from Ocarina - you can fish for hours and hours if you want to collect all of the different types. Using the Wii remote during the fishing mini-game is a particularly pleasing experience, and if this feature catches your eye, the Wii version is definitely for you. And of course, controlling the wolf feels great as well. This is Zelda in it's absolute entirety, and it is, without a doubt, the perfect Zelda in terms of gameplay. That in itself is a reason not to miss out on this gem - just don't get into Twilight Princess expecting anything new.

"What you'll find here is an exceptionally detailed world, bringing a new life to Hyrule's culture, nature and mythology."

The Legend of Zelda: Twilight Princess is definitely the largest game Nintendo have ever developed. It's no surprise considering the game was in development for almost four years, that the amount of content in this game is truly staggering. The quest itself can last about 20 hours without sidequests, meaning you'll have to courageously raid Hyrule's nine gargantuan dungeons, each of which can take from an hour to two hours to complete (excluding the last two). In terms of side-quests, the moment you step into the Hyrulean universe, you'll have to round up a total of 45 Heart Pieces to extend your life energy, search the world's corners for 24 golden bugs, hunt down 60 souls from 60 poes (now in Grim Reaper form) and then you've got about a bazillion overworld and dungeon treasure chests to open. With side-quests, this adventure can last from 50 to 60 hours. Fifty to sixty. The world of Hyrule is exceptionally detailed and astonishingly humongous, around the size of about three of Ocarina's Hyrules. Add to that Link's gajillion items and upgrades and you've got yourself one fine Zelda game indeed. One last gripe however, the difficulty. It doesn't make sense that Nintendo would develop a mature Zelda aimed at older gamers and lower the difficulty to that of a child's game. While the game is certainly harder than The Wind Waker, it's not hard enough. It's time to say goodbye to the quarter-heart, Nintendo. It's odd to think that a creepy demonic titan or a deadly aquatic eel can barely touch me at all. Is it that Link's too overpowered? I don't know.


Excuse me ma'am, you dropped this!

Graphics:
GCN: 9.5
Wii: 8.5

It's a shame Twilight Princess wasn't released in 2005, because a perfect ten would have been the suitable number for this category. The simple fact of the matter is, Twilight Princess is a really, really pretty GameCube game. The Wii isn't incredibly capable compared to other next-generation consoles, but there's no doubt it can produce graphics even slightly better than what you see here. The game looks outdated, plain and simple. That's not to say that Twilight Princess is a particularly ugly game, not at all. What you'll find here is an exceptionally detailed world, bringing a new life to Hyrule's culture, nature and mythology. The houses in Ordon Village detail how the Hyruleans live, as do the Ordonian's fashion sense. The knights of Hyrule Castle use rather unique weaponry, the Goron's tattoos bring a meaning to their laws and way of life, even the plants in the Faron Woods have got something to say to the imagination. And let's not forget about the Twilight Realm, a creative and surreal world unlike anything you've ever seen. It should be noted to Zelda fanatics that Hyrule in the Wii version is actually mirrored, and that the land of the rising Triforce represents Ocarina of Time Hyrule in the GameCube edition. Some environments might look a bit ugly, there are plenty of framerate issues in the GameCube version, and it might not be the beautiful cel-shaded style of Wind Waker's, but Twilight Princess is a game that proves that great art won't ruin the score in the graphics department. The Wii version also supports 16:9 widescreen mode. Don't forgot your component cables!

"The Legend of Zelda: Twilight Princess is the first game in the series to really take the story aspects of the game seriously."

Sound:
GCN: 8.5
Wii: 8.5

First of all, Twilight Princess does indeed sound terrific. This game sports a brilliant original score. There are a number of different themes playing for the game's several unique areas, and then you've got pieces for individual boss battles (listen in for boss five) and for the quest's many cutscenes. Midna's theme is absolutely brilliant; it will definitely pull on your heart strings. But here's where Twilight Princess missed out: a lack of an orchestra. Twilight Princess is a large-scale game, and the best way to complement a large-scale game is with large-scale recorded sound only provided by strings, percussion, brass and whatever else. I can't help but feel slightly disappointed when listening to the game's opening theme with it's synthesized choir. MIDIs don't sound all that bad, and Nintendo have done well in composing them, but if Super Mario Galaxy can do it, Twilight Princess should too. Voice acting may not have been vital in this Zelda, as reading the on-screen dialogue is almost like reading a book. But there's no denying that there's a lot of emotion in the character's text, and at some points, it would rather be heard than read. Link should stay mute, of course, but voice acting should be considered next time. Oh, and there's also plenty of grunts and cries and the like, and Midna basically has her own gibberish. The Wii remote speaker is also particularly immersing.


Princess Zelda forgets to show up on this date. Not such a stud now are we, Link?

Story: 9.0
Across the many plains of Hyrule, outside a deep forest lies the village of Ordon. A small community specialising in livestock and farming, the local goat wrangler just so happens to be everyone's favourite Hylian hero, Link. When the village guard, the talented swordsman Rusl is handed the duty of formally delivering an Ordon Shield to Hyrule's Royal Family, Rusl suggests handing the job to Link and his trusty steed, the chestnut Epona. Ready to embark on a wondrous journey, Link's plans are soon halted when a gang of Moblins invade the village. The bandits knock out Link and kidnap the village's children, including Link's close friend Ilia. When Link comes to, he runs for help, only to discover a bizarre curtain of darkness surrounding the nearby wood. Link then finds himself pulled into this bizarre force.

The Legend of Zelda: Twilight Princess is the first game in the series to really take the story aspects of the game seriously. Whether this is a substitute for not offering any new gameplay features is unknown, but the truth is, just like the gameplay, the story is very much refined. Seriously, this is one well-devised tale. As you progress through the quest the plot is going to evolve in ways you've never imagined a Zelda game would. There are dozens of dramatic cutscenes, unique personalities, some excellent character development and even a scene which contemplates what would happen if Link turned evil. It's still the same simple idea of a young man leaving his home to save the princess and defeat evil, but the events that occur in between these common themes is unlike anything Nintendo have done before. There are some minor issues like the current situation sometimes being a little bit vague, characters developing too early on in the game and a butchered role for Ganondorf and Princess Zelda, and the game doesn't exactly feel as epic as it was portrayed to have been in 2004, but when you get over these small things, you realise just how excellent the story is. Midna's story, Midna's character, Midna's life is exceptional, and if you haven't yet played through the game entirely, you should, if only to spend some time with the best character Nintendo has ever conceived. You might not cry at the end, but you might just consider thinking about it.


Excuse me ma'am, you dropped this!

Overall:
GCN: 9.5
Wii: 9.0

Top-notch gameplay, Wii's Hero's Bow, epic story, Midna rocks.
No orchestra, no new gameplay elements, GCN framerate issues, slightly outdated graphics.
What's left to say about The Legend of Zelda: Twilight Princess? Well, a fair bit, actually. But I've rambled on for long enough and I've barely touched the surface of what this game is like. I understand a lot of people will disagree with the score of 9.5 - I realise Twilight Princess is far from the perfect game. Compared to when the three other 3D Zelda games launched, Twilight Princess would have to be the least impressive. If perhaps it received a quieter release in 2005 for the GameCube only, things would have been a bit different. But with that said, Twilight Princess is still an outstounding game. The developers added a lot of content, a lot of attention to detail, the gameplay has been very much refined, the story is mostly brilliant... well, I've already gone over this. So to answer the three questions at the beginning of the review: it is the best Zelda game developed, the GameCube version is superior, and it is not better than Ocarina of Time... did I just say it was the best Zelda but not better than Ocarina? Yeah, that's what I said, and that's what I mean. Enough arguments though, if you haven't played this game already, buy it and play it. If you have played this game already, play it again, because you know you want to. It's Zelda, for Din's sake.

64
Updates / A Hoffy Review: Banjo-Tooie.
« on: December 15, 2007, 07:54:30 am »
A Hoffy Review:
Banjo-Tooie




Developer: Rare
Publisher: Nintendo
Release Date: USA: November 19, 2000, AUST: April 12, 2001
Genre: Platformer, Action/Adventure
Rating: E (ESRB), G (OFLC)
Platform: Nintendo 64
Players: 4


Back in the fifth generation of gaming, UK-based game developer Rare was outstandingly popular for their massive contribution to not only Nintendo's home console, the Nintendo 64, but to Nintendo gamers worldwide. They were the developer second to Nintendo; when gamers weren't fishing for the Hylian Loach in Ocarina of Time or finishing the last few missions in Super Mario 64, they were going ape with Rare's Donkey Kong 64 or shooting down their friends in Goldeneye 007. But perhaps Rare's most outrageous, most creative, most critically acclaimed Nintendo 64 game would have been Banjo-Kazooie. Released in 1998, Rare challenged Nintendo's 3D Mario masterpiece by cleverly pairing up a bear and a bird in a adventurous and sometimes humorous fairy tale. In many ways, and much like Super Mario 64, Banjo-Kazooie refined the 3D Platforming genre. Unlike Super Mario 64 however, it received a sequel...

Gameplay: 9.5
From the word go, Banjo-Tooie is a vastly different experience to it's predecessor. Not only have Rare taken extra special care in cutscene work, but they've obviously taken into account just how capable the Nintendo 64 is, and how to really produce an enormous quest. Possibly one of the more noticeable changes from Banjo-Kazooie is the level design. The worlds in Banjo-Tooie are humongous, and they only get bigger as the game progresses. One of the later stages, Grunty's Industries, features five massive floors as well as an outer area and rooftop. All up, that level would have to be the size of about four or five Mumbo's Mountains, and it will take you around two hours just to explore all of it. But that's just the icing on the cake - even the first world is reasonably large. Of course, given the increased scale of these worlds, the Jiggies (the game's primary collectible - ten in every level) take more and more effort to collect as the quest goes on, meaning you can't simply find the Jiggy and approach it, you need to complete a large amount of tasks. Some of these tasks might even involve doing something in another world and then finding out how to cast this effect across multiple game worlds. Also new to the series is the inclusion of a real boss battle in every stage. These bosses require you to use moves acquired in the stage, and while they are big, scary and sometimes funny, their weak spots are pretty obvious and they don't provide much of a challenge. But when it comes to collectibles, players will want to find all one hundred notes, all three empty honeycombs, all three Cheato scripts, all ten Jiggies and much more across all nine worlds. The amount of work that needs to be done is almost intimidating. In other words, it's obvious Rare has taken careful consideration and an unbelievable amount of planning in order to get all of the jigsaw pieces of this game to fit smoothly. And, they've succeeded.

There are also several new features to Banjo-Tooie that prove just how flexible the franchise is. You start with all of your old moves from the other game, but new moves can also be learnt. With Bottles absent from this quest, players will be learning new moves from his brother, Jamjars. Such include the Split Up, which basically breaks up Banjo and Kazooie for some solo missions, a wide variety of new eggs to fire from Kazooie's beak (or behind), and there's also two new pairs of shoes to try on. Not only that, but there's now a transformation in every world, meaning you'll be able to morph Banjo and Kazooie as a monstrous T-Rex or, if you will, as a Submarine. One feature that came as a large shock to me was the inclusion of some First-Person Shooter missions in which Banjo holds Kazooie out in front of him and then fires eggs like Joanna would in Perfect Dark. The tasks involving this new feature are few, although this doesn't come as a large shame as the control scheme for this FPSing isn't quite as refined as Perfect Dark, or any other FPS on the system. As if that isn't enough, you can also call up to three friends to join in on the FPS action with the help of a well implemented multiplayer mode. This mode also feature several other minigames you can play with your friends, all of which were featured in the singleplayer adventure mode. A very welcomed feature indeed. Oh, and let's not forget that you can play as the old shaman, Mumbo Jumbo.

"Players will really need to use their noggins this time around."

As if Banjo-Kazooie hadn't perfected 3D Platforming well enough, Banjo-Tooie goes a few more steps forward by offering some of the best tasks the genre has to offer. The controls have been very much improved since the bear and bird's last outing, having been tweaked slightly for some tighter platforming. Most of the controls remain pretty much the same, with the A button providing the jumps and the B button supplying some offensive skills. Camera control is also very well done, as there's never a blind moment to be had, and never a camera angle that's not good enough. Veteran players will also find just how much harder the main quest is compared to the original. The answer isn't always clear in Banjo-Tooie - players will really need to use their noggins this time around. Combine this with the fact that you have all of the moves you learnt in Banjo-Kazooie straight up, and it can almost be said that Banjo-Tooie is an expansion of the original. Of course, even if you didn't play the original, the sequel is very appealing to platform and action freaks alike. Clocking at about around 20 hours without collecting everything, and towards 40 hours with, Banjo-Tooie will have players hooked for weeks upon end.


Visit a circus... in a game!

Graphics: 7.5
Here's the good: Banjo-Tooie is quite possibly the prettiest game on the Nintendo 64. Rare really outdid themselves when it came to the texture work in this title - landscapes look fantastic thanks to some bright and varied colours, cute animation and outstanding model execution and design, all of which were evident in Banjo-Kazooie. New in Banjo-Tooie are real-time lighting, some sweet particle effects and improved draw distances, each of which definitely goes a long way. Whether you're exploring the underground shafts in Glitter Gulch Mine or carefully trekking the treacherous slopes of Hailfire Peaks, the game never fails to look gorgeous. But here's the bad: the framerate is an inconsistent dog-of-a-thing. More often than most times you'll find the framerate will drop below 30 frames a second... sometimes it will even hit 15. In larger areas this will harshly affect your gameplay experience. There's just no excuse Rare - Banjo-Kazooie looked just as good but it's framerate was satisfactory. Perhaps Rare should have taken more time to compress and optimize; maybe cut down on the real-time lighting or lower the texture detail. There really isn't an excuse Rare, the game shouldn't be so beautiful it should ruin the essentials.

"The MIDI medleys played throughout Banjo-Tooie top even those of the Zelda duo."

Sound: 10.0
There's no doubt about it, Banjo-Tooie has one of the best soundtracks Rare has ever composed. You shouldn't really expect much else from the creators of Banjo-Kazooie; Rare do know how to compose vastly different themes for vastly different worlds. You can approach Banjo-Tooie with the expectations of circus-esque themes for Witchyworld, a deep-sea orchestra for Jolly Roger's Lagoon, as well as the prehistoric Jurassic score for Terrydactyland. The MIDI medleys played throughout Banjo-Tooie top even those of the Zelda duo. Sound effects are also as comical as they have ever been, from cute cries, bellows, winces and squeals for a broad list of characters, to the grown-up voice of Banjo himself. There isn't a more immersive game on the Nintendo 64. Oh, and promise me you'll stop to listen to the awesome Isle O' Hags theme all the way through - it really is brilliant.


Not shown: Mumbo sleeping. HWAT?

Story: 8.0
Two years have passed since the brave Banjo and the bad-mouthed Kazooie invaded Gruntilda's Lair, messed up the place, and kicked the butt of the evil witch herself. On a dark, stormy night, during a poker game, Banjo, Kazooie, Mumbo Jumbo and Bottles the Mole hear a strange noise outside. Chivalrously, Mumbo Jumbo leaves Banjo's house to investigate. He sees a large vehicular drill blast its way through Spiral Mountain, approaching the boulder under which the mean, old witch is buried. Two other witches emerge from the vehicle, revive the witch Gruntilda into skeleton form and watch her as she fires a blast of a dark magic at Banjo's home! Banjo, Kazooie and Mumbo Jumbo barely escape - but Bottles succumbs to the witch's evil deeds. Naturally, it's up to Banjo and Kazooie to follow the trail of Gruntilda and her sisters and stop her from retrieving her body and reaching full strength! It's obvious from the opening cinema that Banjo-Tooie isn't really the fairy tale that it's predecessor was. Banjo-Tooie is slightly more grown up, with darker themes, light sexual references and "toilet humor". It's almost like an E-rated Conker's Bad Fur Day, if you will. But this is by no means a bad thing, this title still features clever dialogue, advanced cutscene work and some very memorable characters. The plot itself is just rather bland, it doesn't really evolve until the final stages of the game, and even then it isn't really the "fairy tale epic" that Banjo-Kazooie was.

Overall: 9.0
Banjo-Tooie is one of Rare's swan songs for not only the Nintendo 64, but for the company of Nintendo as a whole. It was one of the last games released on the system before Rare defected to Microsoft, and it definitely stands as a memorable sequel and terrific game. While the framerate is generally unbearable and the story isn't much to hoot at, Banjo-Tooie features one of the best soundtracks on the system, tight platforming mechanics, a huge amount of collectibles and things to do, diverse worlds to explore and a reasonable multiplayer mode. It's good to know that Rare care, but maybe they should have thought a little harder before they decided that they should pass the Nintendo 64 beyond it's graphical limits. Better than Banjo-Kazooie? Some might say so, some might not. It doesn't really matter. Banjo-Tooie is Rare magic. Just don't give up on the difficult quest half-way so you can get an office job and make games. Look out for the Mario reference!

65
Other Discussion / So I was wandering the streets of a town nearby...
« on: November 28, 2007, 10:53:04 pm »


GANNON BANNED.

lol. oh lol.

66
Updates / A Hoffy Review: The Legend of Zelda: Phantom Hourglass.
« on: November 27, 2007, 05:08:58 am »
A Hoffy Review:
The Legend of Zelda: Phantom Hourglass




Developer: Nintendo EAD
Publisher: Nintendo
Release Date:
USA: October 1, 2007
AUST: October 11, 2007
Genre: Action Adventure
Rating: E (ESRB), G (OFLC)
Platform: Nintendo DS
Players: 1-2


When Nintendo first displayed the unique Nintendo DS handheld to the gaming community, the question on everyone's mind was how a Zelda game would fare on the double-screened gadget. How will it use the touch screen? The two screens? The microphone? The 3D visuals? What about online play? Was it going to be a Four Swords game heavily based on multiplayer? During the GDC conference of 2006, Nintendo revealed Zelda: Phantom Hourglass for the first time. The latest pocket Zelda would not only take advantage of The Legend of Zelda: The Wind Waker's controversial art style, but it would also be a direct sequel to the GameCube masterpiece. In short, Phantom Hourglass had a lot to live up to. Did it impress as Zelda games always do, or did the green-clad hero run into one too many Moblins on the way to the Princess?

Gameplay & Controls: 9.0
Okay, first thing's first. You've probably heard it dozens of times by now, but yes, the controls work. Not only did they work so well throughout the ocean voyage, but they felt about as fresh as chocolate milk on a hot afternoon. The whole game is controlled by the touch screen. You touch where you want Link to walk, and he'll walk there. Want to throw a bomb to a certain position? Simply tap and the bomb will land no further than you expected. How about tracing a path for a boomerang? Too easy. Shouting at a character? The microphone is your friend here. Swiping at a ChuChu? Not a problem. Throwing items to certain spots is especially refined, as it has never been so precise in any Zelda game before, and it definitely helps when it comes to throwing items over chasms. There's an immense level of control, and it feels new and refreshing.

You'll find the kind of tasks the touch screen provides don't feel tacked on or gimmicky, but that they actually enhance your experience. This is the advantage of having Phantom Hourglass developed from the ground up for the Nintendo DS, unlike The Legend of Zelda: Twilight Princess. Of course, there are a few issues with the control scheme. Rolling is a !@#$% to get used to, and to be honest, I still can't perform a perfect roll. Your hand or the stylus can sometimes get in the way of the bottom screen, albeit not too often. Would the game work better with button controls? Perhaps, yes, it would be easier to control... but it would be nowhere near as fun. And that's my final word on the controls.

Phantom Hourglass is a very simple game. It's obvious Nintendo had casual gamers in mind when they were developing this Zelda; it doesn't feel as complex as the monstrous Twilight Princess. You only obtain seven items for your inventory, as well as two slots for potions (though you don't actually receive any bottles). Not only that, but there are no Heart Pieces to collect either, only a few overworld Heart Containers. That's not to say that Phantom Hourglass feels small and unvaried, there's still plenty of ways to use your items, plenty of a applications for your ship, as well as dozens and dozens of collectibles ranging from treasure you can sell for profit, treasure maps for loot, ship parts you can use to customize your little steam boat and more. There's also a fair share of mini-games and a number of side-quests that'll keep you occupied for hours. The side-quests are also much, much more difficult than other Zelda games, meaning you'll have to work extra hard to get a full set of Heart Containers. Oh, and another thing: everything is very expensive in Phantom Hourglass. Most items you actually want will price at 500 rupees or more. So, unlike other Zeldas, rupee collecting is crucial to the main quest.

The DS Zelda offers up several new gameplay elements as most Zelda games do. In this case, it's the Temple of the Ocean King; an enormous and heart-poundingly difficult labyrinth designed to suck the life out of you when the sand in your Phantom Hourglass hits zero. Invincible Phantoms roam the dungeon corridors. These nasty brutes will take time away from you when they attack with their large weapons. This means you have to complete puzzles, avoid Phantoms and defeat enemies quickly, lest you run out of time. Worst and most annoying of all, the puzzles reset themselves when you leave, and you have to visit the dungeon about five times throughout your quest. It's not always so easy, and redoing the dungeon is particularly bothersome. So even though this feature is new and engaging, it's not something I'd like to see again in another Zelda. Features returning from other games include sailing (which is very much refined), treasure hunting and even fishing.


One day those switches are going to get their revenge.

Visuals & Graphics: 10.0
The Nintendo DS isn't exactly a graphical powerhouse, but it's safe to say that Phantom Hourglass is the handheld's prettiest game, second to perhaps Metroid Prime: Hunters. While on land, Phantom Hourglass looks like A Link to the Past or Minish Cap, at a pseudo-top-down perspective. Of course, the obvious change here is that characters, enemies and some objects are presented with a 3D model, and textures look much better. Rupees, barrels and the like are presented in 2D, but not a cost, as they blend in with the surroundings seamlessly. Don't think this new Zelda is bound to the top-down perspective either: the game will switch camera angles when receiving a new item, talking to a character and while sailing. Cutscenes look exceptionally gorgeous, and it's usually hard to tell whether you're looking at a console game or not... an old one, anyway. Occasionally a framerate drop, but otherwise everything looks spectacular. Did I mention the art style is still the best thing ever?

Sounds & Music: 5.5
What the !@#$%, Nintendo? It's obvious Koji Kondo was doing other things (like basking in his wheelbarrows of money and musical admiration) because he definitely wasn't on board with this particular Zelda, and it shows. Instead, Phantom Hourglass' musical score was composed by Kenta Nagata, a man so anonymous his name could have faded well into obscurity already. Toru Minegishi also returned to the series for a fourth time to work with his specialty - enemy and boss themes, and quite a terrific job he has done. But, Nagata-san was the main man here, and his themes are so amazingly simple and bland that they completely fail to convey the sense of atmosphere and culture Zelda pieces are known for. All dungeons have the same background music, consisting of something like two different notes, and island themes fail to provide that tropical feeling. To be fair however, cutscene music and especially Linebeck's theme are fantastic.


The graphics are great. The music... not so much. Boo-urns.

Story & Presentation: 9.0
The story for Phantom Hourglass isn't exactly Tolkien material, but it does suffice as quite a nice story in the long run. After Link's journeys in the Wind Waker, Link is found sailing the seas with Tetra's crew, possibly searching for new land and sweet treasure. While adventuring, the crew take a wrong turn into a sea said to be haunted by an ominous Ghost Ship! Upon finding the ship, Tetra is determined to discover whether or not the ship is really haunted, and jumps on board to investigate. A flash of lightning, a scream, and Link charges, unarmed, onto the Ghost Ship to save his Princess... only to slip into sea water! Phantom Hourglass is like all other Zelda games in that it presents a simple complication and a reason for Link to set out, and then the tale complicates to something much more, and eventually Link finds that the world is relying on him. It's a nice little formula, but there is the chance that it's becoming slightly old. Zelda: Phantom Hourglass is presented quite well all the way through, and there's no tedious Triforce Quest to deal with either. Zelda fanatics will find that there's very little NPC interaction as a price of the focus on gameplay. But, Zelda fanboys will love that Phantom Hourglass has that obvious Wind Waker feeling, that hint of Link's Awakening and that magic from the original The Legend of Zelda. It's really something quite new, and special.

Overall: 9.2
The Legend of Zelda: Phantom Hourglass is enjoyable because it's presented as a simple, fun adventure game, and in a way, this simplicity is appealing to hardcore gamers as well as the casual. While playing Phantom Hourglass, it felt like I was playing Zelda for the first time - all over again! It's a mixture of new gameplay mechanics that don't demand too much on the player, as well as presentation like that of the original Zelda game. It's a formula that will definitely draw in casual gamers while still providing a definitive experience for the determined Zelda player. Clocking at about 10-12 hours, the main quest is pretty easy on the difficulty side of things - don't get me wrong, I was stumped once or twice, but like other Zeldas the main quest is just that little bit too easy to fly though. The real difficulty lies in the sidequests. Not only do they demand time and effort, but they can add an extra 15 hours to your gameplay time. The music is mostly terrible, and the quest is too easy, but otherwise, this is Zelda in it's entirety. Plain and simple. Linebeck kicks ass, too.

67
Entertainment / Just in: Soul Calibur Legends sucks ass.
« on: November 27, 2007, 01:52:34 am »
http://wii.ign.com/articles/837/837799p1.html

A 6.0 by IGN. I thought this game was going to be good. Obviously not. Come on Namco, if Capcom could do it with Zack & Wiki, why couldn't you do it with Soul Calibur? This raises more concerns about Nintendo's third-party scene. Even though the Wii is selling really quite well, we still haven't seen many impressive third-party games, as developers would prefer to release their amazing titles on consoles that allow for better AI, graphics, etc... Umbrella Chronicles wasn't that good either.

Just have hope for No More Heroes and NiGHTS.

68
Graphics / My First Pokemon Sprite.
« on: November 09, 2007, 11:11:14 pm »
Obviously, judging from the last topic I made in this board, I am spriting Pokemon for no reason (lol). Today I sprited my first one, and I need some general comments, should you have any.



Also present is everyone's favourite grassy whatever, the number one Bulbasaur. I didn't sprite Bulbasaur, I merely ripped the sprite from Ruby & Sapphire and placed it here by means of comparing my spriting skills to style I wish to perfect. And yes, this Pokemon is one of the Pokemon I've drawn up and will be using in my personal series, and hopefully a fan game (but maybe not). Keep in mind it is missing a few features, so it does look very simple. I only made this sprite so I could receive some constructive criticism. In other words, do you like it? Does it fit? What could be done better?

I understand the body structure is a little off... I'd imagine I should probably be spriting existing Pokemon first... that way I'll know if they look right or not.

Also, I'm very aware that is basically a Pikachu rip-off. Actually, it is THE Pikachu rip-off... if you get what I mean.

69
Entertainment / Tetris.
« on: November 09, 2007, 09:27:43 am »
How good of a game is it?

I know Tetris is the game most of you have played at least once, and if you don't own a copy in some form or another, you should be ashamed of yourself. If you're a good player, post your highest score here, to prove who is actually the best.

I personally suck at the game, by my sister seems to be pretty good at it. Her highest score on Tetris DX is 1,024,406.

How about you?

70
Discussion / So I want to make a fan game :/...
« on: October 21, 2007, 05:05:34 am »
Yeah, so, I've been really wanting to make my own fan game lately. I don't know if I want it to be a Zelda fan game or an independent, original game, but that's irrelevant, I just want to make one. The problem: I don't know how to code well... or at all. And I'd rather not "hire a coder" because if it's anything I learnt from when I was making TLoZFGC, you gotta have the skills to do basically everything yourself.

So my question is, for those of you who learnt GML, what did you actually do to learn it well?

71
Entertainment / Fan Movie I made.
« on: October 19, 2007, 06:10:30 am »
<a href="http://www.youtube.com/watch?v=ACVCgUzomI4" target="_blank">http://www.youtube.com/watch?v=ACVCgUzomI4</a>

It's called Ballad of Twilight... it's not perfect, but I'm pretty happy with it. Actually, I made this quite a while ago but I was saving it for Z3, but considering that never happened I figure I'll just post it now. Watch it and please give feedback :D.

72
Updates / A Hoffy Review: Super Paper Mario.
« on: October 15, 2007, 12:31:46 am »
A Hoffy Review:
Super Paper Mario




Developer: Intelligent Systems
Publisher: Nintendo
Release Date:
USA: April 9, 2007
AUST: September 20, 2007
Genre: Platform/RPG
Rating: E (ESRB), G (OFLC)
Platform: Nintendo Wii
Players: 1


Like The Legend of Zelda: Twilight Princess, Super Paper Mario was originally going to stand as a swan song for the Nintendo GameCube, much like how the original Paper Mario appeared on the Nintendo64. Unfortunately, however, the GameCube saw a distinct lack of consumerism in it's final years meaning that releasing a game during that time of the life cycle would be, well, let's face it, really dumb. And so we find ourselves on the Nintendo Wii, where the game has taken advantage of a new and unique control scheme. But does Super Paper Mario really show off what the Wii can do? And furthermore, does it feel like next-generation software and not a sloppy GameCube port? That's to be investigated.

Gameplay & Controls: 8.0
If you're like me and you can't resist the urge to download the original Super Mario Bros. on the Virtual Console, then you'll already know what the control scheme feels like. You hold the Wii Remote on it's side, with your left thumb on the D-Pad and your right thumb on the 1 and 2 buttons. You use the D-Pad to move and the 2 button to jump, it couldn't be simpler. You'll also realise that this control scheme is meant to feel like you're holding the original NES controller, which is a retro feeling indeed. But as trendy as this setup is, it does meet up with some bothersome issues. While moving left and right is a breeze, pressing up on the directional pad initiates context sensitive actions, such as opening a door or talking to a character. If you're like me and you have enormous hands, you'll find that your left thumb covers the entire d-pad, and that sometimes you can accidentally push in directions you didn't mean to. I found myself accepting a long elevator ride simply because I accidentally slipped my thumb. This is probably why most developers don't assign context sensitive buttons to a certain direction on the joystick... think about that next time, Nintendo.

Super Paper Mario takes on an extremely unique genre, playing as part platformer and part RPG. Players are given chapters to play through like in the other Paper Mario games, but these chapters are divided into four separate worlds, much like in the original Mario Bros. games. Some worlds are more based on traversing confusing platforms and some revolve around exploring a town or helping out a character. So while the game is presented as a platformer, there are still numerous role-playing tasks and it all comes together seamlessly. That said however, the game is obviously more of a platformer than an RPG. The RPG elements you know from the other Paper Mario games are absent, such as turn-based battles, FP and badges. What remain are experience points, items and multiple characters and abilities to harness. I for one was quite disappointed in the lack of role-playing elements when I picked up the game, but as I got into it I realised I could enjoy it just as much without them. The fact is, while not so much an RPG, Super Paper Mario is still able to tell a great story... but more on that later.

Obviously the selling point of Super Paper Mario is the ability to flip between the 2D world you're so used to, and the 3D world. In the 3D world you're able to see things from a different perspective, meaning previously unknown objects become clear, and the puzzle can be solved. While a very interactive feature at first, the use of the flip technique can become a little repetitive and you as a player can also come to rely on it too much. I found I was flipping every five or so seconds when traveling through a world, simply because I don't like to miss anything. And even though flipping into 3D takes less than a second, I found that using it so often slowed down the quest immensely, as I was always stopping to look for things I missed. It's not like other Mario games which are usually quite fast and filled with quick movements and action, you actually have to take some time to stop and look closely... which can be a little bothersome at times.

On the difficulty side of things, Paper Mario veterans will find most puzzles are fairly simple. The fact is, if you get stuck, you know the first action to take is to flip into 3D. If that doesn't work, use a Pixl to perform an ability, like search for invisible objects, blow up a wall or open up a rift in space. As you progress and you have more abilities, the puzzles will increase in difficulty, but overall, the game is easy. The enemies and bosses, too, are fairly easy to take down. Without the turn-based battles all you need to do is run in and stomp their faces, or if that doesn't work, use Bowser's flame. I found myself slaughtering bosses so quickly, unlike the other Paper Mario games which actually took a reasonable amount of time and effort.


i see what u did thar

Visuals & Graphics: 7.0
It has to be understood that Super Paper Mario was originally going to play on the Nintendo GameCube, and not on the Wii. But with that said, it's obvious Intelligent Systems didn't go to any effort to create new character models for Mario, Luigi, Bowser, Princess Peach, and pretty much all of the enemies. You will have seen these graphics before even if you didn't play The Thousand-Year Door. But, the fellas over at Intelligent Systems did take their time to work with a new art-style. Super Paper Mario is set in various dimensions with very different looks and atmospheres. Some stages have algebraic formulas involving mushrooms multiplied by stars over warp pipes floating in the backdrop. Other worlds are made of big, fat pixels and some are just coloured all wrong. It's kind of like Yoshi's Story, if you ever played that. The difference between each world really gives you the feeling that you're traveling between dimensions, and it all comes together perfectly. When I started Super Paper Mario I was worried that strange-looking NPCs and odd worlds would rid the universe of the sense of culture that the Paper Mario franchise is known for. As I played further into the game, the worry was proved false as I went into space, into a prehistoric age and even into hell. Yes, that's right, the place where you go when your game is over. The art style complements the humor and culture perfectly. The game looks fantastic in widescreen, too. But, Super Paper Mario occasionally drops it's framerate, and most graphics have just been reused, resulting in a loss of marks.

Sounds & Music: 8.0
The sound in Super Paper Mario is actually some of the best I've heard in the franchise. Most background music is fantastic, the music for the space stage is brilliant, it's very reminiscent of those 1980's space voyage films. I also came to enjoy Count Bleck's theme, and most other themes. Unlike the other Paper Mario games, the background music doesn't get repetitive or overly annoying, which should come as a relief to some. You'll also hear a few remixes of some of your favourite tunes from Super Mario World and Super Mario Bros. Oh, and there's plenty of wacky sound effects too. Sadly however, unlike the other Paper Mario games, a lot of the background music, while terrific, is hardly memorable. The lack of turn-based battles also results in a lack of a battle theme, which is pretty much all I remember from previous Paper Mario games. But, it sounds fantastic nonetheless.


SPAAAAAAAAAAAARTA!!

Story & Presentation: 10.0
It shouldn't come as a surprise that this section is where Super Paper Mario scored the most marks. The story begins with Princess Peach marrying Lord Bowser against her will, wouldn't you believe it. It turns out that they're being married by a mysterious villain wearing a white cloak, a top hat and a monocle, known as Count Bleck. Count Bleck has hold of a book known as the Dark Prognosticus, which foretells that the marriage of these two will result in a summon of a "Chaos Heart" which will consume and destroy all worlds. The story is unlike any other Paper Mario, or Mario game to date, as it deals with two concepts the franchise has never touched on: love and death. I'm not going to spoil anything, but I will say that the way Super Paper Mario utilizes the concepts of love is fantastic. The concept of death is also used well, as a few characters appear to get a "game over", but of course in true Mario fashion no character really dies except for the main villain. Still, I found that I actually gave a damn about what was happening. As I approached the final boss, I was anticipating the impending doom and I was curious of the love story that was going to unfold. It's extremely well done, and something any fan of the Paper Mario series can't bare to miss.

Overall: 9.0
Super Paper Mario has a few ugly flaws here and there, and this is mainly due to the fact that it doesn't really prove what the Nintendo Wii can do, because like Twilight Princess, it wasn't developed from the ground up for the Nintendo Wii. You'll find that when you play Super Paper Mario, it'll feel like a GameCube game; probably more than Twilight Princess did. The game is also very much aimed towards Nintendo fanboys and anyone who has ever enjoyed a Super Mario Bros. game. If you don't exactly fit into that criteria, you might find it difficult to enjoy this game. It's not "next-gen" by any means, but it is a lovely game. It's not a perfect blend of gameplay and story, but it's a damn close one. The storyline and characters are just brilliant, as there are plenty of thrills, twists, turns and visits to Hell. Oh, and Luigi fans don't want to miss this one, either. Buy it! Bleh bleh bleh bleh bleh bleh! Bleck!

73
Entertainment / Interesting Super Mario Galaxy screenshot...
« on: October 13, 2007, 01:25:24 am »


STAR GET!

Is Nintendo trying to be funny or is it that this is a screenshot from the Japanese version (which it is, it's a screenshot from the Japanese Nintendo site, more here).

74
Discussion / Zelda: The Eternal Realm & Ocarina of Bogus 4D
« on: October 06, 2007, 02:52:08 am »
Okay, this is imperfect use of Game Maker at it's best! Basically I'm just going to post two of the fan games I was working on a long time ago... as in, the Game Maker 5.3A days. Note that I'm not a good coder, or a good spriter. They're no where near complete, and there is a lot of bugs and terrible gameplay to be had. But, they're enjoyable, nonetheless.

The Legend of Zelda: The Eternal Realm
Information:
This was pretty much my first fan game. It's not bad (by my standards), and it definitely has the potential to continue and possibly become something more. The story is... explained in the game, I don't really feel like going into detail here :P. In fact, if I were to pick this up again I'd probably change a lot of it, make it better, if you know what I mean. Have a little try of the demo, anyway.

Demo: Right here!

Screenshots:
   

   

The Legend of Zelda: Ocarina of Bogus 4D
Information:
Obviously I was just playing around with AoDC's The Best of Zelda .gmd, and I came to mess up the text a lot to end up with the finished product... this. It's really just Ocarina of Time, but all of the text has been replaced with !@#$%. Some of it is funny, some of it isn't. It's entertaining to watch nonetheless, and I do hope you enjoy this one.

Demo: Right here!
Note: When starting the demo, an error will come up. Err... just keep pressing "Ignore", lol.

Screenshots:
   

Recruitment:
Does anyone like how these projects look? If you do, then maybe we can work something out. If not, then these old games will probably just rot on my PC... which is fine with me, lol. But seriously, if you wanna do something, raise your hand.

And that's that.

75
Entertainment / You know what I want back?
« on: October 02, 2007, 04:49:21 am »
My N64 boxes.

I was searching through all of my old gaming stuff the other day in order to sort them out and make a shelf for them. I found pretty much all of my GameCube boxes including the packaging for controllers, and I found most of my Gameboy boxes too. But what I didn't find were my N64 boxes... and it's because I was so young when I had them that they were just thrown out... I don't know why exactly this sucks, but I'm pretty sure it has something to do with associations of the past and things like that. I did manage to find my Pokemon Stadium 2 box and all of my instruction booklets (most torn and with pages missing) but other than that, there was nothing.

Do any of you have any interesting anecdotes with video game boxes?

76
Updates / A Hoffy Review: Paper Mario.
« on: September 29, 2007, 05:47:37 am »
A Hoffy Review:
Paper Mario




Developer: Intelligent Systems
Publisher: Nintendo
Release Date:
Nintendo 64:
USA: February 5, 2001
AUST: October 5, 2001
Virtual Console:
USA: July 16, 2007
AUST: July 13, 2007
Genre: RPG
Rating: E (ESRB), G (OFLC)
Platform: Nintendo64, Wii Virtual Console
Players: 1


Paper Mario was released late in the life cycle of the Nintendo 64, standing with other such titles as The Legend of Zelda: Majora's Mask and Conker's Bad Fur Day as a highly anticipated game which would serve to keep gamers busy as they counted down the days to the launch of the Nintendo GameCube. Widely considered as the spiritual sequel to Square's Super Mario RPG: Legend of the Seven Stars, the game boasts 30 to 40 hours of hammer-smashing, boot-stomping, Koopa-creaming gameplay; and the story isn't half bad either. But after over six years, does this title still stand as the greatest chapter in Mushroom Kingdom history? Or has this old story been told too many times before? And most importantly, is this super-thin adventure worth 1000 Wii Points? So join Mario, Goombario, Kooper, Bombette, Parakarry, Lady Bow... oh, let's just move on.

Gameplay & Controls: 8.5
If you were like me and you had played the GameCube sequel, The Thousand-Year Door, before you hit the original, you'd immediately notice that the successor definitely improved on several gameplay aspects. Paper Mario, though an RPG in the truest sense of the abbreviation, isn't particularly an advanced RPG. If you're the sort of guy who enjoys finding ways to best equip armor and weapons to improve your party's stats, Paper Mario isn't for you. There's no attack, defense or speed stats, just Hit Points, Flower Points and Badge Points. One of these can be upgraded whenever Mario grows a level, but otherwise, it's obvious the gameplay aspects were structured for an audience of children, with few complications.

In a way the simplicity can add to the experience. For example, it allows for fun and easy mini-games when trying to pull off strong attacks. But while these mini-games are fun, the ones in The Thousand-Year Door are much more engaging and varied. Even though it might be considered a childish RPG, there's still plenty to consider in Paper Mario, including what badges to wear (to influence the battle), as well as which party member to upgrade and use in whatever situation. For example, I found one party member, Watt, to be extremely helpful in penetrating enemy's defenses, something I didn't discover until very late in the game.

There's about 20 hours of gameplay without side quests, and about 30 to 40 with them. There's a lot to do as well. You'll find yourself going on long trading quests, helping out old annoying Koopas, finding all of the Badges and all of the Star Pieces, as well as discovering every Recipe. But, I found that most of the side quests were too boring and unrewarding to bother with. So I don't really feel bad for skipping them.

The controls on the Virtual Console aren't exactly perfect, either. No matter what controller you're using, the C-buttons are incredibly bothersome to operate. I found it annoying how I had to press down on the right joystick (or C-stick) to perform my party member's ability outside of battle. I would have much preferred it if I could simply press X or Y. Other than these minor gripes, the game still plays fine and the gameplay is still enjoyable.


Ah, Mario. Is there nothing you can't do?

Visuals & Graphics: 9.0
As the game was released late in the Nintendo64's life, it's no surprise that it would be one of the prettier games on the console. Naturally the game looks very much dated now, but there are still some really colourful textures and particle effects which add to the overall atmosphere of the title. It's a very bright game, and you'll find no area ever outdoes itself to drop the framerate, but it does drop occasionally during cutscenes. Oh, and how could I forget to mention that the art style still looks awesome today. The fact that everything is made of paper adds a level of innovation to the graphical art style, and it looks and feels terrific. Areas look excellent too, ranging from a middle-eastern desert town to an old, abandoned fortress and even to the inside of a toy box. Not only that, but all textures and models appear much clearer on the Wii, which is indeed a plus.

Sounds & Music: 7.0
Audio isn't exactly Paper Mario's strong point, but that doesn't necessarily mean there aren't some great tunes. I myself found most to all battle themes added the suitable level of intensity into the fights. Some boss battles sounded terrific (Huff N. Puff especially). There's also plenty of character theme songs, each representing their unique personalities. Sound effects are also pretty well done. That said, I did find some background music to be very annoying. The Toad Town theme got on my nerves every time I returned to the city, and the theme for the Koopa Bros. was just a little bit too loud. But there were some noteworthy songs like Mount Rugged, Toad Town Sewers and - my favourite - Gusty Gulch. But when comparing Paper Mario's themes to the likes of Ocarina of Time and Banjo-Kazooie, there could have been improvements. Keep a look out for the original Super Mario Bros. theme!


I wasn't too sure what was going on either...

Story & Presentation: 9.0
What I like most about Paper Mario is how Intelligent Systems gave a personality to the Mushroom Kingdom. Before there was a lot of "but the princess is in another castle!", but Paper Mario changed all that. In Paper Mario there are cries of bloody murder, yearnings for love, screams of fear, a load of cultural assumptions (racism against Koopa Troopas, anyone?) as well as all of that "believe in yourself" crap the Japanese are known for. Each and every NPC has something to say in a hilarious way. It's just great how the Toads can have so much life, after always seeing them with so little. Where Paper Mario messed all of this up was in the lack of facial expressions in the characters. It's not exactly fair that Princess Peach should be smiling while being tortured by the great Lord Bowser, but the amount of expression in the dialogue is enough to let this go. The story begins with Bowser rising to Star Haven and stealing the Star Rod, so he can have all of his wishes granted while all inhabitants of the Mushroom Kingdom remain unhappy. He then lifts Peach's Castle from the earth and takes Princess Peach hostage. Naturally, it's up to Mario to fix things up. Of course, there are other complications to the plot, as well as there being a nice little mini-story within each chapter. I found Chapter 3: The "Invincible" Tubba-Blubba to be the most engaging of the chapters, and I also found it was a shame that all of the other chapters weren't as interesting. But, the game presents itself exceptionally overall.

Overall: 9.4
Paper Mario certainly has a few noticeable flaws here and there, but they're easy to get over when you look at where the game succeeds. As I expected I would be before playing, I was very much engaged in the storyline, the characters and a few of the side quests. Paper Mario is innovative in it's graphical style, fun in it's battle system, creative in it's character work, and it's the epitome of Super Mario storytelling. If you don't get any other Virtual Console game, you should get Paper Mario. If you have never played through Paper Mario, it is most certainly worth the 1000 points. And even if you owned it on the Nintendo 64, you can replay it with the super-clean image only provided by the Nintendo Wii's component cables. It's very much worth it, your grunchiness.

77
Entertainment / Kingdom Heart 358/2 Days.
« on: September 21, 2007, 08:34:57 am »


That's one spastic name.

- TGS trailer starts with the line “The time of the other side.”
- Focus on Axel, Roxas, and Organization XIII
- 4 player fighting was shown off using in-game graphics
- early in development (Game Informer called the graphics “ugly”)

I haven't seen a trailer anywhere, so if anyone knows of one (though I'd imagine it wouldn't be too hard to find...)

78
Other Discussion / Happy Talk Like A Pirate Day!
« on: September 19, 2007, 09:01:42 am »
Yarrgh me maties, thar be treasure on this here forum! Shiver me timbers! Arrgh, ye olde sea dogs, thar be a bottle of rum on the poop deck! Harrgh arrgh yarrgh!

So what are you doing for Talk Like A Pirate Day?

79
Updates / A Hoffy Review: Eternal Darkness Sanity's Requiem
« on: August 29, 2007, 07:43:26 am »
A Hoffy Review:
Eternal Darkness Sanity's Requiem




Developer: Silicon Knights
Publisher: Nintendo
Release Date: USA: June 24, 2002, AUST: November 7, 2002
Genre: Psychological Horror
Rating: M (ESRB), MA (OFLC)
Platform: Nintendo GameCube
Players: 1


Eternal Darkness: Sanity's Requiem was released in 2002 on the Nintendo GameCube, standing as the first and only game Nintendo has ever published to receive an M rating by the ESRB. The game takes on the style of the Resident Evil games, though rather than being a standard survival horror game, Eternal Darkness serves as a psychological horror, and probably one of the well-renowned ones in recent generations. The game offers about 10 hours of gameplay, but don't let that send you mad - the story spans over hundreds of centuries and locations - from a deep temple in Persia, to a sinister cathedral in France, and even an underground city of man-eating, so-called "Guardians" - as the players discover the history of the Roivas Family and the Ancients.

Gameplay & Controls: 6.5
As Eternal Darkness: Sanity's Requiem is a five-year-old game, playing the game after playing a more revolutionary survival horror game, say, Resident Evil 4, you'd expect that the game would look pretty bad when it stands up against such recent releases. Well, in a way, it does. I understand Eternal Darkness' controls and gameplay mechanics are based on the mechanics of survival horror games at the time, but to be honest, it feels inconvenient - at first. The targeting system takes some getting used to and the fixed camera can be bothersome at times. But Eternal Darkness has got a lot to offer in terms of puzzles, exploration and - when you get used to it - battling. But when it comes to the insanity system, the game becomes a notable and worthwhile experience. Whenever you see a monster, your sanity meter will decrease, and the only way to return your sanity is to either kill the monster or cast a spell. Insanity causes bizarre effects like blue screens of death, odd background music, wall banging, camera rocking and even TV muting (I had a bizarre experience with that one). The spell-casting system is also incredibly unique and engaging. Though, one last gripe... boss battles. Just two? Hardly challenging? Not enjoyable.


The protagonist, Alexandra Roivas.

Visuals & Graphics: 9.5
Once again, Eternal Darkness: Sanity's Requiem is a five-year-old game, and there are going to be some issues. But actually, the graphics are superb for the GameCube. It's beyond me how good these graphics must have looked in 2002, they're terrific. Facial expressions are believable; all textures on paintings, walls and floors have immense detail. The game presents it's dark atmosphere well with reasonable lighting and excellent cinematics. The only issue I found was with the FMV sequences - the quality was horrid. Otherwise, the game looks and feels great.

Sounds & Music: 8.0
Okay, I understand it's a "psychological-horror" game and the background music isn't meant to have rhythm or beat. That said however, the background music played in Eternal Darkness: Sanity's Requiem was a little bland, especially considering you heard the same sounds over and over. The background music consists of mild harmonics, soft whispers, and sometimes tribal voices. Although there wasn't a lot of variety, the background music and sounds served it's purpose, and contributed hugely to the insanity of this game. Hearing a woman screaming, a baby crying, footsteps in the distance, a zombie's head hitting the ground; it's all very immersing, because you just don't know if you're supposed to be hearing these sounds or not.


By the way, there are zombies.

Story & Presentation: 9.0
The story in Eternal Darkness: Sanity's Requiem is not only one of the best I've witnessed, but one of the most outrageous. The story begins with Alexandra Roivas as she is informed of the mysterious and illogical death of her grandfather. Alexandra, eager to find answers, explores her grandfather's mansion and discovers a book known as the Tome of Eternal Darkness. Each chapter of this book details the experience of a person in history who was somehow meddled into the plans of the return of an ancient race, the Ancients. In my experience with the game, most characters either ended up going insane, turning into zombies and otherwise dieing. You get immersed in the storyline, because you don't completely understand what's going on until the last few moments of the game. It's downright strange, but it's great. I loved how the Tome of Eternal Darkness told a new chapter... with style, and with dialogue that really played with the mind. Eternal Darkness is a dark game and it's presented in a dark manner. And if that's not enough, you can also go back and watch all of the cut-scenes later, and even view a detailed "Autopsy" guide depicting each enemy and it's behaviour and weaknesses. What's that? Is it scary? Well, take a look in the bathtub and you might find out...

Overall: 8.2
I won't lie - Eternal Darkness: Sanity's Requiem starts off on a pretty boring note. This is mainly due to the fact that you have not a clue what is going on, or where the story is going to wander. In that sense, all you have to live off is the puzzles and scenery, which is pretty bland until about the third chapter. I found myself exploring temples for over an hour before moving off into some better areas. The battle system kind of annoyed me at first, but it's not particularly complicated and thus isn't hard to get used to, even though it could be better. It's not particularly a long game either, you can finish it in a few days. But the only way to get the best ending is to finish it three times, so it's got plenty of lasting appeal. But when it comes down to it, Eternal Darkness isn't about beating zombies, reloading your guns or finding a save point. It's about going insane, discovering secrets and waiting for the inevitable moment when The Darkness comes.

80
Entertainment / Wii exceeds Xbox360 in sales.
« on: August 23, 2007, 07:11:50 am »


Whether or not this is true (it's probably close if not true), things are going to change at a massive scale as soon as Halo 3 comes out...

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