posted by Matt on Friday 30th March 2007

And so Theme Park DS will forever be known as the first and last game to be developed by EA Japan – a studio that’s had a muddling existence since being set up almost three years ago. Anyway, developed is not quite the right word to use here: this is actually an enhancement of the PC original. Good on them for not taking the lazy route and using the shrunken Mega Drive / SNES versions as source material. You can always count on the Japanese to do things properly.

Theme ParkTheme Park needs no introduction – it was even released on the Atari Jaguar, such was its popularity upon release. Certainly it has been superseded by the likes of Thrillville with its playable mini-games and the insanely detailed Rollercoaster Tycoon, but there’s still bags of charm and despite the improvements made by copycats the goal is always the same: build a theme park, mop up vomit and rake in the cash.

The presentation has received the biggest overhaul. You can now choose from four advisers, each of whom constantly nag you to raise or lower ticket prices and such. Thankfully you can change adviser when opening a new park, so you’re not stuck with the same dullard all the way through.

The touch screen controls work quite well – to select an item from the construction menu you can either draw a ring around it or draw a small tick on the icon – although when creating paving you need a steady hand or you’ll end up with wiggly lines everywhere.

At the start only basic rides, shops and attractions are available. If you’re playing on the stress-free sandbox mode then new additions are unlocked sporadically, but if playing the sim mode you can put money into different areas of research and get the good stuff earlier. There’s also a full mode that puts you in charge of everything, right down to having to order more burgers and ice cream, and partaking in handshaking mini-games that affect staff pay.

As we said: it’s years old, but it still plays the part. The not-very-detailed customers could have done with a spruce up, but they’re impressive in number, and watching them go about their business while providing feedback via thought bubbles is always mesmerising. There’s barely a dull moment, really: thugs need to be chucked out, toilets cleaned, old rides replaced before they blow, and new staff hired and routed. You can even change the amount of ice in the coke and alter the chance of winning on the hook-a-duck stall. Like a thieving gypsy.

posted by Matt on Friday 30th March 2007

It was Rare’s first game – way back when they were known as Ultimate – so it’s apt that it’s their first Xbox Live Arcade effort. Clocking in at 400 Microsoft points it’s good value for money too, offering the 1983 Spectrum original, a jazzed up remake and an online multiplayer mode. In 1983 you’d probably be burned on a stake and labelled a witch for even thinking about playing a game against someone halfway around the world.

Jetpac RefuelledDespite the vast visual improvements and slightly bigger levels, the gameplay is unchanged – collect spaceship parts and return them to the docking bay, then collect enough fuel to blast off to the next planet. And all of this has to be done while avoiding bizarre enemies, keeping an eye on the clock and increasing your fire power. The enemies start off rather harmless, simply walking across the screen from left to right, but later ones split into smaller units when shot and spin around in hard to predict circles. By this time though your laser should be able to shoot in all different directions. Like Geometry Wars Evolved, it’s definitely a game that you can get ‘in the zone’ with.

Multiplayer is good clean – if simplistic – fun. There are enough parts on each level to build two space shuttles, but not enough fuel. So it’s a race for the fuel tanks, essentially.

There are some nice particle effects, and we’re rather fond of the EMP (read: smart bomb) that sets off a huge ripple backed up a suitably grand sound effect. The graphics are a little too good though: when playing online, the glitter – for want of a better word – that sprays out of the jetpac can obscure enemies and objects of importance. Apart from that, it’s a solid shooter that’s well worth the download.

posted by Adam on Friday 30th March 2007

Jeux France has posted scans from Portugese gaming magazine Maxi Consolas, confirming Sega’s NiGHTS exclusively for the Wii. UK:R posted a picture of NiGHTS on the cover of a Swedish games magazine a few days ago, but I didn’t know exactly what to make of that at the time. Maxi Consolas has showered us with lovely screenshots and game details though, so that’s all splendid.

NiGHTS WiiThe original Sega Saturn version of NiGHTS was innovative in its use of the analogue Sega Multi Controller (making it one of the first analogue controlled console games released, before even Mario 64), so it’s only fitting that the new NiGHTS will make full use of the Wiimote for truly lovely control.

In an interview with Sega’s Takashi Iizuka (the head of Sonic Team USA, who was involved with the original NiGHTS and many Sonic the Hedgehog games), Maxi Consolas found out that NiGHTS will have two player multiplayer and online modes, as well as a range of new characters. So that’s all good then.

Sega will be releasing more details next month. The Official Nintendo Magazine has a UK exclusive on NiGHTS in their next issue (out April 13th), which should have some pretty pictures if nothing else.

posted by Adam on Thursday 29th March 2007

Rockstar have unveiled the Grand Theft Auto IV trailer online tonight (despite their website initially falling apart under the load). You can view it at www.rockstargames.com/IV/ or alternatively just download the video here. As the words above suggest, it’s set in Liberty City, rather than the ’80s or Tokyo like many had speculated.

GTA IV trailerYou can decide what to make of it yourself. Personally? It really looks underwhelming and uninspired – dull visuals even for a trailer, clunky models, and it appears as if all the charm that previous versions had has been completely removed. It definitely doesn’t look as colourful as Vice City.

Apart from the setting, the only new information the trailer reveals is that the lead character is an Eastern European or Russian criminal type, who has recently moved to Liberty City to start a new life of murder, theft and smuggling. Whether or not the trailer’s graphics are representative of the game, the visuals are quite poor – dull, sterile, not really what we’d hoped for from a next gen GTA. Many of the models look distinctly low polygon and the characters all walk with a stick up their arse, but that may just be due to a rushed trailer.

It’s due for release on 16th October this year. Enough of our moaning, go watch it for yourself.

posted by Matt on Thursday 29th March 2007

Apart from the so-so Nanostray, there haven’t been any other vertical shooters of note for the DS, which is odd given the screen orientation and the popularity of the genre in Japan. Danny Phantom just so happens to be an old fashioned shooter, which may surprise you, being based on a Nickelodeon license and all. Another thing that may came as a surprise is that developers Altron have nabbed Ikaruga’s bullet absorbing polarity system.

Danny Phantom: Urban JungleTo wit: the enemies – badly animated ghosts, mostly – fire red and blue bullets, which ghost hunter Danny can use to fill up a power bar if his glowing bodily aura is the colour of the projectiles. No damage is received if Danny is the same colour. The system hasn’t been implemented as masterfully as in Treasure’s seminal shooter though, mainly due to the fact that being hit by a bullet only makes a tiny dent in your health.

At the start of the game only three powers – invisibility, a giant boomerang and a ghost vacuum – are available, with another six becoming unlocked as the story – which involves giant plants overtaking the city – unfolds. Danny can also charge up shots and swap between homing, piercing and laser rounds. In short, there’s a fair bit of firepower to play around with, although there aren’t any tactical elements and it’s far too tempting to use homing missiles for the duration.

The cut-scenes feature 3D backdrops which look impressive, but as they’re only cut-scenes they are nothing but eye-candy. During the game there are some 3D objects to avoid crashing into too, but they could have easily been 2D sprites. The touch screen is also at waste – you can use it to change powers, but the trigger button performs the same action without the fuss of having to have your stylus poised. The only reason to have a stylus ready is for activating the health packs that quickly accumulate. And why is Danny so small? He’s only about three pixels tall.

posted by Matt on Thursday 29th March 2007

EA’s Medal of Honor games have been on a slippery slope for some time now, and Medal of Honor: Vanguard won’t be turning that slope into a ramp. Or whatever. Even the Official PlayStation 2 Magazine – who gave Rising Sun 9/10 – were unimpressed, chalking it up with an average score. Call of Duty: Roads to Victory on PSP looks like a safer bet if you’re hankering for some more war action. Or you could revert back to the world of 2D and pick up Metal Slug Anthology on Wii. The presentation isn’t as good as we hoped but it’s the only chance you’ll get to play Metal Slug 6. Can Codemasters’ quite nifty Heatseeker be classed as a war game too? Probably.

Earth Defence Force 2017 is finally out on Xbox 360 this week, although ‘finally’ isn’t the right word to use – it has only been delayed once, whereas the PlayStation 2 version (Global Defense Force) was originally due out in September 2006. It’s set in a big city overrun with giant bugs, UFOs, Godzilla clones and more, your job being to blast them all away. It’s a budget game – only £17.99 on Play.com – but it’s quite nicely done.

After Burner: Black Falcon on PSP has been getting some good reviews, but just as many bad ones. The same with movie license 300: March to Glory – review scores on GameRankings go from 25 to 85 percent. It’s a bit odd that Eidos only wanted to release it on PSP, although Ubisoft did the same thing with the recent Rocky Balboa. Wouldn’t be surprised if they knock out a PlayStation 2 port around the same time as the DVD release.

posted by Matt on Wednesday 28th March 2007

There are a few things that you might be surprised to learn about this well-timed movie tie-in. The first is that it isn’t two-player; quite astonishing given that co-op brawling was the main attraction of Konami’s Turtles titles. The second is that Shredder doesn’t feature – instead they’re out to stop an army of ancient monsters terrorizing the city. None of which are Bebob and Rocksteady. And why did they change the enemies in Biker Mice from Mars into cats? What was wrong with Greasepit and Lawrence Limburger?

TMNTThe shelled teens need no introduction, although the first four levels involve the turtles on their lonesome in order explain the story and to show off their skills. Michelangelo can use his nunchucks like helicopter blades, Donatello can pole vault, Raphael can climb up walls, and Leonardo can pass through certain objects thanks to a special jewel. After this, most of the levels let you swap between turtles on the fly in order to use their skills as and when they’re needed.

They can also team up for an extra long throw over vast gaps or for a tag-team move during battles. Oddly though, fighting only makes up around fifteen percent of the game – the rest is following a cookie-crumb trail of shiny coins across rooftops, swinging on poles, climbing along ledges and running along Rayman Raving Rabbids billboards. It’s not long until each level becomes as predictable as the last, and the fact that there are infinite lives and frequent checkpoints should indicate the overall level of difficulty.

It’s a shame, as the fluid fighting system is backed by some fancy moves. At the end of a long combo Michelangelo starts spinning around on his back, knocking over everybody in his way, while Donatello sticks his pole in the ground and swings around it. Although you usually only see one or two enemy types during a battle, if you manage to kill ten enemies in a row a slow-motion effect kicks in and the camera closes in on the action. It’s quite swish – not a surprise considering it uses the Prince of Persia engine.

Visually it’s the poorest 360 game we’ve seen. Ubisoft managed to make King Kong on 360 look the part despite being a multiformat release, so it’s a bit of a swizz that they didn’t put the same effort in here. Raphael’s night time levels have a clean cut black and white Sin City-style vibe which is quite appealing, but the opening stage with its 2D undergrowth screams PlayStation 2 port. It’s very easy to earn Gamerpoints and unlock the achievements though, which might be a draw for some.

Speaking of unlocking – there aren’t any clips from the CGI movie, but instead some comedic CGI shorts featuring the turtles goofing around which can be unlocked with tokens earned from fighting with style and finishing levels quickly. Attempting to do so is the only real replay value on offer – with short levels and minimal challenge it’s a game that’s over all too quickly.

posted by Matt on Wednesday 28th March 2007

Sonic and Mario were bound to star in a game together eventually. An appearance by the spiky one in either the next Mario Kart or Super Smash Bros Melee would have been a safe bet, but if you were a betting man then your money would have been lost – Mario & Sonic at the Olympic Games will be the first title to see the long-time rivals together. Yoshi, Tails, Knuckles, Luigi and others will also feature.

Mario & Sonic OlympicsSega are publishing in Europe and North America, leaving Nintendo with Japan, aiming for a Christmas 2007 release on Wii and DS. Because Sega own the Beijing 2008 license, it’ll feature official venues and such. Three events have been named so far: table tennis, 100m track and swimming. Looks like we’re in for plenty of stylus wiggling and Wii remote waving.

Shigeru Miyamoto had this to say: “Mario and Sonic have been respectful rivals since the early days of video games. In fact, for a long time they have been discussing the possibility of one day competing against each other. Now that they have been given the perfect opportunity to meet at the Olympic Games, we may finally learn who is actually faster, Mario or Sonic?”

The answer is pretty obvious, but Mario does have the upper hand here having starred in various sports spin-offs before, like Mario Tennis, Mario Golf and Mario Caber Toss.

posted by Matt on Wednesday 28th March 2007

Non-gamers who stray into game shops are already confused when faced with the choice of an Xbox 360 Core or Xbox 360 Premium bundle, and it’s a situation that isn’t going to get any better – from 29th April the black Xbox 360 Elite will be available in the US.

Xbox 360 Elite SystemPriced at a reasonable $479.99 (GBP £245 / €360), it includes a larger 120GB hard drive and a HDMI port but no HD DVD player. A component/SD cable, wireless controller, Xbox Live headset, and one month Xbox Live Gold subscription will also be packed into the box. The 120GB hard drive will be available separately for $179.99 (£90 / €134), which comes with a data transfer cable so you don’t lose your Sneak King save files.

A European release date is yet to be announced. It’s also not clear if Microsoft will bother releasing it in Japan, where only 24 consoles have been sold so far.

posted by Jake on Tuesday 27th March 2007

David Gibbon. That name strikes fear into the hearts of a certain tiny, former-Digitiser-reading section of society. He was responsible for Ceefax’s games coverage for a period, and became known for his… unique style of reporting. He’s now found on largely respectable site Digital Spy, and has kept up the standard.

Digital Spy don’t cover games to a huge extent, so it’s mainly the big stories he covers. Like a magazine giving a game 10/10. I’d love to know the basis on which he decides which press releases to paraphrase.

posted by Matt on Monday 26th March 2007

The first thing we noticed in this puzzle game remake is that there’s no tutorial. It doesn’t take long to realise why though: like all decent puzzlers, it’s so easy to pick up that it doesn’t need one. Another possible reason is that Namco Bandai assumed that everyone played the original Gunpey – although that would be a rather stupid assumption given that it was released on the Japan-only Wonderswan handheld.

GunpeyOrganisational skills are the order of the day, the aim being to move shapes – which look a bit like bendy straws – up and down in a grid so that they form a complete line running from left to right. As the grid is five blocks wide, the minimum number of shapes required is always five, but before they vanish and transfer onto the CPU’s screen there’s a short period when you can add additional shapes. To mix things up, a roulette wheel occasionally appears and dishes out a random surprise, like making all your shapes face the other way.

The DS version, which we’re reviewing here, has an avant-garde space cowboy theme coupled with a selection of catchy background tunes. By comparison, the PSP version is more like Lumines, with stylish skins and chilled beats.

One curious extra is something called G Note’s Section. G Note himself is a tiny pixel man who you can command around a level with orders unlocked throughout play. There’s also a DJ mixing desk and the chance to beam a demo over to other DS owners.

It’s possible to get quite far into the quest mode by just notching up lines of five pieces, and the fact that you’re able to relocate any spare pieces means you’re always able to correct your mistakes. As such it can be an undemanding experience at times, and although the stylus makes playing pleasingly intuitive, it’s still an eight year old game at heart.

posted by Jake on Monday 26th March 2007

165,000 is certainly more PlayStation 3s than I expected to be sold in the UK this past weekend. It’s remains too expensive given the lack of essential titles, but I have to hand it to Sony, it has sold well. Indeed, it’s the UK’s fastest selling home console ever (EVER!), ahead of the Wii’s 105,000, Xbox 360’s 70,000 and GameCube’s 69,000. It also beats the Nintendo DS’s 87,000, but falls short of Sony’s 185,000 PSPs shifted over that launch weekend.

Enough statistics, on with the chart. Given the hardware sales – and with a reasonable 1.67 games sold per console – it’s inevitable that PlayStation 3 dominates. Incidentally, we might have to get used to that phrase for the next five years.

Resistance: Fall of Man is the top choice, as one might have expected, followed by Motorstorm. They take the top two positions in the all formats chart. Then it’s Formula 1 (top 40 #7), meaning that the three top selling PlayStation 3 titles are format exclusives, which is satisfying.

The PlayStation 3 top ten is filled out by Call of Duty 3, Ridge Racer 7, Virtua Tennis 3, Virtua Fighter 5, Genji, Fight Night and Sonic. They’re sprinkled around the main chart, with six games in the top ten because of the PlayStation 3. Which is pretty good going, really.

In Multiformat New Entry Land, we’ve got Brian Lara at an impressive #3, PC thing S.T.A.L.K.E.R. at #8, Def Jam: Icon at #12, something about UEFA at #15, and TMNT at #19.

Nintendo format titles are the ones most obviously suffering this week, with Sonic’s Wii outing down from #4 to #32. But pretty much everything non-PlayStation 3 is down, obviously.

That’s enough. You’re probably best giving it half an hour before going swimming to digest that lot.


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