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    by Published on November 2nd, 2006 18:06

    Via IGN

    Anyway, while playing through the first two cases of the game, I realized that this is the old Capcom at work. The Capcom that would churn out sequel after sequel with little to nothing added. Nearly everything about Gyakuten Saiban 2 is the same compared to the first game. The graphics, the interface (for the most part), hell, even the packaging is nearly the same. Then again, that's exactly what I wanted. Save for the packaging, of course.

    The latest remake for the DS is pretty much the same thing, as players assume the role of Phoenix Wright as he fights for truth and justice over the span of several cases, each containing several hours of play. The first case of the game is your simple introductory case, much like the first game had a tutorial case. Of course, it's done in a roundabout way; Phoenix is assaulted during a break and has to be held by the hand by everyone in court. Sure, it's totally corny and by god is it ever painful at times, but it gets the job in introducing newer players to how cases play out, but it would've been awesome if Capcom allowed those who had played the first game to skip it altogether. Fortunately things do get much better in the second and third cases.

    A couple of new characters are introduced in the sequel. The first that you'll meet is Maya Fey's little cousin, Pearl, who will be vital in times of need, since she has the same channeling powers as her older cousin. The second new character is Franziska von Karma, who is the daughter of Manfred von Karma, the prosecutor during the Edgeworth trial in the first game. Due to her father's defeat, she's out to get revenge and desires to bury Phoenix Wright and tarnish his undefeated record while maintaining her own perfect score. New additions to the game actually make the investigating portion much more interesting. Psyche-locks are basically testimonies outside of the court, where Phoenix has to unlock whatever secrets a person may have. By using an item called the Magatama, he can see locks on topics that a person may not want to answer, so it's up to him to find evidence and clues to get what he wants. Your informants may have up to three or four Psyche-locks each, but it depends entirely on the secret they carry. Of course, if you make a mistake while grilling someone, you'll be penalized, which is why the "lifebar" has also been changed. In the first game, you had a set number of points but now you have an actual lifebar that depletes if you screw up. Of course, the worse you screw up, the larger penalty you'll receive. The lifebar is concurrent throughout the entire case, so if you have a really nasty fight in court, that will result in fewer chances while investigating. By unlocking Psyche-Locks, you can refill this meter, however. Finally, the last change is the ability to present profiles as evidence, which makes things a lot more interesting because you literally have double the amount of evidence to utilize, thus making cases more complex. The stories do get a little far-fetched, I admit, but if you're able to suspend your belief a little, they're quite entertaining.

    Speaking of the cases, aside from the first one, they're a lot more difficult to figure out, and they actually require a level of intuition that wasn't present in the first title, even with the later cases. Starting with the second case, which is split up into five parts, the amount of twists and turns in the story is baffling, and it would've been boring as hell if the localization was trash. Thankfully, like the first title, the script has received a wonderful translation and contains a lot of humour and references that even some of the most hardcore might miss. The Zelda reference from the second case was especially awesome. The most disappointing thing about the port is the soundtrack, which isn't nearly as strong as it should be and at times it doesn't even fit the mood of the scene. During the tensest moments of a trial, the music should have a strong, dramatic tone to it, and overall the game fails to deliver.

    Word on the street is that the U.S. version of the game is hitting stores sometime in January, so if you can stand the wait, do the right thing and support Capcom USA when the game is released in the US. Does it stand up to the original game? It certainly does, and the new features make things more entertaining. Just don't expect it to help you out with your law class anytime soon. ...
    by Published on November 2nd, 2006 18:05

    Via IGN

    Just a few weeks ago Ubisoft revealed that the company had been working on a Star Wars game tailored for both the PlayStation Portable as well as the Nintendo DS. In that announcement, the company only had screens and details ready to go on the PSP rendition, leaving DS owners in the dark on what their version's going to end up becoming. Today, Ubisoft let us in on what's happening with the dual-screen portable version of Star Wars: Deadly Alliance shipping this December.

    The game's in development at Ubisoft Morocco, the development team that worked on the Nintendo DS version of Peter Jackson's King Kong last year. In Star Wars: Deadly Alliance, players are thrust into an era between Star Wars Episode III and Episode IV, just before Princess Leia secured the plans for the Death Star. You're actually put into the role of Rianna Saren put to the task of securing those plans for the Princess and the Alliance.

    The game's all action, running on the Nintendo DS in full 3D. Players will run through many familiar areas of the Star Wars universe, including such locations as Mustafar and Tatooine, as well as new locations on Despayre, Danuta, and Alderaan. Duke it out with the all-star cast including Boba Fett and Darth Vader.

    The Nintendo DS version will have special touch-screen mini-games between the action, as well as a four player wireless multiplayer option. The current, official boxart indicates that the game might go online, though don't be surprised if it's a feature that gets the axe before the game's release. ...
    by Published on November 2nd, 2006 18:03

    Via IGN

    The fastest blue mammal in the history of entertainment wants to burrow in your pants. Sonic the Hedgehog is just intrusive that way. He takes his 90s "attitude" and red shoes and rockets just about anywhere he pleases. But that's a huge part of why the gaming public has stuck with him for so long. Now SEGA stands ready to preach the Sonic gospel to PSP owners everywhere with the upcoming Sonic Rivals.

    The PSP title has more in common with the original 16-bit Sonic than the upcoming next-gen version. Players control Sonic as he dashes along a two dimensional track. Only it looks far better than before, since the developers made the game look three dimensional - a lot like Viewtiful Joe. The gameplay follows a strict 2D track but the environments and characters benefit from 3D modeling. The effect works well and makes the game look the part of a next-gen handheld game. But visuals will only take a game so far in this industry. If a title places style over substance - few will take the bait.

    It looks like Rivals wants to sidestep this dangerous practice. SEGA representatives strolled into the IGN office the other day to show off the latest build of Rivals. It has undergone improvements across the board, most noticeably in the framerate, though. The early demo on display at E3 2006 did a good job of showing where the game would end up, but this latest version had all the pieces in place. One such piece, the actual story, shows up in full form. It still has everything to do with the maniacal tendencies of Dr. Eggman -- just as any Sonic fan would want. This time, he has blasted through the world capturing all of Sonic's fans and trapping them.

    This sets Sonic, along with cohorts Knuckles, Shadow and Silver, on the road to sweet justice. As fate would have it, this road has a lot of racing in it. Even though developers are quick to note that Rivals is not a racer, that's practically what you spend most of your time doing. Having said that, there's a lot more to Rivals than slamming on the accelerator and hoping for the best. Each course in the game has a different theme and accompanying obstacles. Sonic and crew need to bounce on platforms and blast through barriers, not to mention deal with twists, turns and the ever-present spikes. It's a lot for a posse of heroic mammals to handle. Especially since, they need to fight each other along the way. Hey, it's not called Sonic Rivals for nothing.

    The game splits into two main modes, the biggest of which is single-player. Here, you choose a character and jet through stages in linear fashion. The game has you go through themed zones, each of which breaks into three acts. And it's not just racing and obstacle avoidance, either - you need to contend with a string of nasty boss fights. Apparently, you fight these with full control of you character, not at all like the on-rails races that comprise most of the game. The look of the bosses is reminiscent of the old-school ones - something fans will certainly appreciate.

    One of the strongest elements of Rivals, apart from the single-player element, is multiplayer. You can join or host races, as well as choose your character and the track you want to play. To make things more interesting, you can choose to wager certain cards (found during the game) in every multiplayer encounter. You can also opt to trade them, too, if gambling violates your principles - or if you just don't want your friends to gank your hard-earned cards. Multiplayer sounds fairly straightforward, but it offers a deal of fun.. ...
    by Published on November 2nd, 2006 17:54

    Onigiri posted this update:

    For those who are wondering what the status is of the port, I'll quickly explain. Angband NDS is currently in the third round of closed play testing. I had intended to have a 4th round of closed testing before a public release.
    However, I've been increasingly busy so I might do a public release within the next week or two.

    Basically, the port seems to be very playable with no major gameplay issues (my highest level character was a level 19 human paladin). On a cart with SRAM, saving, loading, high scores all seem to work. The bottom screen will remain unused for the initial public release. I am working on ideas for uses of the bottom screen for later releases. For now, I am concentrating on completing GBA MP support (only saving and loading currently works) and removing the final few gameplay glitches.
    ...
    by Published on November 2nd, 2006 17:50

    News from Lazyone:

    It’s getting closer to the next release now that the statusbar has been finished and music is being worked on.

    Screen Via Comments ...
    by Published on November 2nd, 2006 17:36

    Via PSPFanboy

    A kitten dies every time the PSP loses an exclusive game. Thankfully for us PSP owners, it appears that PSP games that get ported to other systems lose something in the translation (like multiplayer in Grand Theft Auto: Liberty City Stories, or well, everything in Lumines). However, the PS3 version of once PSP-exclusive Cash Money Chaos seems to lose only one thing: price. The game will be downloadable to the PS3, as part of Sony's new digital distribution strategy. Sony went on record saying that PLAYSTATION 3 downloadable games won't cost more than $15, which means this game will certainly cost less than the PSP's UMD version. Bah humbug!

    At least it seems like the game plays well, according to our overlords at Joystiq. They note that once the PSP version comes out in February, you'll be able to play multiplayer between the PSP and the PS3 versions. I'd love to see that functionality extended to even more games soon. ...
    by Published on November 2nd, 2006 17:30

    New from SuccessHK



    Battle a powerful dragon as you live the adventure of Disney's new cartoon hero! In American Dragon: Jake Long, Attack of the Dark Dragon you'll become the American Dragon from the hit Disney cartoon. Jake Long, an ordinary thirteen-year-old Chinese American boy living in New York City, but Jake also has a secret: He's the American Dragon. Jake is a descendant of a long line of drag ...
    by Published on November 2nd, 2006 17:21

    Toronto-based StyleTap has released the final version of its Palm OS emulator and application migration tool for Windows Mobile devices - and it's already pledging a Symbian version.

    Also called StyleTap, the software runs apps written for any version of the Palm OS, including code created for the ARM-based version of the operating system, developed by PalmSource - as it was then - to help software developers move their code over from the old Motorola 68000 platform to the new ARM-equipped PDAs.

    StyleTap said its tool allows games and multimedia apps to run at full speed, and can handle networking links via the host device's own Wi-Fi, Bluetooth, infrared or USB connections.

    In a move not so far from PalmSource's erstwhile strategy for bring Palm OS apps into the ARM era, StyleTap not only emulates the Palm OS but also provides an API linked to the underlying Windows Mobile infrastructure. This will allow coders to modify their applications to get better performance and, argues StyleTap, as better user experience, on a PocketPC, but at the risk of tying it to StyleTap, a commercial app that costs users $50 to download.

    StyleTap said it plans to follow up the Windows Mobile version of its "platform" with a Symbian release and another aimed at Windows Mobile-based smart phones. It's also working on a corporate-oriented version which adds support for enterprise-friendly hardware, such as barcode scanners.

    StyleTap 1.0 is available from the company's website as a 14-day trial.

    http://www.styletap.com/ ...
    by Published on November 2nd, 2006 17:18

    Via Spong

    A wise SPOnG staffer once said, “A man who’s tired of theme parks is tired of life”, and by extension, if you don’t get just a teensy-bit excited about this new trailer of forthcoming theme park creator, Thrillville, then you really need to see your doctor about upping the anti-depressants.

    The game, which had many kids-of-all-ages quite excited at E3 this year, is being distributed by Atari in Europe and is simply described as, “a nonstop party in a theme park that you create.”

    Plus it has the additional bonus of not involving hours of pointless queing and spending extortionate amounts of money on cold, tasteless junk food (but surely that’s all part of the fun?!, Lardy Ed).

    If nothing else, the fact that it’s being developed by David ‘Elite’ Braben’s Frontier Developments should pique your interest.

    You can take enormous amounts of self-satisfaction by building and riding your own dream rollercoasters and rides (from wooden, corkscrew and inverted coasters to merry-go-rounds, trains and all your favourite carnival rides). Oh, oh and you can also make and race go-kart tracks, play mini-golf on courses and play a range of four-player party games, from bumper cars to classic Midway arcade shoot-‘em-ups, with mates.

    The game’s storyline involves you ensuring the punters in the theme park you’ve inherited from your eccentric Uncle Mortimer are kept happy, in order to fight off the ever-present threat posed by the nefarious Globo-Joy corporation.

    In addition to good management and park-building skills this involves getting involved close-up, face-to-face with all your punters, chatting and joking with them to make sure they’re enjoying themselves.

    Trailers Here ...
    by Published on November 2nd, 2006 17:15

    Via Joystiq

    We said it before, and we'll say it again: Grand Theft Auto is stale. But we can't knock the hustle. Rockstar has settled into a niche that continues to sell. Why change?

    Some critics' thoughts:

    1UP (90/100) - "The empire-building facet, though reminiscent of purchasing businesses in the first Vice City, is quite significant ... The other additions aren't nearly as significant, but they are welcome ... [but] some serious series flaws stubbornly refuse to budge, a fact that grows harder to ignore with each passing entry ... It's a shame Rockstar chose not to fix obvious flaws that have been called out repeatedly, but the weight of the total experience more than counterbalances this disappointment".

    Game Informer (second opinion) (82.5/100) - "I've pimped, extorted, and murdered my way to the top so many times now, the thrill of criminal indulgence has finally begun to fade. This is more of the same from the franchise, with a few more serious themes thrown in. But if you've already drunk your fill of the free-roaming gangbuster cup, then this mix is going to taste a little stale."

    GamePro (75/100) - "[It's] a big shame that lot of that personality has gone missing ... the characters and dialogue don't have the same snap nor does the game exhibit the same goofy and utterly loveable 80's style. Instead, the game is gritty and dull to a fault ... Vice City Stories retains the same problems that plagued past titles. The auto-aim function doesn't work well, the AI isn't particularly smart, and some missions are completed more through trial and error than anything else."
    Current overall average: 87/100 ...
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