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    by Published on April 7th, 2007 00:56

    via ign

    The World of Mana is back again on Nintendo DS, and this time it's taking a very unconventional form. While the franchise has looked to evolve itself with every iteration, series creator Koichi Ishii is bringing the Mana world down a fairly-uncharted path for Nintendo's touch-screen handheld, as Heroes of Mana will land later this Summer as DS's first full-fledged real-time strategy game. We've just recently been given a chance to go hands-on with the game in its first English build (Heroes of Mana is already available in Japan), and are already beginning to go through DS-RTS withdrawal, as Heroes of Mana brings the familiar world-management genre to the DS in an impressive fashion.

    If you've been paying attention to the World of Mana series over the last few years, chances are you're familiar with the franchise's evolutionary behavior. The World of Mana games began nearly two decades ago on the Super NES with Secret of Mana, and have since evolved over the years to deliver a different overall experience at every turn, on every system. For handheld gamers, Sword of Mana brought the series into a somewhat-familiar genre, as the action-RPG transformed into a dungeon-crawling adventure. On DS, Children of Mana has again taken the series one step further, progressing into an even more serialized hack n' slash game, implementing four player multiplayer and random dungeons to give the Mana series a more casual, social feel. So while the gameplay elements change over the years, the spirit of the franchise stays in tact: Thus is the feeling with Heroes of Mana.

    Heroes of Mana is a full-fledged RTS title for DS based entirely on the pre-existing World of Mana franchise. The story follows a soldier of Pedda by the name of Roget while he's on a reconnaissance mission to Ferolia with his comrades. When their aircraft is shot down by an enemy (and abandoned by their carrier), the crew soon-realizes that the mission was merely a plot by their own commanding officers to eliminate them. Pedda is looking to dominate the world, and Ferolia is merely the first step. Seeing the chaos caused by the Peddan army, Roget and his crew go rouge, forced to fight against their own people in an attempt to restore peace to the land.

    And with that, Heroes of Mana drops players in to the action. The game is set up like any other traditional real-time strategy game, putting players in control of Roget's crew as they battle from region to region in an attempt to destroy the Peddan army. Though the bulk of the game deals with RTS missions, there's also a very deep story focused around Roget's crew, as players will need to create allies to join forces with, equip and upgrade their heroes, and outfit their army with items, weapons, and abilities necessary for success. Heroes of Mana is one part RTS, and one part strategy/RPG.

    Still, the bulk of the action takes place on the battlefield, and that's where our hands-on demo focused its time. Whether you're playing through the main campaign or against a friend via DS wireless connection, the premise is still the same. Players will start each match next to their ship (The Nightswan; a flying fortress and home base), and from there build training and technology buildings, gather resources, spawn fighters, and wipe out the competition. To keep the battlefield from getting cluttered all buildings are actually kept inside the Nightswan, so players will move from managing a mini-map, the main playfield, and the inside of the ship. Basic controls work like any traditional RTS, having the stylus act as a mouse to grab units, select attackable targets, or chose rally points for soldiers to move to.

    To keep the feeling as close to PC real-time games as possible, developer Brownie Brown included full-touch control, so taping units, managing resources, selecting groups of units based on class or type, or actually highlighting huge masses of troops is all done with the stylus. If one unit is needed, simply touch it. If you want to grab all ground, air, heavy, or ranged units, on-screen icons can be brought up for quicker unit management. In addition, a tap of the selection tool turns the stylus into a unit-circling tool, allowing the player to draw any shape on-screen to surround friendly units all at once. All of the unit selecting and troop movement is very simple, and with the combination of the d-pad for screen movement and the stylus for all direct-control Heroes of Mana is quick and intuitive.

    As for the in-game specifics, Heroes of Mana allows for each player to create and deploy up to 25 units at a time. Each of the units is based on the classic rock/paper/scissors style of gameplay, so ground units will destroy ranged, ranged will obliterate air, and air will have the advantage over ground. Strategy comes into play when players progress their town's tech tree, upgrading units and gaining strategic advantages based on the map's topography. There are over 20 maps to play through in the multiplayer ...
    by Published on April 7th, 2007 00:56

    via ign

    The World of Mana is back again on Nintendo DS, and this time it's taking a very unconventional form. While the franchise has looked to evolve itself with every iteration, series creator Koichi Ishii is bringing the Mana world down a fairly-uncharted path for Nintendo's touch-screen handheld, as Heroes of Mana will land later this Summer as DS's first full-fledged real-time strategy game. We've just recently been given a chance to go hands-on with the game in its first English build (Heroes of Mana is already available in Japan), and are already beginning to go through DS-RTS withdrawal, as Heroes of Mana brings the familiar world-management genre to the DS in an impressive fashion.

    If you've been paying attention to the World of Mana series over the last few years, chances are you're familiar with the franchise's evolutionary behavior. The World of Mana games began nearly two decades ago on the Super NES with Secret of Mana, and have since evolved over the years to deliver a different overall experience at every turn, on every system. For handheld gamers, Sword of Mana brought the series into a somewhat-familiar genre, as the action-RPG transformed into a dungeon-crawling adventure. On DS, Children of Mana has again taken the series one step further, progressing into an even more serialized hack n' slash game, implementing four player multiplayer and random dungeons to give the Mana series a more casual, social feel. So while the gameplay elements change over the years, the spirit of the franchise stays in tact: Thus is the feeling with Heroes of Mana.

    Heroes of Mana is a full-fledged RTS title for DS based entirely on the pre-existing World of Mana franchise. The story follows a soldier of Pedda by the name of Roget while he's on a reconnaissance mission to Ferolia with his comrades. When their aircraft is shot down by an enemy (and abandoned by their carrier), the crew soon-realizes that the mission was merely a plot by their own commanding officers to eliminate them. Pedda is looking to dominate the world, and Ferolia is merely the first step. Seeing the chaos caused by the Peddan army, Roget and his crew go rouge, forced to fight against their own people in an attempt to restore peace to the land.

    And with that, Heroes of Mana drops players in to the action. The game is set up like any other traditional real-time strategy game, putting players in control of Roget's crew as they battle from region to region in an attempt to destroy the Peddan army. Though the bulk of the game deals with RTS missions, there's also a very deep story focused around Roget's crew, as players will need to create allies to join forces with, equip and upgrade their heroes, and outfit their army with items, weapons, and abilities necessary for success. Heroes of Mana is one part RTS, and one part strategy/RPG.

    Still, the bulk of the action takes place on the battlefield, and that's where our hands-on demo focused its time. Whether you're playing through the main campaign or against a friend via DS wireless connection, the premise is still the same. Players will start each match next to their ship (The Nightswan; a flying fortress and home base), and from there build training and technology buildings, gather resources, spawn fighters, and wipe out the competition. To keep the battlefield from getting cluttered all buildings are actually kept inside the Nightswan, so players will move from managing a mini-map, the main playfield, and the inside of the ship. Basic controls work like any traditional RTS, having the stylus act as a mouse to grab units, select attackable targets, or chose rally points for soldiers to move to.

    To keep the feeling as close to PC real-time games as possible, developer Brownie Brown included full-touch control, so taping units, managing resources, selecting groups of units based on class or type, or actually highlighting huge masses of troops is all done with the stylus. If one unit is needed, simply touch it. If you want to grab all ground, air, heavy, or ranged units, on-screen icons can be brought up for quicker unit management. In addition, a tap of the selection tool turns the stylus into a unit-circling tool, allowing the player to draw any shape on-screen to surround friendly units all at once. All of the unit selecting and troop movement is very simple, and with the combination of the d-pad for screen movement and the stylus for all direct-control Heroes of Mana is quick and intuitive.

    As for the in-game specifics, Heroes of Mana allows for each player to create and deploy up to 25 units at a time. Each of the units is based on the classic rock/paper/scissors style of gameplay, so ground units will destroy ranged, ranged will obliterate air, and air will have the advantage over ground. Strategy comes into play when players progress their town's tech tree, upgrading units and gaining strategic advantages based on the map's topography. There are over 20 maps to play through in the multiplayer ...
    by Published on April 7th, 2007 00:55

    via ign

    - When a system's only a little more than two years old and there are already three games in a particular franchise, when you're set to release a fourth game in a series you're going to have to do something to really make it stand out. And that's what Vicarious Visions is setting out to do with Spider-Man 3 on the Nintendo DS. The studio kicked the franchise off onto the Nintendo DS as a launch title in Spider-Man 2, and then followed up a few months later with Ultimate Spider-Man. Handing the reigns over to another development studio for last Christmas' release of Spider-Man: Battle for New York let Vicarious relax a bit and rethink a few things in prepararation for the huge push for Spider-Man 3.

    The team's working on all sorts of Spider-Man 3 games: designs for the Nintendo Wii, PlayStation 2, PlayStation Portable, Game Boy Advance, and, of course, the Nintendo DS. Just last week we had the opportunity to sit down with the dual-screen edition due out at the end of April, and so far we like the direction the game's going.

    If you're familiar with the Nintendo DS version of Ultimate Spider-Man, you'd remember that, while half the game played like a traditional side-scrolling Spider-Man experience, the other half went in a new direction with full touch-screen support. Using the stylus, players needed operated Venom's tendrils, giving players precise control over attacks and specific actions. This design direction was a sound one even with its little quirks, and it's pretty much a part of the foundation for what's been built for Spider-Man 3.

    For the upcoming movie tie-in on the Nintendo DS, the entire gameplay is touch-screen focused. With the D-pad under one thumb and the stylus in the other hand, players now take control of Spider-Man in a whole new way. The gameplay is very similar to the previous two Spider-Man games from Vicarious Visions; though the designers opened up exploration with a more free-form level structure, don't expect the same "go anywhere" city exploration of the console games. The same on-rails 3D design from the previous DS games is being employed in this sequel. The difference is in how players command Spidey.

    In screenshots, the lower screen seems a little bare. Nothing but a bit of graphical webbing on a black screen. There's a reason for that: all of the action takes place on the upper-screen, with the lower touch-sensitive display handling all of the player's inputs. Spidey's attacks are all handled by swipes of the stylus: quickly slide the stylus in the direction of the enemy will have Spider-Man punch or kick the enemy in that direction. Swipe the stylus upwards for an uppercut, downwards for a lower attack. Double-tapping the screen will have Spidey shoot off a bit of webbing in that relative location on the upper-screen, so now you have absolute precision on where you'll be able to thwip some thread. Entangle an enemy and you can draw a circle on the touch-screen to "rodeo throw" the enemy.

    All this might sound "clunky" in text, but believe it -- after a few minutes in the game, you'll find this control scheme actually works. The developers added a decent combat system that encourages players to string together attacks using the touch-screen swiping control. You can pull off some pretty slick and satisfying moves: punch an enemy then uppercut him into the air, and while he floats helplessly in a lazy arch you can either leap up, catch and throw him to the ground or whip some webbing and pull him back down for some additional damage. While this is going on, a combo counter's keeping track of how many hits you're getting in.

    Even with action buttons out of the picture, you still have the same control over Spider-Man as you did in the previous DS games. Pushing up will have him jump...his webswinging's automatic now as players move left or right in the environments. There's still plenty of wall-crawling through internal and external levels, all handled through tight D-pad control.

    The visuals return to Spider-Man 2's more "realistic" look versus the team's toon-shaded look for Ultimate Spider-Man. In Spider-Man 3, though, cityscapes look far more detailed with more attention paid to background elements as well as a more dynamic camera. Even though the levels follow a rigid side-scrolling path, the camera gives the action more flow and the illusion of freedom as it swoops high, low, and everywhere in between as Spider-Man moves through the environments. Even the characters have been given an extra jolt of life -- Spider-Man in particular leaps around with incredible grace and style in fresh animation cycles.

    The final version of the game will feature some multiplayer competition mode between DS systems, though in our early playtest this mode wasn't functioning. We did get a chance to see and play as Spider-Man in his new black suit, which gives him additional power and techniques when he changes into it.

    Check out new screens of Spider-Man 3 running ...
    by Published on April 7th, 2007 00:55

    via ign

    - When a system's only a little more than two years old and there are already three games in a particular franchise, when you're set to release a fourth game in a series you're going to have to do something to really make it stand out. And that's what Vicarious Visions is setting out to do with Spider-Man 3 on the Nintendo DS. The studio kicked the franchise off onto the Nintendo DS as a launch title in Spider-Man 2, and then followed up a few months later with Ultimate Spider-Man. Handing the reigns over to another development studio for last Christmas' release of Spider-Man: Battle for New York let Vicarious relax a bit and rethink a few things in prepararation for the huge push for Spider-Man 3.

    The team's working on all sorts of Spider-Man 3 games: designs for the Nintendo Wii, PlayStation 2, PlayStation Portable, Game Boy Advance, and, of course, the Nintendo DS. Just last week we had the opportunity to sit down with the dual-screen edition due out at the end of April, and so far we like the direction the game's going.

    If you're familiar with the Nintendo DS version of Ultimate Spider-Man, you'd remember that, while half the game played like a traditional side-scrolling Spider-Man experience, the other half went in a new direction with full touch-screen support. Using the stylus, players needed operated Venom's tendrils, giving players precise control over attacks and specific actions. This design direction was a sound one even with its little quirks, and it's pretty much a part of the foundation for what's been built for Spider-Man 3.

    For the upcoming movie tie-in on the Nintendo DS, the entire gameplay is touch-screen focused. With the D-pad under one thumb and the stylus in the other hand, players now take control of Spider-Man in a whole new way. The gameplay is very similar to the previous two Spider-Man games from Vicarious Visions; though the designers opened up exploration with a more free-form level structure, don't expect the same "go anywhere" city exploration of the console games. The same on-rails 3D design from the previous DS games is being employed in this sequel. The difference is in how players command Spidey.

    In screenshots, the lower screen seems a little bare. Nothing but a bit of graphical webbing on a black screen. There's a reason for that: all of the action takes place on the upper-screen, with the lower touch-sensitive display handling all of the player's inputs. Spidey's attacks are all handled by swipes of the stylus: quickly slide the stylus in the direction of the enemy will have Spider-Man punch or kick the enemy in that direction. Swipe the stylus upwards for an uppercut, downwards for a lower attack. Double-tapping the screen will have Spidey shoot off a bit of webbing in that relative location on the upper-screen, so now you have absolute precision on where you'll be able to thwip some thread. Entangle an enemy and you can draw a circle on the touch-screen to "rodeo throw" the enemy.

    All this might sound "clunky" in text, but believe it -- after a few minutes in the game, you'll find this control scheme actually works. The developers added a decent combat system that encourages players to string together attacks using the touch-screen swiping control. You can pull off some pretty slick and satisfying moves: punch an enemy then uppercut him into the air, and while he floats helplessly in a lazy arch you can either leap up, catch and throw him to the ground or whip some webbing and pull him back down for some additional damage. While this is going on, a combo counter's keeping track of how many hits you're getting in.

    Even with action buttons out of the picture, you still have the same control over Spider-Man as you did in the previous DS games. Pushing up will have him jump...his webswinging's automatic now as players move left or right in the environments. There's still plenty of wall-crawling through internal and external levels, all handled through tight D-pad control.

    The visuals return to Spider-Man 2's more "realistic" look versus the team's toon-shaded look for Ultimate Spider-Man. In Spider-Man 3, though, cityscapes look far more detailed with more attention paid to background elements as well as a more dynamic camera. Even though the levels follow a rigid side-scrolling path, the camera gives the action more flow and the illusion of freedom as it swoops high, low, and everywhere in between as Spider-Man moves through the environments. Even the characters have been given an extra jolt of life -- Spider-Man in particular leaps around with incredible grace and style in fresh animation cycles.

    The final version of the game will feature some multiplayer competition mode between DS systems, though in our early playtest this mode wasn't functioning. We did get a chance to see and play as Spider-Man in his new black suit, which gives him additional power and techniques when he changes into it.

    Check out new screens of Spider-Man 3 running ...
    by Published on April 7th, 2007 00:55

    via ign

    - When a system's only a little more than two years old and there are already three games in a particular franchise, when you're set to release a fourth game in a series you're going to have to do something to really make it stand out. And that's what Vicarious Visions is setting out to do with Spider-Man 3 on the Nintendo DS. The studio kicked the franchise off onto the Nintendo DS as a launch title in Spider-Man 2, and then followed up a few months later with Ultimate Spider-Man. Handing the reigns over to another development studio for last Christmas' release of Spider-Man: Battle for New York let Vicarious relax a bit and rethink a few things in prepararation for the huge push for Spider-Man 3.

    The team's working on all sorts of Spider-Man 3 games: designs for the Nintendo Wii, PlayStation 2, PlayStation Portable, Game Boy Advance, and, of course, the Nintendo DS. Just last week we had the opportunity to sit down with the dual-screen edition due out at the end of April, and so far we like the direction the game's going.

    If you're familiar with the Nintendo DS version of Ultimate Spider-Man, you'd remember that, while half the game played like a traditional side-scrolling Spider-Man experience, the other half went in a new direction with full touch-screen support. Using the stylus, players needed operated Venom's tendrils, giving players precise control over attacks and specific actions. This design direction was a sound one even with its little quirks, and it's pretty much a part of the foundation for what's been built for Spider-Man 3.

    For the upcoming movie tie-in on the Nintendo DS, the entire gameplay is touch-screen focused. With the D-pad under one thumb and the stylus in the other hand, players now take control of Spider-Man in a whole new way. The gameplay is very similar to the previous two Spider-Man games from Vicarious Visions; though the designers opened up exploration with a more free-form level structure, don't expect the same "go anywhere" city exploration of the console games. The same on-rails 3D design from the previous DS games is being employed in this sequel. The difference is in how players command Spidey.

    In screenshots, the lower screen seems a little bare. Nothing but a bit of graphical webbing on a black screen. There's a reason for that: all of the action takes place on the upper-screen, with the lower touch-sensitive display handling all of the player's inputs. Spidey's attacks are all handled by swipes of the stylus: quickly slide the stylus in the direction of the enemy will have Spider-Man punch or kick the enemy in that direction. Swipe the stylus upwards for an uppercut, downwards for a lower attack. Double-tapping the screen will have Spidey shoot off a bit of webbing in that relative location on the upper-screen, so now you have absolute precision on where you'll be able to thwip some thread. Entangle an enemy and you can draw a circle on the touch-screen to "rodeo throw" the enemy.

    All this might sound "clunky" in text, but believe it -- after a few minutes in the game, you'll find this control scheme actually works. The developers added a decent combat system that encourages players to string together attacks using the touch-screen swiping control. You can pull off some pretty slick and satisfying moves: punch an enemy then uppercut him into the air, and while he floats helplessly in a lazy arch you can either leap up, catch and throw him to the ground or whip some webbing and pull him back down for some additional damage. While this is going on, a combo counter's keeping track of how many hits you're getting in.

    Even with action buttons out of the picture, you still have the same control over Spider-Man as you did in the previous DS games. Pushing up will have him jump...his webswinging's automatic now as players move left or right in the environments. There's still plenty of wall-crawling through internal and external levels, all handled through tight D-pad control.

    The visuals return to Spider-Man 2's more "realistic" look versus the team's toon-shaded look for Ultimate Spider-Man. In Spider-Man 3, though, cityscapes look far more detailed with more attention paid to background elements as well as a more dynamic camera. Even though the levels follow a rigid side-scrolling path, the camera gives the action more flow and the illusion of freedom as it swoops high, low, and everywhere in between as Spider-Man moves through the environments. Even the characters have been given an extra jolt of life -- Spider-Man in particular leaps around with incredible grace and style in fresh animation cycles.

    The final version of the game will feature some multiplayer competition mode between DS systems, though in our early playtest this mode wasn't functioning. We did get a chance to see and play as Spider-Man in his new black suit, which gives him additional power and techniques when he changes into it.

    Check out new screens of Spider-Man 3 running ...
    by Published on April 7th, 2007 00:52

    via ign

    If you think Spider-Man 3 for Wii is a quick and dirty port of the Xbox 360 or PlayStation 3 game of the same name, you've got it all wrong. What most people don't realize - not even die-hard Nintendo fans - is that software house Vicarious Visions has designed the Wii build totally separately from the others and it is more or less a ground-up project complete with original content, unique controls, and individual mission structures. In short, it's different and it actually has been tailor-made for Wii. The question is, does that make it any good?

    Spider-Man 3 for Wii does share something in common with its next-generation counterparts: they both follow the general story arch of the upcoming feature film directed by Sam Raimi. To that end, Spidey will don the black suit and battle against such foes as the Sandman and the New Goblin (hey, that's what he's called, from what we can tell.) But whereas the other titles set you on a somewhat linear story path and only enable you to wear the black suit during certain missions, you can go dark at any point in the Wii version of the title. There will, however, be consequences, which we'll get to below. In addition to the primary story arch, the Wii game boasts three additional tales with more enemies. In one, you'll fight against Morbius and in another you'll come face-to-face with Shriek. Oh, and the Lizard is waiting to eat Spidey for lunch, too. Vicarious Visions called in all the original actors to record original voice-work for the title.

    Full Article ...
    by Published on April 7th, 2007 00:46

    Mastertop101 has released a new version of his rather excelent driving game for the Nintendo DS.

    Heres the translated news from playeradvance

    mastertop101, after having taken part in the competition organized by Neo Flash with Driving Eclipse, presents very last version to us 1.05 of its play. Eclipse Driving is a play of car whose originality is to be able to control the wheel either with the stylet, or with the NDS Motion, accessory allowing the DS to recognize the movements. This update offers new graphics, signed Lobo, and the corrrections of some bugs.

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2007 00:41

    kayvenm has released a port of Descent to the Nintendo DS, heres the release info:

    Well, here we are, alpha release 1 :

    Notes :
    You need the 1.5 data files (descent.hog and descent.pig). Shareware files wont work since they never did a 1.5 patch and the lastest shareware version is 1.4a...
    Sound is in but still a little glitchy. No music.
    No network.
    Start is enter, select is escape (for menu navigation).
    Touch the weapon on the bottom screen to select it.

    As far as I know it should be pretty much bug free, but I haven't tried all the levels so some may not have enough free memory.

    Have fun,
    Kayven

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2007 00:37

    BassAceGold has released a new motion based game for the DS:

    Heres a small demo i made that uses the DS motion.As you can probably tell from its title, you shake the DS and watch as a bottle on it explodes.

    Download and Give Feedback Via Comments ...
    by Published on April 7th, 2007 00:37

    BassAceGold has released a new motion based game for the DS:

    Heres a small demo i made that uses the DS motion.As you can probably tell from its title, you shake the DS and watch as a bottle on it explodes.

    Download and Give Feedback Via Comments ...
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