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      Capcom's Lost Planet: Extreme Condition
    Posted by: Paco - 10th December 2005, 11:37 AM - Forum: Tendo City - Replies (11)

    [Image: 938_0002.jpg]

    http://www.xboxyde.com/news_2389_en.html]Pics here
    Official Site
    Official Trailer


    That looks damn good, and it's 360 exclusive. More pics and a trailer at Xboxyde.

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      Ooh...
    Posted by: A Black Falcon - 9th December 2005, 8:00 PM - Forum: Tendo City - Replies (2)

    Another GBA doublepack (there's also a Sonic Advance / Sonic Pinball Party one that looks okay, but not as good as this...)

    http://www.planetgamecube.com/news.cfm?a...em&id=6696

    Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow on one cart. Because collections are a way to sell games for cheaper but GBA carts are expensive so you can only cut costs so much as long as each game is on a seperate cart... combining games (and thus using a larger cart size) is obviously cheaper than shipping two smaller carts.

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      Animal Crossing Travel Agency
    Posted by: EdenMaster - 9th December 2005, 11:10 AM - Forum: Tendo City - Replies (86)

    Welcome to the Animal Crossing Travel Agency! Here you'll get all the information you need to plan your next trip out to another village via Wi-Fi!

    If anyone else gets the game, by all means add your info here!

    <b>EdenMaster</b>
    Friend Code: <i>1890-3924-8308</i>
    Name: <i>Brian</i>
    Village: <i>Eden</i>
    Native Fruit: <i>Cherries</i>

    <b>Great Rumbler</b>
    Friend Code: <i>1374-9967-7490</i>
    Name: <i>Jonathan</i>
    Village: <i>Zander</i>
    Native Fruit: <i>Oranges</i>

    <b>N_A</b>
    Friend Code: <i>0516-0048-6374</i>
    Name: <i>TianLong</i>
    Village: <i>EastGate</i>
    Native Fruit: <i>Oranges</i>

    <b>DMiller</b>
    Friend Code: <i>0258-3192-6164</i>
    Name: <i>Derek</i>
    Town: <i>Chambana</i>
    Native Fruit: <i>Cherries</i>

    So use this thread to get all the contact info you need, and let everyone else know when your gate will be open to visitors!

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      Bionic Commando: Elite Forces
    Posted by: A Black Falcon - 8th December 2005, 5:27 PM - Forum: GameBoy Color Reviews - No Replies

    Bionic Commando: Elite Forces
    for Game Boy Color
    Developed by Nintendo Software Technology
    Published by Nintendo (with liscence from Capcom)
    Released in 2000.
    Review written 12/8/2005

    Bionic Commando: Elite Forces is a fantastic remake of one of the great classic platformer serieses. The original Bionic Commando, for the arcade and now available on PS2 and Xbox in the Capcom arcade collection, is supposedly not as good but I have not played it. Bionic Commando on the NES, though, was a great game and is one of the great NES classics. Bionic Commando for the original Game Boy was similarly fantastic, and improved on the NES title in many ways (Note that those three games are each completely different games, despite all sharing the same title). This game brings back that series, which had gone without a game in eight years (since the GB version's release in 1992), with a game developed by Nintendo's then-new American division, made up to a large extent of Digipen (game design college part funded by Nintendo) graduates. It is faithful to the series, and anyone who liked the NES or GB Bionic Commando games will love this one.
    The Bionic Commando serieses most unique feature is the bionic arm. Other games have tried to emulate this, but none have quite matched the briliant simplicity of the arm as seen in these games. In Bionic Commando, you cannot jump. Yet, it is a platforming game with a heavy focus on the platforming, as opposed to the enemies, who often feel somewhat incidental to the point of the game. The key to the game, and the series, is the bionic arm. It works like an extending swing, so you can attach to any celing or box or platform-bottom and swing. As you get better, you can swing endlessly on the celings, letting yourself go and then reattaching in front of you, swinging forward. The game throws trickier and trickier jumping puzzles at you too as you progress, so you have to work your way between tiny swing platforms suspended over nothing or swing along the underside of a plane, just a fall away from certain doom. It can be hard at first, but as you get better at the game all but the hardest jumps will become mostly routine -- though that is not to say that they become less fun. The bionic arm swinging is the best part of the game, and the kind of stuff you can do with it is great -- where else have you swung between lampposts or dealt with a bottomless pit that suddenly stretches into the horizon by simply swinging across the celing?
    How much you like Bionic Commando: Elite Forces, like the Bionic Commando games before it, is entirely decided by how much you like the bionic arm. I loved it, and have replayed the game again and again over the years mainly because of how fun the bionic arm is. It's a unique gameplay concept and one that does not appear with such purity of purpose in other titles -- one common complaint about Bionic Commando is "Why can't you jump over little boxes or tiny pits?" My response is, "Because that would ruin the entire point of Bionic Commando!" The game exists because of the bionic arm. Bionic Commando with jumping would not be Bionic Commando, for it would not make you use the one thing that makes this game noticably different from the others. Jumping has no place in this game. Gameplay gets a 10 out of 10.
    Bionic Commando: Elite Forces has sixteen levels along the main path in each game. Two of those levels are exclusive to each of the two characters (a male and a female commando, who are otherwise essentially identical except for looks). There are two additional bonus levels that are a bit harder to find (and change the colors of your costume when you beat them, a nice bonus), and top-down stages accessed by running into trucks on the overworld map. The topdown stages are short and easy (though you can die) and mainly exist as your main way of getting extra lives, but for that purpose they are very useful. Each time you beat a normal level you will usually get some kind of item, like another weapon, or a special item, or armor to protect you from hits, or a keycard that lets you access further levels. Generally though, you will want to take with you your best weapon, the health pills (they refill your health when used -- absolutely invaluable), the correctly colored card, and the best armor you've got so far. There is one level that forces you to take an item other than the health pills, making that one a bit harder, but it's not too bad. The game goes by quickly -- the first time I played the game, during vacation in 2000, I beat it in two days (and then played it again and beat it again within the week) -- but perhaps that is as much because of how much fun it is as because of its length, as Game Boy games are often short. In addition, I've found that the game is highly replayable, as I've played through it at least five times. The single player game gets a 9/10 (10/10 in my opinion, but I must do something to show that some people don't like the bionic arm game mechanic, so there it is...).
    There is no multiplayer in this game.
    Bionic Commando: Elite Forces has good graphics for a Game Boy Color game. Because of the small screen there are a few times when you have to throw yourself forward into the unknown, but they are rare, and you can look up and down for the cases when it is that way that you think you must go. Bottomless pits are often marked with skull images, making it clearer 'do not fall here'. The character art is great. The game has very colorful still cinema scenes that use a trick of the GBC in order to show many colors on screen. The ingame graphics are also pretty impressive, though, and the animation especially is fantastic. The swinging animation is very smooth and it is clear that a lot of time went into the animation. Very good. Graphics get a 9/10.
    The music and sound just improve the presentation of the game. The sound is simple, but has voices -- when you select items before entering a level a voice says the name of the item, enemy bosses scream out when you defeat them, etc. It's low quality, but you can only expect so much from a Game Boy Color... The music, though, I loved. It is true that there are a limited number of music tracks in the game, but even so, I thought that all of them were great. I've often found myself watching the introduction every time I launch the game in a large part because of how much I like the music.
    Sound and music gets 9/10, one point off for the average sound effects (though if they were seperated I'd give music a 10 and sound an 8).


    Plusses
    +Amazingly fun
    +Endlessly replayable
    +Two exclusive levels for each character
    +The bionic arm is awesome!

    Minusses
    -Somewhat short
    -Once you get good the game's difficulty drops
    -The Bug
    -Some people dislike the bionic arm game mechanic

    Gameplay: 10/10
    Graphics: 9/10
    Sound: 9/10
    Singleplayer: 9/10
    Multiplayer: N/A

    97% (not an average). Second best game on the Game Boy Color after The Legend of Zelda: Oracle of Ages.

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      Confirmed: Rare developing software for Nintendo DS
    Posted by: Smoke - 7th December 2005, 8:32 PM - Forum: Tendo City - Replies (11)

    Quote:British developer Rare has posted a number of new job listings on its website, confirming long-standing rumours that the Microsoft owned studio is working on software for the Nintendo DS handheld.

    Full Story

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      WHY?!!!
    Posted by: Dark Jaguar - 7th December 2005, 6:53 PM - Forum: Tendo City - Replies (21)

    I just remembered, I STILL WANT CHRONO BREAK!

    http://chronobreak.ytmnd.com/

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      Revolution: "It's like a souped up Xbox"
    Posted by: Smoke - 6th December 2005, 10:33 AM - Forum: Tendo City - Replies (65)

    Quote:"To be honest, it's not much more powerful than an Xbox. It's like a souped up Xbox," a major third party source revealed to us. "But it's the controller that makes the difference and the controller is really nice."
    Revolution.ign.com

    So shitty graphics but the controller's nice. I'm afraid that the Revs graphics are not going to age well in comparison to the other two systems.

    Oh and it's coming out around Thanksgiving 2006.
    Revolution.ign.com

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      Merry Christmas
    Posted by: TheBiggah - 5th December 2005, 4:21 PM - Forum: Ramble City - Replies (15)

    Blizzard hasn't released their new cards for this year yet...but I couldn't wait any longer.


    Merry Christmas to you all!

    [Image: blizz2003-640x.jpg]

    ...from me and my Orcs that will take any and all challengers in War2 or War3. ;)

    -TheBiggah-

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      *complains*
    Posted by: lazyfatbum - 4th December 2005, 8:21 AM - Forum: Tendo City - Replies (18)

    I finally played on the 360 and as most of you know the store demos dony have PDZ. How smart of Microsoft, make sure your best launch game is well hidden at the kiosks.

    But anyway, I played Kameo and Donkey Kong World.

    In Donkey Kong World, you play as a very realistic Donkey Kong who fights very realistic Kremlings, the whole game looks pretty and feels good to play with most of its gameplay centered around the idea of being able to do ape/monkey type moves such as swinging and grappling on to surfaces and picking up white women. I could totally see Beyond and Good and Evil smiling at me from behind the screen, especially with the way the game will go in to moments of slow motion and look like a cut scene but you're actually playing.

    Fighting the two T-Rex off of Ann with the water splashing everywhere was simply gorgeous except for one problem. I had no fucKing Kong idea what I was doing. It would flash up: USE X TO JUMP. So I pressed what i thought was X and DKK punched the wall, I pressed a different button... nothing happened, pressed a different button and he made a funny motion that looked like a charge but stopped because of the cliff... finally, through the process of elimination I was able to make the poor icon of film special effects jump and do crazy swings over a lavish, and well lit jungle paradise or 'Green Hell' as I call it.

    But fighting the t-rex was even more frustrating since you needed a combo of moves to take it down. So here's me:

    *looks at screen* *looks at controller* *looks at screen* *looks at controller* *looks at screen* *looks at controller*

    etc

    And I stuck around to watch some other people play and they were all doing it as well which gave me insight to the idea that Microsoft sucks at button design. I hate face buttons with no differences, X never felt like X, it felt like a button, as did all the face buttons. No distinguishing characteristics other than a color-coded system that is DESIGNED (get this) to take your eyes off the screen, and look at the controller, so you can hit the right color.

    Well now, there's a great idea if you're retarded. Or Microsoft. I know this was done on their first venture in to consoling but now they've made the mistake twice. Poop on their faces. Even the SNES had a difference in what the A and B felt like to the X and Y.

    The shoulders and triggers were interesting and it felt weird to hold the controller with middle and index fingers wrapped around the buttons but regardless I was ready for action. ...but not for Donkey Kong World. It was time to play Kameo.

    Kameo began as an action RPG for Gamecube about 4 thousand years before the birth of Christ. And here it was.

    The first thing that came to mind was "Lord of the Rings meets Rare", orcs running around beating eachother and all very hilarious the hurting froin laven with the oh lady kind of ways. Kameo, a weird looking chick that looks like a Bratz doll can turn in to creatures, some of them just plain funny. A flowery plant that boxes in the style of 1904 is just awesome.

    But here was the game that was going to take advantage of the dual shoulders and triggers and holy shit was it confusing. Imagine seeing this:

    YOU PICKED UP AN ORC

    PRESS RT TO THROW OR LT TO LAUNCH ONE OFF USE LS OR RS TO X THE F TO TAB C WITH DPAD (LT, RT AND OR LS, LR LRT O RLY?)

    And I think my brain exploded somewhere around there. It was much easier to just ignore the messages and fiddle with the controls. But the messages a side, I did not enjoy playing with my middle and index on the shoulders and triggers, I just switched off my indexes when needed which, accompanied with the hunt and peck method of pushing the correct face buttons, made for a very annoying experience.

    Now on to graphics: both Kameo and Grape Ape look like current gen games except for the demo in Kameo where you run through Pi number of enemies and some neat lighting effects in both games you wont find on current gen but nothing jaw dropping. Watched movies of the other launch games as well and all I can say is, unless you really really want Kameo and PDZ right now, avoid the 360. It needs about 6 months to get its price down and release some games that actually take advantage of its hardware.

    Right now, it's a 500 dollar+ current gen system... that lets you play PDZ. (fuck you rtan) and the EA games.... are EA games, they look bad, they play bad, they're bad. So 6 months and we should have Gears of War-like games (graphically) on 360.

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      Village Of Clone Web-I-Sode
    Posted by: etoven - 3rd December 2005, 7:21 PM - Forum: Ramble City - No Replies

    Whoot! VOC E1 Pt.1 Video - 90% Complete
    Audio - 100% Complete! Everyone one must check this out!

    Enjoy!

    [Here] - (Broadband Version)
    Or At The Bottom Of Every Etoven Post (For Current Web-I-Sode)

    Every one let me know what you think! Be Honest!

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