Archive for the ‘action’ Category

XSEED drawing Muramasa: The Demon Blade this summer?

Thursday, December 11th, 2008

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We were thrilled by the implication that Muramasa: The Demon Blade's planned November 2009 European release date meant a similar date for North America -- just because the date made the whole thing seem more real. Now, according to retailers, we may have a release window for Vanillaware's unsettlingly gorgeous side-scrolling action RPG that doesn't seem like it's five million years away.

Both GameStop and Amazon report summer release dates for the title: Gamestop says July 15, and Amazon on July 28. Even if it is earlier than November, July may seem like a long time from now -- but Wii action gamers will probably have a lot to play in the first half of the year, including stuff like House of the Dead: Overkill, MadWorld, Onechanbara: Bikini Zombie Slayers, and The Conduit.

Gallery: Muramasa: Demon Blade


[Via Siliconera]

XSEED drawing Muramasa: The Demon Blade this summer? originally appeared on Nintendo Wii Fanboy on Thu, 11 Dec 2008 09:00:00 EST. Please see our terms for use of feeds.

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Rygar’s battles finally begin this February

Tuesday, December 9th, 2008

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If the previous announcement of a December release date (deja vu?) caused you to put Rygar: The Battle of Argus on your gift wishlist, better find a substitute! Tecmo seems to have gotten into the habit of delaying the remake, and they're not ready to say goodbye just yet. We've received a press release announcing the latest date: February 3, 2009. We've got some more screenshots in our gallery at which you can stare wistfully.

1up editor Sam Kennedy, who found out about this after rushing through the game for review, suggests that Tecmo decided to delay the game to avoid getting lost in the holiday rush, rather than in the interest of any refinements. "... no changes are going to be made to the game in the meantime -- it's just being held for an extra two months."

Gallery: Rygar: The Battle of Argus

Rygar's battles finally begin this February originally appeared on Nintendo Wii Fanboy on Tue, 09 Dec 2008 14:48:00 EST. Please see our terms for use of feeds.

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Billy Bob Thornton, Dennis Hopper are Deadly Creatures

Tuesday, December 9th, 2008

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Click image for more screens

It looks like THQ is throwing the big bucks at the oft-delayed Deadly Creatures. At least, we assume hiring Dennis Hopper and Billy Bob Thornton for a spot of voice-acting isn't cheap, particularly considering the pair aren't short on acting gongs. Sadly, contrary to our expertly 'shopped post image, they'll be playing human characters, a missed opportunity if ever we saw one.

Hopper and Thornton's involvement is old news, but the behind-the-scenes trailer featuring Hopper lending the game some necessary gravitas is new -- head past the break to see it!

Gallery: Deadly Creatures




[Via press release]

Billy Bob Thornton, Dennis Hopper are Deadly Creatures originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 20:16:00 EST. Please see our terms for use of feeds.

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Wii Fanboy Review: Sonic Unleashed

Monday, December 8th, 2008

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"Sonic + 3D" is a formula that Sega has scratched its head over for the best part of a decade with ... not a great deal of success. If you ask me, it's the speed factor. Controlling the nippy hedgehog in two dimensions is hard enough. Add a third, and it becomes a twitchy, frustrating experience.

So here's the yaaay news: Sonic Unleashed handles Sonic's speed better than any other 3D game in the series to date. In fact, in its best moments, it's the modern Sonic game I always dreamed of playing: fast, exhilarating, ridiculously fun. Yet this is a game of two halves -- of day and night, of hedgehog and "werehog" -- and while the final product has patches of brilliance that made me love Sega again, Unleashed is weighed down by bloated platform sections of thudding mediocrity.

Gallery: Sonic Unleashed


But let's start with the good bits. When the in-game sun is out, Sonic is his old self, a lightning-fast blue blur. The day stages combine 3D and 2D sections, with often stunning effect. We all know that Sonic works as a 2D game, and that holds true here, but for the first time ever, I loved the 3D portions almost as much. The camera is fixed rigidly behind the hedgehog, and the controls are reassuringly solid. There's very, very little of the twitchiness I mentioned above.

It's a gorgeous game, as well: tons of color and detail, and it feels fast. Crucially, the switch between 3D and 2D and back again is handled flawlessly -- not once did I become disoriented or lose any sense of control. If I had just one quibble, it's that the Wiimote motions used for your speed boosts and homing attacks feels a little similar, and occasionally the game gets confused. Fortunately, thanks to Classic Controller support (which I'd recommend using), this is almost a moot point. Everything else about these stages is really, really enjoyable.

Then the moon appears, and it all goes a bit wrong.


Without exception, I found Sonic Unleashed's night stages to be unimaginative, linear, dull, and devoid of any real challenge. Here, Sonic transforms into his slower, more powerful werehog alter-ego and repeatedly brawls with enemies to progress through the level. Each night stage quickly blurred into one in my mind, with the same tactics employed time and again: run a few yards, fight some generic monsters to make a barrier blocking your way disappear, run again for twenty seconds, fight some more enemies to make a barrier fade away, move forwards again. Wash, rinse, repeat.

Like the rest of the game, these parts are pretty enough, but there's such a lot of braindead design. You'll often find yourself running towards the fixed camera (and missing jumps as a result), few alternative routes are offered, and the next time I play a platformer with invisible walls (Sonic the werehog can double jump about ten feet, but the game won't let you hurdle walls that are three feet high), I won't be held accountable for my actions.

That's to say nothing of the combat, which is way too easy for its own good. The default right punch/left punch attack (X and Y on the Classic Controller, or alternating shakes on the Wiimote and Nunchuk) is handy enough to beat most enemies, which means you do little more than mash buttons. Your foes spill orbs that grant Sonic new combos, but why bother learning new moves when you can simply smash your way through? Fighting is also woefully imprecise. Unless you're correctly aligned with enemies to the nth degree, your flailing attacks miss. It's as though Z-targeting never actually happened.


The real kicker, though? The night stages last longer (anything between eight and twelve minutes each) than the day levels (two to four minutes, usually), and there's a lot more of them. At one point, my only motivation for slogging through the night sections was the promise of another glorious day stage. Half an hour of tedium for four minutes of joy. It's like being allowed to have one mouthful of delicious tiramisu, but then being forcefed twenty spoonfuls of cod liver oil before your next mouthful (if you'll excuse the wonky math).

The bits in between aren't so hot, either; just navigating your way to the next stage can be nightmarish. Each of the villages in the game has a sacred shrine containing doors to the various day/night stages. Except you can't just walk into said shrine and choose a level -- that would be too sensible. At first, you have to talk to a bunch of villagers so they can tell you where the blasted shrine is. Speak to the right villager, and then the shrine appears on your map. This is pointless padding, and possibly the most convoluted "stage select" screen of all time.

Sonic Unleashed, then, manages to be both hugely entertaining and hugely dull at the same time, and most of it is the latter (hence the score). Will lessons be learned for next time? Early screens of Sonic and the Black Knight suggest not, which is why I was so critical of it here. Perhaps I'll be proved horribly wrong (not for the first time) and we'll get a well-crafted, thoughtful, and enjoyable platformer, as well as the great running stages from Unleashed. But I'm not holding my breath, and nor should you.

Final score: 4/10

Looking for a game? Be sure to swing by our retail review archive, where you can easily jump to conclusions based on score alone, or access our full reviews, if you're so inclined. There's even a page for WiiWare reviews!

Wii Fanboy Review: Sonic Unleashed originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 13:50:00 EST. Please see our terms for use of feeds.

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Onechanbara: better-looking Bikini Zombie Slayers for North America

Monday, December 8th, 2008

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According to a Siliconera interview with D3 Publisher's Oohashi Toshiro, the US release of Onechanbara: Bikini Zombie Slayers will be more than the simple addition of campy English dialogue and text. Specifically, "... the graphics are now in higher resolution in comparison to the Japanese version so we were able to implement and present something that is more visually appealing."

We knew (from another Siliconera interview!) that D3 wanted to put new material into the US version, but this is a global change to the existing content. We continue to be absolutely shocked that D3 is putting so much care into the US release of a notoriously lo-fi action game series. Maybe it'll improve upon the series' reputation! Well, as much as one can raise the reputation of a game series about bikini-clad girls getting covered in zombie blood.

Gallery: Onechanbara: Bikini Zombie Slayers

Onechanbara: better-looking Bikini Zombie Slayers for North America originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 10:00:00 EST. Please see our terms for use of feeds.

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Confirmed: MadWorld with color would suck

Thursday, December 4th, 2008

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How important are MadWorld's black-and-white visuals? According to producer Atsushi Inaba, the game looked "kind of subpar" when Platinum Games tried coloring it in. "MadWorld is very much based on American-style comics, so we added some color to see how it was going to look," Inaba told 1UP. "Adding color really didn't do anything for it. We got rid of it."

And by "got rid of it." Inaba means completely. A Technicolor version won't even be available as an extra, so if you were kind of curious about seeing MadWorld with added pinks and greens, tough cheddar. We advise consoling yourself by reading 1UP's full interview with Inaba and director Shigenori Nishikawa -- especially as it features hot new screens of the game's "Asia Town" level.

Gallery: MadWorld

Confirmed: MadWorld with color would suck originally appeared on Nintendo Wii Fanboy on Thu, 04 Dec 2008 16:25:00 EST. Please see our terms for use of feeds.

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Showing off in new Dead Rising trailer

Thursday, December 4th, 2008

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The latest Dead Rising: Chop 'Til You Drop trailer is a lot like watching someone else play the game -- someone else just dying to show off all their moves, that is. See Frank on a skateboard! See Frank break necks! See Frank fight bosses! See Frank take out multiple zombies with one shotgun blast!

While we can't help but wonder if this is the real footage yet, there is a shot with a lot of zombies packed in at the end of a hall. Great, right? Lots of zombies! Just what we want! Except they, uh, really don't seem interested in you. Instead, they are very intent on scratching. Mosquito bites, maybe. Who knows.

Showing off in new Dead Rising trailer originally appeared on Nintendo Wii Fanboy on Thu, 04 Dec 2008 09:00:00 EST. Please see our terms for use of feeds.

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Busting Ghosts is preferable on Wii?

Wednesday, December 3rd, 2008

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Kotaku got to try out the Wii version of Ghostbusters and, predictably enough, revealed that it differs quite a lot from its high-definition cousins on the other machines. The voice-acting and script aside, the Wii build sports its own level designs (which are smaller, naturally), a Wii-specific control scheme, and a far more cartoony visual style.

Precisely none of which is surprising. Games developed for a spread of consoles often look and feel quite different on the Wii, but this doesn't seem to harm Ghostbusters. Kotaku reports that the Wii title has been built from the ground up, and deems waggling a Wiimote to capture spooks "a little more intuitive" than punching buttons.

On a personal note, we definitely prefer the rounder, more rubbery character models found in Ghostbusters Wii. The franchise always felt pretty goofy to us, so these just fit more closely to our expectations of a Ghostbusters game. We've included a couple of comparison shots in our gallery for you to peruse and make your own minds up.

Gallery: Ghostbusters

Busting Ghosts is preferable on Wii? originally appeared on Nintendo Wii Fanboy on Wed, 03 Dec 2008 18:20:00 EST. Please see our terms for use of feeds.

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Ghostbusters spooking you out in June 2009

Tuesday, December 2nd, 2008

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Atari recently caught the Ghostbusters game in its ghost trap, and has now revealed a release date for the title -- the once-shaky project will escape its Ecto-Containment Unit in June 2009! There's no word yet on which region that date is for, though Atari's press gathering is taking place in the UK, for what that's worth.

Who's excited, then? We noticed a few naysayers in the comments of our last Ghostbusters post, but the involvement of (Mushroom Men creator) Red Fly gives us confidence!

Gallery: Ghostbusters

Ghostbusters spooking you out in June 2009 originally appeared on Nintendo Wii Fanboy on Tue, 02 Dec 2008 14:39:00 EST. Please see our terms for use of feeds.

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Slow-acting venom: Deadly Creatures delayed

Tuesday, December 2nd, 2008

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When it was first announced back in February, Rainbow Studios' Deadly Creatures seemed poised to be one of the most 'hardcore' action titles in 2008's Wii lineup. Now, we're quickly expending our supply of 2008, with nary a Deadly Creature to be found.

This Halloween, on one of the game's planned release dates, THQ set their sights on December. Now that's been pushed back to February 2009. As usual, the endless delays only drive our desire to play a game about a scorpion and tarantula who follow criminals around. And maybe the extra development time will mean we're less disappointed with what now looks to be one of the most 'hardcore' action titles in 2009's Wii lineup.

Gallery: Deadly Creatures

Slow-acting venom: Deadly Creatures delayed originally appeared on Nintendo Wii Fanboy on Tue, 02 Dec 2008 10:00:00 EST. Please see our terms for use of feeds.

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