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    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 ...
    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 00:32

    via dsfanboy

    We've had our eye on Chocobo Tales for quite some time now, watching with fevered anticipation that the spin-off game would provide us with some more entertainment on our handheld system already populated by other highly-entertaining games. Now that the game has hit retail and been reviewed, we can finally see if the full NTSC version is for us. Not that imports aren't our thing, mind you, just we usually steer clear of the Square-Enix titles (lots of text, don'tchaknow).

    So, what did the critics have to say? Let's check it out:

    IGN (83/100) doesn't want the presentation to fool you, the game is fun for older gamers: "The game might feel a bit "kiddy" in its focus, what with those great, big, cute Chocobo eyes peeking at you from the box art. But even though the idea might skew young, the product is surprisingly enjoyable for the older crowd."
    GamePro (80/100) finds the game to be a melting pot of good ideas: "Chocobo Tales is about quick and easy fun. The Crayola art style, pop-up book style graphics and fable stories may make it seem like a kiddie title and technically, it is. However, the game is fun enough that and packed with enough nods to diehard fans that Final Fantasy fans of all ages should give it a look."
    New York Times (75/100) has issues with the card system: "Tales has a ridiculously cumbersome system in which you can't easily swap one card for another or compare two cards; even finding a particular card in your collection requires a tedious search. The designers would find it challenging to come up with a worse system. This flaw is surprising in a game that is otherwise beautifully designed."
    The other remaining reviews come from Japanese import copies of the game, so as soon as more reviews of the English NTSC version come in, we'll update the post. In the meantime, discuss! ...
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