<b><i>"May the rats eat your eyes! The Darkness comes, it will damn us all!"</b></i></font>
The words of noted scholar Maximillian Roivas echo true in this creepy game. An early morning phone call alerts Alexandra Roivas (note that Roivas is Savior spelled backwards ;)) that her grandfather, Dr. Edward Roivas, has been murdered. She flies to Rhode Island and after seeing the grisly scene, she vows to find out what happened, thus begins the game. Since it is so integral to the plotline, I will now tell you how the next part of the game unfolds. It contains some mild spoilers, so if you'd rather play the game for youself, skip over this next paragraph and move on to the next.
You open a secret passageway in the mansion by solving a fairly straightforward puzzle. Inside the room you find, among other thins, an old book: The Tome of Eternal Darkness. Get used to seeing it, it's a big part of the game. When you find the tome, only one chapter page is inside, the story of Pious Augustus. Pious was a centurion in the Roman Army, when a strange calling led him to a ring of stones in the desert, where magic transports him to a hidden temple. Inside he fights zombies and collects items, until finally getting to the last room, which holds three artifacts. The choice you make now influences the rest of the game. Pious picks an artifact, but before he can grab it, energy from the artifact overwhelms him as he lay screaming on the floor. When he rises to his feet again, he has been horribly changed and is now a dark master under the clan of the artifact he chose. Chattur'gha, the red artifact, makes enemies stronger and gives them the ability to regrow lost limbs or heads. Xel'lotath, the green artifact, will cause your sanity to fall quicker during the game. Ulyaoth, (you guessed it) the blue artifact, focuses more heavily on magic use. Pick your poison, none of the paths are easy.
Riding out on the coattails of the GameCube scarefest remake of Resident Evil, Nintendo shows a little more of the dark side their little console has. It's not as gory as Resident Evil (no grenades in zombies mouths here) but it makes up for it with one of the best, most immersive storylines I have ever seen. You must solve puzzles as Alex to find chapter pages to the Tome of Eternal Darkness and once you find them, you enter the chapters character. A sample of the handful of characters include a young man from the ancient Middle East trying to win a womans heart, an archealogist from the 1980s, a fransiscan monk from the time of the inquisition, and a cambodian dancer.
The graphics here don't stun you like Resident Evils did, but they don't disappoint either. The camera pans and zooms smoothly as your character walks or runs and will almost always have a clear view of what is ahead.
One of the coolest effects in the game is your characters sanity. Every time you are spotted by an enemy you lose some sanity. The more sanity that you lose, you start to hallucinate. Hallucinations can either happen to your character or they can mess with YOU directly, such as showing you false error messages suddenly. You can regain some lost sanity by performing finishing moves on enemies and by casting spells once you learn them.
As long as we're on the topic of magic (don't worry, I'll shut up soon), lets talk about spells. As you go through the game, you find runes, scrolls, and codeces. Runes are the building blocks of spells, however without a codex to decipher them, they remain a mystery. You can build spells with undeciphered runes at this point but it's very hit-and-miss. After you find a scroll and have all the appropriate runes, the spell automatically builds itself and stores in the the Tome of Eternal Darkness, so every character you play form now on will have access to this spell. Use of spells are certain times is crucial, for example, enchanting a weapon with the power of Ulyaoth will deal extra damage to Chattur'gha enemies. Conversely for Chattur'gha / Xel'lotath and Xel'lotath / Ulyaoth. It's a ring of power, red beats green, green beats blue, blue beats red. IT's a very useful thing to remember when you start fighting the big boys.
There is probably quite a bit I did not cover in this review, there is very much to this game, yet it remains very easy to learn and play. I give this game a 9.2 score and I <i>assure</i> you that this review is NOT a hallucination...or is it?
The box art for the quirky <i>Cubivore</i> features a quote from IGN calling the game "one of the most bizarre videogames ever created". Sounds like a safe bet to me. The opening sequence features a Cubivore (with its head looking like a GC logo) crapping in the middle of the screen, and running offscreen. If that's not bad enough, four insects then come and proceed to party around the pile of dung. I still laugh at it.
In <i>Cubivore</i>, you start out a little pig and move your way up the food chain to eventually evolve into a bear and a bird. As you progress, you find many other beings, of 5 colors: Red (Redapeds), Yellow(Yellowbrates), Blue (Bluocytes), Purple (Purpails), and Grey (Greyodons). You start out with one "meat flap". When you eat another animal, say a red one, that flap becomes red, and you mutate into a different creature. Eat a blue one and you mutate again. Eventually you get the opportunity to mate, and when you do, you die, and your offspring recieves one more meat flap. Now if you can get both flaps to one color, you mutate again, each color has different attrubutes. Redapeds have incredible jumping ability, Yellowbrates do more damage with their attacks, while Bluocytes can pounce from far away, Purpails can move backwards quickly, whereas Greyodons can run like the wind. Target specific types of animals and change all your flaps to their color to gain their abilities. Why would an animal do this? Because colorless beasts have appeared and taken away all the wilderness, causing animals to die off and the world to become a barren white land. At the center off all of this is the King of all the Cubivores, the Killer Cubivore. Do you have what it takes to overtake him and become King of the Cubivores?
Graphics are...subpar. I'm being nice by saying subpar. Everything, and I mean EVERYTHING is cubed. The animals, the grass, blood, the sun and moon, even ripples in water are square. You can count the polygons in a scene if you try. Obviously though, this makes for a light burden on the GameCubes processing, making for a silky smooth gameplay without a hint of slowdown.
Hope you weren't looking forward to a treat for the ears either. A few of the stages have a three second guitar riff repeated over, and over, and over again. Animals have various yelps, roars, and other noises, but nothing else to really justify having Dolby Digital sound. But hey, if you like that riff, crank up your stereo surround! I will say this, though, the music during the opening sequence (while the insects are having a crap party) has a beautiful piano song which I still find myself humming.
Graphically and audibly, this game is terrible, but it redeems itself with it's solid gameplay. There are nearly 150 different mutations, each with distinct strong points and drawbacks, and you'll have to work really hard to find them all. You find yourself loving how you're using your camouflage ability to pounce on unexpecting bosses. You find yourself stalking different creatures to gain their abilities, and using other animals abilities to take them out. Once you start playing, you won't want to stop until you reach the end...and it's tough. I won't say much, but it took me an hour of nonstop activity to fight the final battle. It is extremely difficult, not for the fait of heart. When I beat it, I breathed a sigh of relief, because had I played for one more minute, my aching hands would have jumped off my arms and strangled me for torturing them so.
If you're up for an addictive game and don't rate everything of graphics and sound, give Cubivore a try. Once you get into it, it's a very enjoyable game. I rate it 7.0 out of 10.
The basic premise behind Crazy Taxi is you select a time frame, then try to drive customers to their desired location in a reasonable amount of time to collect your fees. If you don’t get them to their destination on time, they’ll jump out without paying and you’ve lost money and time. Places you can take your customers include the Original Levis Store, Kentucky Fried Chicken, and Pizza Hut. There appears to be no sort of law enforcement in this city (even though there is a police station where customers will occasionally want to go, probably to turn you in for reckless driving), so you can be just as reckless as you need to be to get your customers where they want to go.
You got good music to drive to, as well. The game fits four tracks of music: Them and Us and Ten in 2010 by Bad Religion, and All I Want and Way Down the Line by The Offspring.
The game is fun but it has low replayability, its very much a one-trick pony. However it still a very fun game. You would probably be better off to rent this game rather than buy it, because you can play all there is to play really within the time you could rent it.
It’s a good game, and if it had more levels of play and better replayability, I would rate it higher, but I still give it a respectable 7.5 points!
Hey there, friend. You say your cars broken down, parents and teachers driving you up the wall, things ain't going too good with your girl, and your shoelace just busted? Days like these, don't you just wish you could get up and go to a place where everybody knows your name and they're always glad you came? Well, forget "Cheers", now there's <i>Animal Crossing</i>.
First of all, right off the bat I should warn readers that <i>Animal Crossing</i> is NOT for everyone. You'll either love this game, or you'll hate this game, it's as simple as that. It won't appeal to some gamers, while others may be hopelessly addicted for months. I'm happy to say I believe I am the latter. <i>Animal Crossing</i> is an open-ended game, meaning there is no real set goals. You can set personal goals and do errands for other villagers, but basically, in <I>Animal Crossing</i>, it's do what you want, when you want, and there is plenty to do!
You've just moved to a new village, and you have little more than the clothes on your back and a handful of money in your pocket. Fortunately for you, a friendly passenger on the train you are on offers to call his friend Tom Nook and help get you a place to stay. As you pull into your town, Tom runs up to you and points out the houses he has for sale, you pick one (they're identical) and you find you find you don't have nearly enough to pay for it all, so he offers to let you work part-time in his shop to help you work off your debt. While not working you can do any number of things! You can dig for fossils to donate to the museum, you can fish, catch bugs, collect seashells, design clothing, buy furniture and stuff for your house, cut down and plant trees, or just chill with your new animal friends.
Gameplay is smooth, you press the control stick in the direction you want to go, and press A to do most important tasks, like talking or shaking trees to get fruit. Sound is alright, the music is not much since you really don't pay attention to it, and the animals all talk in a "Animalese" as it appears in a tetx box on the bottom of the screen. Listen really close, and you can tell what they're saying, because they are saying it, just quickly and distorted. Graphics are a disappointment, it's quite obvious this game started out as an N64 game, as graphics can be blurry, blocky, and the GameCube is capable of so much more, but you need to look past the flaws to see the creamy center of <i>Animal Crossing</I>.
Got a GBA? If you do, then the game gets even more fun. Hook your GC to your GBA and you can now access a special island where you can do even more cool stuff! Don't have a GBA? Hmm...well do you know someone else with a GameCube? If so, talk them into buying <i>Animal Crossing</i> too, and you can visit each others villages, where you can get stuff you normally can't in your village, and Tom Nook pays big for rarities.
It gets cooler! <i>Animal Crossing</i> utilizes the GameCube's internal clock, so it's set in real time, so when it's 6:30 P.M. where you are, it's 6:30 P.M. in your village. Seasons change, it rains, its snows, it turns from day to night. And stuff happens even when you're not playing! If you're fighting a battle royale in <i>Melee</i>, slaying zombies in <i>Resident Evil</i>, or collecting Shines in <i>Mario Sunshine</i>, there could be a festival happening in your village, or something else you wouldn't want to miss, so make sure to check back often. Also make time on holidays, because they're celebrated in your village too, they'll even celebrate your birthday!
I could go on about how much this game has to offer, because there is much more to say, but I think I'll cut this review off at this point. I don't want to spoil it for you, after all. As much as I praise this game, I encourage you to rent before you buy, since you may not like it. However there are many who will play this game and not want to stop, I rate <I>Animal Crossing</I> an impressive 9.8, docking points only for graphics. If they'd spruced it up a bit, this game might have gotten a perfect 10, but still, it's a great game, and anyone with a GameCube should check it out!
I tried to post this yesterday, but the server went down right before I could to it.
Anyway, I tried to preorder a 2nd copy of WW for my friend who was shipped out recently, so I went to Babbages where I got my preorder. The clerk told me they didn't have anymore of the pre-order discs and that Nintendo had actually called that day and told them there would be no more coming ever. Thankfully KMart still had 2 copies of the disc, but that won't last long. If you still haven't pre-ordered, GET ON IT!
Yes, this is a copy of what I wrote in the OoT thread. But I figured it needed it's own thread, just so everyone saw it. Hopefully the clerk at Babbages was wrong, but they weren't taking any more pre-orders and they wouldn't do that if there was any doubt.
WE MANAGED TO GET some additional details on the interesting ATI up and coming product codenamed R350 which is close to its launch. R350 is going to be the Radeon 9800 PRO and it will have non pro version as well, just like the R300 that was called 9700 PRO and 9700.
Clock speeds are still not finalized but it's very close to finalization as this is a March product and the European launch will be at Cebit. As far as we hear, and this is still not confirmed, clock speeds will be either 375 or 400 MHz.
The higher numbered Radeon 9900 is reserved for a version of the card with 256 MB of memory that is planned to be introduced later, May we've heard. Radeon 9900 with 256MB is going to break the 399 USD limit because of the cost of memory and this card will also have PRO and non pro version.
According to the latest information that we gathered, R350 despite, its 0.15 marchitecture and DDR 1 memory running at 375 MHz maximum, is likely to defeat the Geforce FX performance wise.
The fastest version Radeon 9800 PRO should be 40 percent faster than a Radeon 9700 PRO. Cards should hit the retail in April leaving Nvidia very little time to have the fastest product.
IN THE HIGH PERFORMANCE graphics industry, performance must be combined with quality. It is this neverending race which will lead to initial availability of Nvidia's new Geforce FX cards this month.
However, we have learned that ATI's next generation R350 chip which will compete with the Geforce FX is now in mass production, and will definitely be in retail stores in April. It will be officially announced at CeBIT in Hannover, Germany on March 12, 2003.
Specifications of the new chip are being kept under extremely tight scrutiny because of the tight competition between the two rivals. It would give too much lead-time to overclock one chip just to paper launch a product and claim the performance lead.
Many facts are already known. The R300 will be built on a 150 nanometer process. It is basically an overclocked R300 with eight rendering pipelines and two texture units per pipeline.
Be aware that there are numerous enhancements to its design and manufacturing process, which will increase performance and yields thus lowering the price of the chip. If yields of the R300 are any indication, ATI could have yields in excess of 90% using TSMC's proven copper process, although without a low k dielectric.
We expect the chip to launch at a core clock of 375MHz. It will incorporate DirectX 9.1 features, which is great if you're going to keep the card for at least two years, but don't expect to see any games written for it released for at least a year.
ATI will brand the chip the Radeon 9900 Pro, and the card will be equipped with 128 MB memory while supporting 256MB configurations for its partners. They will use 10 layer PCBs for the graphics cards. The 128MB variations will be priced around the ?400 mark. Lower bin parts will be sold through ATI's partners at a lower speed for less. A 350W power supply would be recommended if you are using a hyperthreading P4 system.
* AS FUDO SAYS in a separate article today, the R350 will have support for DDR I at launch. But we learn that it can support DDR II, and ATI will offer this if it sees a cheaper future for it.
It just hit me...since these next-gen consoles get higher bits (better visuals), plus the technology to incorporate them with online feature, I wonder if the PC can still manage its own ground. Generally, only RTS, FPS and MMORPG genres are its strongest titles. Unlike console platforms which has more genres, thus giving more alternatives for people. And if people are having trouble with contol pads, these consoles are coming up with keyboard and mouse peripherals from its manufacturer and sometimes from other parties. Damn, I see a dark cloud hovering over the PC....
The legendary game designer is joined by the director of Wind Waker for a massive, in-depth interview - get in here now!
19:57 Mass hysteria greeted the arrival of gaming legend Shigeru Miyamoto in London today, for his first ever public appearance in Europe. At the event held in Virgin Megastore on Oxford Street, over a thousand fans crammed together to catch a glimpse of their hero - the man responsible for Mario, Zelda, Donkey Kong and a host of the greatest videogames ever created.
People came from across Europe, with some even camping overnight to ensure they got to meet and greet Mr. Miyamoto. But before this carnage, Mr. Miyamoto was involved in a far more sober affair. Accompanied Eiji Aonuma, the director of Legend of Zelda: The Wind Waker, he took part in a lengthy roundtable discussion with selected UK journalists.
Before the discussion got underway, however, we were treated to a short film containing clips of forthcoming Nintendo software. Zelda and Metroid Prime we were already familiar with, but astonishing new footage of F-Zero was more than welcome, followed by two nice surprises.
Firstly, extensive footage of Kirby's Air-Ride, which looked so cute, bright and cheerful, it almost made us gag. But in spite of this cutesy aesthetic, it looked a whole lot of fun and we can't wait to play it. And then... Pikmin 2!
Which, sadly, wasn't quite as exciting as we hoped for. It looks exactly the same, for one thing, although we did see the Pikmin carrying a giant rubber duck. Most importantly, we were shown the briefest of glimpses of the two-player mode the game will employ in all its split-screen glory. Very interesting and should be a major feature of the final game.
Once we'd digested this choice selection of media, we turned to matters of greater import, including: Nintendo's stance on violent games, struggling third-party support for GameCube, the appeal of Zelda, and Mr. Miyamoto's philosophical relationship with dog trainers. No, really.
Without further ado, here's the full transcript:
Can you tell us a little about the concept behind the use of wind in the game?
Miyamoto: We initially came up with the idea of oceans and how Link can move - so we thought, why don't we use a ship to ferry him? And in order to do this we needed to have wind, and so we gave the player some control over the wind. That's how we came up with the idea.
We were thinking in terms of the advancement of technology, and while many people focus upon more beautiful graphics, we really wanted to make use of the technology to advance the other areas no-one else was thinking about. And that happened to be the control of the wind, by taking advantage of the high performance GameCube. It's unlike anything else out there.
Were there any ideas or elements you perhaps didn't have time to put in this time?
Miyamoto: First of all, due to time restraints, we had to leave out two stages, which included dungeons. Other than that, most of the ideas were incorporated into the final game.
The new style of Zelda is a radical change and when first shown it sent shockwaves through the industry. With the news of Mario 128 can we expect the same kind of shock?
Miyamoto: We never intended to cause any shockwaves, but we are always trying to make something new. We are, of course, trying to be consistent, but create something new. And with Wind Waker, we were making a new Link. We were confronted with problems by going ahead with making a realistic looking Link initially, and were a little uncomfortable with this. Realistic Link would be expected to move in accordance with how he would in the real world, but in terms of the game that was unnatural, even though in the real world it would be natural. If Link looks and moves realistically, that doesn't necessarily make a good game.
That's the basic argument we had while forming the Link character into its current shape. Talking now about Mario 128, we haven't come to the specific point yet where we've determined how the Mario character will look. I don't plan to create any shockwaves - I'm just always thinking about making perfect gameplay
Has everybody here played the game?
All:Yes!
Miyamoto: Didn't you feel that it felt very natural to control?
All:Yes!
Miyamoto: Phew! [laughs]
Now that you've created the graphic and gameplay engine for Wind Waker, are you going to re-use it?
Miyamoto: It is now taking a long time to come up with the basic engine for whatever we're working on, so if we can make use of existing technology, that's obviously better for me as a producer. As a producer and a games designer, I'm hopeful we can make use of the Wind Waker engine for future games. And since the functionality of the GC is so high I'm sure this will be the case.
Aonuma: We didn't have anything major left over when we finished Wind Waker, but some of the ideas we had that didn't make it into Wind Waker are already integrated into some of our next projects which may or may not be making use of the Wind Waker engine. Is this going to be the new Zelda game? I cannot commit to that.
Given the child-like look of the game versus mass-market thirst for realism, do you see any problems reaching a large-scale audience? How will Zelda appeal?
Miyamoto: We have very popular cartoon movie maker in Japan who is appealing to adults and children alike, and many fans of these animated movies are parents. I don't believe making use of the cartoon style of graphics in Wind Waker is any kind of handicap.
More importantly for Nintendo, we are always trying to produce a variety of different things for a variety of audiences.
The games industry in Japan is suffering hard times and there is a lot of hardship. But on the other hand, looking at the movie industry, we have had different films that have stimulated the market. I don't think it's a good idea just to focus on the games industry. If everybody is getting on the same bandwagon and doing the same thing, that is just minimising and shrinking the market.
What is more important for game design is coming up with unique ideas rather than coming up with something similar - that's boring.
What influences did you have while making the game. What were you watching, reading, doing it in your spare time that inspired creativity?
Miyamoto: We needed to do a lot of different things to stimulate us. When I'm asked that question, I have to say I'm always thinking about games and always communicating those ideas. First and foremost it's important to do things other than games. Nintendo is trying to sell it's own games to existing users, and it's really important for us to appeal to non-gamers in order to expand the market.
What's important for us is building relationships with people in other industries. I have a garden nowadays, so I have a relationship with a professional gardener, and maybe you may not believe it, but I also have relationships with dog trainers, and have some serious conversations about: "What does 'Dog' mean?"
[everyone laughs]
Aonuma: Most days I have to stay in the office until late at night and I don't think that's a very good idea in my experience. So I'm now trying to do new things and take on new challenges. Recently I had a child, a baby boy, and now I'm trying to find new challenges.
It's true to say that I had a month's paternal leave, so if I hadn't taken that maybe Europe could have had Wind Waker earlier! [laughs]
Last year you said Mario Kart was giving you the most trouble of all the games you were working on. Have you resolved this trouble and can you tell us anything about it.
Miyamoto: First of all, Mario Kart was not in today's film, but that's not because it isn't completed, but rather we want to show it at E3. We don't have anything further to say about it. I hate to admit this, but we were so focussed on Wind Waker, we couldn't share resources with Mario Kart.
In previous years, the games Nintendo made were the biggest-selling, most popular mainstream titles on the planet. But tastes have changed and that isn't necessarily the case anymore. Certainly, the biggest game in the West is the ultra-violent GTA: Vice City, so what are your thoughts on such a violent game being so popular, and where do you feel Nintendo now fits into the market in terms of games and business?
Miyamoto: That's a tough question and I really don't have any quick answer. It's obviously very good business sense to make something that is popular in the market but it's not that simple for Nintendo. Nintendo does not make violent games like that.
We are talking about the mass audience, and many people have different their own ways of making use of entertainment. We as the maker always have a responsibility over how our products are used by the mass market. There are reasons why no companies are willing to market GTA as their product in Japan. At least people have a sense of the danger of the current situation.
More importantly, we need to find something that is a substitute for Grand Theft Auto, in terms of a game that sells. It's our mission to find an alternative that is unique and non-violent. One of the answers is the connectivity offered by GameCube and GBA.
In comparison to PS2 and Xbox there's a smaller level of third-party support for GameCube. There's a perception in Europe that Nintendo faces an uphill struggle in convincing consumers to buy GameCube because of this. What are your thoughts on this?
Miyamoto: If you are comparing the hardware, in terms of functionality you can of course make similar games, hence many titles becoming multiplatform. It may be good for audiences, but when it comes to the unique attraction of a platform, I really don't think multiplatform games help this cause.
While it is good to have many different titles on Nintendo, I think what is more important is that we make titles only Nintendo customers can play. That is why it's very important for Nintendo to come up with the best first-party titles and create unique entertainment experiences.
For example, Nintendo is heavily pursuing the connectivity between GBA and GC, and this year we are going to introduce the GB Player which lets you play GBA games on a TV via GameCube. And also, we have e-Reader in the US, so you can get data from a piece of paper. This is the unique system Nintendo is constantly trying to create and I'm positive more and more third-parties are becoming interested in these unique opportunities.
Nintendo is offering this more positively than ever. I can't really give specific examples right now, but we are working with EA on this, and developing closer ties with Namco and Sega to create these opportunities.
Do you see the key franchises like Mario and Zelda going on forever, or do you foresee a time when you won't be able to go any further. Specifically with Zelda, is there a feature you've always wanted to include but have never been able to due to technology?
Miyamoto: I really do not think there will be an end to new ideas being incorporated into Mario and Zelda games. As for Wind Waker, we've incorporated many ideas from previous games, but I don't think people will see it as re-hashed.
Aonuma: I think if another person is going to take charge of the whole idea-making of a new Zelda game, I think it can be a totally new product. There will be no ending - we will keep thinking about Zelda in new ways.
Miyamoto: Lack of ideas isn't a concern. What is, is that Nintendo has a huge amount of important franchises. Most of our team is occupied in creating sequels and that situation is kind of troublesome. The good news is that new people are growing fast and I can trust them to working on the latest games. Therefore we still have time to work on new challenges.
But it's always the danger with a company like Nintendo, that's there's always pressure to work on sequels. But Retro has worked on Metroid, and Sega is working on F-Zero, so in that sense more and more third-parties can become involved in creating games with Nintendo's own characters. And, of course, you've seen Link feature in Namco's Soul Calibur II, so there are many, many different ways to work with third-parties.
What about Link appearing in Soul Calibur II? That's a very violent game.
Miyamoto: We are not concerned by this. Namco was very good at identified what type of Link character should appear and what he should do. Besides, Link as a fighting character has already been established in Smash Bros.
Nintendo games have always been hugely anticipated and praised in advance. The Wind Waker is the first NCL title to receive something of a negative backlash thanks to the visual style. What were your reactions to this?
Miyamoto: If people's reactions had been negative after they played the game that would have concerned me, but before selling the game all we can do is do our best at what we believe in. Even though there is negative opinion, at least people are talking about Wind Waker, which is better than no-one talking about it!
We have already released it in Japan, of course, but as for the US and UK releases, although the content remains the same, we have fine-tuned the game balance of the game in response to feedback from Japanese users.
Could you please explain how the different Zelda games tie together and whether Link is the same in each game.
Miyamoto: In the long history of Hyrule, there are a number of Links which have made contributions. We'd need to write long papers indeed to cover all the background of this.
Aonuma: Many people ask me why I chose to have Link's sister for the first time. We really wanted to have a motivation for an ordinary boy to get involved in a big adventure. We thought having to rescue his sister would be a good trigger.
Previously Link has been seen as simply born to fight evil, but now the new Link is an ordinary boy who, suddenly, becomes involved in an adventure.
In past Zelda games, Zelda was still the ordinary boy but he was supposed to fight evil. The most important thing is that players are growing along with Link. To do this, Link must be ordinary to start with then must meet with destiny so it becomes clear how he can evolve.
Johnny Minkley
Wooooo! Kirby's Air Ride!!! Remember that canned N64 game? Now it's back!!! YAY!!
And Pikmin 2!! Split-screen multiplayer!! :shake: to DJ and Whitey for thinking that split screen Pikmin would "blow". NYAH NYAH!! :shake:
Great to hear more about Mario 128! I really hope they show this one at E3... *crosses fingers*
They're definitely showing Mario Kart at E3!! WOOOOT!!
And they've also tweaked Zelda a bit for its US release in response to feedback from Japanese gamers. Sounds good! I hope they don't make it too easy though...
I also like their reasoning for including Link's sister in the game.
Quote:Nintendo games before E3
The newest issue of Japanese magazine, Nintendo Dream, revealed that Nintendo will be showing off some "games" before the Electronic Entertainment Expo this year. This move is similar to one made last year, when Nintendo and several third parties, like Namco and Sega, chose to reveal their line-up beforehand. This does not mean that third parties are involved, just that Nintendo hopes to get the jump on the competition once again. There isn't any word on WHEN the announcements will come, but we'll relay the news as soon as we hear it.
Source: Nintendo Dream/GameFront
Posted by Soul4ger on 2.21.2003
March March March March!! Come on everybody, chant! March March March....March...
...alright alright. We'll probably have to wait until the end of April or early May before Nintendo unveils their new games.
Although I never liked most movie ads I never thought of sueing over it. You more likely to sue over gum being stuck on your ass from the dirty benches.
Turth is why cant the theatre simpily just show the ads before the movie starts while people are still arriving.Instead of just playing music. I swear Ive devoured countless bags of popcorn before the move started just on the time it takes for the advertisements to be finnished. Put it this way Theatre chains are evil capitalist bastards!