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Legend of Zelda Games: Skyward Sword (Nintendo Wii) Legend of Zelda Games: Skyward Sword (Nintendo Wii) The Legend of Zelda games are one of my favourite series of games; mater of fact the very first game I played on a Nintendo was Zelda 2 way back in...

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The Adventures of Tintin (PS3, 360,Wii, 3DS) The Adventures of Tintin (PS3, 360,Wii, 3DS)     Xbox 360 version reviewed Adventures of Tintin the video game is based on the high action movie from Steven Spielberg that has been wowing...

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Sonic's Ultimate Genesis Collection Sonic's Ultimate Genesis Collection With gaming advancing so much with each passing year, it can be easy to forget where it all started, the classics that entertained us as kid and still delight us to...

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Super Mario 3D Land Review Super Mario 3D Land It seems that Mario can do no wrong these days. With his phenomenal outings on the Wii as well as DS, Nintendo's plucky plumber has cemented himself further into our gaming culture,...

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Darksiders 2 will have more in common with Diablo 3 than Zelda

Category : Wii

Darksiders 2 will be an action RPG

The first Darksiders was a straight up action adventure game that many people compared to The Legend of Zelda if it were in a post apocalyptic setting. Vigil Games have made drastic changes to the formula from the first game, including many RPG elements to it making more in the vein of Diablo 3.

The sequel will feature loot, trading, side-quests and other RPG elements making it a totally different experience compared to the first game. Vigil marketing boss Jay Fitzloff said, “This is something we wanted to have in the first Darksiders, but there’s a lot more that goes into the making a game the first time; the engine-building, feeling stuff out, and so on. Stuff just got left on the cutting room floor,”

“We were making a sequel, so the easiest thing would have been to put War in the second game. The same moves, the same environments. Bigger. Maybe we’re masochists, but that’s just boring. We wanted to do something different. For the sequel we wanted to do a new horseman, to move it forward.” he continued.

“I think everyone had grandiose goals, but things start snapping up. You get a hard release date, and you start looking at what you have to accomplish. What can we do and what can’t we do? Obviously, the loot element and its balancing is huge. For the first game we couldn’t do it. But when it came to Darksiders II, what’s the one thing we want to add in?”

Check out the new gameplay video courtesy of VG247.

Article source: http://www.thebitbag.com/2012/05/21/darksiders-2-will-have-more-in-common-with-diablo-3-than-zelda/

Power of the gamer

Category : Wii

“Mass Effect 3.” (Supplied)

Gaming has taken a lot of cues from Hollywood: professional voice actors, cinematic animation and talented script-writers, to name a few. But modern games are doing one thing Hollywood hasn’t dared: Bring audiences into the studio.

In the nascent days of video games (think Pong and Legend of Zelda: A Link to the Past), games were developed by designers and engineers hidden away from the public.

Not so anymore. Jean-Paul Amore is the program coordinator for the game development and design program at George Brown College in Toronto. He said large studios producing big titles like Mass Effect and Diablo can have up to 300 people working, and so initial reviews and testing are mostly done internally. But “toward the mid-stage of development, it’s released to public to test.”

And that’s where things get interesting.

A few weeks before Diablo III was released, Blizzard Entertainment invited the public to stress-test the servers. The largely online game was a hotly anticipated title, so they needed to be sure their servers could handle millions of players at once. Players jumped at the opportunity.

These early testers also give the company an idea of how people play the game, where they stumble, what they spend more time on and what they complain about. It can significantly affect final tweaks to the product, and those polishes can make a world of difference.

When studios don’t take this process seriously, Mass Effect 3 happens.

Weeks before the release of the highly anticipated conclusion to one of the largest video game franchises of the past year, Bioware hosted a poll on its site to ask testers what they thought of the game. More than 90% disapproved of the ending.

But when the game was released, ending unchanged, the reaction was disastrous. The series had focused on decision-based gameplay, so when players decided to pursue one course of action over another, that changed the course of the story. But the finale negated all of those decisions and, combined with some lacklustre writing, fan outrage was enormous.

A Hitler reaction video, a meme generator and a bombarded Twitter feed later, the co-founder of Bioware had to stand up and take the heat.

“It’s incredibly painful to receive feedback from our core fans that the game’s endings were not up to their expectations,” he wrote. “I believe passionately that games are an art form, and that the power of our medium flows from our audience, who are deeply involved in how the story unfolds, and who have the uncontested right to provide constructive criticism.”

The studio is still releasing updates, new downloads and has promised an extended cut of the ending to help solve the problem. But big studios are a different beast than, say, small iPhone games which have a lot more flexibility.

Glen Watkinson, who developed the game Crack UP currently available for download, says iterative releases can be enormously useful for a small company. Instead of creating an entirely new product, they just have to push a new “version” to smartphones. New tools! New maps! Extra abilities! New versions can contain almost any tweaks the developer could imagine, even changing the story, and user feedback and reactions are front and centre in those decisions.

“Marketing is a tricky issue. Releasing an Easter-themed game on Easter is one way of dealing with it,” he said, noting how many “seasons” of Angry Birds are now available as entirely separate titles, let alone how many versions of each have been released.

Video games are becoming a bigger industry than Hollywood, and with audiences so deeply involved in their production and consumption it’s easy to see why. The only real question is when Hollywood will start to take cues from games.

 


Article source: http://www.lfpress.com/tech/games/2012/05/18/19776946.html

New Super Mario Bros 2 springs into view for the 3DS

Category : Marios Bros

Nintendo president Satoru Iwata has revealed that the 3DS will be getting yet another Mario game this autumn in the form of New Super Mario Bros 2.

Related

  • industry


    • 2010 in Review
    • Writer sues Ubisoft for copyright infringement over Assassin’s Creed
    • Batman: Arkham City gets a Game Of The Year Editon
    • New Super Mario Bros 2 springs into view for the 3DS
    • Valve’s Gabe Newell makes cryptic references to Half-Life 3 development issues
  • development


    • From Dust
    • Batman: Arkham City gets a Game Of The Year Editon
    • New Super Mario Bros 2 springs into view for the 3DS
    • Valve’s Gabe Newell makes cryptic references to Half-Life 3 development issues
    • Kingdom Hearts 3D gets a release date
  • Nintendo


    • Pokemon Rumble Blast
    • Super Mario for the Wii U set for an E3 unveiling
    • 3DS remake of Zelda: A Link To The Past is a possibility says Miyamoto
    • No Wii U at this year’s Gamescom
    • Rumour: US retail price appears for Wii U
  • 3DS


    • Mario Kart 7
    • New Super Mario Bros 2 springs into view for the 3DS
    • 3DS remake of Zelda: A Link To The Past is a possibility says Miyamoto
    • Dreamcast pet sim Seaman to come to 3DS
    • 3DS to get a demo for Metal Gear Solid 3D: Snake Eater this week
  • New Super Ma…

    The released screenshots seem to show that the game will not deviate all that much from the formula of its DS and Wii predecessors but time around Mario will have access to the Tanooki suit.

    Iwata did say that the game was to be designed as much more of a drop-in drop-out experience which would seemingly be ideal for Nintendo’s handheld.

    New Super Mario Bros 2 will be released in Europe this coming August.

    Thanks Nintendo Gamer.

    By Ewan Aiton

    Article source: http://play.tm/news/35038/new-super-mario-bros-2-springs-into-view-for-the-3ds/

    'Mario & Sonic at the Olympics' enjoys another week atop the Wii chart

    Category : Marios Bros

    Monday, May 21, 2012

    Article source: http://rss.feedsportal.com/c/32545/f/492401/p/1/s/7907fdcd/l/0L0Sdigitalspy0O0Cgaming0Cnews0Ca3826810Cmario0E0Esonic0Eat0Ethe0Eolympics0Eenjoys0Eanother0Eweek0Eatop0Ethe0Ewii0Echart0Bhtml0Drss/story01.htm

    Mario Tennis Open Puts a New Spin on Hand-Held Tennis Action

    Category : Marios Bros

    REDMOND, Wash.–(BUSINESS WIRE)–

    Rain or shine, Nintendo fans can now enjoy a fun flurry of tennis-themed
    challenges anytime, anywhere. Mario
    Tennis Open
    is now available for the Nintendo
    3DS
    hand-held system, inviting players to step onto the court with
    Mario and his Mushroom Kingdom pals for fast-paced singles and doubles
    tennis matches, skill-building Special Games and new online modes that
    let friends and family members with wireless Internet access compete
    together. The game also features new ways for players to customize their
    Mii characters and interact with other players via the built-in
    StreetPass feature.

    In Mario Tennis Open, players can take on the role of
    fan-favorite characters such as Mario, Luigi, Princess Peach and Bowser,
    or play as their own personalized Mii character. Choosing between the
    Nintendo 3DS system’s intuitive touch-screen controls or traditional
    button controls, they can dive into action-packed tennis matches in
    single-player mode or invite others to join in the fun using a local
    wireless or Wi-Fi Internet connection. With each victory, players
    accumulate coins that can be redeemed for virtual items like rackets,
    sneakers and tennis uniforms, which not only enhance the appearance of
    their Mii character but also boost their stats on the court.

    “Nobody does tennis quite like Mario,” said Scott Moffitt, Nintendo of
    America’s executive vice president of Sales Marketing. “With new
    Special Games, wireless multiplayer modes and customization options, Mario
    Tennis Open
    offers a new hand-held experience for new and longtime
    Nintendo fans alike.”

    The action in Mario Tennis Open can get fast and furious as
    players trade serves, volleys, drop shots and cross-court smashes.
    Unexpected twists arise when special Chance Areas appear on the court
    during match play, inviting players to run to those areas to execute
    supercharged return shots with intense spin or extra power. A variety of
    Special Games also let players practice their swings and explore new
    challenges. For example, the included Super Mario Tennis game asks
    players to complete familiar levels from the classic Super Mario
    Bros.
    game by using their tennis swing to stomp Goombas and Koopas.

    In addition to well-known Mushroom Kingdom characters like Mario and
    Luigi, Mario Tennis Open lets players unlock new characters such
    as Luma, Baby Mario and Dry Bowser. Some characters are unlocked through
    game play, while others can be unlocked using a special QR Code made
    available online. Players can visit http://mariotennisopen.nintendo.com
    for more details.

    As many as four players can connect online to play Mario Tennis Open together
    in singles or doubles matches. The new Open Match mode can also be used
    to pair a player in a singles game with an online opponent of a similar
    skill level, and players can view their standings via online
    leaderboards. With a local wireless connection, Nintendo 3DS owners can
    connect and play together even if only one of them owns a Mario
    Tennis Open
    game card.

    Players can use the built-in StreetPass feature of the Nintendo 3DS
    system to interact with other Nintendo 3DS owners they encounter as they
    go about their day. They can show off their customized Mii characters
    and incorporate computer-controlled versions of other players’ Mii
    characters in competitive StreetPass matches or cooperative Ring Shot
    challenges. Exchanging data via StreetPass requires users to have their
    Nintendo 3DS system set to Sleep Mode, and both users must have the Mario
    Tennis Open
    game.

    Remember that Nintendo 3DS features parental controls that let adults
    manage the content their children can access. For more information about
    this and other features, visit http://www.nintendo.com/3ds.

    About Nintendo: The worldwide pioneer in the creation of
    interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan,
    manufactures and markets hardware and software for its Wii
    home console, Nintendo 3DS and Nintendo DS
    family of portable systems. Since 1983, when it launched the Nintendo
    Entertainment System, Nintendo has sold more than 3.9
    billion video games and more than 630 million hardware units globally,
    including the current-generation Wii, Nintendo 3DS, Nintendo DS,
    Nintendo DSi and Nintendo DSi XL, as well as the
    Game Boy, Game Boy Advance, Super NES, Nintendo
    64 and Nintendo GameCubesystems. It has also
    created industry icons that have become well-known, household names such
    as Mario, Donkey Kong, Metroid, Zelda
    and Pokémon. A wholly owned subsidiary, Nintendo of America
    Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s
    operations in the Western Hemisphere. For more information about
    Nintendo, please visit the company’s website at http://www.nintendo.com.

    Note to editors: Nintendo press materials are available at http://press.nintendo.com,
    a password-protected site. To obtain a login, please contact Deanna
    Talamantez at 213-438-8742 or dtalamantez@golinharris.com.
    Users can receive instant Nintendo information by subscribing to the
    site’s RSS feed.

    Photos/Multimedia Gallery Available: http://www.businesswire.com/cgi-bin/mmg.cgi?eid=50284032lang=en

    MULTIMEDIA AVAILABLE:http://www.businesswire.com/cgi-bin/mmg.cgi?eid=50284032lang=en

    Article source: http://finance.yahoo.com/news/mario-tennis-open-puts-spin-120300905.html

    Power of the gamer

    Category : Wii

    “Mass Effect 3.” (Supplied)

    Gaming has taken a lot of cues from Hollywood: professional voice actors, cinematic animation and talented script-writers, to name a few. But modern games are doing one thing Hollywood hasn’t dared: Bring audiences into the studio.

    In the nascent days of video games (think Pong and Legend of Zelda: A Link to the Past), games were developed by designers and engineers hidden away from the public.

    Not so anymore. Jean-Paul Amore is the program coordinator for the game development and design program at George Brown College in Toronto. He said large studios producing big titles like Mass Effect and Diablo can have up to 300 people working, and so initial reviews and testing are mostly done internally. But “toward the mid-stage of development, it’s released to public to test.”

    And that’s where things get interesting.

    A few weeks before Diablo III was released, Blizzard Entertainment invited the public to stress-test the servers. The largely online game was a hotly anticipated title, so they needed to be sure their servers could handle millions of players at once. Players jumped at the opportunity.

    These early testers also give the company an idea of how people play the game, where they stumble, what they spend more time on and what they complain about. It can significantly affect final tweaks to the product, and those polishes can make a world of difference.

    When studios don’t take this process seriously, Mass Effect 3 happens.

    Weeks before the release of the highly anticipated conclusion to one of the largest video game franchises of the past year, Bioware hosted a poll on its site to ask testers what they thought of the game. More than 90% disapproved of the ending.

    But when the game was released, ending unchanged, the reaction was disastrous. The series had focused on decision-based gameplay, so when players decided to pursue one course of action over another, that changed the course of the story. But the finale negated all of those decisions and, combined with some lacklustre writing, fan outrage was enormous.

    A Hitler reaction video, a meme generator and a bombarded Twitter feed later, the co-founder of Bioware had to stand up and take the heat.

    “It’s incredibly painful to receive feedback from our core fans that the game’s endings were not up to their expectations,” he wrote. “I believe passionately that games are an art form, and that the power of our medium flows from our audience, who are deeply involved in how the story unfolds, and who have the uncontested right to provide constructive criticism.”

    The studio is still releasing updates, new downloads and has promised an extended cut of the ending to help solve the problem. But big studios are a different beast than, say, small iPhone games which have a lot more flexibility.

    Glen Watkinson, who developed the game Crack UP currently available for download, says iterative releases can be enormously useful for a small company. Instead of creating an entirely new product, they just have to push a new “version” to smartphones. New tools! New maps! Extra abilities! New versions can contain almost any tweaks the developer could imagine, even changing the story, and user feedback and reactions are front and centre in those decisions.

    “Marketing is a tricky issue. Releasing an Easter-themed game on Easter is one way of dealing with it,” he said, noting how many “seasons” of Angry Birds are now available as entirely separate titles, let alone how many versions of each have been released.

    Video games are becoming a bigger industry than Hollywood, and with audiences so deeply involved in their production and consumption it’s easy to see why. The only real question is when Hollywood will start to take cues from games.

     

    Article source: http://www.torontosun.com/2012/05/18/power-of-the-gamer

    Mario Tennis Open [Review]

    Category : Marios Bros

    Mario Tennis Open is one of those things that might be a hard sell to your friends, but for those that give it the chance, it will utterly consume you. The game play is some simple and addictive that it’s easy to lose days completing the game’s tournaments and mini-game challenges under the guise of short form gaming that continually has you bargaining for ‘just one more round’.  

    +Simple, addictive gaming.

    +The bright, colourful cast of Mario characters that we’ve all come to know and love.

    +Plenty of options for modifying your character, unlockables to collect/buy and challenges to pit yourself against.

    -The traditional character-specific ‘super shots’ have been removed in favour of reaction-based skill-shots.

    -3D really doesn’t add much, and its generally better kept to off (if you want to make a real go of things in the later levels). 

     

    As someone that would at least like to call themselves a hardcore gamer, I know the stigma associated with the title would lead people to believe that I should poop on ‘casual’ or ‘family’ oriented games, but the truth of the matter is that I have very fond memories of the Mario series of sports games. Mario Golf was the first time I got my entire family to play a video game together. With a couple of parents that couldn’t even learn how to bookmark a website with an hour of time at the computer and instruction via their ‘technically inclined’ son it was a hard sell. Everyone loved the simplicity and color of the game though, and it was eventually something that became a staple of our family nights.

    So when I say that I enjoy the sports titles, and was legitimately excited that there was a new Mario Tennis game making its way to Nintendo’s latest handheld, the 3DS, I’m fully aware that there is some bias there. But you know what? That’s not necessarily a bad thing in my book, I’ve often heard it should be the ‘enthusiasts’ that handle the reviews and why not? They know it the more intimately.

    I’m pleased to say that Mario Tennis continues the trend of providing a short, colorful, fun experience. It’s a skill-set that Nintendo has honed over their many, many years in the industry and still own the throne for. Everything that they do is clean, simple, and fun. Mario Tennis has changed up some of the features of the game, namely the skill shot system the characters use to lob fireballs and rainbows back and forth at one another, but have held onto the core components that made the title a staple in our family game-nights back when.

    When I had played this game previously, at events like GDC, I had made mention of the fact that it seemed a little too easy on the players. It’s something that comes up a lot at trade-shows, because the game being represented has to appeal to a wide-scope of players, most of which are being drawn in to check things out, while it might not actually be something within their standard ‘wheel-house’. I’m pleased to say that the difficulty in the game does ramp up nicely as you progress, and even now I’m finding myself unable to regularly beat the ‘Ace’ level AI in the game’s single-player modes. Previous iterations of the franchise led me to believe that beating any character, at any difficulty level, was a simple as knocking the ball as far left, then as far right, as possible until they folded. It’s not as much of a viable strategy in Open, due to the fact that the AI is no slouch (at the higher settings) and will read predicable patterns, compensate, and, on the Ace setting at least, exploit the ever-loving-CRAP out of them.

    I mentioned, briefly, the concept of the skill shot. Fans of the series may recall that in the other iterations, and even other sports titles, each character has a special ability that they could unleash on the court when certain requirements were met. In Mario Tennis Open, the abilities are universal, characters don’t get one special move each, instead the trick/special shots are scattered about the court randomly throughout the match. During your sessions you’ll see spots highlighted on the court, and if you can get your character to the location before the ball you can charge/unleash a trick shot (things like launching a fire-ball, a trick shot that swings in a wide-arch ‘round the side of the court, or a massive lob that bounces off the very back line of the court and then out). It’s a little more simplistic, and it keeps things fresh, though it does make me a little nostalgic for the way things used to be with the signature character ‘super moves’.

     

    The tournament circuit, which would normally be considered the ‘core’ of the game, is quite short. There are four tournaments to start, which can easily be wrapped inside of a 20 minute train ride, that, once completed, unlocks a ‘star character’ and a new tournament. Basically a new set of four levels with an increased difficulty. But that’s it. Eight ‘levels’ to be cleared, and you’re ‘done’. You can of course head back multiple times with multiple characters and run the series over and over, unlocking new ‘star’ characters, and there is the ‘doubles’ mode that allows you to play with a partner and work through a 2-v-2 tournament circuit, but that’s about it. Thankfully Nintendo has done some work expanding the game’s additional modes.

    Online play is of course added in, so you can play with friends local or global, but where things really get interesting is in the game’s mechanics for coin acquisition and spending. There are four modes inside of the ‘Special Games’ mode that each offer an opportunity to earn coins (which can then be spent in the Club House for additional character gear). Ring shot, which has you rally a ball back and forth with an AI partner while maneuvering your ball through a series of rings at the net for points, Super Mario Tennis, which is a recreation of Super Mario Land where you rally against the wall to clear obstacles while progressing through the original game, Galaxy Rally, where you rally back and forth with an AI partner, avoiding dropping your ball into the infinite emptiness of space while sections of the court vanish and as you collect stars, and Ink Showdown, where the name of the game is survival; all you do here is try to survive for as long as possible while a series of Piranha plants spit balls and/or ink at you. If you miss a return on an ink-ball your screen gets splattered/covered, making the subsequent rallies that much harder.

    Once you’ve collected yourself a nice little bank-roll of coins in the game’s mini-game modes you can head over to the Club House, which is your opportunity to buy outfits, rackets, wristbands and shoes for your Mii that improve/alter its performance in the game. It’s a nifty little feature that will help you customize your character and there is a figurative ton of options for customization (which are unlocked through playing the game’s various modes).

    While the concept that brought me into the world of Mario Sports isn’t what it used to be, our family unit is spread out across the province and no one, other than myself obviously, continued the trend of weekly gaming, the game is one that still brings me back ‘round time and time again. I’m a fan of the Mario series of sports titles, their knack for turning something (which is traditionally pretty boring) like Baseball or Tennis into something more exciting (via skill shots that ignite the ball into fire, or curve balls into massive wide-reaching arches) is a niche that I don’t think I’ll ever really grow tired of. 

     

    A review copy of this game was provided by the publisher.

    Article source: http://shogungamer.com/news/reviews/13992/mario-tennis-open-review

    10 Platformer Heroes Who Need to Make the Jump to 3D

    Category : Marios Bros

    Forget Mario! These characters need their time in the spot light.

    With series like Super Mario Land and Rayman becoming popular once more it’s interesting to think about how other platformer heroes would fare in this day and age. The history of video games is chalked full of platforming titles, some great, some awful, and some just plain weird. The 3DS deserves to house some of these forgotten heroes! Let’s take a look at the…

     

    Original System: TurboGrafx-16, 1990

    Last Seen: Bonk 3: Bonk’s Big Adventure (Wii VC, 2007)

    Though Bonk didn’t have the best launching platform he still made enough of mark to gardner two legitimate sequels and a rereleases on various consoles. Fighting his way though dinosaur baddies and prehistoric obstacles,  Bonk is one of the greatest lesser know platformer heroes. Though Bonks main attacks include his gigantic noggin he also can use his teeth to climb trees and scale walls. Apparently cavemen had very strong jaws. A new Bonk title may be out of the question, but a enhanced remake (a la Cave Story 3D) could be a hit.

     

    9. Crash Bandicoot

     

    Original System: PlayStation, 1996

    Last Seen: Crash: Mind Over Mutant (GC, 2008)

    Crash Bandicoot, much like Sonic the Hedgehog, was the star of a direct Nintendo competitor. No one ever though we’d see a Crash game on a Nintendo system, but just like Sonic he eventually made his way over to the Big N. The first three Crash Bandicoot titles are classics and feature some of the best 90′s platforming known to gamedom. Crash has fallen on hard times since he was dropped by developer Naughty Dog, so why not rive the spunky marsupiale? Spyro has made a HUGE come back with the Skylanders series, so it could definitely work out.

     

     

    Original System: Sega Genesis, 1993

    Last Seen: Gunstar Heroes (Wii VC, 2006)

    Famed developer Treasure is well know for turning bullet hell in to bullet heaven. The studio behind the Sin and Punishment series knows plenty about how to put together a stellar run-and-gun platformer. Treasure’s first game, Gunstar Heroes was one of the must-have Sega Genesis titles of the early 90s. The Heroes have already made the jump to a Nintendo handheld with the release of Gunstar Super Heroes on the Game Boy Advance, but we need a new Gunstar Heroes in our lives. Treasure is still going strong so let’s hope they give the 3DS a chance. I’d love to endlessly blast robot goons with a pal via the Nintendo Network.

     

     

    Original System: SNES, 1992

    Last Seen: Lost Vikings (SGBA, 2003)

    You’ve never heard of The Lost Vikings?! That’s actually not too surprising. Erik the Swift, Baleog the Fierce, and Olaf the Stout have been “lost” to the video game world for almost ten years. Back in the SNES era The Lost Vikings were well known as one of the best puzzler platform titles in all the land. Instead of focusing on a single hero, the Lost Vikings had to relay on one another to finish levels. The best part about Lost Vikings is that the vikings were lost in time, meaning the levels could literally take place anywhere and any time. If only a new developer would pick this wonderful and quirky IP…

     

    Original System: Game Boy, 1992

    Last Seen: Wario Land: Shake It (Wii, 2008)

    Mario’s bizarre doppelganger has been delighting gamers for years with his whacky antics. Know for his lust for gold and…um… mini-games, Wario truly deserves his own 3DS title. Whether Nintendo goes for a three dimensional (Wario Land on GameCube) or hand drawn (Wario Land: Shake It for Wii) look they could certainly make an eye popping platformer we all could enjoy. Super Mario 3D Land was a critical and financial success so it shouldn’t take much for Nintendo to whip up Super Wario 3D Land, right?

     

     

    Original System: Wii, 2008

    Last Seen: LostWinds: Winter of Melodias (WiiWare, 2009)

    Of all the characters on this list, Toku is probably the least known. Toku has only stared in two games to date and they have both been Wii Ware titles. That being said, they are two of the best Wii Ware titles to ever grace Nintendo’s virtual marketplace. Toku is a young boy who is tasked with saving his village by harnessing the smooth and forceful power of the wind. The LostWinds titles have been ported to the iPad, and they work very well with touch controls. What other handheld devices are known for their touch screens? Oh yeah, the DS line. Players could control the top screen’s wind action by using the touch screen! Woosh!

     

     

    Original System: NES, 1987

    Last Seen: Mega Man Z Collection (DS, 2010)

    Mega Man has taken many forms over the years, but his platforming roots run deep. The Mega Man X series is a particularly awesome showing of how Mega Man titles can be both difficult and fun. Blasting enemies as the Blue Bomber would be a sight for sore eyes since Capcom decided to cancel the highly anticipated Mega Man Legends 3 for the 3DS. It would be nice to see developers go the 2.5D route with Mega Man, giving him a sleek futuristic backdrop and an arsenal of new power-ups. We already know destroying baddies looks great in 3D, now we just need Capcom to follow through and give us the Mega Man platformer we’ve been waiting for.

     

     

    Original System: PlasyStation, 1997

    Last Seen: Klonoa (Wii, 2008)

    Though many think “Pac-Man” when the name Namco comes up, the name you should be thinking of is “Klonoa!” This peppy little bunny with a heart of gold has been saving the world for longer than you know. Though he started on the PlayStation, Klonoa has had two Game Boy releases as well as a remake for the Wii. Klonoa has only starred in roughly four titles to date, but  he has quite the cult following. Why not breath new life in to this wonderful character with a new 3DS outing? Did I mention that Klonoa has Pac-Man on his hat?

    Original System: Game Boy, 1992

    Last Seen: Kirby’s Adventure: 3D Classics (3DS, 2011)

    Is there anything more adorable than a pick puff ball with an insatiable appetite? Kirby has been stealing abilities and floating around Dreamland for over 20 years now and it’s high time he officially made his way to the 3DS. Last year’s Kirby Mass Attack was a fresh new take on the series, giving players the ability to control, not one, but ten mini Kirbys (Kirbi?). Nintendo doesn’t need to pull out all the stops for a 3DS Kirby title, because if there is one thing fans want it’s classic Kirby action. Why not simply give us a sequel to Kirby’s Return to Dreamland?

     

     

    Original System: Arcade, 1981

    Last Seen: Donkey Kong Country Returns (Wii, 2010)

    With the exception of a certain pudgy plumber, Nintendo has never produced a better platformer hero than the amazing Donkey Kong. One would be hard tasked to find a better platforming trilogy than the Donkey Kong Country series on the Super Nintendo. With the run away success of Donkey Kong Country Returns on the Wii, it’s time Nintendo gave us chance to put DK through his paces on the 3DS. Jumping, climbing, pounding the ground – Donkey Kong was made to rule the jungle. Though Rare Ware, the company that made DK a platforming icon, was bought out by Microsoft years ago Nintendo still has the entire Donkey Kong world under it’s belt. Let’s hope King K Rool starts stirring up some trouble soon so we can come to the rescue as the mighty king of swing.



    *Hello, there! Welcome to the world of 3DS! My name is Ben. People call me the 3DS Professor. This world is inhabited by creatures called games! For some people, the 3DS is their life. Others use them for fun! Myself… I study the 3DS as a profession. *Intro stolen from Professor Oak

    Article source: http://www.3dsbuzz.com/10-platformer-heroes-who-need-to-make-the-jump-to-3d/

    Symphony of the Goddesses : A Black Tie, Green Tunic Affair

    Category : Wii

    Symphony of the Goddesses logo
    Last weekend my wife and I left our kids at their grandparents’ and headed down to the Southeast’s true cultural hub, Atlanta, Georgia, for a night on the town. Saturday evening the Cobb Energy Performing Arts Centre played host to a sold out performance of The Legend of Zelda: Symphony of the Goddesses, the latest marriage of highbrow art and tech-savvy pop culture from Jason Michael Paul Productions.

    The night was hosted by producer Jeron Moore, whose reverence for the iconic compositions of Koji Kondo and simple, personal delivery ably complimented an eclectic crowd composed of twenty-something cosplayers, jeans-clad parents and their brood and formally attired music fans. Conductor Susie Seiter -– a name many will likely recognize from her work on the 25th Anniversary CD -– led a choir and orchestra composed of regional musicians in an overture to set the mood as in-game clips from across the breadth of the series’ history played on a monitor above the stage.

    After a brief interlude wherein Moore explained the significance of the symphony’s title, a reference to the three Golden Goddesses of Zelda lore, the music and accompanying visuals focused on the origin and mythology of Hyrule. From there, and most certainly unsurprisingly, the first movement delved further into fan-favorite Ocarina of Time. The musical swell as a 64-bit Link rode Epona across the fields of Hyrule was the first of many truly breathtaking moments of the night’s performance.

    A view from the cheap seats.

    Image: Z.

    The symphony’s second moment, a Wind Waker suite, was a personal highlight from a game that’s cell-shaded style originally turned off many Zeldapurists. Its lushly layered strings and punctuating brass hits not only evoked the strong classical elements of the soundtrack, but also channeled every bit of the whimsy of its folksier, sea shanty leanings.

    After a brief intermission we were refreshed by “The Great Fairy’s Fountain Theme” before proceeding into the darker sounds of the Twilight Princess movement. With a heavy focus on the interplay of darkness and light, both in the musical selection and the video, and a performance that highlighted theretofore-unnoticed (at least by me) hints of Mussorgsky’s “A Night on Bald Mountain,” it surely marked the symphony’s more intense moments.

    This contrasted nicely against the fourth and final movement, a florid reinterpretation of selections from 16-bit classic A Link to the Past. This old school goodness extended into the first encore, which gave some love to one of the series’ portable iterations, Link’s Awakening. After thunderous applause a thankful conductor relented and presented a second encore, returning again to Ocarina of Time‘s “Gerudo Valley.” After another round of applause Moore and Seiter agreed to one more encore, and chose to close on a selection that fans had been begging for, Majora’s Mask.

    While not every major title in the Legend of Zelda franchise was afforded its own movement, this performance of Symphony of the Goddesses did an excellent job in highlighting pivotal musical moments from throughout the series. These familiar instrumental soundscapes are sure to bring back memories of your 8-bit youth or spur you to revisit your favorite moments in more contemporary fare like Skyward Sword, but even those whose experience with Zelda games is minimal — my wife has, by her own admission, only played The Adventure of Link –- can’t help but get caught up in the power of these anthemic selections.

    This was certainly no typical night at the symphony, what with its scores of casually attired listeners and musical subject matter. And similarly there was an obvious lack of the classical reservation one might expect; folks clapped and hollered and, as so often we do in the Deep South, wooh-ed at the slightest provocation, but, in a symphony that explored such comical tropes as Cucco attacks and falling down holes, it did little to dull an amazing musical experience. In fact, save the dreadful live camerawork that was interspersed amid the backing video clips -– which managed to capture an awful lot of spit valve-cleaning and brow-wiping –- The Legend of Zelda: Symphony of the Goddesses was an utterly flawless presentation.

    Article source: http://www.wired.com/geekdad/2012/05/symphony-of-the-goddesses/

    Treasure Hunting and Exploring in Zelda (Also, Boring Gear!)

    Category : Wii

    Hey guys! In this video I’m talking about a concept that I don’t feel like people talk about much… and that’s having a sense of exploration and almost… “treasure hunting” in a Zelda game. I think that a lot of Zelda games have an increased focus on finding chests, OR just finding the next dungeon, and aside from Twilight Princess and perhaps to a lesser degree The Minish Cap and The Wind Waker, modern Zelda games have less of this. You can watch the video here or view the embed after the jump.

    I think this aspect of the series is very cool and I really want to see some more of it. Watch the video if you want full details, but I discuss how it was present in the original game but not as much in most of the 3D Zeldas… and for once I have a video without a single bad thing to say about Twilight Princess!

    So what do you guys think? Am I nuts or is this something you’ve noticed too? Do you think this is an important aspect of the series or not? Tell me in the comments!

    ~~~Recent Content Updates~~~

    • first and i thought most of the exploration and finding some things you needed was mostly fun

    • I love to explore and I would like a Zelda-game were you had to explore a little more to find extra things and small side-quests etc.

    • I feel that some of the older exploration elements have been lost to a point. I find that Skyward sword brought some of this back to a point because you slowly got ways to explore new places and it always felt like more was being opened up. Exploration felt way more important in SS as apposed to the maps and whatnot from WW or the “Here’s the dungeon. Get to it, Link!” from the oldest of our 3D zelda brethren.

      • Yeah I definitely agree that Skyward Sword is on the right track. If they would just open it up more it would pretty much have an ideal world and ideal exploration elements.

    • Axle. Stop whatever you’re doing and work on a follow up video to this or else.

      • …What kind of follow-up do you want me to do?

    • I want a game with a world so huge it puts Skyrim to shame. I don’t care how Nintendo does it. I just want it done.
      And I want to have the main story take up about 1/3 of this land. And I want the other 2/3 to be completely optional exploration.

    • Finally I know that more people agree with me.

    • i wand more exploration. this is something I loved about the earlier games, and wind waker. I point out windwaker because the whole game was based around exploration, with sailing, and treasure charts, and the little weird fish guy that mapped out the islands for you. I feel like TP and SS have a lot of filler area, places that just fill space between two key points. Obviously wind waker was about 80% filler because the sea was too damn big, but this just made the islands that much more rich and each one had a side use and compelled you to exlpore and figure out what the heck you can do there. I want a game where most of the land has a purpose other than a means to an end. I hate comparing the elder scrolls to zelda because they are completely different styles of game. but, what is amazing about it is that every little area has something to offer, and some lore behind it that gives it depth and character. I feel the game in zelda that came closest to matching this was Majoras Mask. every area had unique characters with there own backstory and side “quest”. even termina field which is a transitional area has moments of this with the carving made by the skull kid near the swamp, or the dancer that you free near snowhead. This was lacking in TP, where hyrule field was massive and sectional but served almost no purpose other than to find those statue things and a few heart pieces. SS was even worse, because the sky was vacant other than the pumpkin thing a three mini games. and each surface area had a mini game, but none of the environments felt organic, they seemed to serve the purpose of a puzzle to get to the next point in the game (except lanyru, see axles video about lanyru).

      • I actually thought that the game’s best overworld section was the first visit to Faron Woods, not Lanayru Desert (although that was definitely excellent because of the tone). In Faron Woods you were thrust into the confusing forest area and had to locate all the Kikwi, and I thought that part was nice and open.

    • There were three things that I really connected with. I loved the lantern caverns in Twilight Princess and would absolutely love it if Nintendo puts these in future games. I also love the mundane items like lamps and resource management. The fact that dungeons are obviously placed in most Zelda games drives me crazy. I don’t like how we are now at a point in which pretty much every dungeon is found at the end of a path.
      I think the one thing I’d most like the series to do is try an overworld like A Link to the Past or other games in 3d in which the entire overworld is one large landmass in which everything’s connected and different geographical places aren’t separated so neatly. I think this would help the exploration of the games. Also I think the recent tradition of unlocking areas found in the DS Zeldas and Skyward Sword is very contrary to the spirit of the original game and hurts exploration.
      I would love it if Zelda games took little gameplay pieces back from the original game like resource management and exploration. One thing about Zelda 1 I really like is how pretty much every single thing you pick up is useful, and the resource management in that game is terrific. For instance rupees constantly matter, and the game only lets you have one potion at a time.

      • Yeah I agree. Though I think Skyward Sword was excellent at almost all of this except for its linearity and how closed-off things were; it had resource management again, and the areas had tons going on within them, just like A Link to the Past did. It just needed to open up and stop forcing you down a path.

    • That had to be the most boring video Axle ever posted.

      I did, however, agree with the caves in Twilight Princess adding an extra layer of excitement and exploration. More so than any installment before or since, I felt that twilight Princess had a plethora of quasi dungeons to enhance the experience.

      No. Nothing like “X marks the spot” for finding land treasures. Digging up stuff was featured in the DS games and was very mundane and tedious.

    • Bravo, this is the first time I’ve agreed wholeheartedly with one of your videos. Exploration is not just an important aspect in Zelda, it’s arguably one of the most pivotal and essential ones. The Wind Waker and Twilight Princess pulled it off quite remarkably, whereas Skyward Sword’s overworld design seemed to almost actively discourage it in contrast. This needs to be focused on heavily in the next Zelda if Nintendo wants to remain true to the spirit of the franchise.

    • you have some amazing points! dungeons should be hidden, but not completely invisible, and resource management would make games extra challenging and fun.
      also, in WW i found treasure charts completely optional, so that could have been fixed, though charts for story progression and other areas/items/treasures would be cool
      i could right a whole essay on ideas i have thanks to your inspirational video.

    • I have actually considered the treasure hunting aspect in games before. I find the hunts fun because you have this objective on the side and it’s out of the way but often times can lead to something well worth the time you put in.

      Ten bombs Axle. Ten bombs in MC. But Minish Cap is probably one of my favorite games because of the treasure hunting. You had to go out of your way to find things like Kinstone pieces, then hunt down people to fuse with, then go to the place where, as you say, “X marks the spot”. Not only that but it has some rather useful items for treasure hunting. Specifically the Magic Boomerang sequence which leads to an item that I found useful in multiple places, specifically in the Palace of Winds (dungeon 5). Other items useful to treasure hunting were the Lantern which was week in terms of its uses but at the same time strong for its uses. You had to bypass those blocks of ice that held frozen treasure chests in the Temple of Droplets. Once you got the Lantern you could go back and get the items.The Mole Mitts were able get you to those random wall thingies in the digging caves. Once you got to those you could fuse Kinstones (provided you had the right one) and send another Goron into the cave to help out his brethren. Once you had them all in you could another bottle and then activate your ability to get more treasure by waking the giant goron. Overall I think that Minish Cap has some of the best treasure hunting, even more so than Twilight Princess.

      Now on the subject of Twilight Princess I still do think that treasure hunting was also quite good. The fact that you had to store oil for your lantern and that it didn’t rely on magic like other games (I’m talking to you A Link to the Past!) made for some strategic gameplay. You needed to decide how many bottles for oil and how many for health items before going into the lantern caverns. And health became pretty necessary in those caves. Granted not as necessary as the 50 level challenge out in Gerudo Desert but, but pretty damn necessary. Also the Dungeons weren’t necessarily hidden they were fairly well disguised.

      To me it seems that the problem you have with dungeons not being hidden is more to the fact that the games these days have begun to lead us to the dungeons just like a funnel. I blame it more on the fact that designers realize that they won’t get as many fans unless they do this because a lot of gamers who are picking up a Legend of Zelda game for their first time would be scared s***less if they were forced into playing the very first game. Why? Because games have become like this these days. I’d like to site this video as a source http://www.youtube.com/watch?v=8FpigqfcvlM. He explains exactly the reasons I just stated.

      So that’s pretty much my overall stand here. And Axle, don’t worry, I liked this video a lot!

    Article source: http://www.zeldadungeon.net/2012/05/treasure-hunting-and-exploring-in-zelda-also-boring-gear/