Archive for the ‘sega’ Category

Let’s Catch up with Prope’s other game

Thursday, December 11th, 2008

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Let's Tap developer Prope is quietly building themselves a series. In addition to the weird hands-off minigame collection, the company has a WiiWare game on the way, also for Sega: Let's Catch. They revealed it in October, but it hasn't gotten the attention of its retail cohort.

The official site now has a gameplay trailer available (click on the green buttons with the "NEW" speech bubbles -- the top is for high-speed connections, and the bottom is for dialup). More excitingly, if you click on the far right "New" button on the top navigation bar (the one with "Web" in it), you can play a Flash demo of Let's Catch's "Speed Catch" mode! The game also includes a four-player mode and ... a story mode. Yes.

Let's Catch is expected on the Japanese WiiWare service next week, for 1,000 Wii Points.

[Via GAME Watch]

Let's Catch up with Prope's other game originally appeared on Nintendo Wii Fanboy on Thu, 11 Dec 2008 14:50:00 EST. Please see our terms for use of feeds.

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Let’s prepare to tap with new music

Thursday, December 11th, 2008

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Some of you may disagree with our enjoyment of the Let's Tap soundtrack, but we're of the opinion that Prope's percussive minigame collection features music that even penguins could tap their feet to.

These Let's Tap "Rhythm Tap" mode videos are presented as "Rhythm Tap Training" on the website, because you can use them to practice for the actual game! You don't actually touch the Wiimote while playing the real thing, so you can basically play along by watching the video and tapping yourself. You'll just have to measure your own progress. Or you could just enjoy the song, "Milky Way Rendezvous."

The same area of the website in which you can find these videos (fifth link from the left in the top navigation bar) features new wallpaper of the various vizualizers from the game.

Gallery: Let's Tap


[Via Gamekyo]

Let's prepare to tap with new music originally appeared on Nintendo Wii Fanboy on Wed, 10 Dec 2008 20:10:00 EST. Please see our terms for use of feeds.

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US gets Overkill collector’s edition with less cool extras?

Wednesday, December 10th, 2008

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Remember that awesome European collector's edition for House of the Dead: Overkill? Well, those of us in the US are getting a similarly sweet bonus package should we wish to part with the extra dough, however our comic doesn't come in the traditional form. Instead, it's a digital download, according to Amazon. In poking around the net, though, we found that Gamestop is offering the comic, but in actual paper form. We're all kinds of confused now!

We all know North America will be getting the collector's edition. However, we're not certain on whether it'll be a paper comic or a download. If it's different for each retailer, we're sad to say that Gamestop is in the lead for our pre-order dollar right now. We'd rather have an actual comic we can hold in our hands than one we're forced to read on a computer screen. We're just old school like that.

Gallery: House of the Dead: Overkill


[Thanks, Buffalo_AAA!]

US gets Overkill collector's edition with less cool extras? originally appeared on Nintendo Wii Fanboy on Wed, 10 Dec 2008 15:31:00 EST. Please see our terms for use of feeds.

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VC Monday Madness: Sonic the Hedgehog 2 (Sega Master System)

Tuesday, December 9th, 2008

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Sonic the Hedgehog 2
(Sega Master System, 1 player, 500 Wii Points)
Wii Fanboy says: do not download

This week, we've got one new Virtual Console game to play and it's Sonic the Hedgehog 2 for the Sega Master System. For those of you who tune in to our VC Monday Madness videos regularly, you may know that I've already covered this game on the Sega Genesis. So, why would you want the Sega Master System version of the game? You wouldn't.

Oh, and sorry for the lack of game music. The program I use to capture videos has been acting up on me today and I couldn't figure out how to fix it before deadline. Sorry!

Each week, we here at Wii Fanboy like to check out the latest Virtual Console releases in our VC Monday Madness feature, in the hopes that you can make the most sound decision possible regarding purchasing retro titles from the Wii Shop Channel. If you're looking for more retro goodness, check out Virtually Overlooked, which talks about games that should be on the Virtual Console.

VC Monday Madness: Sonic the Hedgehog 2 (Sega Master System) originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 19:20:00 EST. Please see our terms for use of feeds.

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Sega launches MadWorld site, confirms local multiplayer

Monday, December 8th, 2008

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The official site for Sega and Platinum Games' MadWorld has gone live and, aside from the usual things these sites provide like wallpapers, screens, and trailers, it has revealed that the game will indeed have multiplayer. Although we would've liked some kind of death arena thing that allowed players to compete online, the multiplayer is, sadly, only local. The offline multiplayer is being called "Blood Bath Challenge," and will allow you compete against friends or enemies. Sorry, but that's all we have to go on right now.

Aside from that, there's a lot of other cool stuff over there. They have dev blogs (although they haven't been updated since TGS), screens, a section for trailers, and some general game info. Head on over and check it out.

Gallery: MadWorld


[Via Go Nintendo]

Sega launches MadWorld site, confirms local multiplayer originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 14:47:00 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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Everyone can tap, even you

Monday, December 8th, 2008

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The ads for Let's Tap seem designed with one objective in mind: convincing us that anyone and everyone can get into the game. You too can tap like a champion, and all with a smile on your face and epic music in the background (provided you're a spiffy, cheerful Japanese person). This latest commercial manages to pack a surprising amount of that anyone-goes attitude into only fourteen seconds of video, and even if you're not impressed with the game, you should at least admire that sort of effort.

Gallery: Let's Tap

Everyone can tap, even you originally appeared on Nintendo Wii Fanboy on Mon, 08 Dec 2008 11:00:00 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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Sonic and the Ludicrous Body Armor

Monday, December 1st, 2008

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So it has come to this. Sonic and Knuckles, both kitted out in body armor (including some truly laughable headwear on Knuckles), and having it out with swords. Just kill us now.

The latest fifteen screens of Sonic and the Black Knight suggest that Sega has learned nothing from the critical response to Sonic Unleashed. Many reviews heavily criticized the werehog melee sections, but praised the running bits. So why are Sonic and Knuckles now exchanging scimitar swipes?! Sega's fascination with turning Sonic games into some kind of cartoony God of War baffles us.

Mind you, one possible explanation for this trend cropped up in the latest IGN 'Three Red Lights' podcast, where Sonic Unleashed developer David Clayman argued that a Sonic game featuring only running stages would last around three hours, such is the hedgehog's speed (full transcript here). In which case, may we politely suggest a WiiWare Sonic game, David?

Gallery: Sonic and the Black Knight


[Screens via press release; Indoor Heroes link via Go Nintendo]

Sonic and the Ludicrous Body Armor originally appeared on Nintendo Wii Fanboy on Mon, 01 Dec 2008 16:34:00 EST. Please see our terms for use of feeds.

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House Of The Dead: Overkill Collector’s Edition

Friday, November 21st, 2008
I’ve never been a huge fan of ‘Collectors Edition”, or “Special Editions”, or any other edition that makes the price of the game I want to play $10 or more. I’ve been good about not giving into any ‘edition’ games, because usually it’s a cheap plastic figurine or some yawn inducing making-of DVD. Also, why would I want a bigger box taking up much needed shelf space? SEGA’s House of The Dead: Overkill might be the game that makes me break my rule. House of the Dead is one of my favorite arcade franchises. I was ecstatic when I heard they were bringing the 2nd and 3rd game to the Wii. Now, we get a brand new game in ‘Overkill’. What’s more is if you buy the Collector’s Edition of the game, you’ll get a graphic novel to go with it. The graphic novel is a prequel to the actual game. The game and graphic novel follows the story of Agent Washington, and Varla Gunns as they try and survive a zombie attack on Bayou City. The graphic novel looks to have the kind of pulp style that I like. Going by the pictures, it looks like the case itself won’t have to be made all that much larger either. The Collector’s Edition so far has only been confirmed for PAL territories. I expect a NA confirmation to come soon; it’s just too badass to only give one region. House Of The Dead: Overkill House Of The Dead: Overkill Screen House Of The Dead: Overkill Screen 1 [via: N-Europe]
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