“The tour kicked off again on December 3rd and runs all the way through until Christmas Eve at Milton Keynes’ MK Centre, Manchester’s Trafford Centre and Lakeside. We are also running a BOGOF promotion in conjunction with GAME throughout Christmas on the Imagine range, advertising via leaflets that we will be handed out throughout the tour. We have already toured at Birmingham and Sheffield and had some great results with many girls interacting with the brand and also entering our competition to win a Nintendo DS. The tour has been very popular with kids and parents alike with high levels of participation. We have a great team working with us this year that are really passionate and always eager to engage with the customers. Imagine is already a recognised brand for these girls. They love the chance to be able to have a play and work out which games of the range are their favourites and what they really want for Christmas.” - brand manager Rachael Grant Ubisoft is set on milking the Imagine brand for all that it has. I mean, there’s nothing wrong with promoting your game line, I just think it sucks that Ubisoft takes that money and puts it mostly towards 360 and PS3 projects. Ubisoft, you have Red Steel 2 in the works for Wii…but how about some other core-oriented projects? Link

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UK - Ubisoft kicks off second leg of ‘Imagine’ promo tour

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Hope you guys enjoy this article. It’s my pleasure to answer your questions. If you have any more, feel free to leave them in the comment section of this post! You enjoy the rundown as I slip off to bed. See you all in a few, short hours! It took a little while, but I finally got to answer your DSi LL questions! I wanted to make sure that I had more than just 24 hours with the platform in order to give you guys some meaningful answers. If you don’t find your question answered below, it’s because I felt that I answered your question in another section of this article. With that said, let’s get on with the fun! SuperMario290 - What do you see in the quality of the graphics, like did the larger screen make the graphics on any games more “pixely” or the resolution get worse? - From what I can see, the graphical distortion in games is hardly noticeable. I’ve played both 2d and 3d games, and I really didn’t notice anything. The only time you might notice the difference is when looking at in-game text. The DSi LL screens don’t make text unreadable…but there is a very, very slight jaggedness to text. First pic = DSi LL, second pic = DSi Chicken Fangas - How bad is the motion blur? - Truth be told, I haven’t noticed any issue with that at all. It seems exactly the same as it was on the DSi, which never bothered me to begin with. I’m thinking this is more of a person-by-person issue. LOLhahaDEAD - Seeing as it’s a handheld system, does it get tiring to hold it during play? - This sucker is definitely heavier than the other platforms, but you knew this already. I didn’t find myself getting a sore arm or anything like that, but my hand was a bit more tired than usual after holding the system upright for an hour or so. Sergioalb64 - Are the speakers louder, is it brighter than the DSi, do DSi-enhanced games work on an import, picture of the bottom of the DSi LL, what case can hold this monster? - The speakers are indeed louder, and they seem to be of a better quality. I don’t know if that’s just the loudness making things seem better, but without a doubt, the speakers are one of my favorite aspects of the platform. - I don’t know…you tell me! I don’t really see a huge difference, if there is one at all. - DSi-enhanced/only games do not work on an imported DSi LL. You must have DSi-enhanced/only games that match the region of your DSi LL. - You got it! - I don’t know! I haven’t even started looking for cases! Supakoopa - close-up of the screen? - I think the images above should be what you’re looking for. If not, just let me know! ECC - DSi LL Vs. DS Phat pic Dandancc - Are the buttons any larger/different in feel? Are the face buttons more spaced? Are the L/R buttons larger/bigger/longer? Are the face buttons farther from the top of the DS? - When adjusted for the unit’s size difference the face buttons are exactly the same size and placement as the DSi, but the L and R triggers are bigger on the DSi LL. NeroSurferoth - Is that the only color available?.. Did you ask for that specific color? And one of my problems is that I actually find the DSi a bit small or uncomfortable to hold when using the D-pad so… Does it feel more comfortable in your hand for classic gameplay? - This is not the only color available. There are two more colors in Japan, with the colors for Europe/NA yet to be announced. I did happen to ask for this color. - I actually like the size of this one more. It just feels better in my hands. I have small hands, but holding something bigger just makes me feel a bit more connected to the gaming experience. Again, this is personal preference. BAMtendo192 - 1. Would you say the size of the screens enhance the gameplay for certain games? 2. Do the larger screens make any games look better? Worse? Or do the graphics look just as good as a regular DSi? - I definitely like the size of the screen more. As I said above, the bigger platform makes me feel like I’m better connected to the game. It’s not a huge difference, but it’s indeed a noticeable one. - I don’t know if they make the games look better, but you should have an easier time seeing things if you have bad eyesight. They don’t make things look worse either! Pichi - If possible, can you put the Phat in the middle of the LL? Diego_Jose - If you already own a DSi, its worth the trade? - That’s a completely personal preference question. If bigger screens and louder speakers make a difference for you, then you should trade in. If that stuff doesn’t interest you, you should be just fine holding onto your DSi. Ash_Pokemaster - Region free for DSiWare? - You can only access the Japanese DSiWare Shop, so you’ll only be downloading DSiWare titles that release in Japan. Skullkid700 - Is it awkward at this size, both while holding it with one hand and using the stylus with the other, and while playing with both hands holding it, Is the smaller stylus the same size as the original DSi stylus, Can you change the language on an import to English, Are the built-in cameras better quality, If you still have a DSphat sitting around, can you do a size comparison photo? Maybe a nice 4×4 of the four DS systems? That would be awesome! :], are there any new settings or apps thrown in with the DSi LL that wasn’t on the original? - I noticed no difference in holding the DSi LL in one hand a stylus in another. If you have very weak hands, I guess this might cause a slight problem! - The DSi LL stylus is just a tad thicker/longer than the DSi stylus - You’re stuck with Japanese, as far as I can tell. - Cameras are the same quality - No new settings or apps from what I can see, but the DSi LL does come with pre-installed DSiWare. NintendoGamer17 - Is the bottom screen slightly darker/dimmer than the top screen like all previous DS models? - My eyes could be playing tricks on me…but the top screen on my DSi LL looks ever so slightly brighter. Only noticeable when you’re specifically looking for that detail. BillyatWiiLoveIt - On a scale of one to ten, how sextastic would you say the DSi LL is? - There’s no number sexy enough to describe it. Necrochild313 - Is it pocket-sized? I know it’s bigger, but is it TOO big? - Well, here it is in my pocket! These pants have sizeable pockets, but they aren’t huge. You might have a snug fit with jeans, but you should be okay with khakis. Ninty - Can you show the video about internet that come pre-installed (like the most recent Wii’s) with the DSi LL? - I think we have shown that already, but I’ll have to double-check. If not, I’ll do my best to get it for you. Aoixgp - How does the internet load times compare to the other versions? - In my tests, I noticed no comparable difference in the units. Everything seemed to load up at the same speeds. Fred-87 - is there a option to go straight to the game instead of the menu like you can do on the nintendo ds phat? - Don’t quote me on this, but I think there might be. I can’t ready Japanese, so it’s a bit slow-going for me to figure out. If I get the confirmation one way or another, I’ll be sure to update you. MidnightScott - Why did you import the same game system that is just slightly bigger in size? - I was interested in comparing the units, and I was personally interested in owning one. UniqueJ - Can I have it!? - Ummm……no? Ask again later?! Superdoh - I like to know what exactly is the preloaded software other then Brain Age games. - It’s just the dictionary DSiWare that is available in Japan only, and Flipnote Studio. Srkelley - Is the sound from the ear phones significantly louder, can you do a stylus precision test with three games? - From what I can tell after having my eardrums blown out, the DSi LL does seem a bit louder with headphones in as well. - I tried Spirit Tracks on the DS Phat/DS Lite/DSi/DSi LL, and I do have to say that I find the LL the best. Just having the extra space to move around is nice. You have more freedom of space to move your hand around. Of course, it’s not like you’re actually getting more of the game on your screen, you’re just getting more space to do the same thing. If you have an issue with cramped hands/movements on the other DS units, the LL might be one to test out.

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GoNintendo ‘End of Day’ thoughts - Your DSi LL questions answered!

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Nicky Hill said something to me earlier today that I picked up on as well. Game industry news has been a little slower than usual lately. I had a feeling things would go this way. Right after Thanksgiving, everyone really seems to be in the Winter holiday mood. On top of that, December really doesn’t have the big-name titles it usually does. There are only a handful of AAA titles on the way. All that leads to a quiet time of the year. With that said, I’m still doing/have been doing my job as usual! Sorry if the quiet nature of the game industry has you craving more news! Sometimes, there’s just not a lot to report! Hopefully this video will be a perk for your day. See you all in a few, short hours! As promised, I have some footage from The Legend of Zelda: Spirit Tracks for you guys. It turns out that I decided to record my footage at the perfect time! This 10 minute segment of play includes some traditional Zelda puzzling and enemy bashing, as well as some Spirit Flute play. You’ll have to excuse my rather lackluster play in some portions of the video. I had the camera in front of me, and then the DS in front of that. I had to reach around the camera to play, and try not to block the screen with my hand/stylus! Also, a second apology for the portions where I have to blow into the mic. You’ll see where blowing in the mic and strange stylus position really screw me over! With that said, I hope you enjoy the footage. I recorded my play on the DSi LL, so the video should be of a better quality than usual. Please, if you have any video requests or questions in general, feel free to leave a comment. I’d be more than happy to do more video footage for another night, if you guys want that. Direct link here

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GoNintendo ‘End of Day’ thoughts - 10 minutes of Spirit Tracks: enemy fights, story bits, puzzles and Spirit Flute

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Nicky Hill said something to me earlier today that I picked up on as well. Game industry news has been a little slower than usual lately. I had a feeling things would go this way. Right after Thanksgiving, everyone really seems to be in the Winter holiday mood. On top of that, December really doesn’t have the big-name titles it usually does. There are only a handful of AAA titles on the way. All that leads to a quiet time of the year. With that said, I’m still doing/have been doing my job as usual! Sorry if the quiet nature of the game industry has you craving more news! Sometimes, there’s just not a lot to report! Hopefully this video will be a perk for your day. See you all in a few, short hours! As promised, I have some footage from The Legend of Zelda: Spirit Tracks for you guys. It turns out that I decided to record my footage at the perfect time! This 10 minute segment of play includes some traditional Zelda puzzling and enemy bashing, as well as some Spirit Flute play. You’ll have to excuse my rather lackluster play in some portions of the video. I had the camera in front of me, and then the DS in front of that. I had to reach around the camera to play, and try not to block the screen with my hand/stylus! Also, a second apology for the portions where I have to blow into the mic. You’ll see where blowing in the mic and strange stylus position really screw me over! With that said, I hope you enjoy the footage. I recorded my play on the DSi LL, so the video should be of a better quality than usual. Please, if you have any video requests or questions in general, feel free to leave a comment. I’d be more than happy to do more video footage for another night, if you guys want that. Direct link here

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GoNintendo ‘End of Day’ thoughts - 10 minutes of Spirit Tracks: enemy fights, story bits, puzzles and Spirit Flute

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Seems like Deux’s first day on the job went well. Glad to see you guys enjoyed his work! Also, thanks for all the fan-made banners for Deux! He couldn’t be happier, trust me! Glad we could all make his day. On that note, I’m off to bed! I’ll see you all in a few, short hours. I can’t believe that New Super Mario Bros. Wii is just around the corner. It feels like I was back at E3 for the announcement just yesterday. I also remember thinking that the launch would seem like a million years for now. Lucky for me, the time decided to fly by! That is, until this past couple of weeks. I swear, time seems to have slowed to a halt. When I can barely make it through a day without thinking about the game, I know I want it bad. Making the wait even worse would have to be all the coverage that’s coming out. For the last week or so, there has been an insane amount of video coverage for the title. I bet you could watch the entire game, start to finish, if you just hunted around YouTube long enough. Talk about spoilers! If you’ve been watching all the videos we’ve posted, there’s not much left to the game to learn! You’ll just be going through the motions when you pick it up. With all this coverage, I’ve been wondering how you guys have been dealing with it. Did you decide to go on a self-imposed NSMBW media blackout a few weeks back? Perhaps you’ve embraced all the video footage, and still can’t wait to get your copy. I’m sure there’s some middle-of-the-road people as well. Leave a comment and let us know how you’ve been fighting the urge!

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GoNintendo ‘End of Day’ thoughts - New Super Mario Bros. Wii is almost here…are you spoiler-free?

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Conan O’Brien jokes about Epic Mickey, Mickey’s redesign

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I think I’m safe to go to bed now, seeing as how Nintendo’s financial info and DSi LL info came out. I’m sure they’ll be something I missed when I wake up! You enjoy all that good news, as well as Cort’s article below. I’ll see you guys a in a few, short hours! Back in early September, EA invited me (pic) to tour their campus for a nifty informational day aimed at bloggers where we could take a look at some of the upcoming titles from their “Play” label. For those who are unfamiliar with EA’s Play label, it’s a division that generates “accessible” software, which typically skews toward younger gamers. Where The Sims is a franchise and MySims is a branch from it, that relationship is fundamentally mirrored between EA and its Play label, though the entire Sims tree grows in the Play orchard. Anyway, of all the games that I saw that day, the one that both surprised and excited me the most was MySims Agents . To be honest, because of the target demographic, it was my first real exposure to MySims, aside from the fan banner Serothii sent in a couple years ago and a brief, disappointing outing with the series’ Racing entry. But as a fan of traditional adventure games, I was immediately intrigued, and excited once my review copy showed up. The Blip Obtained: Provided courtesy of EA Time Played: ~11 hours Completion: Finished main story mode, about 20% of the (post-game) side quests. Difficulty: for kids, medium. for adults, easy. The Bloop The game follows Cortjezter —or whatever you name the lead character, though “Cort” is an obvious suggestion—an inquisitive and intuitive fellow (or gal if you so choose) from his beginnings as a hobbyist sleuth to a slick agent who manages teams of less capable operatives whom you meet while solving various cases. It plays mainly like a point and click adventure title, though some basic platforming controls and elements give a better sense of freedom than is common from a strictly adventure-based game. If that wasn’t enough, puzzle mini-games are embedded throughout the story as obstacles between you and clues necessary for solving cases. As for those agents you eventually recruit and manage, they are part of some RPG/strategy type elements that are more side-quests than anything, but certainly add some replayability for completionists. And of course, what Sims game would be complete without a layer of character customisation? Aside from your character’s ambitions to be a successful detective, the driving force for most of the game becomes a story which unravels across several major cases and involves a somewhat complex web of characters and happenings. Without spoiling much, a case early in the game introduces the villain Morcubus , an international mega-conglomerate mastermind with some questionable hijinks who reminded me of a certain Saturday Night Live character. The story and series of events will take you to a variety of locations, each one replete with unique people, events, scenery and of course problems to solve. Morcubus and Walken: two peas from the same, smarmy pod. For example, you begin the game with your pal, aptly named Buddy ; both members of a humdrum club of local mystery enthusiasts who aspire to special agent status. As you quickly rise through the ranks, you’ll tackle bigger cases requiring excursions to places such as a junk yard, ski chalet, jungle ruins, haunted bayou, and beach boardwalk. I definitely appreciated the deviation from typical game locales (lava, ice, sky, underground, etc.). Controls are simple, using the Wiimote/nunchuk to move about, jump, point and solve the mini-game puzzles. You’re also equipped with D-pad tools to help manipulate and investigate, starting with modest DIY faves like a crowbar and magnifying glass which over the course of the game become upgraded to some pretty whiz-bang gadgets that can pick locks, analyse molecular data, and even levitate objects. Some of these upgraded features come with a catch though and require your brain-power to complete the task at hand, while others have you perform simple waggle motions. Want to pick a lock? Solve a sliding block puzzle. Want to repair a machine? Grab your sprockets, pulleys and assorted lengths of wire for some old-fashioned engineering. Want to bust open a crate? Activate your crowbar and jiggle. Each mini-game is simple point and click, but it’s where the real difficulty of the game lies. I never have problems with brain teasers and puzzles like these so it was a breeze for me (plus I’m old), but younger minds may require extra time, patience or assistance to get by. An agent journal keeps track of clues you’ve found, unanswered questions, suspects, etc. and is accessible at any time, so little Cort never loses his way, yet the guide isn’t intrusive or hand-holding. To your eyes, Agents looks pretty sharp with consistently stylised models, textures, effects, and animation. Even though its style is simplistic by nature, characters and environments still have plenty of detail to remain visually interesting. I was running in 480p widescreen, and everything looked crisp and vivid, even upscaled to 1080p on a 50-inch plasma. The game is supposed to have a comic book motif, though aside from some of the menus, buttons and dialogue with Buddy, that theme is virtually absent. To your ears, the score is adequate…not memorable, but also not intrusive or annoying. All characters speak the fictional “ Simlish ” (link to video of a recording session I attended) language which I found charming; great for younger players, though older gamers might be turned off reading one language and hearing another. Making it fun to break and enter. The haunted bayou manor is alive tonight! As you go about solving each of the cases, in addition to peeling back layers of story detail, you can find/unlock items for use in the customisation parts of the game, including your character’s appearance and the various floors of your special agent headquarters where your recruited team members reside. Also hidden throughout the levels are trophies and other Easter eggs for those like me who obsessively and methodically comb every pixel of a room, inspecting everything in the hopes of uncovering something , be it an item or just a goofy reaction animation, which Agents is packed with, by the way, such as mauling a trash can to spill its guts all over the ground. The team really put a lot of effort into some of these subtleties that most players won’t even find or think to find, and I applaud this attention to detail. A few slightly less pleasing details came largely from the customisation elements of the game. Secret identities, changing appearances and assuming new personalities is a fantastic use of the Sims’ concept, however many of these unlockable costumes are mere novelty (a yeti suit, anyone?). More disappointing is that your perfectly modded character has absolutely no affect on anything. I had hoped that finding and equipping a thick winter jacket would be somehow rewarded as I jetted off to the ski resort in the mountains. Nope, although Buddy complains about being cold and wishing he’d thought to dress warmer. And an identity I dubbed “Emo Jesus” was completely acceptable to the guests at a formal dinner party. Good thing it wasn’t a last supper kind of occasion. Another gripe comes from the inefficient design of the character editor. It’s not very intuitive for one, but that aside, once you can get the hang of things and figure out where all the bits and pieces are found, it’s a chore to use them thanks to excessive loading screens. Want to change your clothing? Click its menu button and then watch this loading screen for 10 seconds. Chose the wrong clothing category? Pick another one and wait 10 seconds. Want to zoom into the face and tweak it? You guessed it. All of the unnecessary pausing zaps some of the spontaneity from what could otherwise be a lot more silly, creative fun. I’d rather dispatch with the team missions. “Liberating” gumballs from their mechanical prison. Finally, and probably most disappointing was the team mission component, which just isn’t properly integrated with everything else. Once you graduate to “agent” status, you’re awarded a multi-level HQ that will be a base of operations for you and a crew. Up to four teams of three can be assembled; each member has their own attributes that can affect the outcome of missions—each tasks charts the necessary skills needed to succeed. To help boost each team’s chances, the items collected elsewhere in the game all come with attributes and can be assigned to a team’s space in the HQ. Unfortunately, that’s about where the connection between the main game and this component ends. While on missions, teams will stay connected using text messages to your cell phone, sometimes asking for advice when in a jam, but with no clues to guide your decision, it’s just as useful to ignore them and let them figure it out. Depending on how many teams you have sent off at once, the constant barrage of interruptions can become quite unnerving. The game could do without this whole system, and in fact there’s an option to turn it off, which is how the dev team preferred. Maybe that should have been a hint. Without spoiling anything, the ending is left open-ended but suggests that completing some of these team missions may uncover additional information. Whether it means there will be a sequel or the game has a second ending I’ll never know because milling about in the HQ while the away teams do their thing is just…boring. I was originally told that you can revisit cleared areas to scour for overlooked treasures, but I can’t seem to find a way. Since there are at least a couple dozen team missions ranging from about ten minutes to…much longer, the prospect of waiting out some of the more advanced challenges is unbearably tedious. A simple solution would have been the option to join a team for side-quests; as a workaround you can always leave the game running while you browse GoNintendo if you absolutely must do them all. The Bleep The bottom line for MySims Agents is that the game is definitely fun, charming, and attractive, even for some older players. It may not be terribly difficult or deep, but those afflicted with any level of OCD like myself will love seeking out all the hidden features. A few things fall short, but overall this is a fantastic mystery adventure worth spending a few rainy afternoons to solve.

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GoNintendo ‘End of Day’ thoughts - MySims Agents (Wii) according to Cortjezter

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This review was kind of spur-of-the-moment, as a co-worker offered to let me borrow the title, so I’ve been playing it off and on over the past few days. I have Mario and Luigi 3 coming this week, so I may be able to squeeze through the game before next Sunday. For now, though, I figured you guys might like to see a review of this title. Do bear in mind that I didn’t complete the game in its entirety, so take this review with some more grains of salt than you otherwise might. As a side note, I’ve been playing Bowser’s Inside Story — I was glad to see that RMC was able to get his own review up a bit ago. We wanted to have two reviews of the game up, so I actually haven’t read RMC’s yet because I want to write my own first. That said, please leave some comments on how you’d like me to tackle the review: would you rather I write my own opinions independent of RMC’s review, allowing for more objective comparing/contrasting, or should I read his and point out what I agree/disagree with? If you have any feedback for dual reviews in that regard, add that to your comments on this review. Scribblenauts Review -The Sketch- Time Played: About 6-7 hours Completion: About 100 Missions Conditions: Played Challenge Mode levels, fiddled with level creation a little -Writing Anything- Scribblenauts offers, in concept, an experience unlike any other game out there: players can summon objects at will by typing in their name, allowing them to solve puzzles in open-ended freedom. A brilliant and original idea on paper, but when the scribblings are put into pixels, does the idea stand on its own? The short answer is that Scribblenauts achieves something worthwhile in its experience, but the technical aspects could have done with some more time on the drawing board. OK, yea, I’m getting as sick of the puns as you are, so let’s just move on. There’s not really a plot to speak of in Scribblenauts — players assume the role of Maxwell, that quirky-looking kid with the rooster hat and the headphones. Or whatever the heck is going on there. It’s kind of irrelevant, really, because as much as he may be the mascot of the game, he has no personality, and can be swapped out with a number of unlockable skins. But this game isn’t about a character, it’s about a concept, and that concept offers a lot of promise that is certainly worthy of playing around with. The premise here is that players are presented with puzzles of varying complexity, left to their own devices to figure them out. And this is quite literal, as players will need to create objects out of nothing but words. Type in a person, place, or thing, and chances are fairly likely it will appear before you in a puff of illogic, allowing you to manipulate and utilize it to your own will to accomplish your task and collect the shiny doodad to complete the level. What this means is that any two given players could easily tackle the same puzzle in completely different ways. A simple example: an object underwater needs to be collected and is guarded by a shark. You could use a fishing pole to try and pull it up to you. You could equip SCUBA gear and a spear and kill the shark guarding it. If you didn’t want to get your hands dirty you could summon a mythological beast to slaughter the carnivorous fish for you. And this is an extremely simple puzzle — as the game progresses, they get more and more complex and difficult, allowing for much more involved and widely different possibilities. Essentially, Scribblenauts relies on the creativity of the player to make the game. What this means is that if you aren’t particularly creative, then you’ll end up relying on the same things over and over again — something I admit to doing myself when I played for sessions longer than a few missions in a row. The game even forces you from time to time to do something with a special condition, like not hurting anything, or not damaging something. The game benefits from shorter play sessions, allowing your mind to kind of reset and have different ideas to use. More than once I would get so frustrated with some of the later puzzles that I’d literally stop playing, come back to it later, my brain refreshed, and end up solving it in a completely different means than I had originally thought of. The game also rewards you with some extra points for solving puzzles quickly and with the least number of objects, as well as fulfilling certain random objectives, like creating an item you never have before. So Scribblenauts does a good job at enabling one’s creativity to be the core catalyst in solving its puzzles, but what about the technicalities of it? This is a video game, after all. You can call upon thousands of objects, and while there are some really cool and unexpected things (such as LongCat of internet fame and other internet memes), don’t expect to be whipping out Indiana Jones or Godzilla or anything copyrighted. That said, who needs that stuff when you can summon fantasy beings like Cthulu and Zeus? Some of the fun of Scribblenauts is randomly getting an idea and seeing if the game actually allows you to create it and implement it, and I was pleased at how most anything I could think of I seemed able to create within the bounds the the game sets up initially (no drugs/alcohol, no copyrighted stuff, etc.). So as far as the possibilities are concerned, they’re most certainly there. The visual aesthetic is simple and sometimes kind of weird or cheesy looking, but it works just fine and falls in line with the game’s concept and tone. You can even switch to a mode where clicking on objects will tell you what they are, in case you want to summon something specific on your own later. The characters are expressionless but little bubbles appear around them to indicate whether they’re happy, sad, angry, or in the mood to kick the ass of anything that comes across them (especially helpful, since sometimes certain things will attack you and other times they won’t). It gets the job done, but there’s more often than not a weird lifeless feeling to the proceedings — any characters there, including yourself, are just objects in the puzzle to be manipulated. Not that we needed any kind of story or characterization, I just wish that at least human characters had some kind of facial expressions, which could easily have been copied across the board. With just two beady eyes they end up feeling like lifeless dolls to me. Now granted, this is a pretty minor complaint, it’s just something that ended up bothering me over time. It became more apparent how lifeless the characters are when they seem inept at co-operating with you in many occasions or doing retarded things. For example, if I wanted to try and get someone across a gap, I might create something that enables me to fly and pass them a rope so they can hold on. In certain puzzles like this, for reasons I couldn’t determine, a person would just refuse to take a rope — or any other object. I found it baffling and the game has no indication as to why certain characters will co-operate and others won’t. In some cases this forces you to be more creative and come up with something new, but in others, it’s just frustrating. As for the aforementioned retarded things, why do witches do everything into frogs, and then eat them immediately thereafter? Why do some people drink jars of tranquilizing solution when I place them in their hands just because they’re hungry? All of these issues are more minor and can be generally overlooked in spite of the game’s scope and accomplishments. That said, there is unfortunately a very glaring issue that really holds this game back from being something special, and that would have to be the controls. Everything is operated via the stylus. This makes sense when you’re manipulating objects, but not as much with your character. Your character will move toward wherever you hold down the stylus. Words can only do so much to express how extremely imprecise and frustrating this can be. In puzzles that require you to take care to not fall down a pit, move too close toward an enemy, or anything like that, I repeatedly met this end: creating an object and trying to tap on it, only to result in my accidentally moving my character. This became such an issue I reset my system, recalibrated my touchpad, and tried again, with no change. Some of the objects are simply too small to grab easily, resulting in your character accidentally moving around. An extremely easy fix to this would have been allowing the D-pad for character movement — yes, it moves the camera, but so do the face buttons. Why not just let the face buttons alone control the camera and the D-pad to move the character? The character controls are loose and slippery as it is, but just this simple change would allow for the controls to be much more convenient. Between trying to grab and move small objects and your character’s controls being incredibly awkward, the game can be seriously hindered at times, and there were definitely some puzzles I’d just skip out on because I got so sick of feeling like my ideas couldn’t be put into motion because of crappy controls. When a game has me turning it off in frustration and stopping a play session short because of its inability to let me do what I should be able to do rather than genuine challenge, there’s a serious problem. When I need to reach something hanging over a pit of lava, I shouldn’t be accidentally falling into said pit over and over again because I’m trying to pick something up with the stylus. Situations like these happened often enough that I’d either turn the game off outright or skip to the next mission if I still had some patience in me. Speaking of skipping puzzles, this is something Scribblenauts handles pretty well. Every stage completed earns “Ollars,” money used to buy things. New worlds are purchased with Ollars, as are new player avatars and the like. Each world has ten puzzle oriented stages and ten action oriented stages. Of course, even the action ones are really puzzles, they just involve more platform-navigating or combat and obstacles. What’s great is that after you complete a few, you’ve opened up all of them in a given section, but you don’t need to complete them all to move on. So if you get really stumped or frustrated on certain puzzles, you can always ignore them and move on and come back later. If it weren’t for this function, the game would be much less user-friendly (on top of the other issues going on), but with this safety net in tact it makes it easier to overlook the problems and move on; enough, at least, to continue enjoying the positive traits it has to offer. There’s plenty of puzzles to undertake, as well. I played for about 6-7 hours and definitely had a lot of puzzles leftover I hadn’t completed, not just because of frustration but just lack of time to do so. Some puzzles I could complete in less than 10 seconds while others had me rattling around for upwards of a half hour at a time. Players can also create their own levels and share them online, but this was a function I wasn’t able to access at the time of review. -Solving Everything- Scribblenauts lives up to its potential of giving players power as far as their creativity will reach, utilizing a surprisingly high number of objects that generally function well given their sheer quantity. The game’s controls need some serious work, however, as they detract from the experience and physically make the game more frustrating than it needs to be if only because the D-pad can’t be used to control your character and the stylus ought only do one thing at a time and not two or three in this case. Overall, Scribblenauts offers up a lot of room for creativity and is totally worth looking into for what interesting things it does as a game, but its physical, practical elements took a hit as a consequence of its creativity, thus holding it back from being a must-play DS title. If a sequel can be made that fixes these technical issues and streamlines the interface, it’ll deserve a permanent spot in your DS library to pop in from time to time, but as is, I’d say a rental would be fit for most, and if you’re the sort who is less frustrated by its flaws, then you’ll get a lot of value out of it, certainly enough worthy of a purchase. -High Score- 6/10 (If there’s anything I failed to mention about the game that you’re curious about, do ask — I read all of the comments you guys leave and try to answer them, and I have even edited some of my reviews to fill in gaps I may have missed.)

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GoNintendo review: Scribblenauts by D3stiny_Sm4sher

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I wanted to get another review done for tonight, but I am trying to capture some footage with little success. Either way, I’ll have the review tomorrow…with or without video. For now, enjoy a video featuring someone that is infinitely more talented than myself! I’ll see you all in a few, short hours. Castlevania is the talk of the town right now, don’t you think? The franchise is getting a major reboot for the PS3/360, and things are finally looking good for a 3d Castlevania game. On the flip side of things, Nintendo fans are very much looking forward to Castlevania: The Adventure - ReBirth. A complete overhaul of Castlevania: The Adventure, that just so happens to include input from Igarashi himself. Right about now I’m in Castlevania heaven. Of course, this time of the year lends itself perfectly to Castlevania talk. Halloween and Castlevania can go hand-in-hand when you’re discussing the overall vibe of the holiday vs. the game, and the Angry Video Game Nerd knows this. That’s why he’s putting together a month of features on Castlevania. In his latest video, the nerd actually dives back into his own vault to tackle the game he focused on for his very first review. Can the nerd dance with Simon’s Quest once again, and manage to come out alive!? Plus, he even squeezes in some Dracula’s Curse talk! Quite a jam-packed episode. Video Games | ScrewAttack | Angry Video Game Nerd: Castlevania Part II XBox 360 | Playstation 3 | Nintendo Wii Direct link here

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GoNintendo ‘End of Day’ thoughts - Angry Video Game Nerd continues his Castlevania rant

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D3stiny_Sm4sher has been waiting a couple days to get this one up on the site. Due to some technical issues (completely on my part), we couldn’t get it posted until now. Now he doesn’t have to wait any longer, and you can see what D3stiny_Sm4sher has to say about the game! You guys enjoy that piece as I sneak off to bed. Make sure to leave your comments! See you all in a few, short hours. Hey, all. Sorry this one took a while — two weeks and I really marathon-played this weekend out. I must say, the game surprised me in a number of ways, both in its plot reveals and its gameplay choices. Let’s dig in, shall we? Kingdom Hearts: 358/2 Days The Black Coat: Obtained: Rented via GameFly Time Played: 27 Hours Completion: Completed the Story Mode, completed a few Challenges and played Mission Mode single player for a while, too. No multiplayer, unfortunately. Difficulty: Proud Mode (Hard) Note: I will be trying to make story references vague but do be aware that there could be spoilers of some kind or another. The Organization: Ever since the initial trailers for Kingdom Hearts 2 were released, the infamous black coats of Organization XIII have become a staple of cosplay gatherings and a source of mystery, whether during the course of the GBA title Chain of Memories or the full sequel on the PS2. Even if you played both, there were still many questions left unanswered. Kingdom Hearts: 358/2 Days has two goals in mind: to bring the proper KH battle system to the DS in 3D, and to fill in most of the gaps that take place between Kingdom Hearts 1 and 2 that Chain of Memories left wide open, as well as set up the story of quasi-protagonist Roxas that we never really had explained. The short of it is that KH:358/2 Days fulfills both of these goals, but it, like the previous portable Kingdom Hearts title, has a lot of strange and unexpected design choices. Players assume the role of Roxas for the entirety of the game, who plays very similar to Sora from the other titles. Combat, fortunately, is pretty faithful to what you would expect in a KH game, with full-on 3D action, combos, magic, and the like. Granted, it feels not quite as polished as it does on the main consoles, but it’s still a pretty satisfying feat for the DS. However, while the combat is by and large the same, this title brings its own entirely unique and brilliant twist: a panel system. Every time Roxas completes a mission, he will gain a new Panel. Panels end up functioning a lot like the Badge Points in the first two Paper Mario titles — all of Roxas’ abilities and stats are tied to these Panels, even his level. Instead of leveling up stats permanently, players are given a Level Up Panel, which upgrades stats accordingly when equipped. Items, Spells, Abilities, EVERYTHING is tied to the Panel system. This will make you feel very constrained at first, but once the game opens up you will realize how interesting the system is, allowing for complete flexibility in allowing you to completely change up your fighting style at any time. As you progess you’ll collect and synthesize Panels that allow other items to be “Linked.” For example, some Weapon Panels will have more or less space to “Link” extra abilities to them. Some things, like Level Doublers or Triplers, etc., allow the Level-Up Panels you link to them to multiply. Of course, you need to fit these different grid-shapes into your gradually growing Panel chart. Want to go all out with Attack? Equip abilities and a weapon that maximizes physical combat. Want to go crazy with Magic? Switch it all out for spells galore. Because even Roxas’ stats can be altered by what Panels are equipped, you can effectively be an all-out airborne fighter in one mission, an item-using fiend in another, and a mage-style warrior in the next. This element of strategy is a great idea that really feels like an evolution of the character growth in every KH game up until now and, gameplay wise, is easily the highlight. Later on, not having the right style of Panels equipped can make or break your success. Considering how pathetically easy KH2 was, the fact that this strategizing allows for the game to have a bigger kick in the challenge department is more than welcome. The types of Weapons your have equipped also can completely change your combo flow, not to mention the way that abilities like gliding, rolling, and blocking can all be Linked up with other abilities to increase or alter their effects. There’s also a much more fleshed out and important synthesizing element to this game. Like I said, the combat is pretty faithful, but it’s also fairly noticeable that it’s not as solid as the PS2 titles. Hit detection can sometimes be a bit spotty, which I found to be very frustrating in a few boss fights in which the target I needed to hit was kind of small. There are a few other minor elements which could’ve used some more tweaking, as well, but overall, it’s all-around a good representation of KH combat — complete with bouts of absolute repetition and button mashing, unfortunately. Perhaps it’s because I was playing in Proud Mode, but more often than I would have liked did I feel like the answer to killing the more difficult enemies was to simply button mash over and over, some of them taking entirely too long to slay until I was stronger. Now that I’ve gone over the main components of the gameplay, let’s sort out a couple of strange oddities. For starters, the game is played in Missions. There is no free exploring. You start your day in the Organization’s HQ, prepare for your next Mission, and go out to a world to complete the mission. Rinse, repeat. Through the whole game. At first it’s really tedious and slow, but the game eventually picks up and gives you some more variety. Still, there’s never any point when you feel free to just explore — most of the time, certain non-relevant sections of a world are cut off from you because you ought not be “dawdling” in your missions. It works for the portable nature of the game, but there really could have been more variety in the missions and some better kind of indication as to which missions would only take 5 minutes and which ones take more like 20. You CAN replay missions whenever you like and even can unlock special challenges to really test your skills (and unlock extra items/Panels), which can add loads of replay value if you want to sink yourself into it. Seriously, I’m pretty sure I could have easily invested 40 hours into the game if I actually went to try and complete everything. There’s even a Multiplayer Mode, the main draw of which (besides playing with friends) is that you cna play as a wide variety of characters, including some unlockable ones, most of whom have their own style of combat. This means that one Panel configuration can come up with completely different tactics if you use it with a different character, and you CAN play this Mode on your own if you just want to unlock extra abilities and items. While the Mission structure ends up working well enough, the real hard-hitting disappointment is the lack of variety, not just in the Missions but in the worlds. I hope you like Twilight Town, because you’ll be spending more time there than anywhere else, hands-down. Beast’s Castle, Agrabah, Wonderland, Halloween Town, Olympus, and Neverland were the only other worlds I visited (pretty sure that’s it), with no indication of any other potential places to explore. That’s right, that’s IT. And granted, you do end up exploring some familiar territory and some new, but even so, all of it ends up getting rehashed a pretty fair amount, just with a different set of objectives tacked on. It gets pretty tiresome until the game picks up a bit. Speaking of which, this game is a prime example of the snowball effect in game pacing. If you found KH2’s intro sequence of 3 hours or so to be frustrating, prepare to be even more aggravated. The first five hours were grueling and painfully slow, it picked up at a gradually faster and faster pace, unti the last hour or two when I couldn’t put the thing down because of all of the plot revelations going on and all of the abilities I had acquired. I really need to touch on plot here, specifically: as a major Kingdom Hearts fan, I found the game to be extremely lousy in the Disney department — you hardly really see any Disney characters at all and when you do they’re pretty much just off to the side. The real plot here is about Roxas, Axel, and the 14th member of Organization XIII, Xion [Shee-ohn]. If you’ve played KH2, you already know the fate of at least the prior two characters, and finding out their story, as well as the unknown element of Xion makes a lot of things in KH2 make a lot more sense. Not only does this game explain the background of Chain of Memories, but it also really fills in some of the confusing gaps KH2 left in its plot. The game expects that you have already played the other two titles, and feeds you tons of subtle and more obvious references that really connect a lot of disjointed dots. As a KH fan, you owe it to yourself to at least experience this for the plot points it reveals that tie some loose ends up. I especially appreciated how a lot of the explaining that goes on is shown to you rather than told. Especially in the last few hours of the game, I found myself going, “OHHHH, so THAT’S why–” etc. One of my major issues with KH2 was how much of the plot made no sense at times. Now most of it makes more sense to me. It’s a good example of setting up a mythos and feeding the player the whole story in pieces across different experiences. That said, if you haven’t played any of the KH games past KH1 yet, don’t hold back on trying this out. You’ll just end up experiencing the story’s pieces in a different order — if anything, I actually would recommend players play this after Chain of Memories but before KH2 if they haven’t yet experienced the main sequel. Don’t expect EVERY mystery to be solved here, (Mickey is as enigmatic as ever) but you will walk away pretty satisfied with what gets explained here, and by the end it will likely be the driving force behind completing the title, with the challenges and mission completion rewards being leftover for hours and hours of replay time. The presentation is kind of a mixed bag. For the DS, it looks pretty great and sounds pretty good, but by comparison to the PS2 titles, it’s pretty pixelated and fuzzy (especially anything up close), most of the music tracks are borrowed from KH1 and 2, and much of the level design is, as well. It really feels more like their goal was to port over KH gameplay to a portable while filling in story gaps. Sometimes the pixelation of a lot of objects could get a little disappointing, but given Square’s ability on the platform it really is likely more to do with the system’s limitations. After all, Phantom Hourglass looked great for a DS game and that one also showed lots of pixelation when you got up close. Still, noticing that the Keyblades during story sequences are actually 2D is a bit weird. The full CG cutscenes are a nice change of pace and allow for actual voice acting (which can sometimes feel a little stilted), but even these are a little fuzzy or blurry in their video quality. Overall, it’s a good effort but I’m sure Square can do better, as well. A lot of animations (and voice quips) are repeated way too much, and believe me, if you thought that sitting on the Clock Tower eating Sea Salt Ice Cream was novel in KH2, you will be damned sick and tired of it by the end of this game, because it happens at about the end of every mission. The Memory: Kingdom Hearts: 358/2 Days really brings the KH gameplay experience to a portable platform and, overall, does a good job. If you come in expecting an all-star Disney cast and a free world to explore, you will be sorely disappointed. Go in expecting an interesting character growth system, generally accurate KH combat, and a story entirely focused on Organization XIII, and a hunger for some mysteries to be solved, and you will have a good time. If there were more variety in missions, more Disney worlds to explore, and more even pacing, the game would be a must-have on the DS. As it stands, these issues prevent it from being a true classic, but if you’re a KH fan who wants more of the same gameplay with a lot more plot development on the Square end of the Square-Disney universe, definitely look this one up. High Score: 8/10 And in case you’re wondering, yes, the title of the game ends up making sense by the end, if you’re observant.

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GoNintendo End of Day Thoughts: Kingdom Hearts: 358/2 Days Review by D3stiny_Sm4sher

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