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Wednesday Video Spotlight: “Legend of Zelda” passes 25th anniversary since …

Category : Wii

In the late summer of 1987, “The Legend of Zelda” made its North American debut.

What started as Link’s hero’s quest to rescue Hyrule’s beloved Princess Zelda from the wicked clutches of Ganondorf, the King of Evil, has become one of the most popular and influential video game franchises of all time.

According to USA Today, Nintendo had sold 62 million games from “The Legend of Zelda” as of April 2011. That was before the November 2011 release of the series’ 16th installment, ”The Legend of Zelda: Skyward Sword.”

In honor of this summer’s 25th anniversary of Zelda’s North American debut, please enjoy the entertaining, slightly ribald short film “Zelda: The Musical.”

-BAM

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Nintendo Releases Legend of Zelda Concert Series Tour Dates

Category : Wii

Nintendo announced tour dates today for its “The Legend of Zelda: Symphony of the Goddesses Tour”. “The Legend of Zelda: Symphony of the Goddesses Tour” will take place in locations through out the United States and Canada. Music from the tour will consist of pieces of themed music from the popular game series that are played by a symphony orchestra.

The Legend of Zelda, which has sold over 69 million copies over the course of its lifetime, was first produced in 1986. Several later adaptations include games for the Nintendo 3DS an Nintendo 3DS XL such as The Legend of Zelda: Ocarina of Time 3D and games for the Nintendo Wii such as The Legend of Zelda: Skyward Sword. Both games, respectively, have sold upwards of 1 million copies each since their release dates. In late January of 2013, Nintendo will partner with Dark Horse books to bring Zelda fans a historical look at the entire Legend of Zelda series via a hardcover book titled Hyrule Historia.

Jason Michael Paul Productions is producing the concert tour. Representative and CEO, Jason Michael Paul commented, “We are thrilled to bring this unprecedented and exhilarating tour to fans across the U.S. and Canada… From children to adults who have followed The Legend of Zelda for decades, the fan base for this concert is growing exponentially, and we are ready to deliver an unforgettable experience.”

The tour will take place between the dates of September 15th and December 14th. Legend of Zelda fans can expect to be able to see the concert at the following venues: On September 15th in Toronto at the Sony Centre for the Performing Arts; on September 22nd in Minneapolis at the Orpheum Theatre; on October 12th in Dallas at the ATT Performing Arts Center; on October 18th in Boston at the Wang Theatre; October 25th in Chicago at The Chicago Theatre; on November 3rd in San Antonio at The Majestic Theatre; November 6th in Calgary, Alberta at the Southern Alberta Jubilee Auditorium; on November 28th in New York at The Theater at Madison Square Garden; on December 8th in West Palm Beach, Florida at the Raymond F. Kravis Center for the Performing Arts; on December 9th in Miami at the Adrienne Arsht Center; and on December 14th in San Jose, California at the San Jose Civic Center.

Contact the author: Email the author of this article

Read this next:

New Zelda Game Coming to Wii U?

Category : Wii






















Wii U Hands-On Impressions -- Battle Mii and Zelda HD

The biggest Legend of Zelda game ever developed may be in the works for the Wii U. According to WiiUDaily, who claims to have a source in Japan, Nintendo is pulling in the heavy hitters for their most ambitious Zelda project yet.

The darker art style of Twilight Princess most likely won’t be revisited in the next installment. Nintendo seems to be using the style seen in Skyward Sword. The source said, “They feel they’ve found the sweet spot with Skyward Sword, and they’re continuing this approach with the Wii U Zelda game.”

The source detailed numerous aspects of Zelda Wii U’s development. For all the rumors, keep reading.

More details revealed by the source suggest Nintendo won’t be wasting the Wii U’s tech. Nintendo is said to have hired the biggest team in company history. “They got hundreds of people working on the new Wii U Zelda game,” said the source. One member of the team is none other than Eiji Aonuma, who has been working on the title since late 2010, allegedly, of course.

All these bodies will be building a game on a scale the source described as “Rockstar/GTA territory.” Thanks to new tech, a new engine, and a new console, combined with manpower and money; Nintendo is hoping to build a Zelda game unlike one ever seen. Zelda Wii U will have “the most advanced visual features Nintendo has ever made, and includes a lot of third party tech like Havok for physics and rendering middleware from Umbra.”

Wii U Zelda will feature the same amount of dungeons gamers have grown accustomed to from past games. The “Rockstar/GTA territory” comes into play with the scope of these levels. “Some dungeons are so big they’re broken up in 3 parts and will literally take hours to complete”.  And like GTA type games, and even past Zelda games, Zelda Wii U will have mini-game and side-quests.

The first dungeon, as it often is in Zelda games, is the Forest Temple. Unlike most Zelda games, this dungeon is bigger than Hryule field in Ocarina of Time. “You use the gamepad to navigate, avoid traps, follow clues etc. It’s dark, lush, with a ton of trees, foliage, some which you have to cut your way through. Its scope and details are unlike anything you’ve seen in a Zelda game”.

The Wii U gamepad will be a key tool in playing Zelda Wii U. Nintendo even implemented some features the Zelda team thought of. “At least one of the hardware features added to the GamePad were solely implemented because the Zelda team figured out they could do something cool with it” The source didn’t site specific gameplay mechanics but he assured us, “everything in the game is built around the controller and its unique abilities.”

As for Zelda Wii U’s story, the source lacked details siting simply “because I have no idea,” he said. He did however see an image of adult Link, which looked more detailed but similar to Link in Skyward Sword.

Zelda HD Game For The Wii U Possible -- Shigeru Miyamoto Hopeful

Zelda Wii U will not have multiplayer support, a feature I don’t think Zelda fans were clamoring for. Nintendo will offer some online features, like Miiverse support. One of the features sounds like they’ve taken a page out of Dark Soul’s playbook,  “Where players can leave hints and help each other in the dungeons.” As of Summer 2012, none of the online feature had started development.

Nintendo had hoped to launch this title in late 2013 to help the Wii U against the launch of consoles from Sony and Microsoft. The source doesn’t think this an obtainable goal and expects the game to ship in 2014.

If you’re doubting the credibility of this anonymous source, WiiUDaily sites him, or her, as the person who broke the Wii U achievement story, and the Wii U’s social network, which turned out to be the Miiverse. Of course nothing mentioned above has been confirmed by Nintendo.

Now that I’ve warned you nothing is confirmed, I can begin to start spewing excitement. If Nintendo is creating an open-world RPG style, grand scale, HD Zelda, then they are going to make a ton of Zelda fans very happy, and consequently, make a lot of Nintendo stock holders happy. Nintendo, in my eyes, failed with Skyward Sword. What should have been a great origin story, felt held back by the Wii’s limitations. It is weird that Nintendo would wait two years after the launch of the Wii U to release Zelda, a title that has almost always been a launch title.

Do you hope these rumors are true?

Source: WiiUDaily

Tips? Suggestions? Find me on Twitter.

Zelda Wii U release in 2014, gameplay details leaked – Report

Category : Wii


6 comment-trail-alt

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Story by Dave Cook

Wed, Sep 05, 2012 | 11:09 BST

The Legend of Zelda Wii U will launch in 2014, a Nintendo Japan source has told site Wii U Daily. Read on for tons of rumoured details below.

The site reports that its source is the same person who accurately predicted that Wii U would be getting achievements, and predicted Miiverse ahead of its reveal.

On Zelda Wii U’s art style, the source allegedly told the site that Nintendo is sticking with the colour art style last seen in Skyward Sword, “Nintendo is sticking to the core values of Zelda, while trying to appeal to a wide range of gamers, casual and hardcore. They feel they’ve found the sweet spot with Skyward Sword, and they’re continuing this approach with the Wii U Zelda game”.

The source added, “They’re using a new, state of the art engine that’s being built from ground up in parallel with the game. It’s got the most advanced visual features Nintendo has ever made, and includes a lot of third party tech like Havok for physics and rendering middleware from Umbra.”

On the subject of Nintendo’s Wii U Zelda tech demo, the source says this was merely a demo and nothing to do with the actual game, “The Wii U Zelda stuff you saw at E3 2011 was just a tech demo, nothing else. I’ve seen none of that in the real game. The tech demo was even made by an entirely different team with an older engine.”

It’s a large project too says the source, “They got hundreds of people working on the new Wii U Zelda game. It’s a 4-year development cycle with a new console, new technology, new engine etc. It’ll end up being the most expensive game they’ve made to date. It’s a huge investment for them [Nintendo] in money and manpower, this is Rockstar/GTA territory.”

The game was allegedly slated ofr a 2013 release but its sheer size caused a delay, the source claimed, “They targeted a 2013 release, but quickly abandoned that goal. This is the biggest project they’ve [Nintendo] ever done, no way is it gonna be ready for Q3 2013. At least from where I see it”.

On dungeons, the source revealed Zelda Wii U would have, “about the same amount of dungeons as previous Zelda games, but these will be vastly bigger in scope and will be totally different from each other. Some dungeons are so big they’re broken up in 3 parts and will literally take hours to complete.”

The game will also, “have mini-games and side quests, but these are still on the drawing board.”

Details of the game’s forest dungeon were also revealed, “The first test dungeon they made was a giant forest running on early and buggy Wii U hardware — the dungeon was bigger than the Hyrule field in Ocarina, and the whole thing is one dungeon. You use the gamepad to navigate, avoid traps, follow clues etc. It’s dark, lush, with a ton of trees, foliage, some which you have to cut your way through. Its scope and details are unlike anything you’ve seen in a Zelda game”

There will be no multiplayer, but definitely online features, the source claims, “Online multiplayer was never on the drawing board, they’re sticking with the tried and tested Zelda formula. It’ll have some online features like Miiverse and some sort of system where players can leave hints and help each other in the dungeons. That’s about it”.

On how Zelda Wii U will make the most of Nintendo’s new gamepad, the source explained, “everything in the game is built around the controller and its unique abilities. Every single feature in the controller is used to its full potential. Some of this stuff is still in early stages of development, but they’ve already implemented enough to show just what’s possible with the new controller. They showed some of this stuff to key third party devs behind closed doors last year to get them to realize the possibilities of the new tech.”

What does this mean for gameplay? Well the source has discussed that too, “It’ll have some revolutionizing gameplay. It has stuff that would never be possible on any other console, and it’s not just one cool feature, it’s one cool feature after another. Each dungeon will offer a different gameplay experience with the tablet controller. It’ll be the most innovative game ever, they got stuff that will be copied by others for years.”

What do you think? Does this sound feasible, or is it too early to say?

Thanks GAF.

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Darksiders 2 Review – Pale Rider

Category : Wii

darksiders-2-blade

Rewind the clock back to 2010, and you would have encountered a title that was overlooked and neglected, despite being paradoxically derivative and fresh at the same time. Darksiders was the debut title of Vigil games, a studio that created a game that was equal parts style and substance. It was the Legend of Zelda, drenched in a bucket of blood and presented in a unique art style and some solid gameplay. Now, the Horseman War makes way for his brother Death, to take the spotlight in this sequel, as he teaches us to once again fear the reaper.

Set during the events of the first game, Darksiders 2 places players in the scythe-straps of Death, as he seeks absolution for his brother War, wrongfully accused of unleashing the mother of all apocalypses on mankind.

Death seeks to restore our extinct civilization back to life ironically, a task that requires him to seek out the Tree of Life, but his quest soon takes a turn for the worse when he finds himself confronted with the ghosts of the past, and a new nemesis by the name of Corruption, a force of nature that seeks to bring oblivion to reality itself.

Darksiders_II_Darksiders_Unlocks1

From that point the game kicks off, and its soon made evidently clear that we’re not playing as War 2.0 here, but an entirely new character. Unlike his far more serious and dour brother War, Death has slightly more personality, possessing a dry wit and single-minded devotion to proving the innocence of his brother, that makes him come off as rather callous and cruel at times, yet amiable at other times.

A few other familiar faces pop in, while the voice work shines overall, as the actors that lend their vocal talents bring the strange worlds before players to life. The Joe Mad art style is also turned up to eleven, as characters feature ornate clothing and details, fists the size of VW Beetles and comically oversized armour. Death himself is less hulking than his brother, bordering on anorexic, yet still packing some muscle in his strange frame.

It’s a glorious world though, one that blends fantasy and all manner of fiction together, never skipping a beat during some intense action. Death also has access to his horse, Despair, from the start of the game this time, although the option to fast-travel can render the mount unnecessary at times.

But unlike other games that think that humour needs to be force-fed through a tube of constant one-liners and never-ending catch-phrases, Death is as talkative as his brother was in the first game, speaking only when necessary, and creating an interesting mystique around the character, ably voiced here by Michael Wincott.

Darksiders-2-61

The first Darksiders was heavy on the inspiration, borrowing most noticeably from the Nintendo Legend of Zelda games, as players blazed their way through dungeons, unlocking chests with special keys and exploring maps over multiple levels.

Darksiders 2 continues that rampant cherry-picking, taking the best bits from titles such as Prince of Persia for new acrobatic movements and navigation, but keeping the dungeon aspect intact.

While War felt like an M1 Abrams tank that blitzkrieged his way through foes, in comparison, Death handles more like a Ferrari Enzo, combining a more acrobatic style of action into his attacks. A more nimble and lithe character, Death wields his signature scythes in battle, as well as an assortment of secondary weapons comprising of axes, maces, hammers and gauntlets.

One on one, the combat is superb, as timing is crucial here. Time your dodge perfectly, and slip through for a counter-attack that can turn the tide against the hordes of imaginative foes that are present in this game.

darksiders_ii_arenamaster

But when confronted by enemies that number more than one, things start to fall apart, as enemies can power through some stylish combos, upsetting a rhythm built from dodges and quick strikes. It’s an annoying system in place here, that otherwise tarnishes a rather superb effort. When it works, it’s a sight to behold, but when the action gets a little too frantic and overcrowded, don’t be too surprised if you chuck your controller through a window.

Boss battles are the exception here, as Death engages some mind-staggeringly massive foes, in arenas that task players with tackling the walking puzzles that are trying to put the smackdown on you, before letting loose and throwing your best attacks at the damage sponges that guard the end-levels.

darksiders-2-ii-pc-ps3-xbox-360-wii-u-screenshots-1

That being said, Death does have more than regular attacks at his disposal, as some light RPG elements have creeped in. Kill enough monsters, earn some XP, and you’ll level up, earning skill points to be spent on new abilities, from teleport slashes through to armour and attack buffs, as well as a little necromancing to raise some allies in battle. The more points earned from completing quests, the more Death can improve on his abilities, as he tailors them into something fierce.

Those skills cost wrath however, but unlike in the first Darksiders, wrath is easier to replenish, as it can be gained from enemies during combat far more quickly. In addition to that, Death also has access to his ultimate form, as he briefly transforms into a true angel of expiration. You’ll need to slice and dice quite a bit to build that gauge up though, as Darksiders 2 emphasises that players use it sparingly and as a last resort.

7305darksiders_ii_online_skilltree

With that skillset in mind, Darksiders 2 has quite a few dungeons and puzzles mixed in with the combat, a welcome return that keeps players thinking. The levels are varied, massive labyrinths with a generic set of tasks, that still manage to be challenging without being cheap.

You’ll clamber over walls and ledges here, Running and climbing over them with a touch of Uncharted and Assassin’s Creed mixed in. It doesn’t always work, with Death occasionally being a touch laggy or too slow, but that’s a rare occurrence, that doesn’t really spoil the game otherwise.

And much like the first game, there are quite a few toys scattered around the dungeons and worlds that a player visits, from a handgun belonging to a sibling, through to GLADOS-approved portal gimmick. Derivative and cheap you say? Not true, as its the manner in which these familiar ideas are used, that keeps Darksiders 2 closer to inspired and original tones, that flatout plagiarism.

reaper

There’s quite a few worlds on offer here, unlocked as you progress, and while they’re a thinly-veiled attempt at a sandbox environment, the locales on display here play things closer to the first Darksiders, being littered with unlockable chests that can only be accessed once players have picked up a few new items along their way.

OCD players will be in heaven here, with the sheer amount of loot on offer. Various scythes, melee weapons and all kinds of armour and potions can be found in numerous treasure chests, as more powerful items provide an incremental increase to stats as you progress, keeping Darksiders 2 challenging at all times.

darksiders_2_42

There’s all kinds of rare armours as well, with special items that can be fed lesser weapons and kit that allows them to level up and learn new attributes. And these RPG elements are part of the Darksiders 2 experience, further differentiating it from the original. While Darksiders 1 felt like a mature take on the Zelda franchise, mixed with some God of War action and QTEs, Darksiders 2 feels more like a game of Diablo, but brought down to earth with some slick combat implemented into the looting shenanigans.

When examined, the Darksiders siblings are two different games at their core, but still manage to be equally enjoyable, a rare feat. Is Darksiders 2 a better game than the original? No, it isn’t, but it’s a superb experience on its own that adds some new ideas to the concept that came before it, standing tall next to its fellow horsemen.

darksiders_2_34

It’s a game that is crawling with content though, as the main campaign took me around 20 hours to complete, minus the side-quests, which can be superfluous fetch-quests at times. Once the end credits roll and secret cut-scene is watched at the end, Darksiders 2 also has a New Game + mode, as well as a hardcore mode with a perma-death attached to it, in Nightmare mode, coupled with the challenge of the arena in Crucible mode.

Darksiders 2 is not without bugs though, no matter how well-polished it may seem. A return to a ragnarocked Earth is the chief culprit here, with numerous bugs and glitches present, something that Vigil Games needs to iron out ASAP, as it puts a damper on the more fluid sections that comprise Darksiders 2, while the final act of the game seems to suffer from some pacing issues, moving a tad too fast, to the otherwise glacial start that players begin with.

Scoring

Gameplay: 8/10

It’s slicker, faster and more acrobatic than its predecessor, but maintains enough of the original components to qualify as a true sequel on the surface. But scratch beneath that blood-soaked veneer, and you’ll discover that Darksiders 2 is a different game entirely, focusing more on RPG elements this time around, with a healthy mix of dungeon exploration thrown in.

While it still unashameadly grabs the best bits from previous games, it feels more inspired than anything else, although several gripes such as chaotic combat and floaty acrobatics damper an otherwise well crafted experience.

Design and Presentation: 8/10

The world that Joe Madureira and the team at Vigil games have created is simply breathtaking, as they ignored realism, and dove head-on into a stylish, brutal series of realms, filled with colourful characters, and never skipping a beat when the action gets hot and heavy.

Certain stages seem to have a few bugs loitering around though, specifically in the later stages of the game, causing several instances of annoyed gamer, but hopefully Vigil will get this ironed out soon. A solid soundtrack accompanies the action, setting a few decent tunes that stride between introspect and epic scale conflicts, sealing the deal quite nicely at the end of the day.

Value: 9/10

Darksiders 2 is a massive world, with a lengthy quest ahead of players. Granted, the majority of that time will be spent in dungeons, solving puzzles that conveniently always require a certain amount of step and items, yet it still feels fresh and enjoyable, especially with the RPG elements giving combat a favourable nudge with incremental upgrades and loot.

There’s plenty to do after the credits roll however, with various side-quests available, tasking players with all manner of fetch quests and extra boss fights. It may be single-player only, but the added arena and new game+ modes makes this a game where players won’t feel as if they have squandered their cash.

Overall: 8.4/10

Darksiders 2 doesn’t exactly improve on the cons of the original game, instead blazing a path to create an identity for itself with an ice-cool new protagonist, a larger world and a new focus on other gaming elements that play a key role here.

Great level design blends in beautifully with a lush and vibrant world, as Death reaps his way through it, creating an overall satisfying experience. It may be a bit of a change from what fans were expecting, but at the end of the day, change can be good, and Darksiders 2 deserves the praise that it has worked hard for.

[Reviewed on PS3, played on normal difficulty]

These gorgeous gaming posters would look great on any player’s wall

Category : Wii

Marinko Milosevski‘s gaming posters are almost too beautiful. Staring blankly at my screen while saliva slides down my chin is all I can do to keep from openly weeping.

Homages to some of the most popular entries in The Legend of Zelda series, Shadow of the Colossus, Ico, and Super Metroid are included in the set. Personally, Milosevski’s poster portraying The Legend of Zelda: The Wind Waker is my favorite. Which one would you most like to hang on your wall?

Artist Marinko Milosevski created a set of amazing video game posters.

Ico poster

A chilling poster for the PlayStation 2 exclusive Ico.

Shadow of the Colossus poster

If you look closely at this Shadow of the Colossus piece, you can see the game’s hero standing on top of the giant’s head.

The Legend of Zelda: Ocarina of Time poster

This beautiful The Legend of Zelda: Ocarina of Time poster recreates Link’s first encounter with the Skull Kid.

The Legend of Zelda: Majora's Mask poster

Speaking of the Skull Kid, here’s a poster depicting Ocarina of Time’s sequel, The Legend of Zelda: Majora’s Mask.

The Legend of Zelda: The Wind Waker poster

This is a stunning poster for a stunning game. I wouldn’t be proud to admit how much I would pay to have this The Legend of Zelda: The Wind Waker poster hanging in my room.

Super Metroid poster

Check out this poster for one of the Super Nintendo’s best games, Super Metroid.

Super Metroid Japanese poster

A Japanese version of the Super Metroid poster.

Video Game Review: Darksiders II

Category : Wii

Rating:
Release Date: August 14, 2012
Distributor: THQ
Platform:
Microsoft Xbox 360
Grade: A-



Video Game Review: Darksiders II
by Eric Deters

Published: August 31, 2012

The original “Darksiders,” which released within the first week of 2010, was a bit of a hidden gem, which surprised me greatly. It was heavily influenced in equal parts by the design and structure of the “Legend of Zelda” series and the combat and atmosphere of “God of War,” both of which are hugely popular franchises for good reason. A game that combined those disparate styles and meshed them as well as “Darksiders” deserved to sell and, theoretically, should have sold, a lot more than it did.

Last time, we played as the Horseman of War as he tried to redeem himself after being framed for bringing Armageddon to humanity before they were prepared for it. His journey took place (almost) entirely on Earth 100 years after the devastation he supposedly wrought.

In “Darksiders II,” players take the reins of the Pale Rider of Death, War’s brother and oldest of the Horsemen, in a quest to prove War’s innocence, and if not that, then undo the destruction that an early apocalypse caused. In the process he visits various realms that exist beyond those of the humans: the Maker’s Realm, the Kingdom of the Dead, the Realm of Angels, and the Realm of Demons, each of which has a distinct color palette and unified visual style and soundscape, which makes exploring them consistently rewarding and exciting.

I suppose it’s understood, then (even though I’m going to say it anyway), that “Darksiders II” is a massive game. By the time I finished the first of the four realms, which housed no less than six full Zelda-style dungeons, I was sitting at 8 hours of gameplay. For some games, that’d be all the content. “Darksiders 2” says screw that and then throws another zone that’s just as packed as the last one, and another on top of that, and then ANOTHER (which was quite a bit shorter and a little abrupt but more on that later). It’s a game that’s rich with content, and very little of it feels unnecessary or poorly designed.

And all of that fails to mention how much the loot dynamic affects the dungeon exploring and combat. The thing about the “Legend of Zelda” games is that the only upgrades you get (for the most part) are tools used to solve puzzles and not necessarily to fight the hordes of monsters Link must face in each dungeon.

The thing about a game like, say, “Diablo” (I promise, this is going somewhere) is that the only upgrades you get are statistical and occasionally strategic (you wouldn’t want to use a freezing sword against an ice elemental, would you?), with none of the things you find ever having uses outside of killing lots of demons.

“Darksiders II” takes the Old El Paso route and gives you TONS of stuff for both sides of the spectrum. There are a number of different scripted items (none of which I will spoil here, but players of the original will recognize a few) for puzzle solving, but also for combat, and not just for boss fights alone. Then there’s the ordinary loot, like different scythes, varied styles of secondary weapons, cloaks, boots, all that classic stuff. It takes two time-honored systems, and by being the first (or at least the first that I’ve heard of) to combine them, it feels wholly unique and refreshing.

It’s a shame, then, that the story in “Darksiders 2” isn’t that great, especially not compared to the original, which did have some rough edges, but was compelling and believable enough to push War through to what might be one of my favorite endings to a game this generation. “Darksiders II” begins with an atmospheric and somber climb through a frozen fortress, some tutorialized combat and traversal, a cutscene, a fairly difficult boss fight, and then Death is taken to the Maker’s Realm with little to no explanation as to what he’s doing next or, in the larger context, why. He says that he has to prove that his brother War is innocent, but somewhere along the line (and very early on), his plans change. He decides to simply undo the catastrophe entirely, but the game never tells you that, or if it did, I certainly didn’t catch it.

The first realm goes by smoothly enough from a story perspective, in that it gets fairly epic as it reaches its climax and then transitions into the Kingdom of the Dead, which, while probably the best from a gameplay and content perspective, didn’t exactly reach its full potential from an artistic or narrative standpoint.

You’re essentially set on a journey across the wastes to a castle flying on the backs of two giant wyrms (DND folks will know that that is in fact a word and no, I didn’t mean “worms”), which is one of the coolest set-piece locations in the game, to speak with the Lord of the realm. The Lord won’t speak to the man that has overpopulated his land, however, and instead sends you on an errand to prove your worth. Then, you go out on three more errands to bring three dudes back to court. Then, another errand for what you’re actually looking.

I know I’m getting ranty, but this will be done in a second. In the Maker’s Realm, you’re adventures through each dungeon are contextualized enough into the world’s mythology that none of it really feels like a chore. Master Eidard (voiced by the awesome James Cosmo, otherwise known as Lord Commander Jeor Mormont in “Game of Thrones”) talks up a lot of lore, and while it’s up to the individual to decide how much that backstory is to their liking, it’s undeniable that your actions in the first realm fit with the narrative flow.

In the Kingdom of the Dead, your actions are only semi-contextualized, and when you do accomplish something relatively “big,” it doesn’t change jack in the world. Even in the latter two realms, Death’s actions have noticeable effects on the world, but nothing he does in the Kingdom of the Dead really has an impact, at least not until the final dungeon of that realm.

What I’m trying to say is that the game has the same kinds of flaws that I had issues with in “Uncharted 3” (which is a really weird comparison and I understand that) — the individual set-pieces and moments were fantastic, but they weren’t tied together as well as they could be. You’ll question Death’s overarching goal multiple times and wonder why he actually needs to do the things people tell him to do, but you’ll get over it because you’re the freaking Pale Rider of Death and you do insanely cool stuff on a regular basis.

In terms of visual fidelity and the technology powering the game, it’s serviceable if not perfect, though it really doesn’t do justice to the truly magnificent art design in this game. As I mentioned earlier, every realm is visually distinct and uses color to define its image, making each one memorable for not only what you do while exploring them but also what you saw on your journey.

The Maker’s Realm is vast and forested, the Kingdom of the Dead cold and barren, with every flickering flame beckoning out to you and the sick blue aura of the dead spread across the wastes before you. The Realm of Angels contrasts bright yellows to deep blacks, and the Realm of Demons looks appropriately hellish and battered. The varied worlds are so distinct and beautiful in their unique ways that the one zone that contains only washed out greys and reds manages to feel at least somewhat acceptable.

The voice acting is pretty great, though occasionally hammy, across the board. Cosmo as Eidard is probably my personal favorite of the bunch, but Death does manage to steal the show once in a while, being the menacing little devil he is. Phil LaMarr (Hermes from “Futurama”) doesn’t get as many lines as he did in the first game as Vulgrim, but his little quips are enjoyable here in the small volume that they come in.

Honestly, the biggest surprise of all for me was just how incredible the soundtrack was. Jesper Kyd, who worked on the “Hitman” and “Assassin’s Creed” franchises, was brought in to score Death’s journey and OH YES. The overworld music is phenomenal, the fight music, both for regular enemies and bosses is snappy and heart-pounding, and the man MAY have composed some better dungeon music than Koji Kondo (“Zelda” composers for those wondering). I didn’t think I’d ever say a sentence like that, but WHOA. This game gets the soundtrack so ridiculously right.

As a sequel, “Darksiders II” brings in the best new elements to improve on the foundation that the original laid down. In the process, the game lost some of its focus on story which goes towards making a more content rich game, which is perfectly reasonable, yet slightly disappointing. Regardless, I had too much fun with the game to not wholeheartedly recommend it. It’s well-designed and engaging and absolutely worth your time.


Buy The Legend of Zelda: Majora’s Mask

Category : Wii

UPDATE:
Game has confirmed that the images/leaked listings were faked, and the game does not exist.

Original Story:
A removed listing on a retailer website could suggest that The Legend of Zelda: Majora’s Mask is on the way to the 3DS.

The sequel to the classic Nintendo 64 game Ocarina of Time has been a strong candidate for remake-treatment at the Japanese game studios, yet nothing has been confirmed so far. Series producer Eiji Aonuma noted how it would be a “possibility” in the past, with even minor celebrity endorsement.

On the Game website and sister retailer GameStation, a listing for The Legend of Zelda: Majora’s Mask 3D appeared and was quickly removed, with a “TBC” 2012 release date.

Nintendo has kept schtum on any Zelda shenanigans so far, but a surprise announcement for a 3DS remake could be a possibility given the popularity of the series and portable potential.

Would you like to see Majora’s Mask remade on Nintendo 3DS or should it be left for a home console/Wii U edition?

How 13 Classic Video Games Got Their Names

Category : Wii

Donkey Kong's name is the result of a confused translation of Japanese to English.Although “kong” was a common Japanese nickname for “ape,” no doubt inspired by the 1933 film, King Kong, how exactly the first half of the name Donkey Kong came to be is something of a mystery. One version of the story says the title was supposed to be Monkey Kong, but there was a miscommunication that led to a misspelling. Another story is that game designer Shigeru Miyamoto was looking up words in a Japanese-English dictionary and found the word “donkey” as a synonym for both “stupid” and “stubborn.” Whatever the case may be, it didn’t matter to Universal Pictures how the first half of the title came to be; they were more interested in the second half.

Universal sued Nintendo in 1982, because they felt Donkey Kong was too similar to King Kong—in name and in concept. Nintendo hired attorney John Kirby, who was able to show that there were significant differences between the two, but the nail in the Universal coffin came from a 1975 case in which Universal sued RKO Pictures, the producers of the 1933 film, in order to film a remake. Universal claimed they were filming an adaptation of the original film’s novelization, which had fallen into the public domain. In that case, it was determined that the 1933 film’s characters were now in the public domain, though not the film itself. Shortly after, Universal bought some of the rights to the characters, but not all. So when they sued Nintendo, they did so knowing that the characters were partially in the public domain, because they had used that exact argument a few years earlier.

Nintendo won the suit and Universal wound up paying $1.8 million for legal fees and damages. To show their appreciation, Nintendo bought John Kirby a sailboat christened Donkey Kong, and it’s rumored that the bubbly character Kirby from the 1992 game Kirby’s Dream Land is named after him.

Horn adventure game by Phosphor Games lands on Android

Category : Wii

NVIDIA Tegra 3 device owners will be the first lucky few to enjoy the brand new action adventure game called Horn from the popular Phosphor Games crew. Horn was selected as a premiere title from Zyna’s moble developer program and it has been making quite a splash for its graphics and gameplay. Available on iOS already, today it is Android’s turn for all those Tegra 3 toting devices.

With cinematic battles and next-gen graphics Horn looks to impressive everyone. Think Legend of Zelda meets Infinity Blade rolled into one and produced by the same guys that made the stunning and exciting game Dark Meadows. Having a game with not just great graphics, but an open-world environment, an awesome and inviting storyline, and great gameplay is hard to find for mobile — but Horn looks to deliver.

The story starts with the main character Horn, a young blacksmith’s apprentice, who wakes up to find his entire village ruined and overrun by large, sometimes humorous, monsters. He quickly realizes that the community of people and animals have actually been cursed and transformed into these monsters and he must use epic weapons, combat situations, and thought-provoking puzzles to make his way through the open world of his once flourishing village. Have your attention yet? Lets take a peek.

Horn will be slaying mythical and huge creations (some that look like Transformers) and will need to collect magical stones along the way. Some are harder to earn than you think so be prepared to work for it. The overall fighting, mechanics, and gameplay is fluid, fun, and engaging. No clunky controls here and instead you’ll use a combination of swipes and flips across the screen all with intuitive swipe controls.

Now Horn is more than just a hack em and slash em game full of gore. You have stunning graphics and visuals, excellent voice-overs, a top-notch story, and is an overall quality game that you’ll be enjoying for hours and hours. If you’re a Zelda fan be prepared to play Horn for the rest of the week. Again the graphics are seriously impressive, and thanks to the one and only NVIDIA Tegra 3 you’ll be playing along smooth as butter (can’t say the same for the iPad version) and the improved visuals on Android will surely make all gamers happy.

Horn by Phosphor Games is available starting today, right now from the Google Play Store and as usual on the NVIDIA TegraZone. As an added bonus if you get lost in the world of Horn feel free to check out this massive online instruction guide thanks to the developers. Check out other awesome Tegra HD games linked to below.

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