We’ve been doing shows lately that focus a lot more on what we’ve been playing than the weekly news. Some people enjoy that, while others liked the old format. What would you guys like to hear? More news, more weekly games played, or a nice mix of both? Download the show here (oh boy, I love podcasts!)

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GoNintendo Podcast Webisode 233

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IGN Updates

Videos Punch-Out!! Teenage Mutant Ninja Turtles: Smash-Up Let’s Tap N-Side Access: 05.15.09 - Punch-Out!! for Wii Arrives in the LA Offices More Wii Videos at IGN.com News Activision Secures All-Star Talent Line-Up for Transformers: Revenge of the Fallen Two Tribes B.V. and Chillingo Announce Toki Tori Promotion Contest First Guitar Hero 5 Details Tony Hawk Ride Announced 3-in-1 Virtual Retro Adapter Connects Old School Controllers to Nintendo Wii From Teases New Game WiiWare Flood Hits Japan Nintendo Tops Japanese Charts XSEED Announces Ragnarok Online DS for Nintendo DS Rise to Rock Stardom as Activision Unveils the Full Set List for Guitar Hero On Tour: Modern Hits Features Game Scoop Podcast - Ep. 120 Cheap Thrills: Gaming Deals of the Week Screens The Ruthless Roman Madden NFL 10 Chibi-Robo ‘New Play Control’ My Healthy Cooking Coach Sherlock Holmes: The Mystery of the Mummy Imagine: Movie Star Space Camp DS Previews Madden NFL 10 Reviews Punch-Out!! We’re beta-testing GoNintendo Version 3.1, and you’re in on it! Click here to test/enjoy version 3.1, and make sure to email us with your comments/concerns/bugs.

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IGN Updates

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An important ‘EoD’ for those that listen to the podcast. Not exactly the most chipper ‘EoD’ I’ve done, but it’s an important one to share with you all. It’s been a pretty draining night, so I’m going to head off to bed. See you all in a few, short hours. Usually I really enjoy my nights off. Tonight was a little bit different. I never expected it to end on such a sour note, and I apologize for leaving you this news to start your day off with. For reasons outside of the podcast and podcast crew, Stinky B. will be moving back to Chicago. The crew found out this news just a few hours ago. That’s why my update round started a little after 11 PM…we rounded up some crew members to head over and say our goodbyes. As I said, this has absolutely nothing to do with GoNintendo at all. For personal reasons, Stinky has decided that it’s time for him to go back to his hometown. Regular listeners of the podcast know Stinky as someone with a disgusting sense of humor, and that’s why we love him. He also flubbed lines while reading various industry quotes, but somehow his jumbles made the transcripts that much more enjoyable. Mr. B. also gave us the ‘Out of context’ section for the show, one that was quickly turning into the most vulgar part of our podcast history. We will definitely miss having Stinky at the show, just as we will miss seeing him every week. I’ll be damned if I can’t help but tear up while typing this. We’re going to do our best to get Stinky on the podcast via Skype. It will be a few weeks before that happens, but we will definitely see what we can do. I’m sure Stinky will be popping into the IRC from time to time as well, so make sure you drop him a line in there. If you have any kind words for Stinky, please leave them in the comments section below. I’m sure seeing those will help him deal with his current situation. Stinky, you’ll definitely be missed around these parts. We all wish you well, a safe trip home, and hope to have you back in NJ sometime soon. You’re not just a podcast member, but a friend as well. In both instances, the pleasure was all ours.

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GoNintendo ‘End of Day’ thoughts - Stinky B. moves back to Chicago

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The upcoming issue of Japanese game magazine Famitsu has an interview with Final Fantasy XIII director and scenario writer Motomu Toriyama. According to Toriyama, the in-development game is currently running at a resolution of 720p with a frame rate of 30fps. Square Enix is doing its best to make sure as many people as possible can enjoy the game — thus, developers are being very careful that all onscreen words and letters can be read on analog TVs. This hopefully avoids tiny text issues that arose when Capcom’s Dead Rising and Rare’s Banjo Kazooie: Nuts & Bolts were played on standard televisions. Considerate considering how not everyone who will play FFXIII will do so on a HD TV, and smart because this means Square Enix won’t have to rush out a patch after people freak about tiny text. Another piece of good news: cut scenes can be paused or skipped. Square Enix sounds like it’s hitting the home stretch with the game. “We’ve almost finished all the parts of the game,” says Toriyama. “From now on, it’s a matter of putting them together.” Square will give the battle system a revision before final release, but the actual battle design work is nearly finished. About the demo, Famitsu reports that it clocks in at one hour and twenty from the onset of gameplay. Toriyama says the demo is “about an hour” of gameplay. What’s more, according to Famitsu , “there’s almost no load time” and “the background music is so so cool.”

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Cheap Bastards Can Play Final Fantasy XIII Too

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There was a Pro Evolution Soccer in 2008. 2007, too. And 2006. And so on, and so on. So it will be again in 2009, with the release of Konami’s Pro Evolution Soccer 2010 . Last year’s edition was a crushing disappointment. For the first time in recent memory, the series yielded its crown as the best football game on the market to EA’s FIFA, primarily because Konami seems intent on releasing the same game over and over and over, with tweaks, rather than really adding anything new . So what’s in store this year? Judging from this first press release for the 2009 edition of the game, sadly, it doesn’t sound like much. Because while there’s lots of talk about a little nip here and a little tuck there (with lots of vague marketing speak in between) there’s no mention of real improvements or additions to the game’s two fundamental flaws: an ageing game engine and a lack of licensed real-world teams. Instead of a new engine, Konami are boasting of “live player expressions to be depicted with an improved lighting system”, along with “grass and other in-stadium elements [that are] finely depicted”. That sounds a lot less like a new engine and a lot more like incremental improvements to an engine that’s showing more of its last-gen roots with each passing year. And instead of promises of an increase in the number of officially licensed teams, particularly in the Premier League, Konami can only proclaim that, along with the Champions League license from last year, they’ve added the new Euro League. As in, the UEFA Cup. As in, something nobody cares about. In fact, the only thing I can really see that’s a significant improvement is the promise to get an entire team working on online multiplayer. Then again, fixing something that was broken in last year’s version isn’t really an improvement . Now, don’t get me wrong. There’s plenty of time for these things, and more, to be announced in the coming months. But if there was an all-new engine, as we saw with FIFA a few years back, wouldn’t it have been announced in big letters in the game’s first press release? And if there had been big improvements made in the number of licensed teams, wouldn’t that also be something to crow about? Let’s hope Konami are keeping a few things under their hat, and that Pro Evo 2010 doesn’t follow the precedent set by the last couple of current-gen versions and try and pass off a tarted-up PS2 game as a modern football title. For those interested, here’s the full list of promises made in that press release. • Gameplay: PES 2010 focuses on enhancing the excitement of matches between players, making for a truly challenging experience that will constantly test the player. Intuitive zonal defending will cover spaces and players need to look constantly for new ways to attack. PES 2010 focuses on being a real football simulation, as it requires both strategic play and quick reactions, as in real life. In addition to key out-field elements, goalkeepers are more versatile and with abilities matching those of modern shot-stoppers. The game’s referees have also been reworked, with smarter AI elements allowing them to make more balanced calls during matches. • Improved Visuals: PES 2010 has undergone a major visual revamp, with its celebrated player likenesses and animations now even closer to those of real-life players – including live player expressions to be depicted with an improved lighting system which differentiates between various conditions! Stadium detail is also massively improved, with the grass and other in-stadium elements finely depicted. • All-new animation and moves: Animations now dovetail into each other seamlessly, with dribbling and shots on goals worked into dribbling animations. More individual skills are also on show, including new flicks and tricks that have a definite showing on the way a game flows. Several elements have been completely reworked, with the dribbling, turning and kicking animations greatly enhanced, while there is a noticeable change in pace when a player passes a ball from a standing position than from within a run. • Match-Day Atmosphere: Crowd reactions to the on-field action are now more varied, with all new chants and cheers. The subtle difference between Home and Away matches will be reproduced, and the crowd will react spontaneously to specific situations in a game, showing their disdain or pleasure as fouls are committed and goals scored. Likewise, the commentary has been altered to offer a fresher, more concise overview of the game. • Enhanced Master League: Master League has been thoroughly renewed with the enhancement of managerial aspects, which enables users to enjoy managing a team for a longer career lifespan. Seen by many as a key contributor to the series’ success, the Master League elements in PES 2010 have been bolstered by far-ranging and vital new additions, dedicated to enriching the mode. Further details will be announced shortly. • AI: The Tokyo team has worked to improve the AI of the game, with Teamvision 2.0 implemented. Midfielders and defenders now work together to cover open space and close down attacks, meaning that cover can be provided for lower-ranked defenders. This also has the additional effect of removing soft goals, thus returning PES 2010 to its simulation roots. In terms of attacking, players can also now move several players once, sending them into different areas, opening up more goal-scoring possibilities than ever before. As such, PES 2010 necessitates a new level of control from the player. Strategic thinking is as important as quick passing, but the new system greatly opens the way the player oversees control of the team. In free kick scenarios, for instance, players can now instigate the runs of the players awaiting the ball in the penalty area. • Individual Play Characteristics: In previous PES games, the team formation has determined the movements of the players. PES 2010 introduces a new system wherein the individual attacking and defending nature of the players is integral to the way they play. Each player enjoys unique AI tied into their best abilities, and is reflected in the actions of their team mates – i.e. if a player who is known to be a good crosser of the ball is in possession, more players will flood the penalty area to receive it. Similarly, if a player is known to be good with close control, defenders will work to cover their stronger side, while lone strikers will be automatically supported by midfielders on receipt of the ball. • Strategy Use: A new power gauge system allows users to balance their strategy in a quick, but wide-ranging way before a match. Every element – pass frequency, movement, the line of defence, width of play, or the position of the front line – can be altered to match those of a favoured club: Juventus Turin are a dangerous side on the counter-attack, for instance, while FC Barcelona use width in their attack. These formulations can be altered at any point, too, with Home and Away matches forcing different circumstances on the user, as does the rigours of a Master League season. • Penalties: An all-new system has been implemented, offering greater control, placing and accuracy. • Enhanced Online: A new dedicated section of the Tokyo team is committed to improving the online side of PES 2010. More downloadable content is also planned. Konami has supported PES 2009 with the release of new licensed teams, transfer updates, etc, and this support will grow for PES 2010. Team and content updates are planned throughout the game’s lifespan. These will make the game even more bespoke to the player’s match day needs. Konami has strengthend its relationship with UEFA and can announce it has secured the exclusive video game rights for the Europa League Licence (formerly known as the UEFA Cup). In addition Konami will be enhancing and developing the use of the UEFA Champions League within PES 2010 to make even better use of the best club football competition in the world. Pro Evo will be out later this year on 360, PS3, PC, PS2 & PSP (the Wii version now being a separate title in the series)

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The Pro Evolution Soccer Carousel Spins Around To 2010

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As teased last week, developer tri-Ace’s new role-playing-game is End of Eternity , a collaboration between tri-Ace and SEGA. Set in futuristic towering megapolis Bazel, EoE ’s main characters are 17-year-old Private Military Firm (PMF) mercenary Zefa, 26-year-old ex-solider Vashron and 19-year-old young woman Test Subject No. 20. She’s escaped from a research facility where she was housed. All this set against the background of Bazel, which acts as an environment purifier to cleanse the pollution surrounding the Earth. The game’s a multi-platform title ( Xbox 360 and PS3) and is slated for this winter. It’s currently 65 percent complete. Famitsu 20090410 [Wii@Everyday Thanks Weils and GAF !]

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This Is The New Multi-Platform tri-Ace RPG

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Nintendo’s video on demand service, planned to launch in Japan sometime this year, might not just be limited to the Wii. According to Nintendo president Satoru Iwata , it may also come to the Nintendo DS . Iwata tells the Wall Street Journal that the advertising-based video service— currently announced for availability in Japan this year , but reportedly coming to other territories “later”—may go portable. He also hints that the video service, born of a partnership with Japanese ad agency Dentsu, will be different “in a Nintendo-like way.” “If the Wii and the DS are connected, it should be possible to download video through the Wii and take it with you on the DS,” Iwata tells the Journal. The Wii already allows DS owners to download game demos via the internet. “When the service begins, you’ll see how we’re going to do it differently in a Nintendo-like way,” he adds. “There are a lot of on-demand video services, so there’s no reason to do the same thing, so we’re going to do something different. We’ll start the service in Japan, and if it does well, we’d like to take it overseas.” Iwata also tells the Wall Street Journal one of his goals for the Wii is to make the console “something that people will turn on even if they don’t have a purpose in mind.” “We’re not there yet though, and there are a lot of things we have to do to achieve that,” Iwata said. We’ll leave it to you to fill in the rest. Q&A With Nintendo’s President [WSJ]

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Iwata: Wii Video Download Service May Transfer To DS

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None Author: Eledan91 Keywords: nintendo wii final fantasy crystal chronicles the bearers trailer echoes of time website Added: April 7, 2009 5 Vote(s)

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Final Fantasy Crystal Chronicles: The Crystal Bearers - Delusions of Grandeur

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X-Men Origins: Wolverine is not a movie game. Raven Software senior producer Jeff Poffenbarger wants to be crystal clear on that before we get started. The game was well under development before talk of tying it to the movie kicked off. “We finished up work on Marvel Ultimate Alliance and wanted to get away from group games, we wanted to concentrate on a single player experience,” he said last week during a presentation in a hotel suite. “A Wolverine game was a no-brainer because in a lot of other video games he has been watered down.” So two-and-a-half years ago the developers sat down and started talking about what would make a Wolverine game stand out, what elements needed to be included in the title for it to feel real. “His combat, we wanted Wolverine to have razor sharp claws that actually cut through people,” he said. “We wanted to show his mutant regeneration healing.” So they made sure their Wolverine model had four layers of graphics: clothing, skin, muscle and skeleton. And that weapons would eventually chew through all of them. “We didn’t just want to nail him as a character. Wanted to nail him as a bad ass.” And after spending perhaps too much time with the game, it seems that Raven has succeeded. It succeeds on two levels: Visually, the game is surprisingly raw. When Wolverine attacks his claws slip through flesh, muscle and bone leaving severed limbs, heads and punctured bodies. When attacked, bullets tear off chunks of Wolverine’s clothing, punch holes in his flesh, eventually expose muscle or vertebrae. Slowly those injuries rewind, becoming flesh wounds and then disappearing. His shirt only reappears when he levels up. The settings are thick with detail and the battles often crowd the screen. Controls are also raw, allowing gamers to tear through enemies quickly, like an animal. Wolverine leaps from target to target before enemies can get off shots or, at least in my mind, register in their AI programming the oncoming blur of blades and muscle. Punching a button or two allows for a string of bloody attacks, and a lock-on option gets Wolverine to leap across the screen, smacking into attackers with his claws. While I didn’t get a chance to play through any of the game’s cinematics, Poffenbarger shows me a few. In the interactive cut scenes, Wolverine has to fight his way along an exploding bridge or up the falling body of a Sentinel. I didn’t have enough time to fully preview the title, but what I played of X-Men:Origins: Wolverine gave me quite high expectations. The game is due out on May 1 for the DS, PC, PS2, PS3, PSP, Wii and Xbox 360.

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X-Men Origins: Wolverine Hands-On

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According to Pocket Gamer , who cite a developer working on the hardware, an all-new PlayStation Portable will be out and on store shelves before Christmas. This source repeats earlier rumours surrounding the design of the system - such as the fact it features a sliding screen (which reveals game controls) and also boasts touchscreen capabilities - while also mentioning some other stuff, such as the release window and the fact that, once you slide the controls out from under the screen there will be a D-pad, face buttons and two thumbsticks . Yup. Two thumbsticks. Finally . As of writing, Sony have yet to respond to requests for comment. Though you have to wonder, with the rumours increasing in number and gradually zeroing in on a common set of features, whether Sony will have something to reveal at E3 in a couple of months. PSP 2 coming pre-Christmas will be an iPhone beater [Pocket Gamer]

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New PSP Due Before Christmas

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