Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Friday, November 23, 2007

Resident Evil 4: Wii Edition



Tech Info

Publisher: Capcom
Developer: Capcom
Release Date: Jun 19, 2007
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Language


Overview:

The Chronicles of the Villainous Umbrella Corporation have been traced back to almost a decade and they are still covering their tracks. However, in Resident Evil 4, Umbrella makes only a cameo near the end. When I first heard this, I thought "Crap! now who is going to 'accidentally' produce thousands of mindless destructive eating machines? (aside from McDonalds)" But, yet again, Capcom has thought of another equally disturbing way to suck the player into a nightmarish adventure.

In 1996 Capcom released Resident Evil, which told a story of a deadly virus known only as the T-Virus, which transformed its unsuspecting host into a brain-eating undead. Of course it wasn't the usual "brains” they were munching, as it was any fleshy body part, fingers, eyes, intestines.... you get the point. Though our standard foes are "mindless" they aren't zombies (though they are somewhat more intelligent then some people, you know who what I'm talking about) 2005 would be the year that this new Horror was released, and then again in '07 for the next generation gaming system.

The radical new control system of the Wii involves both the remote and the nunchuk, which aids in making Resident Evil 4: Wii Edition more interactive, thus sucking the player into the fantasy world, making it at times, seem more like reality. This game is a third person action/adventure, with countless bad guys and not enough bullets. It is a standard single player action game with no chance they could make it two player. Shame, would be cool to kill zombies with a buddy. (No I don't mean, "Zombies ate my Neighbors!")

Gameplay :

"1998, that’s the year those grizzly murders occurred in the Arklay Mountains..." the player is greeted with an oddly familiar character, Leon, it is a warning of what is to come. When I picked up the controller and followed along with the intro movie, I thought "another exciting adventure of bloody undead science experiments gone wrong (sorry little Timmy, you only get the Red Ribbon for killing a city with your deadly T-virus, better luck next year)" Though the control was a little bit to be desired from what I was used to, you could say that little village at the beginning of the game acted as a good tutorial, complete with about 20 zombies and 1 very deranged man with a burlap sack on his head wielding a chainsaw...violently.

I would say that I am an experienced gamer, born into video games, it's in my blood. This village gave me the chills (and my control went flying across the room a few times as well.) Just like most new systems, the Wii has a few kinks; one of them is the control system. Hard to navigate and aim, it took a few deaths of which I was bitten, chomped on, hacked up with axes and pitchforks, and my personal favorite, having my head amputated (very skillfully I might add) with a chainsaw. However, I eventually got a hold of my controller and was able to continue as if it was second nature.

The great thing about what Capcom does with their Resident Evil Series is their constant upgrade with shock value. I mean they have really broken it down to a basic arithmetic: Twisted story line + Attractive Hero/Heroine + Lady speared through the head with a pitchfork or other deranged weapon = Resident Evil. There's always that person at the beginning of the games that looks like they died so painfully, it makes even the toughest of gamers cringe. This is and always will be one of Capcom’s greatest strengths.

As I mentioned above, the new system to Resident Evil 4 is very different to that of the original games. No longer can your character rotate 360 degrees with out picking up a foot. And the camera angles aren't askew as they were in the original games. The camera follows Leon around in a 3rd person action view, so that you are above and behind Leon's right shoulder, this provides for a more action-pact game, less "Survival Strategy" as its predecessors were. This new camera angling dropped the frustration that I had experienced with some of the other games of this chronicle. ( I know a few readers out there that know exactly what I am talking about.)

Another really interesting feature that came along with "awe" inspiring camera is the Reticule. The targeting in Resident Evil 4 Wii Edition came with a reticule so that it was easier to aim at your targets as they approached, (or sniped without their knowledge).

Though this system wasn't recently implemented, it was however upgraded. Players on the Resident Evil 4 PS2 edition had the wonderful task of pointing a gun and hoping that a little red dot from the gun's laser-pointer landed on his/her target and though this was a great step up from holding down R1 and firing in the direction the target was, (usually missing) this doesn't beat the Wii's reticule system by a long shot. I believe that it really proved to be a nice add-on to make the players experience more enjoyable, I mean come on, how hard is it to say "NO" to shooting a mass of zombies with a variety of guns, really...

Though it wasn't a "viral outbreak" it was however biological. As with all the Resident Evil games, there is a Logical explanation for what has happened in the story line. a virus, and alien abduction, a parasite, whatever the case may be, the hordes of monstrosities aren't dead people coming to life for no apparent reason. This is another thing that makes the overall story (and gameplay) a more entertaining experience. I have to be honest; parts of this game scared me, played at night, in the dark, alone...

However there is one down side to this game that I couldn't shake. Through all of this turmoil, the shooting, the running, and of course the zombies dying (again) as they were threatening me, in Spanish. What I failed to grasp was WHY. Why would they set the story in a rural village in Spain? Why would the zombies be yelling "Matalo!" instead of "Kill Him!"? This to me, though it didn't take away from the gameplay or story in itself, threw me for a loop.

There is one very apparent problem with the games plot. The huge plot hole is who or what exactly is the Las Plagas? Through the game your following a character known as Sadler, the mastermind behind the plan, but it doesn't go so far as to show who (besides Sadler) is behind this and what ties to the Umbrella Corporation he has. This part of the game struck me as having a huge plot hole and ultimately did detract from a otherwise perfect story. In the world of creativity, there could have been so much more to this, thanks Capcom.

And lastly, I would like to add that the writers and developers of this game got a little more in depth with their character development. Though I won't spoil anything more than reviewing this game, it is safe to say that the player should expect to see more familiar faces than just Leon's, along with some new ones. Also, characters are formulated with "wit" and "sass." It was interesting to see what Leon's personality was really like after all those years. And just because the Boss is dead and the credits start rolling, doesn't mean it's over...

Graphics :

I spent some time researching and studying the differences in the graphics between the Wii Edition and its forerunner, and as I did the only thing that I truly noticed is how smoothly the texturing ran together. It really does stand out further when compared to Resident Evil. And the videos/ cut scenes were really well developed (though some of the lighting made Leon look as if he was ill). But there have been serious improvements, all in the name of Graphics, in the past few years.

Needless to say, though the game was a hit on the PS2, I really think that The Wii Edition made it all the better. That’s what we should expect from next generation systems. Smoother texturing, better shadow rendering, and overall, a higher quality picture. This combination speaks miles to anyone who wants to go to the extreme with their gaming. Now we just have to wait and see what is next on the list for more media entertainment systems.

Sound :

If you take an old George Romero movie like Night of the Living Dead, or Dawn of the dead ( the remake) and mute it...is it still scary? Does it still raise the hair on the back of your neck? I am going to guess the answer is "No." Just like any other work of art (Resident Evil 4) has to come together. A movie, a game, an opera for that matter, if it doesn't have a good sound track, there’s no way its going to be very good, and it is safe to say that Capcom did it again with an equally freaky sound track.

I'm not going to sit here and tell you that I am in fact a huge fan of zombie flicks, believe me that little girl in Dawn of the Dead (2005) scared me pretty bad. But I will tell you as a horror enthusiast, that sound is everything when tying the whole package together. But with every good comes a little evil, though the soundtrack and the play (Leon’s footsteps over twigs cracking them) helped draw me in, there was some predictability to it. When our hero was being chased, there is an eerie music playing in the background, but once all the foes have been dropped, the music stopped, giving it that "It's Quite, Too Quite." feel.

Though this is really cool for the first hour, it does get really boring toward the middle of the game because you can then use it as a technique against the hordes of mindless neck-chompers. In my opinion, Capcom should have kept the music playing and then slowly had it fade out after a while so that when you least expect it Bam, out of the closet pours "Ted" our token zombie; it would have kept me a little more on edge. Though it had that minor glitch, I think that Capcom's zombie saga will never really have problems with their soundtrack and audio systems; they have a pretty well put together package.

Value :

As yet another game in the set of the Resident Evil Chronicles, I have to say that the game did fairly well. I do know that some of other games produced as part of the same story have been flops (Code Veronica *cough**cough*) I was surprised to have this one play into my favor. The game was very successful in pulling the player into the story and making it a game that was very hard to put down. We all know that there aren't that many out for the Wii...Yet.

Overall it was a great game, one that I would play over and over, primarily due to the fact that once it is beat, just like the originals, you can unlock some of the cool costumes and new guns. You also have the unique ability to play Ada Wong's side of the story (previously a PS2 exclusive), though you only have a few "brush in's" with her in the normal story line.

Another wonderful thing about Capcom's Resident Evil series is the length; they are long! Something that I believe speaks miles about having a good plot. I believe it was about 20+ gameplay, for me to beat it. The best part of this game by far is its value at a retailer. At $29.99 in stores, it makes it hard to say a lot of really bad things about a game.

Final :

It's hard to beat a classic; it’s even harder when that classic is really good. But sometimes a sequel can make a difference and completely redeem some of its forerunners mistakes. It would be safe to say that good things should be coming our way from Capcom and its Umbrella Corporation, lets just see what their twisted minds with think up next...

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Wednesday, November 21, 2007

Metroid Prime 3: Corruption



Tech Info

Publisher: Nintendo
Developer: Retro Studios
Release Date: Aug 27, 2007
ESRB: TEEN

As Space Pirate activity expands and Phazon begins infecting entire planets, Samus and the Federation set out to regain control of the region. But they soon discover that Phazon is more powerful than they ever realized. Each bounty hunter is overcome by the substance. Even Samus is corrupted. Thus closes the Prime trilogy, and in grand fashion.

Graphics :

Corruption is undoubtedly the most gorgeous Wii game available. Placed side-by-side with some of the visually best shooters on other systems, Corruption does not have the same level of crispness, but it holds its own through outstanding direction and intelligent artistic flares.

Space scenes, viewed in either cut sequences between planets or from vistas in playable areas, are breathtaking. Players are consistently reminded of the otherworldliness of the PVI9 universe, and each planet in that universe has a distinct yet varied feel. Elysia's floating city is unique in its relaxed openness, but dually sinister in its Metroid research labs. Bryyo presents the familiar, harsh motifs of fire and ice but set against a backdrop of a formerly intelligent and peaceful civilization. Vahalla starts as a quiet spaceship and evolves into an invaded stronghold and then a Metroid and Phazon dominated structure.

Small, clever visual cues create the true story as Samus continually morphs throughout the game. Her suit, only visible at select times, becomes overrun with the blue tint of Phazon. Her reflection, only visible while wearing the scan visor, slowly shows her corrupted state by the Phazon running across her face and through her veins. The effects are played up when they should be and kept in the background when appropriate. The camera angles are cinematic, the visors remain spectacular, the arm cannon's energy and gravitational effects are stunning and the battles with Ridley are epic. Wonderful work.

Sound :

Sound is often overlooked, but Corruption makes full use of every human sense it is capable of affecting. The classic tunes remain, but each level is a blend of orchestral rock and Metroid riffs to craft a grand, space opera soundtrack. But it remains subdued, a background voice to each planet and space station. When the music subsides, the booms of Samus's arm cannon and the screech of the missiles blend into its own soundtrack, much like how the lightsabers' vibrations in The Empire Strikes Back created its own music. A few memorable scenes, particularly the early encounters with the Metroids, are as creepy as ever through sound alone.

It’s a grand accomplishment, without even mention of the high quality voice work, the first in the series to put a voice to the characters. In classic Nintendo fashion, the playable character has no dialog, a decision I've always liked. It keeps players in the role, rather than watching it.

Gameplay :

Super Mario 64 changed a genre not just through design, but through the control of the character in that design. The Remote/Nunchuck combo as implemented in Corruption does the same for the first person shooter and is the greatest control scheme the genre has seen on a console. The advanced setting is mandatory for the best experience as the aiming reticule is tied almost exactly to the motion of the remote, essentially using a minuscule bounding box to differentiate between aiming and head movement. Take the 10 minutes to adjust to the style and you will not be disappointed. Movement through any corridor is fluid, aiming is precise and dynamic and puts dual analog to shame.

The total immersion is what tips Corruption's controls beyond a keyboard and mouse. The simple task of removing a power cell from a wall is no longer a button push, but a reach in, grab it, and pull it out motion. That's your hand making it happen; it's surprisingly rewarding and used the right amount of time. The grapple beam's attachment to a flick of the Nunchuck works perfectly and is another batch of interactivity not found elsewhere. Similar interaction is used throughout play in different settings and adds a level of realism that graphics cannot.

Even without the controls, Corruption would be one sweet experience. In classic Metroid tradition, players progress through multiple worlds, collecting upgrades that open additional areas to investigate. While the game is slightly more linear at first, Corruption's backtracking goodness and deep exploration expands overtime. The action is heavier than its predecessors, but not at the expense of the adventure elements as Corruption is the largest of the three games. The environmental puzzles are solid and satisfying, particularly the morph ball segments, which continue the excellent 3D transition. The maps take great advantage of every dimension while the change in the weapon system, with set stacked upgrades rather than beam choices, works better than expected and makes Corruption a streamlined experience.

The full story is still told mainly through scans, which I like as it lets players take it at their own pace. The corruption theme plays well during gameplay. Hypermode is an extremely powerful and destructive attack system that uses the corruption as a weapon, but its cost is an energy tank. Sometimes you can come out of Hypermode and recover some energy, but other times Phazon overloads Samus's suit, and the remaining Phazon must be expelled through a barrage of panicked blasts to avoid death. It's a love-hate relationship that keeps with the dark tone of the series, and plays out to its fullest in the games final act.

Multi :

The lack of multiplayer may be unfortunately to some, and I certainly expected online play to be a major selling point of Corruption, but the game stands on its own merit as an outstanding single player experience. From an artistic standpoint, the Prime trilogy is, perhaps, best closed without an online multiplayer addition. If you have a friend with the game, however, you can use each other to unlock extras like screenshot captures, which can be traded between consoles.

Final :

Accept these two realities: Wii's graphical firepower is below the capabilities of its rivals, but Wii's first-person controls are far beyond any other console. The trade is a bit of flash for a ton of feel, and it’s a good one. While most shooters transport players inside a character's head, Corruption throws players inside the entire suit by giving the complex Samus realistic controls.

And what Corruption lacks in available hardware specs it makes up for in direction and style for a truly beautiful game world. With creative creatures and a consistently brooding atmosphere, Samus's world is as alive and gorgeous as ever. It may not use the freshest paint, but it comes from the brush of a great painter, and together rivals Twilight Princess for the best Wii game yet.

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Friday, November 16, 2007

Need for Speed ProStreet



Need for Speed , one of most hottest Racing game series ,the newest of this series ProStreet is available ,good or bad ? Let's watch and feel .
Released : Nov/13-15

Follow this link for download
Blog Page

Your car is now ready !

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Wednesday, November 14, 2007

Alone in the Dark on Wii, PS2

Atari may be on the canvas and facing the 9-count, but that fact alone isn't going to stop it from releasing ported versions of upcoming New York based survival-horror Alone in The Dark on both PS2 and Wii.

The two new Alone in the Dark titles will stand beside their next-gen counterparts on PlayStation 3, Xbox 360 and PC. Unlike the previous versions which were developed by Eden Studios, the new ports will be handled by Hydravision -- a French developer best known for the (obscure) Obscure series of survival horror games.

While the PS2 conversion looks to be fairly standard issue, Atari has confirmed the Wii version will sport a "control system specially adapted to make full use of the Remote and Nunchuck to manipulate objects in real-time." So perhaps there's an incentive there for players to consider one of these new packs alongside their prettier cousins. The huge install base of both the Wii and PS2 sure isn't going to hurt the company's bottom line any either.

Announcement of the PS2, Wii release was made today by Atari Executive Vice President of publishing and production Mathias Hautefort. "Realizing the enormous ambition of Alone in the Dark is a huge technological challenge, which becomes even more demanding on Wii and PlayStation." he said. "However, we're certain players will be impressed with what Hydravision have achieved on the two consoles, not least with the Wii game which is perfectly adapted to the gameplay thanks to the console's unique controllers."

Considering how much the survival horror genre owes to its father-figure franchise, it'd be a real shame to see the series' resurgence be best remembered for a blaze of ill-advised and hurriedly executed 11th hour ports -- especially considering the trouble they must have had getting NYT bestselling author Lorenzo Carcaterra on board to do all the writing. Guess we'll just have to wait and see what the future holds for Alone in the Dark.

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