Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Thursday, April 8, 2010

Sonic the Hedgehog 4

source by: gamespot.com & wikipedia
Official logo.
Developer(s)Dimps, Sonic Team (co-developer)
Publisher(s)Sega
Composer(s)Jun Senoue
Native resolution1080p (PS3, 360)
480p (Wii)[1]
Platform(s)PlayStation Network, Xbox Live Arcade, WiiWare[2]
Release date(s)Episode 1: Summer 2010
Genre(s)Platformer
Mode(s)Single player
Rating(s)ESRB: E[3]
OFLC: G[4]
MediaDigital download
Input methodsGamepad
There are few gaming franchises that are as polarizing as Sonic the Hedgehog. On one side, you have fans that are fiercely devoted to the Sonic of old--the fast-paced, side-scrolling games that were immensely popular on the Sega Genesis. On the other side, there are equally devoted fans of Sonic's most recent 3D outings. Somewhere in the middle exists a horrible no-man's-land where the two sides of fans continually clash over what the franchise is doing right and what it's doing wrong. Sonic the Hedgehog 4: Episode I seemingly functions as a compromise between the two legions of fans--perhaps leaning a bit more toward old-school Sonic fans. It has the classic gameplay of the original Sonic the Hedgehog games, but its portrayal of Sonic himself falls more in line with the recent 3D games.

Gameplay

Gameplay screenshot of Sonic the Hedgehog 4, of the "Splash Hill Zone".

The game will be a two-dimensional side-scrolling platformer reminiscent of the original Sonic games with an emphasis on speed. Players will control only Sonic the Hedgehog, using control mechanics such as the original spin dash and power-ups including Speed Shoes, alongside moves such as the homing attack seen in the 3D entries in the series. Players will be able to use the online leaderboards to compare their fastest times and high scores. Certain parts of the game, such as Special Stages based on the original Sonic the Hedgehog's bonus areas, require player to tilt the playing field in order to affect gravity. This is done via motion controls on the PS3 and Wii versions, whilst the Xbox 360 version uses standard controls.

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Saturday, March 27, 2010

How to Train Your Dragon

source by: gamezone.com

Publisher: Activision Inc.

Developer: Griptonite Games

Category: Action

Release Dates

N Amer - 03/23/2010

Based on the upcoming film from DreamWorks Animation, the How to Train Your Dragon™ video game launches gamers into a third-person action-adventure as a Viking hero where they must embark upon an epic quest to become the ultimate dragon trainer. Gamers can play as characters “Hiccup” or Astrid” on the vast Island of Berk, which features expanded locales from the film including Vikings’ Village, Wild Zone, Training Zone and Fight Arena. In this truly larger-than-life adventure, players will train dragons, explore environments and battle in prestigious dragon tournaments as they battle for Viking victory. Plus, gamers can become the Dragon hero of their living room as they square-off with friends and family in endless head-to-head multi-player combat.


  • Create Your Very Own Dragon – The “Create Your Dragon” feature allows players to customize six different types of dragons, providing virtually unending combinations of ways to modify your dragon’s appearance.
  • Train your Dragon for Battle – “Level Up” your dragon’s speed, power, fire and other abilities through intense training to face the critical Viking challenge of becoming the ultimate dragon trainer. Then use your arsenal of trained dragons to battle friends in a variety of unique environments.
  • Pick up Where the Movie Left Off – Players enjoy an all-new post-movie adventure as they jump into battle as their favorite characters. Explore the picturesque Island of Berk as Hiccup or Astrid in Adventure Mode or experience fierce battle action in Arena Mode as you fight for your crown as ultimate dragon warrior.
  • Head-to-Head Multiplayer Mode – Arcade mode allows friends to select their dream team of four individually customized dragons or dragons chosen from the arcade roster, then jump in and battle against each other. In addition to Astrid and Hiccup, additional characters are playable in Multiplayer Mode including Tuffnut T., Ruffnut T., Fishlegs, and Snotlout.
  • Mini-Games – Mini games include Ice Sculpting, Looping Race, Flying Sheppard, Memory Torch, and Puzzle Dragon. Excelling in Mini-Games earns players experience points toward leveling up your dragon, winning gold and other items to help care for dragons

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Thursday, March 25, 2010

GTI Club Supermini Festa (PSP)

source by: psp.gamezone.com & eikipedia

Publisher: Konami

Category: Driving

Release Dates

N Amer - 02/25/2010



Featuring 16 fully customizable cars, GTI Club Supermini Festa! Has a variety of courses staged in five different countries including Japan, France, United Kingdom, Italy and the United States. Each stage includes a number of bends, twists and secret routes that players can discover as they race. The action doesn't stop there, the game also includes multi-player modes that support up to 4 players, including "Bombtag", a time-attack mode that enables players to avoid being tagged with a bomb before it blows up, and "Tomato Frenzy", which arms players with tomatoes to shoot at targets while they race. Online battle modes are also available via Nintendo Wi-Fi connection on Wii and via ad-hoc party for PSP.

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Saturday, March 6, 2010

Alice in Wonderland (NDS, MB, PC, Wii)

Publisher: Disney Interactive

Developer: Etranges Libellules

Category: Action

Release Dates

N Amer - 03/02/2010

Official Game Website


Alice in Wonderland allows players to guide, protect and aid Alice as she journeys through the world of Underland while unraveling the game’s many twisted mysteries. Along the way, players call on a diverse and unique cast of characters such as the Mad Hatter and Cheshire Cat who each have unique abilities to help evade traps and solve challenging puzzles. The Mad Hatter can help Alice alter her perception of Underland and take advantage of optical illusions to open up places in the world the player alone would not have noticed. Meanwhile, the Cheshire Cat can use his ability to make himself and objects appear and disappear helping Alice through this strange world. Players must choose wisely when using each of the characters’ powers and combine the abilities to solve more complex puzzles.

The Nintendo DS version will introduce a new twist as players guide Alice alongside her diverse and enduring friends to combat the legions of the Red Queen’s Army. Creating their own path through Underland using an oracle, players lead, protect and help Alice on her quest. The DS version features an innovative art style unique to the platform, a playable character not seen on the home console version, and unique character abilities similar to those of the Wii and PC versions. DSi players will use the system’s camera to detect colours mapped to unlockable content when tasks are completed.

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Saturday, February 27, 2010

Super Mario Galaxy 2 (Wii)

Release Date: March 9, 2010
Platforms: Wii
Publisher: Nintendo
Developer:
Nintendo EAD
Gamesite: Click here
Genres: Platformer
ESRB: T

Super Mario Galaxy 2 (スーパーマリオギャラクシー2 Sūpā Mario Gyarakushī Tsū?) is an upcoming platforming video game in development for the Nintendo Wii. First announced at E3 2009, it is the sequel to Super Mario Galaxy, and will be released in North America on May 23, 2010[5] and Europe on June 11, 2010.

Super Mario Galaxy 2 is what you would expect from a sequel, with more of the same mechanics but new content as well to encourage you to explore this unique universe full of familiar faces and new bizarre creatures. The varied environments are a blast to go through, and the animations look really good at this point, so we can't wait to play more of the game as soon as we can get our own build. What's also exciting is that Nintendo has announced that Super Mario Galaxy 2 will be coming May 23. Be sure to keep checking back for more updates as soon as they become available.

Gameplay

Gameplay will be similar to the first Super Mario Galaxy, with a focus on platforming based on and around 3D planets with varying sizes and landscapes. Power-ups such as the Bee Suit will be returning, along with the Launch Star for interplanetary navigation and the Airships operated by the villain Bowser and his son, Bowser Jr.

The protagonist Mario will be able to ride the bipedal dinosaur Yoshi, who can use his tongue to swing across gaps, as well as eat different fruits that give him different powers, such as the ability to inflate like a balloon, as well as speed boosts. While the player retains the ability to collect Star Bits with the blue Star Pointer from the first game, while riding Yoshi the Star Pointer is replaced by a red dot, which allows the player to also aim and control his tongue. This can be used for swinging off objects, pulling levers or, like previous games, swallowing enemies and spitting them out.

New items and gameplay mechanics were also showcased at E3 2009. These include a drill that allows Mario to dig through dirt into new areas (and in some cases explore the interior of planets) and switches that slow time momentarily, indicated by a change to monochromevision. Players can collect comet medals hidden in the stages to unlock harder levels with tougher challenges.


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Thursday, February 25, 2010

Sonic & SEGA All-Stars Racing (PC, DS, PS3, XBOX 360, Wii)

Release Date: 2/23/2010
Platforms:
Publisher: Sega
Developer: Sega
Gamesite: Click here
Genres: Racing
ESRB: E

Character racers have been a staple of the videogame industry ever since Nintendo pretty much created the genre with Super Mario Kart. Many publishers and developers have attempted to imagine the kart racing design with their own style and intellectual properties, but to this day Nintendo continues to hold the crown. But Sonic & SEGA All-Stars racing gives Mario Kart a run for its money with a design that has a lot of depth and tons of single and multiplayer features.

There's absolutely no question that Sumo Digital looked at Mario Kart Wii, as nearly every part of All-Stars Racing is nicked from Nintendo's design. I say that with all respect: if you're put to the task of building a racing game that revolves around a company's franchises, you're going to benefit from looking at the one game that's considered the best in its class. While SEGA's game may not have too much it can claim as "original" to the franchise, what the developer does in All-Stars Racing it does very well, turning a "me-too" project into a tightly developed racer with a lot of charm and character of its own.

Sonic & SEGA All-Stars Racing has no back-story nor does it put into context why characters from all walks of SEGA life – from Sonic the Hedgehog to Shenmue to Chu Chu Rocket – decided to have a race through environments based around the games they star in. It doesn't need it. Just like Nintendo's Super Smash Bros., All-Stars Racing is a celebration of all things the company represents. There are very, very few publishers in the videogame industry that can get away with designing a game around a legacy of recognizable franchises and characters across multiple decades. And it never feels like egotistical back-patting here, either.

File:Sonic and Sega All Stars Racing Cast.jpg

Gameplay

The game is a mascot kart racing game, very similar to other games in its genre like Mario Kart, Konami Krazy Racers and Crash Team Racing. Characters race through various race circuits themed on different Sega franchises and collect power-ups to boost their speed or hamper their opponents. Additional boost can be earned by successfully executing drifts (with longer drifts earning more boost), or performing tricks while in midair. Like Sumo's previous Sega game, Sega Superstars Tennis, each character has a special ability (called an "All-Star Move") unique to them that they may use to their advantage (such as Sonic transforming into Super Sonic and AiAi riding in marbles), which they can obtain if they are running behind in the race. How long each All-Star move lasts depends on the character's current position.

Vehicles are separated into four different categories: racing, off-road, bike and hovercraft. As the terrain on the tracks will vary, vehicles can be either assisted or hindered by the surfaces they drive upon. For example, racing-type vehicles perform best on hard surfaces such aswood or concrete, but are hampered by soft terrain such as mud, sand or snow. The opposite is true for off-road type vehicles. Hovercrafts are not affected by any terrain and are able to perform multiple boosts after a jump, but they are unable to drift and have low acceleration. All of the vehicles also have their own specific engine sounds.

By playing through the game, players can earn Sega Miles that can be spent in the in-game shop to unlock additional content such as characters, tracks, art and songs.[6] The game features a total of 24 tracks based on locations from Sonic Heroes, Super Monkey Ball,Billy Hatcher and the Giant Egg, Jet Set Radio Future, Samba de Amigo, and The House of the Dead

The game will have customizable multiplayer options for up to four players on split-screen and eight players online (four players on DS version, no online support for PC version), including Free Race, Arena, Knockout and Capture the Chao modes. There will also be Grand Prix, Time Trials and Mission modes for single player.

The soundtrack for the game will consist of various old and new tracks from the various Sonic and Sega franchises, though it will also feature original songs by various artists includingRichard Jacques. Each course will start with one track, with more being unlocked as players earn Sega Miles. The Nintendo DS version of the game will feature MIDI versions of the tracks composed by Allister Brimble and Anthony Putson of Orchestral Media Developments. The main theme song of the game will be So Much More... by singer Bentley Jones.


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