Showing posts with label nintendo. Show all posts
Showing posts with label nintendo. Show all posts

Sunday, March 28, 2010

A Weighty Issue: The Pokewalker

Anyone who has known me for any length of time knows that I've struggled with my weight in the past. In fact, looking at the obesity figures globally, I'm not the only one. I'm not saying that I'm morbidly obese, but like every girl, I've been unhappy with the way I look.

But this isn't a story about my self-esteem issues. This is about the release of Pokemon SoulSilver and HeartGold on Thursday.

From the outside, the game is identical to the predecessors on the GameBoy Colour. In fact, I dug out my old copy and had a look at it. Thus far, it is very comparable to the old favourite, Pokemon Crystal. Most of the story has been carbon-lifted, including the physical manifestation and encounters with Suicune and his devotee Eusine. The graphics have more in common with the recent edition Diamond/Pearl. Musically, it's almost identical to the original version with the same city and cycling tracks used.

Funnily enough, most of my party is exactly the same as my old game - and with good reason. I have Pakka (Cyndaquil), Woopidoo (Wooper -> Quagsire), Clocky (Hoothoot -> Noctowl replacing my usual Pidgey - Kevie - for a reason), Rocky (the Onix I traded a Bellsprout for and who has become a lynchpin in many battles), Miracle (Togepi -> Togetic following the low-level evolution from my first game, when he evolved at level 18) and Ratty (Rattata -> Raticate... not sure why he hasn't been replaced yet but I think I'm waiting for Raikou).

I think I'm missing an Arcanine from my old game... I was a huge fan of the move Extremespeed. In any case, the game has aged well and the introduction of the Pokeathlon and the shift of the Safari Zone (very useful if you're a fan of just raising your six favourites) has benefitted the newer version (I know I won't be able to get my Lugia back until after the Elite Four).

The interesting part about all this and my fangirlism is the new device called the Pokewalker. Simply load a Pokemon that's stored in one of your deposit boxes, chose a route, clip it to yourself and start strolling. The Pokemon earns XP as you walk and there are opportunities to catch wild Pokemon and find useful items.

The funniest thing is that people are now trying to find every which way to defeat the purpose of the installed pedometer. Admittedly, I tried. I found myself stuck and bored at around a thousand steps. However, yesterday I wore it to work under my uniform. In one shift, I clocked over six thousand steps and another four thousand this morning.

The moral of this story?

Ten thousand steps is not really a lot. Really. Wearing a Pokemon on your belt all day might be daggy, but it's Nintendo's genius idea to keep everyone thinking about healthy ways of integrating gaming into a healthy lifestyle and let's face it - they could have done a lot worse than incorporate it into a favourite like Pokemon.

Super Mario Aerobics DVD, anyone?

Tuesday, March 2, 2010

Lock's Quest Review and other musings.

Well, I'm back!

I haven't started at the studio, so I'm still applying for work. Hey, if it keeps me paid, that's what I have to do. I've also got my birthday coming up in the middle of this month, so I'll be purchasing Pokemon: SoulSilver with the proceeds of said celebrations. I'm really looking forward to the port-over; I'm old enough to have bought the original Pokemon Silver when it was released as well as Pokemon Crystal which followed it. Needless to say, that will probably be the next review on my list.

Anyway, to the matters at hand - your timely review for Lock's Quest (DS).

So, the general idea is this - you're Lock, an amateur Archineer (a cross between an architect and an engineer) and your village is attacked by clockword droids (who may or may not be related to those in The Girl in the Fireplace - Doctor Who). In any case, you're given basic training in how to throw up a wall, put a turret next to it and defend both with your life.

Because Gods forbid you lose your objective.

Herein lies the funny part. Most of the time, you'll be asked to guard the ever-important Source Wells. Occasionally, you'll be asked to guard a gate. Or a blue-thing whose presence is never really explained. The funniest thing is that when you are asked to guard soldiers, not all of them have to survive to meet your objective.

Take this for example:

I was tasked with escorting the remaining force back to Antonia for the final showdown. Out of about six or so, only two made it to the end. I still completed the mission according to the game. While this made me very pleased that I could now shoot off to take down Lord Agony (one boss fight I was happy to be done with!), I was a little put out that these people seemed to think less of their "Kingdom Force" (see: fighting flunkies) than their Archineers (see: building AND fighting flunkies).

All in all, though, it was a fun little game, but not something that I will probably continue playing. The mechanics of wall and turret building get old very quickly and the length of the campaigns got a bit boring after a while. But as a cute little game with a vaguely interesting storyline, it's worth playing just to build your own fortress (and you really can't discount the traps you can set!).

Sunday, October 25, 2009

Kingdom Hearts: 358/2 Days - Return to glory for the epic series of fantastic games!

Well, finally my prayers were answered - a NEW Kingdom Hearts game! Finally, I put aside my PS2 controller and stopped dribbling all over my walkthrough-guide pic of Riku from KHII and cast my attention towards my DS in the pursuit of something new.

Now, truth be told, a friend of mine has an R4 and has therefore been playing it for the last month or so. Under... interesting circumstances, I got a hold of his R4 and played a few missions. Thoroughly convinced that I desperately wanted this game, I felt heart-broken that it wouldn't be out until the end of the year.

Thank you for lying to me, EB Games.

Two weeks later, we found it out on the shelves after a uni lecture (yes, we go Game hunting. Insert bad pun here). I insisted, then, that when I arrived home, my mother drive me to my local EB to pick up my copy.

Now I'm almost halfway through the game, I think it's time that I posted my reaction.

Oh. My. God.

Could our dear Squeenix have got it any more right? I admit I was upset that I had to play through nearly half a game to get a peek at Riku, but when I did I was rewarded with a delicious cut-scene and dialogue that proved to me why he's my very favourite game character of all. Screw Sora, Riku is where it's at! Also on the character couch, we learn more about the Organisation. Woah. Twelve very messed-up people. Nobodies. Things. Whatever.

Stand-out member Axel is developed more and becomes less of an idiot once you learn how much he thinks of Roxas and the lengths he goes to in order to protect his friend. His actions make his demise in KHII that little more poignant and saddening. But one has to wonder; Axel seemed to be different from the rest of the Organisation, almost having feelings. Could he be as "special" as Roxas?

The music and the graphics both ported over to the DS well, but the camera still works a little wonky, even if you do take it off the one-way mode. But who cares?

Strangely enough, you don't get keychains in this one. You make your own, find them lying about and what not. This was fun, but the lack of panel slots made me frustrated. But it is a neat little levelling system.

On the whole, I'm glad that this is the next episode in the Kingdom Hearts franchise. The story is epic, the gameplay phenomenal and thoroughly enjoying. For fans of the series, it's certainly a welcome return. Five stars from me!

Wednesday, December 31, 2008

Traded in... and Super Mario Bros. DS

I did the dreaded cull. I got rid of Zoo Tycoon DS, Apollo Justice - Ace Attorney and Red Ninja - End of Honour. In their place, the last purchase of 2008 was the new Super Mario Bros. DS. After being a little apprehensive at first (wasn't quite sure if I would like a more modern version of the classic games on the SNES and NES), I bit the bullet and bought it.

Now, I'm only up to the end of world 2, remembering that there are eight in total. I'm quite impressed with the faithfulness to the original games that I loved when I was a child (though I wouldn't play Mario Kart -unless it was 64 - if you paid me). The mega mushrooms are a nice touch, though they tend not to last the distance unless you use dash mode.

On the whole, so far I'm enjoying it.

Back to the studio-Gameon work, now that the third designer has found his way into the forums, I'm starting to worry that my ideas are just going to go by the wayside. I've worked with him before and he tends to just take control and do what he wants to do. Which, considering that the other designer and I who are on the team have been discussing our ideas quite successfully, isn't fair. I really don't want a protagonist that the audience can't connect with... something difficult to do when you're playing as a blob or some weird casual stone thingy. The poll showed that people wanted an adventure... with possible puzzle elements. It's madness (and if anyone says 'This Is Sparta', I will throw a virtual spear at them).

Well, that's it. For now. I'm going to play some more of SMBDS. Will report back when I'm done. Peace out.

Sunday, May 18, 2008

Exercise and Games: The release of the Wii-Fit

Gone are the days where games were only played by either fat geeks or skinny pimple faced sixteen year olds with as much experience with girls as the Dalai Lama. Seems that the new demographic for game companies is women, more importantly middle-aged ones.

This morning, as I perused my emails that had arrived overnight, I came across this article:

http://aww.ninemsn.com.au/article.aspx?id=563982

It goes into the Australian release of the Wii-Fit. For those not in the know, the Wii-fit is an exercise game that is designed to help the player lose weight and keep fit. The immediate benefits are obvious; at $150, it's cheaper than a year the gym and far more convenient. It's also a lot more fun and while you sit and nurse your well-earned sore muscles afterwards, you can indulge in a quick run in Twilight Princess, should the need arise.

But it got me thinking. Last year in ITB750, we were told that women over thirty(?) comprise a larger percentage of game players than teenage males. If that's the case, why is it that game companies still release title that are specifically aimed at a male demographic? Hang on, I covered this in my ITB750 essay... anyway.

To the case in point about male-orientated released, no-one could miss the hoopla that has surrounded the release of Grand Theft Auto IV. Possibly one of this decade's more successful game series, the Grand Theft Auto games display all those traits that make educators, government and parents recoil in horror; violence, sexual themes, criminal activity and swearing. Yet the series remains a best-seller for the consoles involved.

So why is it that these types of games often sell better? Perhaps it's a case of disposable income. As teenagers, most of us have very little financial burdens (save, perhaps, if you have a car). The type of women that the Wii-fit is aimed at have families and homes to support and with prices and whatnot going through the roof, the amount of money left over for a woman to spend on herself is drastically decreased. I have a feeling that this will impact on the sales of the Wii-fit. But perhaps it will sell well with the teenage female. I plan to get one to test it out. It looks like fun, at the very least.