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First Impressions G G Series Collection+

First Impressions G G Series Collection+

First Impressions: G.G Series Collection+ Nintendo Life <h1></h1> The arcade collection you never knew about by Share: Genterprise certainly appears to be a big fan of the Nintendo DSi, having released nearly a score of titles under the G.G Series banner, all of which have been previewed on this very site. Having them collected into a DS retail release to reach a broader audience makes sense, but even if you've already downloaded every last one of the DSiWare releases there's a serious incentive to acquire this collection as it contains twice as many games as the original DSiWare releases, giving you a grand total of 30 games in a gem of a collection. What makes the G.G Series so interesting is that the overall quality of the games is on par with games you'd find in an arcade some 15-20 years ago. Owning the G.G Series Collection+ is like having a compilation of never-before-seen arcade games, and definitely a nice antidote to your typical &quot;minigame collection.&quot; In keeping with the retro theme there is no stylus or touchscreen support: menus and games are all button-driven and easy to get to grips with for importers thanks to a heavy use of English in menus and simple game controls. It's not much different than if you encountered a bootleg game or grey-market import at your local arcade back in the day: you can jump in and start playing with a little bit of trial-and-error. If you want to read the instructions they've been re-formatted from the original DSiWare layout and are easy to click-through with the D-Pad rather than using the stylus for navigation. Whilst the instructions for each of the games are in Japanese they're all illustrated and reference the buttons and D-Pad using icons - it's just like looking at an old arcade bezel with the instructions indicated via simple illustrations. The games are found in the Game Play menu, grouped into four genre-based categories: Puzzle, Shooter, Action and Sports with at least half a dozen titles in each one. Browsing is made easier by allowing you to flip between genres using the L and R buttons rather than having to back-out to the previous menu. After a game launches it's pretty much like playing the DSiWare version with the exception of your ever-present G.G Navi replacing the &quot;G.G&quot; logo on the top screen. G.G Navi is an anime girl with an oversized head who acts as the G.G girl guide; mostly she just sits there looking cute in an outfit that changes depending upon the theme of the game you're playing. You can customise her appearance with items you can purchase in the G.G Shop using &quot;GP&quot; - a currency earned in the course of playing games, bringing us to the most controversial aspect of this collection: the need to unlock pretty much everything. Rather than simply give access to the entire collection from the get-go, Genterprise decided to make you work for your supper. You'll initially have access to one game in each category: , , and . You also have 60,000GP with which you can buy two additional games from the G.G Shop. When purchasing games from the shop you're given a choice of four: one in each genre. The games that appear on offer are randomly selected each day, so if you want a particular game you'll simply have to keep coming back until the one you want is there. Earning 30,000GP for a future game or 1,000GP for Navi items is a matter of achieving targets for each game. These targets are listed on a per-game basis in the Archive section, where you'll also find Navi customisation, high score tables, the number of times you've played each game and your total play time for each game. Targets are generally simple like reaching certain levels or achieving specific scores, but many of them are secret (only indicated with ???) so you'll just have to keep playing to reach them. You'll get a few thousand GP for hitting these targets which will then be highlighted in the target screen for the game. You'll only get GP for getting the target the first time, so improving your skill and/or countless replays (you get a few hundred GP based on gameplay normally) will be required to unlock all the games. The good thing is that with an initial six games to play you'll have a good selection to choose from and the quality of the series overall is such that even subpar games like Drift Circuit are enjoyable enough to play for hitting targets – even if they aren't as much fun as the other games. Having to replay games in order to get the targets so you can unlock more games does irritate a bit, but there's something to be said for savouring the quality of the selections on offer and the additional replays certainly give you an opportunity to learn the ins-and-outs of each game. For veterans of the G.G Series on DSiWare there are lots of new games to explore and from the two we managed to unlock, they're the same quirky quality as we've already seen in the DSi Shop. Harisen Bon! is a unusual shooter in which players control a porcupine fish whose spines can be fired or used to bump into enemies after puffing up. The latter is necessary to give him some forward momentum or he'll just drift down to the bottom of the screen. Given the presence of hazardous mines and crystal spikes on the floors and ceiling in many places, players will need to use timed presses to float their way through stages to challenging boss fights against giant seahorses and the like. The Last Knight is a top-down dungeon crawler with a light RPG aspect. Your knight journeys through several rooms in each dungeon level fighting all the enemies located therein; getting a small health boost as a reward for room clearance and levelling up one attribute every five or so rooms cleared. Every floor has a special item located in one of the rooms which gives a special boost to attack or defense and naturally there's a boss (often a dragon) to defeat in order to access the next dungeon. Suzak certainly has its fingers on the retro pulse and we're happy that Genterprise has been good enough to publish a number of these titles on DSiWare in other territories outside of Japan. Hopefully this collection will also wend its way around the world so others can partake of the full suite of these &quot;long lost&quot; classics. [source ] Share: Comments ) This sounds awesome, maybe it will come outside of Japan after Genterprise have released the original 15 on dsiware. Sounds and looks good! I really want this! Please come to Europe. Pleeeeaaassee... Overall how many games are new to the cart? I just got Ninja Karakuri and would like to know if I should wait for a retail release in the US instead of downloading individual games. Oh man, importing ftw! Yay for the DS region-freeness Gonna get this so quick, it'll be even better in half Japanese half english Dear G-d, I'd buy that in a heartbeat! Sounds like Retro Game Challenge, minus the obnoxious commentator! : half are new. If you follow the source link and compare against the FI articles done here you can check out screens for the new ones. Whether or not you want to buy the DSiWare versions will depend on whether or not they all get published outside of Japan and if you have the patience to unlock them all! Don't really need this now, with all G.G Series coming to NA DSiWare. A retail DS cartridge would be extremely unlikely for NA now. But, it would still be nice to have. Leave A Comment Hold on there, you need to to post a comment... <h2>Related Articles</h2> Is the Phantom Detective coming back? <h2></h2> <h2></h2> <h2></h2>

First Episode of Back to the Future Could Appear in Our Timeline by November

First Episode of Back to the Future Could Appear in Our Timeline by November

First Episode of Back to the Future Could Appear in Our Timeline by November Nintendo Life <h1></h1> Bob Gale lays down some heavy hints by Share: When all that was known about was the notorious , that didn't stop gamers lapping it up. They knew that a much-loved franchise in the hands of a developer with an impressive catalogue of releases can't go wrong. And it's that same kind of expectation which the recent from Telltale Games's Back to the Future episodic adventure which makes it so exciting. Bob Gale, who co-wrote the screenplay for the original film and wrote that of the other two parts of the sci-fi trilogy, has been involved in story meetings with the developers that brought us the acclaimed saga, and is making sure that what gets made feels like Back to the Future. What Gale is looking for is a level of consistency that past adaptations didn't have, specifically picking out an NES release that he describes as &quot;dreadful&quot; and &quot;one of the worst games ever made&quot;. Ouch. about the release schedule of each episode, he says: My understanding is that the first instalment – this is a computer game, not a console game – they'll be coming out in instalments with the levels released apart, I don't know what the exact schedule is... I think they're looking towards the end of October, beginning of November to release the first level. It's still early days, so we don't expect any concrete details yet, but Gale does offer a hint that may excite some fans of the films: ...the Back To The Future series has postulated how you could have almost infinite timelines. Who's to say that the timelines we create in the game couldn't be alternate timelines? [source ] Related Games Share: Comments ) BAAAAAA BA DA BA BA BA BAAAAA (music from back to the future plays) &quot; NES release that he describes as &quot;dreadful&quot; and &quot;one of the worst games ever made&quot;. Ouch.&quot; He's right. And I'm very interested in this. Keep the news coming, I wanna see some full-on WiiWare confirmation! &quot;Great Scott!&quot; Well, November 5 is the day Doc Brown fell off his toilet while hanging a clock and invented the Flux Capacitor... =D shpydar Nice reference. I applaud you. shpydar<br />November 5th 1955 to be exact. If you can ride a Mattel-branded Hoverboard, I'll be sold on this game. GREAT SCOTT! Good to hear both Matthew Fox and Christopher Lloyd are coming to voice the characters. This is looking good. I may just watch the 3 movies in anticipation. But the thing that's annoying me is this: is that guy in the picture The Doc.? Because if you add The Docs. white hair etc. it looks like him. o_o Haha! Matthew Fox!! Previously on Lost:<br />&quot;Jack, that nuke isn't good enough. There's not enough power to send us back to 1985! They changed the script, we now need 1.21 Jigowatts! We need a bolt of lightning!!&quot;<br />Dun dun! Excited, yet skeptical about this one Aviator, Michael J Fox is not confirmed as a voice actor yet. Also, it's slated for release on Wii, but not necessarily Wiiware. I think it would be better a s a disk based game anyway, compiled after the season wraps on PC etc (like Telltale have done with Sam &amp; Max). According to IGN, this game isn't based on the movie trilogy but the further (not necessarily future) adventures of Doc Brown and Marty McFly, and they're being careful not to mess with movie trilogy canon. Does this mean Doc has the time-traveling train along with Clara and his sons, Jules and Verne? If that's true, I hope Mary Steenburgen can reprise her role as Clara. Leave A Comment Hold on there, you need to to post a comment... Title: System: Also Available For: , Publisher: Developer: Genre: Adventure Players: 1 Release Date: Wii Official Site: Where to buy:

First Impressions G G Series Chō Hero Ōga 2

First Impressions G G Series Chō Hero Ōga 2

First Impressions: G.G Series Chō Hero Ōga 2 Nintendo Life <h1></h1> This sequel is MIGHTY difficult by Share: Having of G.G Series titles, Genterprise and Suzak have decided to go back to the well and release their sequels. As with , Chō Hero Ōga 2 takes the fundamentals of the original and extends them whilst maintaining the same level of fun. The transition is not unlike moving from early arcade games to those of the late 1980s onwards, with the addition of extra abilities and a more fleshed-out presentation in this follow-up to what will be known in the west as . Though the structure of the play area is broadly the same, there's now interstitial story bits showing your costumed alter-ego moving from location to location and chatting with an associate, the scenery changing to give the impression of a journey to face the moment's big baddie. You're fighting pretty much the same henchmen/robots/whatever those weirdoes with the antennas coming out of the top of their heads are – and facing off against a boss after defeating three stages of cannon fodder, only now there's text-based dialogue and additional objectives to mix things up a bit. There are less of the low-level enemies than we recall from the first adventure, and the fact that you continue off of the right edge of the screen before an cut scene that shows you running to the next area gives a real sense of momentum to the action. The second stage features a bomb that needs to be destroyed (failing just means missing out on bonus points) and the third introduces a new over-sized sub-boss enemy type who has a vulnerable spot highlighted in a bit of dialogue with your sidekick/operator at the stage opening. The fourth level is the boss fight, and it's here that another difference between this game and its predecessor becomes apparent – it's a lot harder. None of the G.G Series games have been particularly easy, but this is certainly one of the more challenging ones, despite the provision of extra controls and powers. All four primary face buttons on the DSi are used now: in addition to low-power attacks and power attacks, you have two extra buttons to bring into play. One will expend a third of your power meter with an energy burst that looks like a shield but actually blasts away nearby enemies – great for when you're surrounded by Cyclopses in colourful costumes. The other is used to trigger a special state when your meter is at maximum, allowing you to pull off a succession of more powerful attacks until it runs out. The nature of these depends upon which technique you chose when you started the game: Kendo sees the hero making slow, powerful swipes with an energy sword, whilst Karate allows for rapid-fire execution of the usual power attacks and a more devastating version of the flying kick. Getting to grips with these abilities and learning when to use them is key to progressing. Whilst ploughing through the regular baddies isn't too hard, you'll want to avoid getting hurt before facing off against the bosses because they're a lot tougher and have special moves of their own. Also, your health only regenerates after their defeat before starting on the road to the next. If you fail, you can choose to retry, though this will just stick you right back at the beginning – it's only if you progress to the next set of stages that you can properly continue. Visually this is quite an impressive game which looks terrific on the larger screens of our DSi LL. The three stages before the boss fight take place outside with a sharply-detailed city skyline in the background and parallax scrolling to give a little depth to the otherwise solidly 2D game environment. Following ZONE 2's lead, there's two additional difficulty levels to unlock, though we have to say that calling the initially available level &quot;Easy&quot; is very much a misnomer, and it's not clear how many supervillians you need to defeat to unlock &quot;Normal&quot; difficulty. Also like ZONE 2 and later games in the original G.G Series run, you can completely remap the buttons, which we did promptly. High scores are tracked by difficulty and special power attack (Kendo or Karate). Also indicated is the highest combo level reached, a number that increases by your using normal attacks to &quot;juggle&quot; opponents. When an enemy isn't being hit, a combo meter quickly runs down; if you manage to land another blow before it hits empty, the combo is extended. We managed 81 with Kendo and 86 with Karate. How about you? G.G Series Chō Hero Ōga and its sequel present a different enough kind of play style so that one doesn't make the other redundant, so hopefully Genterprise will see fit to treat overseas players to the newest entries in their seemingly never-ending series of retro arcade gems. Share: Comments ) looks phenomenal--can't wait to give it a go. GG series is gg. Hopefully the first super hero oga will prepare me for this because this sounds hard and I haven't played many games like this. Leave A Comment Hold on there, you need to to post a comment... <h2></h2> <h2></h2> <h2></h2>

First Fluidity Video and Screenshots Released

First Fluidity Video and Screenshots Released

First Fluidity Video and Screenshots Released Nintendo Life <h1></h1> Free flowing fluid physics are fun! by Share: Well after a few weeks of mystery, the dam has finally busted on Nintendo's newest WiiWare release and the video and screenshots are now beginning to flow. The game is currently on display at PAX 2010 in Seattle, but for those who can't be there, you can check out the first gameplay trailer and screenshots gallery below. Nintendo's Fluidity combines an amazing physics engine that realistically models flowing water with innovative puzzle game play. Using the three forms of water - liquid, ice and cloud - players will solve challenging puzzles across multiple chapters of an illustrated magical book called Aquaticus. The game offers detailed tutorials that introduce basic game mechanics, but the complexity quickly ramps up as special powers are acquired and enemies are introduced, testing players' reflexes and ingenuity. on We'll keep you posted on any new information on the game and we'll have a full review shortly after its release. [source ] Related Games Share: Comments ) This game looks incredibly cool! It kind of reminds me of Pixel Junk Shooter. Definitely a day one download for me. Thanks for the heads up Wolf. I had just started uploading the video when your email arrived. No problem Corbie. I had a feeling you guys were already on it. This looks like a lot of fun. I really like the graphics style and sound. Wow, that actually looks REALLY awesome. Oooooh!!! That looks cool. Sign me up. Love the graphical style and the puzzle elements, I just hope the controls are as responsive as the video makes them seem. Colour me interested! Looks great! Reminds me of PixelJunk (Style) &amp; LocoRoco (Gameplay)^^. Wow, that looks very interesting! I'll definetely keep my eye on this one. Hmm, I saw something very similar to this in a student competition a few years ago. That one was fun to play. Let's hope this one is too! This really reminds me of LocoRoco for PSP. IGN just posted some impressions and said that it controlls great. Who's the developer? Looks AmazinG! Although it does look very similar to other games on other platforms. (LocoRoco, Pixeljunk Shooter) Looks nice! You know...if it looks like a Pixeljunk....maybe this is a Q-Games work? Holy crap, this looks awesome. I can't wait to get this ASAP. Interesting thought. looks like Night Game (or whatever they're calling that thing)... which is my most anticipated WiiWare release, so.... color me interested. Yet another WiiWare game to get. Now we just need NightSky, that thing's been announced forever. It would be cool if you can play Fludity with a ballance board. Kinda reminds me of Dewey's Adventure. This looks a lot more sophisticated though. Hopefully keeping a big pile of liquid together will be easy enough not to distract from some of the neat levels on display in that trailer. This game seems mighty creative! I should give it a go because it looks like a gas! (And a solid. And a liquid.) Isn't this sorta like And Yet It Moves They should call it, &quot;And Yet It Flows&quot;. Seriously though, looks like something I want on my Wii for sure. Interesting! Not what I thought it would be, but very nice nevertheless! Looks fun and well-designed level-wise. &quot;And Yet it Flows&quot;... that's what I was thinking Someone mentioned Night Games, my other most anticipated WiiWare release. Where for art thou? Talk about fallen off the radar, it's getting the Super Meat Boy treatment I just walked in on my son watching this and I thought he was playing &quot;Max and the Magic Marker&quot; - it was the basketball scene and the graphics are similar. It then reminded me of TerRover on PSN on the ice levels, and then finally a 2D Dewey when I realized it was water at the end getting the big glowy fruit. That's a pretty good combo of games (though I never quite got the hang of Dewey and thus little enjoyment out of it). Will be keeping an eye out for more on this one now that I actually know about it Leave A Comment Hold on there, you need to to post a comment... <h2>Related Articles</h2> Sorry, still no date for Metroid Prime 4 What would you like to see next? Another day, another Twitter verification controversy Could an official set be on the way? Probably not Animal Crossing: New Horizons breaks 40 million Title: System: Publisher: Developer: Genre: Puzzle Players: 1 Release Date: Wii Shop Where to buy:

First Jam City Rollergirls Art Smashes Through

First Jam City Rollergirls Art Smashes Through

First Jam City Rollergirls Art Smashes Through Nintendo Life <h1></h1> Concept art ahoy by Share: , the upcoming arcade take on roller derby, has been creating a stir since we announced it here in August, and with the game this weekend we've received some concept art from developers Frozen Codebase to share with you. Frozen Codebase refers to itself as a &quot;punk rock developer&quot; and you can certainly see that spirit shine through in the concept art. With the game making its debut at PAX this weekend, watch this space for more Jam City Rollergirls coverage including screenshots and previews in the near future. Related Games Share: Comments ) That sounds...um...er...interesting? Whoa, that one with the rocket looks intense. What the.... I'm kinda scared of the girl on the top left. This is Not JetSet Radio at all.........<br />Wheres the DJ?<br /> Jet Set Radio?<br /> No wait its not JSR jet city radiogirls i want you! Well, those weren't the images I had in mind when I first heard about the game, but that's not necessarily a bad thing.... I think.... Wow... those girls actually aren't twigs. This is new. I think that the artwork looks pretty cool. I just wish that the developers would release some screenshots and a gameplay video already. Hey I played this game at PAX. Its still early but its a promising more strategic Mario Kart. The nice thing is you can hit each other on the with your blades and they have this awesome crowd mechanic where people on your team actually pass you forward. Its really cool. It its a great little racer, even though its early, its already fun. The power ups are awesome. haha - yeah, I'm shocked they actually noticed and celbrated the fact that twiggish rollergirls tend to get broken, and so they're usually built like football players. Not stylistically like Jet Set Radio, but still a very cool idea. I like the third image with the rocket. &quot;More strategic Mario Kart&quot; sounds like a winner to me. This has been on my most wanted list ever since I knew of it's existence This may be as sexy as Sexy Poker! Nowhere as good as jet set radio NOWHERE as good. The artwork with the missiles looks quite cool. Will be interesting to see the first screens from this. @16 How about, NOWHERE near the same type of game. also fun, cause they're real people. lol Leave A Comment Hold on there, you need to to post a comment... Title: System: Publisher: Developer: Genre: Sports Players: 2 Release Date: WiiWare Where to buy:

First Impressions BIT TRIP FATE

First Impressions BIT TRIP FATE

First Impressions: BIT.TRIP FATE Nintendo Life <h1></h1> We take the game for a spin in space by Share: The folks at Gaijin Games have already brought us four amazing BIT.TRIP releases that take many of the classic arcade elements from days gone by and somehow make them relevant again with their unique music/rhythm gameplay twists. We've seen classic influences ranging from the original Pong all the way up to David Crane's legendary Pitfall. Now with their newest title , they've once again ventured out into a new genre, but still somehow been able to keep the magic of the past releases in the series perfectly intact. Leaving behind the platforming of , vaults our favorite hero CommanderVideo into an all out classic arcade shoot 'em up. Not only does he have a wide range of firepower at his disposal, but his enemies are packing some pretty impressive ammunition as well. You'll have to guide CommanderVideo along a rail, taking out enemies and collecting the plus sign hearts that they drop in order to ramp up your level and make it through to the boss fight at the end. Since CommanderVideo is attached to the rail as he moves through each of the game's levels, you'll only be able to move him forward or backward along the rail by pressing left or right on the analog stick. Much like a bullet hell shooter, he'll move faster when he's not currently firing his weapon, but will move much more slowly and deliberately when you're holding down the fire button. This slower movement can make weaving in and out of heavy sprays of curtain fire much easier and more precise. CommanderVideo also has plenty of firepower at his disposal. Using the Wii Remote places a targeting reticle on the screen that controls the direction CommanderVideo will fire his cannons. You can then use the Nunchuk to move him along the rail while using the Wii Remote to aim your cannon fire. Players looking for a more traditional control method can also use the Classic Controller. This allows you to move CommanderVideo along the rail using the left analog stick and fire his cannon in all directions by using the right analog stick. Both methods work equally well, so it will likely come down to personal preference as to which control method you choose. As you move through each level, you'll face an almost endless barrage of enemies and their bullets coming at you. You'll have to carefully balance your cannon fire with those times when you'll need to lay off of the fire button in order to move along the rails more quickly to avoid the many bullets coming your way. For times when you find yourself getting a bit overwhelmed, the game will sometimes even toss you a little help in the form of a character power-up. There are four types of power-ups in the game and the power-up icons constantly cycle through the four character types so you can generally choose which one you pick up if you time it correctly. Meat Boy will give your cannon fire a big upgrade and turns your bullets into huge beams that will take out any enemies and the firepower that gets in its path. Junior Melchkin adds four laser beams that are fairly powerful, but can be a bit difficult to hit targets with in a pinch. CommandgirlVideo basically makes your cannon fire in all directions and can be very useful for those times when the screen is blanketed with enemies. And last, but certainly not least, is Mr. Robotube. He gives your cannon a swirling type of firepower that covers a wide area and is fairly potent, something that comes in quite handy in taking out some of the stronger enemies in the game, especially if they're bunched together in close proximity to one another. The levels are extremely long, so you'll have your hands full navigating your way through them. Even the early levels feature the trademark BIT.TRIP difficulty, so you're going to have to put some time in if you're going to beat them. If you're able to make it to the end of the level, a boss fight awaits you and this is where the challenge gets even more difficult. The bosses range from large stationary targets, to bosses that will move around the screen and must be avoided at all costs. You'll have to be quick on the rail, not to mention deadly accurate with your firepower if you're going to beat these bad boys and that's if you can find their weakness in time. Gaijin Games have once again crafted an exotic visual and musical experience to wrap around yet another fantastic gameplay design. As solid and engaging as the platforming aspects were in RUNNER, the shooter mechanics of FATE are equally challenging and addictive. It's clear that the guys at Gaijin Games are in perfect tune with how to keep coming up with unique and interesting gameplay ideas to inject CommanderVideo into, and FATE carries on the tradition of simple, yet maddeningly enjoyable gaming experiences the BIT.TRIP series has become so famous for. If you love the BIT.TRIP series, this one should now be sitting atop your must-have list and if you're not a fan, this one might just change your mind. Related Games Share: Comments ) Looks awesome, looking forward to it. Interesting... Looks like fun! I'll have to try it once it comes out! Sounds great! How many games are going to be in the BIT TRIP series? There will be six games in all. So one more after FATE. It's amazing how far this series has come. It's even more amazing that there is not a single weak link in the entire chain. (Alright, I haven't played Fate yet, obviously, but come on! There's no way this one isn't going to be fantastic.) A solid run of five games (hopefully six) is more than almost any other series has to its credit. Rock on, Gaijin Games. Seriously. Oh a Bit.Trip Shmup?! Cool, no wonder why you couldn't let it go Corbie . So, how exactly does the music play into this game? Does the rail go along with the music, or do the enemies or the bullets or what? 1) The levels are extremely long? By this do you mean like a Void-sized level (and if so, does that mean there are only three levels again?), or long like some of the longer Runner levels? 2) Do you die instantly like in Runner, or is it more like previous games with a Nether meter? Looks like there's a meter, but just want to be sure. 3) What's the music like? Is it more like Void in how you interact with it? 4) Is there multiplayer? 5) How long did you play before you realized it was your favorite? 6) Can I borrow your Wii? I... uhh, want to see something. 1 &amp; 2. Very long levels like the earlier BIT.TRIP games, but you're life is once again controlled with the meter that changes depending on your performance. 3. Music is like all the other BIT.TRIP games. Funky. 4. No 5. I played it for about 9 hours and RUNNER is still my favorite, but just barely. 6. See Answer #4 I WANTZ!!! D: Alright, sounds great! Tis series just keeps throwing quality releases out for us to etat up! I wonder if we'll see a BIT.TRIP Collection on a retail disc so the public that can't connect their Wii's to the internet can play this great series! Excellent preview, Corbie. Quick and to-the-point yet still detailed enough to give a good idea of how ridiculously awesome FATE's going to be. 1 &amp; 2. Long levels are killer (in a good and bad way) in BEAT, but I thought the length of RUNNER's levels with a few glaring exceptions (1-11, 3-9, 3-10) was balanced perfectly. Time will tell if going back to the old way will bode well for my enjoyment of FATE. Glad the meter's there again fo' sho' though; it does wonders for level pacing. 3. Well duh. Loving the soundtrack so far, but I doubt it's gonna top Mermaid from the RUNNER credits. 4. Too soon to tell if that's good or bad. 5. RUNNER is my favorite game of all time, so it would be very hard to top. Anywhere close to it would be one of my top 5 games ever, which is more than enough. 6. You lucky BIT.TRIPPER. How many levels are there? From the trailer, we know at least four, and if they're the same length as Beat levels... that's awesome! I'm on #4 at the boss now. I'll let you know, but there seems to be more after this. Great impressions Corbie! Now, you say the levels are as long as they were the earlier Bit.Trip games, but you commented somewhere else (don't remember where......) that &quot;the difficulty really ramps up at level 4.&quot; The earlier Bit.Trips only had 3 levels..... how long is this game? EDIT: Never mind, those last 2 comments weren't there yet when I started typing. Now, I know the game isn't even out yet, but, where are they going to go after this? They only have 1 game left after this, but where are they going to take it? w00t! Can't wait to get this! Games like this is why nintendo needs a demo service so we can get a taste before the game come out. We know it's possible, nintendo said it was successful in increasing sells so &quot;Nintendo what is the problem&quot; I want to know as well. Can you answer this Corbie? Does the music tie into the gameplay somehow, or did they (oddly) decide to ditch that this time around? The music does tie in a bit, but it's not as clockwork as it was in past releases, mainly because destroying enemies isn't on a set tempo. Don't worry, it all works out in the overall audio package. I think I recall Gaijin saying the story would make a lot more sense in this one and we might get more of an idea of what ComanderVideo is doing. Without spoiling anything, is anything explained or expanded upon in this one? Awesome. Back for another round with CommanderVideo. This should be interesting. I have spent hours playing Geometry Wars on Wii so this is a definite must. If this controls anything like that then I'll have to get the classic-controller out again. Horray! Comparisons with Geometry Wars end there though. This looks all sorts of harder and the bullet hell on rails will definitely make it interesting. By interesting I mean hard. It's the Killer 7 of shoot 'em ups! They are also coming out with a but trip for the iphone, but it doesnt look as fun. Looks like they took 'on-rails' shooter quite literally. This looks awesome, but I hope there are plenty of checkpoints in the levels. No checkpoints. Sorry. So if you're 20 minutes into a level and you die, you go right back to the beginning of the level? Harsh. Thanks for the info Corbie. Bullet Hell on rails......hmmm...... Would you expect anything else from a BIT.TRIP game? +IV Well, no, not unless it was like VOID. Also, CommanderVideo being more aggressive in this game and being even less in touch with the music than in RUNNER was already hinted at in an interview. LaWuigi, no Bit Trip level has ever been close to 20 minutes long. I've never timed them, but I think the levels are all (except for Runner's) 10-13 minutes, which isn't bad to restart, though it's perhaps pushing it. However, if you've enjoyed past Bit Trip games, then this should not be alarming. I enjoy replaying the levels, so it has never been a problem for me, and it's not like it's instant &quot;death&quot; as in Runner. YES!!!! no checkpoints. I always loved that about the original Have you made it past level 4 yet Corbie? If the levels are as long as Beat's (or any Bit.Trip before Runner) and there's more than 5 levels that would be awesome! So, here's another question to speculate..... what was that original screenshot that they gave us supposed to be of..... it clearly has nothing to do with the gameplay...... OR DOES IT!??!?!?!!?!?!?!? SPECULATE!!! that was a piece of art to help us think of what the game will be about not a screen shot. And it actually has a lot to do with the game. It has the rail and 2 worlds we will be playing Well, yeah, screenshot wasn't the right word, I just didn't know what to call it. But not that I look at it more, I see that now. It even has the rail that Commander Video travels along (at least I think that's what that is). I would've liked it if there were checkpoints but this still looks awesome. Might be interesting. I like rail shooters and my Wii Zapper. But Runner was a bit of a disappointment (good, but I expected more). you should say too that the soundtrack was released yesterday with this and Sin and Punishment, my interest in Rail shooters has spiked this year. This might be the first game i buy from the series! Oh yeah, seems the soundtrack is now for sale! I'll wait until after buying the game first, though. Well some of them sure felt like at least 20 minutes. Good for you. If you like this, then be sure to try RUNNER and BEAT. how big is the hit box? It's the plus sign where my heart should be. Sadly, I have no heart. I am only a man. And this man loves FATE. : You beat me to the &quot;on-rails&quot; shooter reference. More game concepts should come from puns, especially if FATE turns out as freak-tastic awesome as it looks. Oh Gaijin.... With the hit box that small its looking like this should be fairly manageable. Then again I've thought that about each new bit.trip game before they crushed my soul and laughed at me for attempting to beat them. Leave A Comment Hold on there, you need to to post a comment... Title: System: Also Available For: Publisher: Developer: Genre: Shooter Players: 1 Release Date: WiiWare Official Site: Where to buy:

First Impressions Shinobi Karakuri den 2

First Impressions Shinobi Karakuri den 2

First Impressions: Shinobi Karakuri-den 2 Nintendo Life <h1></h1> Double the ninjas, double the fun by Share: Retro gaming fans surely enjoyed the first (as it's known outside of Japan), playing like a cutsey combination of and . This sequel is pretty much the same game with a few tweaks to the formula, as with the other G.G. Series sequels we've seen thus far, continuing the impression that Suzak still have the magic 8-bit touch. All the improvements seen in the other G.G. sequels are here: you can now re-map your controls, so if you prefer sword swipes and shuriken throws swapped, that dream can be made a reality. There are also three levels of difficulty, though Easy definitely isn't and we cannot imagine what the Hard level will be like — if we ever manage to complete the first two! Finally you have a choice of playstyles, though in this case there are two different characters to choose from: the blue-clad ninja from the first game, Hanzō, is back, and he's joined by a blonde female ninja named Miyabi. The two characters have the same actions available, but they come with a couple of differences that change the gameplay. Hanzō can execute a sword combo with an extra button press, making short work of the cogwheels and is also very effective against the bosses that appear every four levels. Miyabi can charge her shuriken by holding the appropriate button down, throwing a massive one that will eliminate any normal enemy in one hit when released — great for taking out those pesky spear-wielders from afar. She can also do the &quot;dash&quot; move in any direction unlike Hanzō, meaning she can recover from a poorly-timed jump rather than drop off the screen into oblivion. As with the other two G.G. sequels you'll see new enemies not far into your first play session: baddies holding spinning blades, dropping bombs and throwing daggers will block your path as you try to destroy all the cogwheels to open a door to the next level. The bosses also show more variety with each one having a different special attack; unlike the first game where they were essentially more powerful versions of your character until later encounters. The level design is pretty much the same, though there are a couple of new twists to add jeopardy. Every other normal stage has forced scrolling: rather than breaking cogs you're just trying to get past enemies and make your way to the exit with the screen moving steadily to push you along. This same forced scrolling appears in the bonus stages that follow the boss fight making it more of a challenge to collect all the tokens and introducing a greater element of danger. High scores are tracked separately for the two characters and for each level of difficulty, so score attack junkies will always have something to shoot for. It's definitely a worthy follow-up that feels fresh due to the changes made and if more action games from the original G.G. Series get this treatment we certainly won't complain. Related Games Share: Comments ) I hope we get this out west. This sounds like a great sequel! Sounds exquisite! I loved the first one here in the US, so I'll be waiting for this one. Thanks for the first impressions, Sean! Yeah, thanks for the thoughts. I loved the first one, and couldn't believe when NL only gave it a 6/10. Ninjagasm Woah hope this comes to US. I passed on the first one : Me too. I take heart in the fact that it indicated &quot;retro fans&quot; would get a lot out of it though. I also think the concept is brilliant fun. Liked the fist one and if the sequel is released for 200 points as well then they'll be getting my money. Please come to Europe. Leave A Comment Hold on there, you need to to post a comment... Title: System: Publisher: Developer: Genre: Action Players: 1 Release Date: DSiWare Where to buy:

First Impressions Surinuke Anatōsu

First Impressions Surinuke Anatōsu

First Impressions: Surinuke Anatōsu Nintendo Life <h1></h1> Thrill-seeking for puzzler fans by Share: One doesn't often think of thrills and puzzles as belonging in the same sentence. You can get a bit of excitement from kicking off a combo in a fast-paced game, but to actually get a rush in the same sense as riding a rollercoaster is something else entirely. Whilst it might be an exaggeration to say Surinuke Anatōsu is the equivalent of an amusement park ride, the level of excitement generated is certainly closer to that kind of experience than racking up a multi-chain combo in a game of , thanks to a nearly first-person perspective and emphasis on speed and reflexes over the usual colour-matching concepts found in most puzzlers. When we on Nintendo's newest Japanese WiiWare release, we compared it to the classic arcade puzzler Block Out – essentially a 3D version of in which players are tasked with clearing the bottom of a well-like playfield by putting together layers of falling 3D tetronimos. In fact, the similarity in Surinuke Anatōsu ends with the use of 3D tetronimos, as the Japanese verb &quot;surinukeru&quot; means to slip through or out of something rapidly, and in this game you're trying to guide a single shape through a series of eleven panels past holes of various sizes and positions within a fixed time limit. Given that you're still manipulating a 3D object, the controls are quite similar to Block Out, as is the challenge in wrapping your head around them: you move the tetronimo in a 2D plane using either or (Remote, Remote + Nunchuk and Classic Controller/Pro are all supported), separate buttons rotate it on each of the three axes whilst a fourth button will accelerate your shape towards its destiny. Though you can play with just the Remote on its side, we found trying to coordinate presses of all four primary buttons to be a bit much and ended up using the Classic Controller Pro, where ZL speeds your shape up and rotation is achieved using a combination of the R button and the right – though you can also use the A and B buttons. Helping you get to grips with all of this is a multi-part hands-on tutorial which handily changes button prompts depending upon which control scheme you're using (peripherals are automatically detected as connected – nice). There are three modes of play on offer, the first of which is Stage Clear, in which you progress through six stages of three levels each. Each stage has a unique shape that increases in complexity as you advance. You only get to play the next stage by clearing all three levels in the previous one; clearing stages in this mode makes their associated shapes available for use in the other game modes. Your most basic goal is simply to get your shape through one of the holes in the numbered panel in front of you, repeating through the following series with a few simple bonus panels here and there for good measure. If you cannot line up your shape properly, it will break into pieces. You can only let this happen a few times (three in some of the easier levels, but many only give you two or even one chance to blow it) before your game ends. There's also a time limit to urge you along with an audio indicator counting down the final ten seconds. Of course, just sticking to the basics won't get you a high score, and you'll need to beat the local high score for each level before you get prompted to register it on the &quot;worldwide&quot; (hint-hint, global release) leaderboard, which means racking up &quot;combos&quot; and &quot;tricks.&quot; A panel will usually have two holes in it containing one or more gems in each; every time your shape passes through part of the hole containing one or more gems, you'll build a combo which increases until you miss a gem. Moving your shape so that it overlaps all of the spaces in a given hole before it goes through will count as a trick, and, as with consecutive gem collection, pulling off repeated tricks will build your &quot;trick combo.&quot; Both combo types contribute to separate bonus point caches that get added to your score at the end of the stage. Another way to increase your score is to go through the levels more rapidly by holding down the speed button – though it puts some serious demand on your reflexes if you're going to try something bold like keeping it pressed, as the acceleration seems to continue the longer you hold it down. Endless Mode plays the same as Stage Clear, but without the time limit – though getting a Wi-Fi leaderboard score here is pretty demanding. You get four chances to fail, and the holes tend to be a little simpler, so you can generally focus more on speed. This makes for a pretty thrilling time spinning your katamari (as the shapes are called) as it hurtles through wall after wall. If you want to bone up on your trick combos, there's a Trick Challenge mode in which your katamari cannot pass through the hole in the wall until it's overlapped all of the spaces – a formidable challenge indeed with the last three katamaris, which present greatly different shapes on each side that you can select to face. Keeping things interesting are some pretty impressive visuals considering the nature of the game: the katamaris appear to be made of glass, which has a nice warping effect as you look through it, though when you move the shape, the individual cubes composing it jiggle slightly as if it were cobbled together from blocks of jelly. The shaft that your shape hurtles through has the look of being tiled in colourful patterns that sometimes appear to be transparent or have gaps, revealing a skyscape or abstract outer environment beyond. Each katamari's group of stages has a unique colour scheme, and you can choose to play other stages among any you've unlocked or have the selection randomly chosen for a bit of variety. The soundtrack consists of a few ambient electronic compositions that nicely complement the overall minimal look whilst sound effects add to the feeling of momentum as you rack up combos and speed through towards the goal. It's always nice to see that something new can be done in the puzzle genre, and we hope that fans will give this game due consideration when it eventually shows up on other shores. Perhaps we'll still have a few top ten scores in the rankings by then! Related Games Share: Comments ) I'd like to see some video footage,seems interesting enough. looks like something I could dominate in. jk. gonna have to keep an eye on this one though. : you can see loads of video at the Japanese Nintendo site for this game: I heard it will be called &quot;ThruSpace: High Velocity Puzzle&quot; when it comes to the west. Sounds (and looks.... just watched the video) pretty good! Leave A Comment Hold on there, you need to to post a comment... Title: System: Publisher: Developer: Genre: Puzzle Players: 1 Release Date: WiiWare Where to buy:

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