sábado, 14 de agosto de 2010

Pokemon battle arena



Pokemon Battle Revolution is a sort of version "remolded" the old Pokemon Stadium Nintendo 64. 
The idea is still basically the same: put your favorite pokemon pocket versions (for the versions for the DS) in 3D battles with good visuals but with a total abstraction of the plot.Adding to this the fact that the game is somewhat limited for those who may not have Pokemon Diamond or Pearl DS, what we have is indeed a game for the most die-hard fans of monster-of-pocket.Of course the game also has its merits: it is also the first landing of charismatic creatures on the Nintendo Wii, Pokemon Battle Revolution still carries the burden of being the first game to use the features wi-fi console from Nintendo.Utopia (well, more or less)Pokemon Battle Revolution is set in a sort of theme park called Poketopia, an island where the little monsters serve as a basic idea for almost any structure.Are the scattered Poketopia Colosseums, 10 in total, which are the arenas where the battles are happening. To begin to face the battles every coach should have, besides a team of Pokemon (of course), a card containing information about you and your team Three options for the card, or passes are offered. With the Rental Pass, the player (who probably do not have any versions of Pokemon for the DS) you choose to represent one of the coaches listed in the game with their teams ready.The Custom Pass is the way that represents the most comprehensive of the game. It is the way in which they can assemble a team of Pokemon monsters bringing always customized versions of Diamond and Pearl on the Nintendo DS. Moreover, even the DS can be used as a control in battle.But the Friend Pass can be obtained through the battles via wi-fi, after two coaches to spar, there is the possibility of an exchange of passes. If both agree, the passes are exchanged and each one slightly increases its collection of Pokemon.

Coaches

In Poketopia players are represented by coaches, who are sort of a customizable avatar. When playing PBR Colosseum mode, you must go through each of the ten arenas available facing its corresponding trainador. Each time a coach is exceeded, you gain a certain prize Poké Coupons and new items are released for purchase in the game.In the store within the game (the Shop) you can buy new clothes for your coach, some trinkets and also the Mystery Gifts, which can subsequently be transferred to the DS.All these features are fully explained at the beginning of the game. However, the tutorial is not quite what one might call short and ends up tired even after a while (probably will not be many who will follow to the end).

Beautiful, but a little monotonous

The basic idea of PBR seems pretty obvious: give the pokemon battles between a 3D look pretty decent serving primarily as an extension for those who already have at least one of the versions for DS.Nintendo really seems to have achieved this goal. Both creatures as the blows even earn another connotation with the visual 3D Wii. Of course, some flaws are noticeable (especially in some movements of Pokemon), but nothing that really should be considered, in fact, PBR may be a beautiful game.  

big problem even though eventually the monotony. Even the most inveterate fans after seeing their precious experience some well-trained Pokemon to gain a 3D look, may end up getting tired of the repetitive mechanics and little interactive game.
Basically, the whole thing comes down to, where possible, choose the order of battle for the Pokemon, then proceed through the battle by choosing one of four attacks available to every creature. Utilizing the pokemon already contained in the game, still must be faced with some time or another attack, if not almost completely useless, even just being very inconvenient 

All though the battles were never developed a strong franchise, but in the classic games of the series, battles medium without salt were strongly offset by an interesting plot and the fact of seeing their favorite Pokemon evolve. A very significant lack of PBR, at least for those who like the classic dynamic RPGística much of the previous games. 

A game made for fans 

Being a member of such an illustrious franchise from Nintendo and even the sequence of a game once with some success, what most players expect from Pokemon Battle Revolution was probably a little more than was shown. Notwithstanding the fact of not having brought any substantial innovation, the game also pruned some good features of the late game on the Nintendo 64 (the traditional mini-games, for example, are no longer present).  
However, as already stated, Pokemon Battle Revolution might be interesting for longtime fans who would like a sort of extension for the DS games. To others, be warned: PBR can even have fun ... but eventually becomes tedious quickly.

sexta-feira, 13 de agosto de 2010

Guitar hero Metallica



That’s what I wish I could write, but since this is a “professional” review, I’ll go into college essay mode and expand on that for the next 1000 words or so. (Don’t even tryme, I know all of you have done it before.)

Metallica is a band that completely slipped past my radar during my adolescence. Now that could be because I was the stereotypical secluded nerdy Asian (I was a cool in my own world, mind you) that listened to video gamesoundtracks rather than whatever happened to be popular on Desperate Gullible Prepubescent Excuses For Music FM. But I would like to believe that it was because Metallica, as I have learned over the years (and immediately from the brain waves across the room emanating out of Blake, who wishes he could have a friendly lengthy chat with Lars), hit their so-not-cool phase before I started to fathom the word “outside”. And that was before they triggered my anti-establishment teenage rage by helping destroy Napster. Just who are these douches again?

But despite my misgivings about a homage to a band who has their genre of music in its name (and nearly all of my peers rolling their eyes whenever the game is mentioned), Guitar Hero: Metallica is exactly what you expect it to be: a solid, offhand reworking of Guitar Hero World Tour with a bunch of Metallica songs. Guitars are strummed, vocals are sung, drums are hit, four star-power boosts still oddly fill in six bulbs (try figuring that one out?), loading screens have skulls and mohawks, the options have a cheat section, un-pausing during play has a 5-second resume, costumes and bonus footage of the band can be unlocked with cash, and your rank improves as your cash earnings improves. Well, what else do you want? It’s Guitar Hero.

How Metallica fits into the Guitar Hero mold is in effect the same way as another band: Aerosmith. Beyond being able to select Lars Ulrich, Kirk Hammett, James Hetfield, and Robert Trujillo as in-game avatars, you can play through 28 tracks from a number of albums in Metallica’s discography, coupled with 21 songs apparently chosen from Metallica’s “personal favorites and influences from over the years”. All of the tracks are masters (that is, the track has each part for guitar, bass, vocals, and drums individually separated from each other), which is the new standardnowadays in rhythm games.

click to enlargeAlso expect to run through the tracklist in the order of easy (some would say, generic and un-interesting) to difficult (some would say, Metallica’s “good” days), with the band’s “Fight Fire With Fire” and Slayer’s “War Ensemble” as its most furiously demanding songs. (Their expert drum sections are insanity on a stick, pun much intended.) While all of the songs from the 10-song “Death Magnetic” downloadable pack are on the setlist (the PS2 and Wii versions will get “Broken Beat & Scarred”, “Cyanide”, and “My Apocalpyse” from the Death Magnetic pack for free), none of the other songs in Guitar Hero World Tour can be imported in. Worse, none of the core songs in Guitar Hero: Metallica can be used in Guitar Hero World Tour, a lack of portability that could easily be amended by having an import feature in either game.

Addressing some of the minor problems with Guitar Hero World Tour, this Metallica version makes several tweaks to the HUD interface and even includes an additional peripheral for the drums. Similar to Rock Band’s star rating gauge, a new indicator of how many stars your current point total is worth has been added to the upper right side of the screen. Your health gauge and star power gauge have been placed from the upper left-hand corner, which tears you away from the screen during multi-part play, to the side of your track for easier monitoring. Additionally, a few new sound samples from Hetfields’ ESP Truckster guitar, Slayer’s Tom Araya’s ESP Bass, and Metallica’s drums have been added in the music creation mode.

The new addition to the drums is a second bass pedal that can be attached with a splitter and is integrated into the new difficulty Expert+. This will likely be a savior for expert drum players whose feet just can’t keep up with some of passages that love to bombard you with damn, nauseating yellow lines. A special freestyle drum fill section has also been added to some songs where drummers can create any rhythms they wish. Taking this further, players can turn on “Drum Over” mode and play the drums for any song in complete freestyle. (Perhaps similar modes for guitar, bass, and vocals should also be put into the idea hat… *nudge, nudge*)

click to enlargeOne change that is more controversial is the change away from a strict tier progression. Instead of having to beat the songs within a certain set, all you need to do is earn a rather small number of stars to reach the next tier. While this means that you don’t have to slug through the out-of-place, ill-designed boss battles, it also makes “beating” the game less of an accomplishment. Completionists will likely cheer that they don’t have to slug through each tier by the skin of their teeth, but perfectionists won’t be that thrilled, though the average difficulty of the songs is a smudge harder than before.

Perhaps in the limelight of Rock Band: Beatles, Guitar Hero: Metallica shouldn’t be left to the sidelines. If you hate how Metallica has “sold out”, then everyone already knows what you’ll do. But if you could care less about how others will point and laugh where others will kidnap and dump you off what others will think about having this in your game library, then it’s hard to envision a better game rock anthology for Metallica.                                           

    quinta-feira, 12 de agosto de 2010

    Wii Sports Resort



    At the launch of the Wii, "Wii Sports" took the honors of presenting the world the unique capabilities of the motion sensors of the Wii Remote, a video game controller. Almost three years later, the continued collection of sports minigames Nintendo gets to explore the potential of MotionPlus accessory that increases the sensitivity and precision of the Wii Remote. More sports, more accurate and more fun As peripheral allows a number of more complex uses the joystick, "Wii Sports Resort" develops further the concept of the game, with a total of 12 different types of activities, each having also several variations. Bow and arrow at E3 2009 Return the original game bowling and golf, now accompanied swordplay, wakeboard, frisbee, archery, basketball, table tennis, jet skiing, canoeing, cycling and air sports, which in turn include freefall and evidence with aircraft . All tests provide a starting option for several players, ranging from two to four people and in many cases with only one control, forcing people to alternate the use of the Wii Remote. By the book's first Wii Sports, all modes are easy to learn and fun to play, and some do better than others. Table tennis, archery, sword fighting with the precision ideal recreate the feel of these sports, offering realistic and accurate enough without disappoint. Golf, bowling and frisbee require more dedication and training, since the accuracy of MotionPlus is such that make these games more delicate task to master. Canoeing impressed by the realism with which recreates the aquatic sports and the phases of flight captivated by simplicity, as they maneuver the plane just like a paper airplane to explore the island paradise of Wuhu, which happens all the action. Wakeboarding, jet skiing and basketball are limited, but fun and just cycling is expendable, after all, pretending that you pedal moving hands is not very tempting. Nintendo's conference in basketball All sports have interesting variations, which greatly increase the longevity of the game and give joy to parties with friends. However, it is a pity that did not implement tables online to compare scores with players in the world. Another absence is felt in comparative tables of performance and caloric expenditure, as presented in the first "Wii Sports" and so well developed in "Wii Fit". The removal of this option helps to characterize the focus on leisure "Resort" has - after all, if sports are to enjoy the holidays nothing to worry about extra pounds, right? - But the fact is that this is a useful application that stays out.

    Super mario Galaxi 2



    It is not simple words convey the reason Mario game be a success. At a more basic level, the explanation boils down to being a fun game. Perhaps the key is in the "why" of that fun. Many games disguise his appeal after exceptional graphics that allow the construction of sequences that are in memory of the player. Others are betting on a strong narrative component, focusing on telling a story through a game that only supports. Super Mario Galaxy 2 is intrinsically rewarding. It was imagined and constructed with such detail in all its extension to the fun is designed to overcome the challenge for the player. The simplicity of its gameplay hides an infinite inventiveness that is channeled through it. How else can one explain that the sequel to one of the games over the past years acclaimed for its originality can - apparently without any effort - have a long duration that exceeds that of its predecessor without sacrificing themselves? Peach is once again kidnapped by Bowser and his troupe and Mario has to go through several galaxies to the rescue. Someone still finds it unexpected? The Luma again be present (as in the first game, is a small Luma that gives Mario the ability to spin) and go through the game world giving use to ship Lubbe. Despite its strange shape, based on Mario's head, the ship acts as a central point to which we return after each star. Initially, it met the postman, banker of Star Bits that we accumulate throughout the game and can be invested to unlock some levels, and the comments - working or sarcastic - lubber. The stars are the fuel of this ship, and how many more we have, the more "away" can go. As the journey unfolds, various objects and characters are also present in the ship acting almost like a memory book of what we were passing.
    Screens intended to make life easier for beginners, but anyone who has played the previous game has not even slowing to admire the ... The game is divided into "worlds" - an apt name that denotes very little reluctance to break with tradition - within which we find several galaxies which are in practice levels. The division is made primarily by the challenge they present, as there is a commonality of themes common to galaxies of each world. This acts in favor of the game, since similar scenarios are scattered throughout the game. Each galaxy contains what is unique and at the same time, no galaxy has a large number of stars associated with each star corresponds to a different provision of the level. In the background is as if each star was an individual level (I stress that, without wanting to spoil any surprises, the game has well over a hundred to catch). Exceptions to this rule are the "hidden stars", requiring level by exploring the alternative paths (either to find a hidden path to a Luma or deliver a preset number of coins so that it becomes a new planet). Back also are the comets. Each galaxy contains, appropriately hidden, a "coin comet." When accumulated in sufficient numbers will gradually unlocking comets in several galaxies. A star associated with a "comet" may be anything; defeat a boss with no damage, complete a level with time limits, or even a whole new challenge. For example, an interesting variant was introduced to racing against time. Occasionally, instead of being given a time limit to reach a certain point, we started with thirty seconds, around the level are several watches that add ten seconds to the timer. Because not all watches are in locations easily accessible, some dexterity is required to collect without losing too much time and achieving complete the level. Moreover, in general, catch the stars associated with comets is a task more demanding than usual. Compared with the first Super Mario Galaxy, the game is now more difficult, a change that I see a very positive because the balance in difficulty throughout the game is exceptional. To offset the increased difficulty small screens were introduced in the vicinity of some sections that require more than the player using the analog and press the A.