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      Fucking hell
    Posted by: OB1 - 19th May 2005, 11:24 AM - Forum: Tendo City - Replies (20)

    Nintendo is so damn mean. From the ign interview:

    Quote:IGNcube: Can you give us an update on Mario 128?

    Shigeru Miyamoto: [Chuckles] I'm just really sorry. I think I've given people the wrong impression with Mario 128. With all the questions I'm getting about this, I really feel like I've done people a disservice. In regards to Mario 128, we're currently doing a lot of Mario experiments back in Kyoto. We are definitely going to have a new Mario for Revolution. Whether or not that's 128 or not, I can't really say. It might be a new Sunshine. We're not sure. We're doing a lot of Mario tests right now for the Revolution.

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      Arrested Development has been cancelled
    Posted by: Great Rumbler - 19th May 2005, 8:47 AM - Forum: Ramble City - Replies (44)

    Haha, just kidding!

    Quote:Fox has removed one of the biggest mysteries of its fall schedule announcement, saying it has renewed the Emmy-winning comedy "Arrested Development" for a third season.

    The quirky show starring Jason Bateman has been a hit with critics, but not with viewers. It is averaging 5.9 million viewers this season, ranking No. 122 on the Nielsen list. Already-canceled shows like "8 Simple Rules,""Committed" and "Complete Savages" did better.

    But Peter Liguori, the new Fox entertainment president, said he was making it his first official series pickup since taking the job.

    "'Arrested Development' is one of the best comedies on television," Liguori said. "The decision to order another season becomes easy when you consider its amazing cast, creative brilliance, critical acclaim and advertiser appeal."

    Fox unveils its fall schedule this Thursday.

    :p

    SFGate

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      The Mysteries Of My Closing Synature #2
    Posted by: etoven - 18th May 2005, 9:09 PM - Forum: Ramble City - Replies (8)

    Here it is at long last! The explanation of my second closing synature!






    Closing #2:[indent]Question of the day..... Type


    :fairy: Do You Have a feminest fairy living in your house?



    [/indent]Explanation:[indent]A frend of mine had a expierence with what arcane text would call a fairy. His roomate let in to his dorm room what apeared to be a firefly (minus the fly). Anyway this aperation tormented all the boys in the dorm room supositly triping them up and trowing shit at them. And left all the girls alone.




    [/indent]There You GO! Feminest Fairy!

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      E3: Spore
    Posted by: Great Rumbler - 18th May 2005, 6:04 PM - Forum: Tendo City - Replies (12)

    Quote:

    Spore E3 2005 Impressions


    E3 2005 is under way and we made absolutely sure we took the opportunity to visit with Maxis' Will Wright to get an up-close demonstration of Spore, an all-new game that will let you evolve from the petri dish to interstellar travel. As we saw, you'll begin your life as a microscopic organism swimming around in a primordial soup, devouring any microbes smaller than you and avoiding any that are larger that might potentially attack you. Once you devour enough of your fellow microbes, you'll actually be able to evolve by using a universal editing screen. At the microscopic level, you may be able to add cilia (tiny flapping "hairs" that let you move more quickly), flagella (whiplike projections that also help you move quicky), as well as defense mechanisms that will let you fight off larger beings.

    Eventually, you'll evolve into a multicellular being. Wright's sample creature resembled a three-eyed, three-legged alligator that swam lazily about under the sea after about 10 generations removed from the microbe form. Like in the primordial soup, in this form, you'll be able to devour smaller beings and fend off (or flee from) larger ones. Once you earn enough "points" by doing things like eating enough to survive (you can choose to be either a carnivore or herbivore), you'll be able to lay an egg that will let you design the next generation of your creature. If you remove your creature's fins and replace them with legs, your creature will sink to the bottom of the ocean, then simply walk onto land to begin the next phase of its life.

    On land, you'll wander across the surface of an earthlike planet populated by creatures actually created by other players. Spore won't be a massively multiplayer game, but each time you or any other player designs a creature, then that creature will be uploaded to a master online server that will automatically populate your worlds with any player-created creatures that are applicable to the needs of the world. Wright explains that the game will model a functional ecosystem with a "food web"--so if you create a world that needs a flying carnivore creature to complete itself, the Spore master server will search its own database for a player-created flying meat eater and download it to your world, which, as Wright puts it, will "bring together the best aspects of massively multiplayer games without the restrictions."

    Wright demonstrated how you'll be able to teach your creatures new behaviors by combining existing ones (for instance, using the "eat" function while commanding your creature to move will teach it to drag its prey along the ground). Different creatures will have different strengths and weaknesses, but as Wright explains, "there will be no single best creature." Larger and stronger carnivores will also be slower and may have trouble catching their prey, for instance. At this stage, you'll want to evolve by laying an egg, but you'll need to put out a mating call (our creature emitted a quailing cry and a visible ring of white rings around itself) until it found another creature of its species. Once it found a prospective mate, the two creatures got together to the tune of a Marvin Gaye-esque R&B song, and eventually laid the egg. Once you've earned enough points to lay an egg, you'll be able to edit your creature once again, adding weaponlike additions to its body (such as a tail stinger), additional legs, and spending points on your creature's brainpower.

    With enough points spent on developing your critter's brain, you'll eventually see your creatures band together as a primitive tribe. In the demonstration we watched, the three-legged alligators had already gathered a small pile of fruit and vegetables outside of their primitive huts. At this stage, you'll assume control of that particular tribe (and may find yourself in competition with other tribes of the same race). Surviving and thriving in the world will let you purchase upgrades for your tribe, such as warlike enhancements, like a rack of spears. This sort of addition may make your tribe more proficient in the art of war, but may also make them a characteristically more-aggressive race. We watched as Wright dropped a pair of bongo drums next to the spear rack, causing two of the critters to begin pounding on the drums with their tails while four others wrapped spears in their tails and danced around the campfire.

    Over time, you'll be able to advance your civilization by purchasing upgrades for your primary town's hut, eventually building out a full-on city. The city we saw was a whimsical-looking town full of Baroque, pastel-yellow buildings. At this point, you'll be managing your funds and citizens' happiness, as well as looking outward to dealing with other tribes. Wright drew a comparison to the classic Firaxis strategy series Civilization, in that you'll be able to grow your holdings either through military force, economic force, or impressive culture that will let you assimilate other tribes. We watched as a rival tribe, which had apparently focused on technology and had a stark, metallic city of skyscrapers (as opposed to our tribes' Dr. Seuss-like buildings), sent out a small group of tanks that rolled across the hills and opened fire on our walls. We responded by researching a squadron of fighter jets to dive-bomb our enemies. But Wright demonstrated an even more important priority for civilizations in Spore: the space race.

    The top-level terrestrial tech you can research will be the UFO--a gigantic flying saucer that will let you cruise around the face of your home planet and collect environmental objects and plant life from around the globe, as well as abduct any life-forms you'd like to transport elsewhere. By zooming out far enough, we were able to see our UFO in the solar system and we could see it actually traveling to a different planet. Different planets will have different climates and may not have livable atmospheres, so dropping a creature onto a nearby moon without any colonization will be a good way to watch a creature explode. In order to colonize planets, you'll need to launch hydrocarbon canisters that will eventually create a breathable atmosphere. If you create colonies early, you'll have to enclose your cities in gigantic glass bubbles of air (but as Wright pointed out, you might just as well make a race of superintelligent dolphins that live below the sea whose space colonies would instead be filled with water).

    By zooming out even farther, you'll be able to see the entire galaxy and actually travel to other star systems created by other players. From this view, you'll be able to play as an intergalactic conqueror, but you could just as soon attempt to make friendly contact with other galaxies. Doing so may let you take on missions for other races. Wright compared this style of gameplay to Grand Theft Auto's free-roaming gameplay.

    Spore looks incredibly intriguing and it seems to make the highly complex dynamics of evolution seem highly intuitive, and even simple. Since the game procedurally calculates everything, you won't have to manually edit any of your creatures or buildings (though you can if you wish to), and you'll be able to watch your civilization grow from a single microbe. The game is scheduled for release in fall of next year. Stay tuned to GameSpot for more updates.

    Gamespot

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      E3: Civilization IV
    Posted by: A Black Falcon - 18th May 2005, 5:58 PM - Forum: Tendo City - Replies (10)

    I doubt that it'll match the perfection that is Civ II, but it looks like it'll improve on Civ III in many ways, anyway, and they've got some interesting new ideas like the cool sounding new religion system...

    Other good changes include the return of wonder movies, the changes to the culture system, the improvements to trade, the improvements to the bombardment system ("kind of a cross between civ ii and civ iii"), the fact that hopefully the computers will not constantly go in your borders, and some other things. On the negative side, Civ is a game where I don't think the graphics matter. I think it's pretty much irrelevant that they are 3d now... it looked fine in Civ II. Of course, they have to improve the graphics. I'm just saying that for a game like this it means nothing. Also, you can't do any terrorism anymore, like you could in Civ II (no poisoning water supplies or planting nukes... is there even a Spy anymore? Can you even pay enemy units (bribe them) to switch sides, like you used to?, and a few other things (no seperate Attack and Defence ratings now, just Power? Doesn't sound like a good change based on the little we know...). But still, sounds like it'll improve on Civ II.

    http://pc.ign.com/articles/614/614551p1.html

    Quote:E3 2005: Civilization IV
    Senior producer Barry Caudill provides us with our first look at the game.
    by Steve Butts

    May 17, 2005 - Long a favorite of turn-based strategy fans, Sid Meier's Civilization franchise has gone through quite a few incarnations since it was first released almost 15 years ago. Each new version of the game and each new expansion built upon the core premise of leading your civilization throughout history, from the founding of its first cities to its eventual colonization of other planets.

    Though we've known about an upcoming sequel for some time now, the folks at Firaxis have been pretty tight with the information. Now, mostly because they're tired of me calling them every day and are probably worried about making me cry again, Firaxis's senior producer Barry Caudill finally consented to answer our questions about the game.

    IGNPC: Sweet Civilization. You realize I have to quit my job once this game comes out, right?

    Barry Caudill: Yes we do, that's why it's good we work here at Firaxis...or we'd all be on the dole J Oh...was that rhetorical?

    IGNPC: Anyway, let's start with the big picture. Will the basic arc or premise of the game change much from previous versions? Are you extending further into the future, for instance?

    Barry Caudill: At its most basic level, this is the same scope of Civilization people have come to know and love. That means we still cover the usual time period of 4000 BC to 2050 AD, but it's how we make the journey that will set this game apart.

    IGNPC: Tell us about the new 3D engine. What's the overall visual presentation like? Will there be a bit more life and animation on the map? Can we expect a variety of perspectives here?

    Barry Caudill: As with Sid Meier's Pirates!, we are using the Gamebryo engine and that allows us to really open up the visuals in Civilization 4. One of our main goals was to really bring the world to life. So you will see rivers flowing, resources like horses, cattle, or elephants animating, and different animations when those resources are being "worked", etc. In addition, unit movement and combat will be much more interesting and exciting than ever before. We are also shooting for a WYSIWYG approach where you will know what city a wonder is in because you can see it in the world, along with many other aspects previously relegated to menus and screens.

    IGNPC: What else can you tell us about the basic interface? What types of information will the player be able to take in on the main game screen?

    Barry Caudill: In addition to what was listed previously, we are also including tons of tool tips and pop-up help. We feel like you should be able to play the whole game from the main map view and you should only have to get into some of the screens if you are a true power user.

    IGNPC: Tell us about some of the new civs. I imagine we'll have the usual suspects from the European and Mediterranean sets but are there other, less obvious choices in store? Will we be seeing a return of the civ traits?

    Barry Caudill: We will definitely have the usual major powers like France, Germany, England, America, China, Japan, etc. We will also be including many Civs that are either new or usually saved for expansions like the Incas or the Aztecs or the totally new Mali. In all there will be 18 Civs in the shipped version of Civilization 4.

    IGNPC: Culture was a pretty new concept when it was introduced in Civilization 3. Has that mechanic found its way into the sequel? Have there been any changes to it?

    Barry Caudill: Yes, culture is alive and well in Civilization 4 but it has been tweaked a bit. One of the ways is somewhat mechanical in nature. In Civilization 3, you were always guaranteed a minimum level of cultural expansion when you planted a new city. That is not the case in Civilization 4. You will have to develop your culture or risk being enveloped by a larger neighbor. This leads to the interesting possibility of creating a Luxembourg or Switzerland completely engulfed by another Civ's borders. We also tweaked Civilization 3's luxury slider and turned it into a culture slider. Raising the culture level makes people happier and helps produce more culture for your entire Civ.

    IGNPC: One aspect of the cultural game in Civilization 3 that really aggravated players was the lack of respect the AI showed for your borders. Are you planning to address this issue at all?

    Barry Caudill: In Civilization 4, the AI will have to respect your borders or declare war but you will be able to negotiate Open Borders to allow travel.

    IGNPC: The resources concept from Civilization 3 was also great addition to the series. Are you expanding this system at all? Are you using it in the same way?

    Barry Caudill: The system has been greatly expanded with the addition of many more resources, all of which are tradable. Some of the new resources, like marble, help to increase wonder production, some are food resources (these help with the overall health of your cities), and some, such as iron or copper, allow you to build certain types of units.

    IGNPC: I always seemed a bit miffed that you weren't able to trade food, even to your own cities. I mean it's not like the largest cities in the world are those that produce the most food, right? Are there considerations for trading and sharing food?

    Barry Caudill: You will have the ability to trade food resources but these affect the overall health of your cities, not the growth potential.

    IGNPC: While we're on the subject of the previous game, were there any features from the last game that you felt the need to scale down or eliminate altogether?

    Barry Caudill: We no longer have static eras so it's more like versions of Civilization prior to Civilization 3 in that respect. We eliminated armies but created more customization and countering with the units. We also changed the way bombardment units work in the game so they are now like a hybrid of previous games.

    Quote:IGNPC: How do governments work this time around?

    Barry Caudill: There are no set governments anymore. In Civilization 4, you can choose from various civics and combine them to make the type of government you want. For example, you may have a Theocratic Police State that also has Universal Suffrage or you may have a Pacifist Slave State with Hereditary Rule. The Civics are divided into five major areas - Government, Legal, Labor, Economy, and Religion - and each of those has 5 possible choices depending on what you have researched. In addition, AI leaders will have certain favorite Civics and they may ask you to either switch to theirs or stop using the one that offends them.

    IGNPC: What about the new religion system? That sounds really promising. How does it work in the game?

    Barry Caudill: The first Civilization to discover a technology attached to the founding of a religion will establish a holy city for that religion and it will begin to spread, although slowly. To speed up the process, you can create missionaries and send them out to try to convert other cities. Also, just like the Civics, AI leaders may try to get you to convert to their religion.

    IGNPC: With as much depth and accuracy as there is in the Civilization franchise, there are some other general historical themes -- things like slavery, civil wars, epidemics, ideological conflicts, etc. -- that either weren't present or were heavily abstracted. Naturally, you have to remain extremely sensitive on some of these issues but are you planning to incorporate mechanics to highlight previously neglected historical phenomena?

    Barry Caudill: Well we aren't trying to alienate anyone out there but we are paying more attention to some of the more serious issues where it makes sense. As I mentioned, slavery is a Civics option but so is emancipation. Epidemics aren't directly modeled but the idea of tying a city's health to available food and resources helps to simulate this. Ideological conflicts are a definite possibility as a result of the AI leader personalities and their ties to certain religions or civics.

    IGNPC: What can you tell us about great leaders?

    Barry Caudill: We have expanded on this concept a great deal. Now, there are different types of great people like Great Prophets, Artists, and Scientists. When you get one, you will be able to use them for things like automatically researching a technology or helping to build a wonder.

    IGNPC: How does the overall combat system work? Will it still just be a one-on-one, winner take all affair? We hear that the individual units will have more specific uses. Can you explain?

    Barry Caudill: Units will have strengths and weaknesses against other types of units. For instance, pikemen will have a decided advantage over mounted units and axemen will be especially good against melee units. We have also removed the idea of separate attack and defense values and replaced them with a single Power rating.

    IGNPC: Are we going to see more units types this time around? What are some of the more notable additions?

    Barry Caudill: During early prototyping, it was determined that more is not always better. In order to streamline the process as much as possible and to highlight the new promotion system, we decided to actually reduce the number of units some. Still, there are some units that haven't been part of previous versions like Grenadiers and Horse Archers and War Elephants that are not specific to only one Civ.

    IGNPC: Players of Alpha Centauri enjoyed the ability to tailor units for specific tasks. Are the units in Civilization 4 going to be adjustable in any way?

    Barry Caudill: I think the promotions will add this type of customization in a much more fluid manner since the units are upgraded "on the fly" (i.e. with each new promotion) and you don't have to have researched a certain tech to gain access to them all. Some of the promotions include: jungle or forest bonuses, city defense, city raider, flanking, or just simple power bonuses. You will be able to make units that are specialized without changing all of a certain type and you can change "paths" as your situation dictates.

    IGNPC: How does the tech tree of the new game compare to that in previous versions? Are you sticking with specific trees for distinct eras? What are some of the new technologies or new technological considerations available?

    Barry Caudill: There are two major changes from Civilization 3. First, there are no longer set eras and the player is free to choose any path whether it be all-military, all-science, balanced, etc. Second, you don't need all of the techs that lead to the one you want, you only need to connect to it. In previous versions you may have had to research two or three things to get access to the one they connect to.

    IGNPC: Tell us a little about the trade and economy systems? Any surprises there?

    Barry Caudill: In Civilization 4, you get automatic trade routes after you establish a trade agreement with a particular leader. Also, rivers work like roads so two cities on the same river are connected even if no roads have been built.

    IGNPC: Maybe I'm sick but I really miss being able to poison a rival city's water supply. Are you going to be including new options for espionage and its more "honorable" cousin diplomacy?

    Barry Caudill: We will not be including any espionage options that are terrorism related. You will, however, create spy units and move them around as you did in previous versions of Civilization. In diplomacy, you will be able to broker peace between two warring Civs or ask a Civ to go to war with another even if you are not currently at war with that Civ.

    Quote:IGNPC: Let's talk about the endgame. Are the victory conditions pretty much the same or have you created new goals for the players?

    Barry Caudill: They are very similar to what you might expect. Of course, we have the usual Domination, Conquest, Diplomatic, and Space Race victories. We have also tweaked the Cultural victory to make it more exciting and interesting. Finally, we have added a new one: Alliance victory in which you can share the win with a partner.

    IGNPC: There's no denying that the pace of Civilization slows down once you start to hit century or so, yet the early ancient age just seems to fly by. Are you doing anything to smooth out the overall pace of the game or give players the chance to chew off a more manageable bite?

    Barry Caudill: Balancing is always high on our priority list and we are definitely working to even out the pace of the game. One new thing is that you can choose different game speeds depending on your preference and available time. You can choose Quick, Normal, or Epic. Normal would be like a standard game of Civilization in previous versions. Quick and Epic are scaled in every aspect to provide the full experience of Civilization in either a quicker or much longer format.

    IGNPC: Though Civilization 3 was great, it lost some of the presentation that we loved in Civilization 2. While it might be naive to ask for a return to talking advisors and wonder videos, are you doing anything to add to the overall personality of the game?

    Barry Caudill: We have definitely ramped up the production values in this version. The new 3D world and all that it brings will certainly up the ante over any previous version of the game, we're hiring voice talent for various parts, and I am happy to announce the return of wonder movies...we'll have over 45 spectacular movies in the game.

    IGNPC: Are you planning to include multiplayer options out of the box? What types of things can we expect from the multiplayer game? We hear there's a cooperative mode? How does that work?

    Barry Caudill: You bet! This game was designed to be multiplayer from the ground up and we have been playing MP games for a year and a half already. Players will be able to compete in traditional turn-based or simultaneous move games either on a network or via the Internet. We will be using Gamespy for Internet matchmaking. Other options include Hot Seat, Play by Email, and a persistent turn server we call Pitboss.

    Coop will work in a similar fashion to what you would expect from an RTS like Age of Kings or Warcraft 3. Players on the same team will share line of site, the benefits of wonders, research (they can even research the same thing to try to get it faster), unit trading, and share territory. All of these additions deliver a plethora of new strategic and tactical options to the players.

    IGNPC: The core game's great but Civilization's also done well thanks to massive community support. What types of tools and editors can players expect out of the box?

    Barry Caudill: Civilization 4 will be the most moddable version of Civilization ever. Players can edit basic stats and attributes in XML files. On a higher level, much of the game will be exposed to Python so modders will be able to edit events and have more control over how the game works. On an even higher level, we are planning to provide an AI SDK to allow experienced programmers to dig very deep into customization.

    IGNPC: How many people are working on this project? When did you start working and what stage is the game at now?

    Barry Caudill: Internally, we have 38 on the team working directly on various aspects but we also have some work contracted out and several interns coming on board for the summer. We started working on the game about 2 years ago and expect to have it in stores for the holidays.

    IGNPC: So what's left to be done at this point? Don't you think you'd be able to get the job done more quickly if you weren't busy answering my endless questions?

    Barry Caudill: From a design standpoint, all major systems are in and Soren Johnson (our lead designer/programmer) is spending the majority of his time working on the AI. We have a lot that's looking great already but we still have some art and programming to go before we will be ready for full test this summer. Anything could be considered a distraction at this stage of the game, but we like you so there's no problem there.

    IGNPC: Finally, where's my Colonization 2? I mean, what have you guys been doing for the last ten years?

    Barry Caudill: You're right, we have been slacking off. I mean, Firaxis has only shipped 10 titles in the last 9 years. Actually, we get lots of requests to make another Colonization. We don't have any plans to do it right now, but it's certainly something to consider for the future. Stay tuned...

    Cool image of the map displayed as a globe... (IGN, so link only)
    http://media.pc.ign.com/media/620/620513...85570.html

    More screenshots
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    [Image: 919352_20050510_screen006.jpg]

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      SC: Ghost going multiplayer....ugh
    Posted by: N_A - 18th May 2005, 4:24 PM - Forum: Tendo City - Replies (9)

    Looks like as said, the Gamecube version is going to seriously suck... unless the game gets super delayed and end up going to the next gen consoles, since we're going to totally miss out on the new multiplayer mode. Although I've only seen 4 players at once on the trailers, so I don't know if this is strictly online play, or 4 player split screen play capable.

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      "We have one teraflop of performance, and you're going to get all those flops."
    Posted by: OB1 - 18th May 2005, 12:04 PM - Forum: Tendo City - Replies (27)

    Lol

    Todd Holmdahl, an MS VP, said that in this interview. Best PR quote ever!

    Read the entire thing, there's some other funny stuff, especially in response to questions about the PS3.

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      The big conspiracy theory
    Posted by: OB1 - 18th May 2005, 11:32 AM - Forum: Tendo City - Replies (44)

    This site basically sums it up: http://nintendonow.com/index.php?categor...edbc92841c


    I don't know what to think. I really, really doubt that Nintendo is going to show anything big tomorrow, but that is partly because I don't want to get my hopes up again. There are some interesting points, though, like those videos that were up at nintendo.com the night before, the weird "Nintendo Now" picture that was just recently changed at nitnendo.com, all of the stuff that the supposedly fake Aries predicted that came true (some really obvious, like SSB Online and wireless controllers, but some not-so-obvious, like being able to play every single Nintendo home console game ever made, and that the press conference would be dissapointing), and the strange comments Iwata and Reggie made at the press conference.

    The one thing that I definitely don't buy is the connection to that cool Nintendo On fan-made video.

    So, this is all probably nothing. Just a series of weird coincidences. Nothing to get our hopes up for.

    Right?

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      The Episode III spoiler-filled reviews and impressions thread
    Posted by: Private Hudson - 18th May 2005, 9:49 AM - Forum: Ramble City - Replies (165)

    And it's definately as good as they say it is. While the first half of the movie is on par with episodes 1 and 2, the last half is as powerful (or more so) than any other movie in the series. The climax is just beautiful in it's execution, and wrought with emotion.

    I won't give anything away just yet, but it's a very powerful movie, and wraps everything up nicely. The only possible complaint, which is almost a compliment, is that it does exactly what everyone expected, and wanted, it to do.

    Edit: Well, it's 3am in the morning, and I can't exactly remember everything I wanted to type in this space, but I will say this: It left me wanting to watch episodes 4,5 and 6 all over again... now if only they could improve the light-saber fight in Episode 4 between OB1 and Vader. After watching Episode 3, it's almost an anti-climax.

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      Advanced Wars DS looks cool, but no online play mentioned
    Posted by: N_A - 18th May 2005, 7:48 AM - Forum: Tendo City - Replies (5)

    Anyone catch any mention of the game being online ? I get the hunch that it isn't and thats a damned shame.

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