<![CDATA[Kotaku: nintendo ds]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: nintendo ds]]> http://kotaku.com/tag/nintendods http://kotaku.com/tag/nintendods <![CDATA[Sonic The Hedgehog Socks Will Keep Your Nintendo DS Warm]]> Mad Catz isn't forgetting the Nintendo DS accessory market as it shifts more of its focus to high end fight sticks, mice and non-gaming lifestyle keyboards. So if you need Sonic the Hedgehog socks, Mad Catz has you... covered.

Yes, in addition to officially licensing Nintendo products—you know, like wireless Wii sensor bars—Mad Catz is also signing up Sonic the Hedgehog for a line of DS accessories that will keep your portable safe from harm. Socks, shells, a wallet like thing, all proudly bearing Sonic's visage, will be coming to a store shelf near you later this year.

Mad Catz calls them Sonic the Hedgehog Character Sockz, Sonic the Hedgehog Character ArmorCase and Sonic the Hedgehog Character Microfiber Soft Case and has priced them all at $12.99 USD.

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<![CDATA[What We Want From The Next Nintendo Handheld]]> Yesterday, Nintendo president Satoru Iwata made the first public mention of the company's plans for a successor to the wildly-popular DS handheld. So we know, vaguely, what Nintendo want from the console. That's fine. Here's what we want.

But first, some caveats! This isn't pure fantasy. We're not going to be asking for HD graphics with simulated surround sound speakers and a wholly digital shopfront. Those are things Nintendo just will not bring to the table, at least not over the next few years.

Instead, we're going to say what we want, but within the parameters of what we believe Nintendo, a company as conservative as it is successful, could actually deliver.

NOTE: The picture above is not intended as a true "concept", or mock-up. It's just a DSi XL, modified to give you an idea of where we're headed with all this.

GRAPHICS
Iwata says the next Nintendo handheld will have "highly detailed graphics". Now, this doesn't mean "high definition"; that would be far too costly and tech-savvy than Nintendo have shown themselves willing to be in recent years. And besides, on a small handheld screen, you're not going to notice (or care) whether something is really 720/1080p or not.

It just means "highly detailed", something the Nintendo DS was not. It was a Nintendo 64 on a smaller screen. Just like the Game Boy Advance was a Super Nintendo. And the Game Boy a NES. Put the dots together and it's not hard imagining the DS's successor having the graphical punch of, say, a GameCube. Or, for that matter, a Wii.

A GameCube in your hands? That's something we'd like to see.

CONTROLS
A big reason for the success of the DS was the accessibility of its touch-screen controls. Nintendo are also (usually) big on backwards-compatibility. So we'd say it's a lock that the next handheld will have some form of touch-screen interface.

But! We'd like to see some changes to the rest of the controls. Namely, the introduction of not just one thumbstick, but two. Sony had kind of the right idea including a nub on the PSP, but then blew it by only having one, meaning direct ports of not only PS2 games, but many successful PS2 control schemes, were out of the question. And the PSP has suffered from this ever since.

Including two thumbsticks might not be as aesthetically pleasing as Nintendo's Apple-copying designers may like, but sometimes you need to trade beauty for functionality. Plus, it would let Nintendo do what they're enjoying so far on the Wii, and that's re-release a ton of old GameCube games.

DISPLAY
It's 2010. Time to cut your ties with the 4:3 aspect ratio, Nintendo. Widescreen is the industry standard these days, so the DS's successor needs to stretch its screens out a little. Those screens also need to be of a slightly better quality, especially the "spongy" bottom screen, which on the DS sometimes looks a little washed out.

And yes, we said "screens", not screen. The two-screen gimmick worked well on the DS when developers made proper use of it, and with Nintendo on top of the world and in no need of further zany attempts at differentiation (as the dual-screen layout was thought of when first unveiled), we're fine with the company's next handheld again coming with two screens.

Though, if costs could be kept down, two touch screens would be nice...

APP STORE
We're only copying Apple's name for the thing so we're all on the same page. Nintendo have shown with the DSi that they're finally comfortable not only with downloading games directly to a handheld, but downloading non-gaming applications as well. Thing is, with these games and apps available only for the DSi and DSi XL - and not the more numerous DS Lite - it's more a niche service than a full-blown aspect of Nintendo's handheld strategy.

But on a new platform, they can step things up a little. Really integrate it, make it a cornerstone of the device. Applications, small games, retro re-releases, even communications (with Nintendo unwilling to make a phone, a Skype application could plug the gap), they could really go to town. The only limits would be that Nintendo would of course control the store (so it wouldn't be flooded with crap), and there's always a question of size...

STORAGE
Ah, a tricky one. Adding a considerable piece of onboard storage would drive the price of the device up, and Nintendo don't traditionally release pricey devices. But it's got to come with something. A continuation of the trend set with the DSi would be fine; a small amount of onboard storage (though 1GB would be nice instead of the DSi's paltry 256MB) built into the handheld, then the option of inserting an SD card for more space, or for transferring stuff off the internal memory.

Nintendo should also learn a lesson from the Wii's early problems, and support the running of applications and smaller games directly from an SD card.

MEDIA
Nintendo have traditionally shied away from multimedia convergence with their devices, but this is gradually giving way, particularly with the more recent editions of the DS, which can do things like play music.

This new device, then, needs to have some sort of media functionality. Though nothing fancy; a basic mp3 player, a basic movie player, and we're good to go. I should be able to insert an SD card with music or movies saved in a basic format (.wmv, .mov, .avi), and the handheld can play them. Same goes for photos, too.

In essence, then, what they've "trialled" with the DSi, only refreshed and improved for an all-new console.

MEDIUM
While the PSPgo has set a trend by going wholly digital, it's one we can't see Nintendo following just yet. Their #1 priority is accessibility, and since casual gamers aren't likely to be as comfortable making digital purchases as they are bringing a box home from a store, the next handheld's games should still come on a physical medium.

A cartridge similar to that used by the DS, only with a larger capacity (at least 4GB) would be fine, as it would provide the added bonus of making it backwards-compatible with the DS. It may not alleviate the rampant piracy issues currently afflicting the DS, but until the world becomes more comfortable with digital downloads, that's something Nintendo are just going to have to live with.

MOTION CONTROL
We've covered some possibilities on this already, but here's what we want: we want motion control with the precision of Wii MotionPlus, but used sparingly. This is a handheld device, used primarily while people are travelling or away from their homes. Games can't, and shouldn't, require people to go jumping around or waving them madly in the air. The odd tilt or lean would be fine.

Basically, learn from the Wii's mistakes: unless you're Nintendo, don't go motion-crazy for the sake of it.

One area motion control would be beneficial to Nintendo's new handheld is when you combine it with the App Store. Like, literally. If the new device has a touch-screen and motion sensing, developers could easily port the more successful iPhone games to Nintendo's handheld.

CONCLUSION
So, a quick run-down:

- GameCube-quality graphics
- Dual thumbsticks
- Improved Dual display (bonus: dual touch-screen)
- 1GB onboard storage space
- SD card compatibility
- Music & movie playback
- Advanced motion-sensing, equivalent to Wii MotionPlus
- Backwards compatible with the DS

And a few more things to finish off with:

- A free, integrated web browser
- NO MORE FRIEND CODES; a single user ID, like every other company uses, should suffice
- A telescopic stylus; the DS ones are too short for prolonged play
- Keep the microphone; some games use it well, while applications like Skype would find it just as useful
- A Mini-USB charger; when everything else you own is charged from mini-USB, using proprietary Nintendo chargers is stupid
- The camera on the DSi seems to be going down OK; if it's cheap, may as well stick it on the new handheld, let developers plan to actually release games that support it
- The systems and games must be region-free
- All that for $199 at launch would be just fine

So, there you have it! That's what we want from the new Nintendo handheld. It might not be fancy, it might not be terribly daring, but remember, this is Nintendo we're talking about. Now they've taken the plunge with dual-screens in the portable space and motion control at home, it'll be time for a little consolidation, which is why we see this device being to the DS what the Game Boy Advance was to the Game Boy: more of the same, just better.

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<![CDATA[Picross 3D Finally Dated! For Europe!]]> Good news! While the Japanese have been enjoying three-dimensional nonogram bliss for the better part of the year with Rittai Picross, the localized, announced, but not dated Picross 3D has been pegged for a February 2010 release date! In Europe!

That's according to a report on the Nintendo DS follow up to Picross DS from Cubed3 which offers good news for serious Picross fans. If they live in Europe. The North American version of the game, still not dated and not on Nintendo of America's release list for "early 2010."

Of course, given the region unlocked nature of Nintendo DS games, gamers in North America can easily import the European version of Picross 3D after February 5 of next year, but that's little comfort and confuses the impression that Europe is the afterthought region.

So when I say "What do we want from Nintendo of America?!", you say "Picross 3D for North America!" And then when I say "When do we want it?!", you say "Before Europe!"

Ready? What do we want from Nintendo of America?

Nintendo Confirms Picross 3D for Europe [Cubed 3]

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<![CDATA[Finally, Slime Curling Comes To Dragon Quest]]> Someone at Square Enix must have been hit hard by an early infection of (Winter) Olympic Fever, as clearly evidence by the addition of Slime Curling mini-gaming to the Dragon Quest VI remake for the Nintendo DS.

Yes, Dragon Quest VI is now on every winter sports enthusiast's radar, also adding what appears to be Slime Ice Bowling and a handful of other mini-games to the latest portable DQ remake. We're not 100% sure whether brushing will be involved, since this appears to be some sort of curling mini-game with fantasy rules, but we'll take whatever we can get.

Additional details on non-curling related aspects of Dragon Quest VI, like gambling, dress up contests and new media, can be seen at Andriasang.

Dragon Quest VI DS Remake Has a Slime Curling Mini Game [Andriasang]

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<![CDATA[Creepy Bunnies & Bottles of Booze In Last Window Screens]]> Hotel Dusk's sequel, Last Window: Midnight Promise is real and here's a whole bunch of screens to prove it. A while ago, a listing and box art for the Nintendo DS game were spotted on Japanese retail sites.

No word still on a US release, but Japan will see the game soon enough. Enjoy!















アパートに隠された二つの過去とは? DS用アドベンチャー「ラストウィンドウ 真夜中の約束」が2010年1月14日発売 [4Gamer]

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<![CDATA[2010: The Year of Better Nintendo DS Games?]]> As the Nintendo DS enters its sixth year on the market, introducing its fourth major iteration, the Nintendo DS XL, the software line-up is looking good, especially if you're a fan of portable role-playing games.

The DS's 2009 was solid and varied, with an all-new Legend of Zelda, Rhythm Heaven, and Mario & Luigi Bowser's Inside Story hitting alongside third-party contributions like Grand Theft Auto: Chinatown Wars and Scribblenauts. But 2010 may provide the DS owner with even more bang for their buck, thanks to the following first and third-party games.

Yes, 2010 will be a very good year for the core gamer, even better for the RPG enthusiast. But will it also something to offer beyond epic adventures and sequels to earlier DS games? Well... let's take a look at some of 2010's nearly confirmed lineup.

Note: We'll be looking at every platform's currently announced and estimated 2010 slate over the course of the rest of the week-and much much more.

Golden Sun DS
The beloved Game Boy Advance role-playing game series continues on the Nintendo DS following an all too long hiatus. Details are scarce, but the game should feature a cast descendant from the original Golden Sun games' heroes.
Glory of Heracles
Nintendo kicks off the year with this Greek themed role-playing game, the sixth in the series, but the first to find an audience outside of Japan.
Okamiden
Capcom's sequel to the Clover fan favorite goes infinitely cuter with the introduction of Chibiterasu, the young pup who may be the son of Okami's Amaterasu. The game's Celestial Brush drawing action should work well with the DS's touchscreen.
Professor Layton & The Final Time Travel
Nintendo hasn't announced a North American release for the third Professor Layton puzzle adventure, but if it sticks to its schedule, it will hopefully deliver The Final Time Travel in 2010.
Picross 3D
It's on Nintendo's release list, but without a date. Frankly, if Nintendo of America doesn't see fit to deliver the 3D spin on the addictive nonogram title sometime in 2010, we'll personally fly to Nintendo HQ and start busting some heads.
Dragon Quest IX
Square Enix's mega-popular (in Japan) role-playing game series should make the transition from console to handheld here in the Americas sometime this year. The publisher just recently trademarked the game's subtitle in English, so we're hopeful that slime-slaying is within our grasp.
WarioWare D.I.Y.
Nintendo's create-your-own WarioWare microgame software will offer as many nose-picking games as players can come up withn. Create, share and play games that take mere seconds to play.
Final Fantasy Gaiden
Another Square Enix role-playing that isn't confirmed, but sure is likely to get a North American release next year. This classic fantasy RPG keeps things old-school, but looks cute and stylish enough to not feel dated.
Infinite Space
PlatinumGames goes in a very different direction from MadWorld and Bayonetta with their third title for Sega, the strategic spacebound RPG Infinite Space. The NudeMaker co-developed game looks like a unique offering amongst the fantasy RPG heavy lot.
Ghost Trick
The creator of the Ace Attorney series delivers Ghost Trick, an adventure game that puts players in the role of a spirit who can manipulate objects, coming to the aid of the still living.
Ace Attorney Investigations: Miles Edgeworth
Phoenix Wright won't return in Ace Attorney Investigations, something he may object to. Instead, Miles Edgeworth takes over, offering more of the familiar, but still popular point and click crime solving meets courtroom drama.
Korg DS-10 Plus
The synth program expands in this sequel of sorts to cult hit Korg DS-10.
Pokemon HeartGold & SoulSilver
This pair of Nintendo DS remakes puts a new coat of paint on 1999 classics Pokemon Gold and Silver. You know how this works. Collect Pokemon and make 'em fight!
Sands of Destruction
The world is in danger and only turn-based battles can save it! Sega's publishing this imageepoch-developed RPG in January, giving English speakers a chance to enjoy Sands of Destruction's combination of traditional gameplay mixed with fighting game elements.
Shantae: Risky's Revenge
WayForward's cult favorite heroine returns with a new platformer, courtesy of the DSiWare shop.
Again
It's title may not stir up much enthusiasm, but this graphic adventure game comes from Cing, the folks responsible for titles like Hotel Dusk and Trace Memory.
Shin Megami Tensei: Strange Journey
Who doesn't love a good SMT game? Well this one is spacier and more black hole filled than any other!
Nintendo DSi XL
Ah, the Nintendo DSi XL. It's like a regular DSi, but bigger. Bigger screens, bigger touch pens, bigger price. It's all here!

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<![CDATA[New U.S. Club Nintendo Rewards Are In The Cards]]> Nintendo has updated its list of rewards for U.S. based Club Nintendo members with extra coins in their virtual bank account. Sorry, no Wario-themed GameCube controllers here, but plenty of greeting cards, folders and bookmarks.

Folder sets and bookmarks with Toad & Friends, Mario & Friends and Bowser themes will hit Club Nintendo members in the pocket for 250 coins. Greeting card sets for Nintendogs and Mario & Luigi are a also available for any Thank You Note needs you may have, a pricier 300 coins.

Club Nintendo [Official Site]

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<![CDATA[Shin Megami Tensei: Strange Journey Delayed In The Atlus Way]]> The good news for Shin Megami Tensei fans is that the publisher's upcoming Nintendo DS spin-off, Shin Megami Tensei: Strange Journey has been given the Atlus treatment, now sporting a full soundtrack CD for "each and every launch copy."

The bad news is that the game has been given the other Atlus treatment, missing its previously planned March 10 release date, as specified by Nintendo itself yesterday. The new street date for Strange Journey is March 23 in North America, a more comfortable distance from another role-playing game hitting in early March.

And, in more good news, expect the whole package to come in a fancy slipcover, giving you double the opportunity to enjoy the game's... enjoyable box art. Triple, should you count the new outer box's spine!!

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<![CDATA[Might & Magic: Clash of Heroes Review: Battling Clashing Colors]]> I don't care what any style magazine says — green only goes with orange when you're vomiting or when you're lining up elven archers for an attack in Might & Magic: Clash of Heroes.

Those of you familiar with the series Might & Magic are probably surprised to see it, one, on the Nintendo DS and, two, converted from a hardcore role-playing game to a puzzle RPG. So, for the sake of not causing the Might & Magic fans to die inside by calling this game by the same name and to introduce the game as something new and different from the series — we'll stick to calling it Clash of Heroes.

Clash of Heroes puts players in a generic fantasy plot involving elves, necromancers, wizards and a ton of other stock fantasy characters. The game is divided into chapters with the player taking the role of a different stock fantasy character in each chapter. On the world map, you move your cute little 2D sprite from node to node to talk to characters, open chests and get into battles with other cute 2D sprites. Battle consists of two armies lining up on both the lower and the upper screen. Players' armies are made up of color coded units with specific stats and magic powers. To "fight," you've got to line up units of the same color in a vertical line. To "defend," you arrange them in horizontal lines that then form walls. Battle gets more complicated as you get bigger units that require you to sacrifice smaller units of the same color to charge them up for attack and equipped items also become a huge factor in battle.

Loved
So Cute! Aside from 2D sprites, Clash of Heroes is terminally adorable. The writing and characterization of the stock fantasy characters is witty and amusing — which goes a long way toward spicing the plot up. The anime-style cut scenes and character dialogue images are also very pretty and depict some of the cutest moments in the story. I think the instance that actually made me coo aloud was one where a cute demon sprite watches a volcano explode enraptured. Then he's hit by debris and burns up into an equally cute skeleton that says "It was worth it!" before crumbling into dust.

Very Clever: At their best, the battles are truly challenging in a way that makes you feel good about yourself when you beat them. Most of the challenge comes from finding ways to stretch out your turn. Unless you've got a special item equipped, most of the time you can only get extra moves during your turn to shift around units by causing chains of units to link up. For example, you could spend one move plugging a green unit into a formation that completes both a horizontal line and a vertical one — and that becomes two extra moves that you can use that turn — which will give you a major edge on the enemy if you manage to activate a larger unit and set up walls all in one turn. Aside from these normal battles with enemies, there are also specific "puzzle battles" that are actually brain teasers worthy of Professor Layton: You have to destroy all of you opponent's units in one turn.

Hated
Unbalanced: The game suffers from fluctuating difficulty levels, weird distribution of special items and a frustrating game design choice. You notice this right away in chapter two when you have to start with a new character, Godric. For whatever reason, his boss fights seem tougher and the progression of fights in his level leave you battling people three levels higher than you almost constantly. Also, the items you find in his level are not nearly as useful as the items other characters have in other levels and most of them are geared toward defense instead of offense. Finally, unlike every other character you play in the game, Godric's special spell that charges up as he takes damage or deals damage is also defense only. This proves to be a poor design choice because it makes Godric feel like the weakest of the all the character even after you level him up all the way. Then, you get to chapter three with Fiona as a ghost and suddenly the game is a breeze because Fiona has offense magic and an item in her level that multiplies all her units' damage by 100%. Crazy!

Can Be Repetitive: Because the game forces you to start fresh with a new character every time, the gameplay starts to feel stale. You always get the same type of units to start and then you have a grind a bit before getting the bigger units that actually have special powers. Then, once you're comfortable, it's time for a boss battle and end-of-the-chapter sequence that starts you back at zero all over again. I thought this repetition might go away in the final levels when the characters reunite to take on the ultimate baddy — but nope! Even there, you start over again with another character and then have to suffer through a string of boss fights with characters that the game picks for you (so you can't not play as Godric — ugh).

There is some good game design in Might & Magic: Clash of Heroes and I can't stress enough how adorable it is. But I would have appreciate some extra gameplay balancing with respect to offensive/defensive spells and what kinds of items are in which levels. I'm happy to recommend it to hardcore strategy game freaks and everybody who's waiting around for the next Professor Layton. But I have a harder time recommending it to the easily frustrated, especially kids who might miss the sexual innuendo between the succubus and Godric's brother, Aidan.

As for Might & Magic fans, I'm sorry to tell you there's not much here that resembles the games you loved from times past. It's a completely different experience more akin to Puzzle Quest than to anything else. While we're on the subject, Puzzle Quest fans beware — you cannot change units horizontally a la Bejeweled and this will drive you totally nuts for the first two hours or so. After that, though, your color-recognition skills will come in handy.

Might & Magic: Clash of Heroes was developed by Capybara Games and published by Ubisoft for the Nintendo DS. Released December 1 for $29.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played all game types in both single and multiplayer modes and still think Fiona was better off as a ghost.

Confused by our reviews? Read our review FAQ.

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<![CDATA[See The Legend of Zelda: Spirit Tracks' Whirlwind In Action]]> It's hard to call this small sample of The Legend of Zelda: Spirit Tracks' gameplay spoilerific because in truth it looks awfully familiar to anybody who played Ocarina of Time. The Whirlwind is new, though.

You can see it in action as the primary strategy to beat this beetle boss. To activate the Whirlwind, you have to tap that icon in the upper right hand corner of the screen to bring up the yellow targeting line. Then you blow into the Nintendo DS microphone to set off a gust of wind in the direction of the yellow line.

I guess there is something potentially spoiler-ish at the end there when that green shard shows up. I have no idea what it is, but the more research-savvy among you might. In which case, you're probably already riddled with spoilers.

The Legend of Zelda - Spirit Tracks: Forest Temple Boss Fight [Zelda Informer]

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<![CDATA[Sega Spins Sonic Classic Collection To Nintendo DS]]> The engineers at Sega have discovered an all-new way to repackage the Sonic the Hedgehog titles that you know and may still love in the just-announced Sonic Classic Collection for Nintendo DS.

Sega will squeeze 16-bit platforming adventure classics Sonic The Hedgehog, Sonic The Hedgehog 2, Sonic The Hedgehog 3 and Sonic & Knuckles onto a DS card and ship it to retail March 2010. The Nintendo DS collection will also feature a handy save anywhere feature, the kind of save state options that emulators have offered for years. Or so I've heard from friends.

Also included will be "a wealth of extras including video and collectable pictures," according to the official Sega Europe blog.

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<![CDATA[Nintendo Sold Over 1.5 Million Wiis, DSs Last Week]]> November will be a big month for Nintendo when all is said and done, based on the more than 1.5 million consoles and handhelds it sold in the United States last week.

That 1.5 million breaks down to more than 550,000 Wii consoles and more than 1 million Nintendo DS and Nintendo DSi portables, according to Nintendo's internal estimates. In terms of frequency, that's over 150 Nintendo hardware units sold every minute, more than 2.5 smiles put on faces every second.

Yes, those are impressive numbers. But one of those numbers was more impressive last year, when Nintendo says it sold more than 800,000 Wiis during the same time period.

In 2007, Nintendo sold a comparitively meager 350,000 Wiis during the Thanksgiving spending spree. That year, Nintendo boasted that Nintendo DS sales topped 600,000 during the same week long period, a number that jumped 20% the following year, nothing that compares to the new 1 million unit sold record held by combined DS and DSi sales.

Since Nintendo sold 506,900 Wii consoles and 457,600 Nintendo DSs during the full month of October, we'll bet the company will have something to brag about when November's tally rolls around. While we suspect it won't shatter November 2008's amazing, "historic" records,, we wouldn't be surprised to see Nintendo branded things topping the charts.

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<![CDATA[Puzzle Quest 2 Charges Into Battle This Spring]]> In spring 2010, D3Publisher unleashes the only cure for Puzzle Quest addiction on the Xbox 360 and Nintendo DS - Puzzle Quest 2.

I've played the original Puzzle Quest: Challenge of the Warlords on every possible platform, and even today it will keep me occupied for hours at a time. After the relatively disappointing Puzzle Quest: Galactrix, I was sure I would be playing the original until I died, but there is hope on the horizon. Puzzle Quest 2 is coming.

The true sequel to the original game features the same puzzle plus RPG gameplay that many imitators have tried to reproduce with results that generally fell short, with a selection of new classes and the introduction of weapons and armor that have a more pronounced effect of battles. Characters take on the role of a War Mage, Inquisitor, Barbarian or Assassin, on a quest to rid the village of Verloren of the demon Gorgon. Along with the story mode, there's Instant Action, Multiplayer, and a Tournament Mode to keep players occupied long after Gorgon has snuffed it.

"Puzzle Quest is an award winning franchise with numerous accolades including an Interactive Achievement Award for "Best Downloadable Game of the Year" for Puzzle Quest: Challenge of the Warlords," said Peter Andrew, vice president of product development, D3P. "Puzzle Quest 2 returns with a captivating, rewarding, and accessible journey for gamers of all levels as the ultimate delivery system for the mental release puzzle gamers seek."

With original developer Infinite Interactive on board, I sense the loss of much free time in my future. Then again, Infinite also did Galactrix, so there's still room for failure.


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<![CDATA[Look How Time Changes Character Design]]> Back in 1995, role playing game Lufia II: Rise of the Sinistrals was released in Japan. The game is getting a Nintendo DS remake as Esptolis: The Lands Cursed by the Gods, and its main characters are getting a makeover.

Just look how main character Maxim has changed. At least his hair color is the same. Trends change, and so do Japanese RPG characters, it seems.

DSで15年ぶりにリメイクされる『エストポリス伝記Ⅱ』 キャラデザ変わりすぎワロタ [はちま起稿]

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<![CDATA[The Legend of Zelda: Spirit Tracks Snow Temple Preview: Ditching Zelda]]> Two of the major selling points for The Legend of Zelda: Spirits Tracks have been the train and the addition of Zelda to Link as a companion character. But what can you expect from the rest of the game?

I sat down at Nintendo's Redwood City office to get a good look at the single-player mode for myself (since all I had to go on were Nintendo Power previews and Stephen Totlio's experience) before diving into the multiplayer mode. I was given a choice: I could replay the same demo Nintendo Power and Totilo had already covered, or I could be one of the first to see the second dungeon in the game – the Snow Temple.

What kind of correspondent would I be if I didn't go for the latter? A copycat, that's what!

What Is It?
The Snow Temple was described to me as the "second" dungeon in the game once Zelda and Link are sent to the Tower of Spirits to restore the Spirit Tracks of Hyrule. The level began outside the snow-covered structure with the train parked out front and Zelda hovering beside Link.

What We Saw
The temple had about three floors and judging from the main room that requires puzzle solving, I'd say I completed three quarters of it before having to stop to play some multiplayer.

How Far Along Is It?
The game comes out December 7. I was playing on a normal-sized cartridge that could well be a final version of the game.

What Needs Improvement?
My Snow Temple For An Item-Toggling Button: Link started this dungeon with the Whirlwind item and earned the Boomerang about halfway through. To use an item, you've got to select it from a menu so that it appears in an icon in the upper right hand side of the lower screen. Tapping that icon activates the item and then you do whatever is required of you to use it (blow in the mic for the Whirlwind, draw a path on the screen for the Boomerang). There came a point in this dungeon where you had to use the boomerang to create a path of ice over water (by crossing its path through an ice torch and back across the water) – and then quickly change to the Whirlwind to activate a switch out in the middle of the water. Because the ice path melts quickly, your timing has to be spot on and it can get pretty fiddly when you're trying to bust out the Whirlwind, aim it and THEN blow into the mic. I died at least twice, wishing in vain that a tap of the shoulder button would switch between items.

Dude, Where's My Zelda? As soon as I set foot in the Snow Temple, Zelda shrank and faded away with a sigh. It turns out she can't go with you or help you within the Temples and you can't talk to her for advice the way you could with other companion characters in other Zelda games. This turned Spirit Tracks into an experience that was an awful lot like Phantom Hourglass. Phantom Hourglass was good, so that's not an automatic minus – but I think people were expecting the all-new Zelda gameplay to be a consistent feature instead of an area-specific thing.

What Should Stay The Same?
Shallow Learning Curve: Truthfully, I never beat The Legend of Zelda: Phantom Hourglass and it's been ages since I've touched it. But it really didn't take long to master the stylus-only controls and the menus weren't at all difficult to navigate and interpret. People who missed out on Phantom Hourglass are going to be just fine adjusting to Spirit Tracks.

Sure Rings My Bell: The entire temple was based on moving three bells into a main room together so that Link could trigger them in a sequence to open a door. This objective was communicated entirely through visuals (little panels with bells on different note lines, panels on the floor, etc.) and all of the puzzles were familiar slide-the-block, clear-the-room-of-monsters affairs that I know and love in Zelda games. I got so caught up in the familiar, simple gameplay, I didn't mind dying twice and getting stuck three different times.

Final Thoughts
Despite not having beaten Phantom Hourglass and not really liking The Legend of Zelda: Wind Waker (yeah, I said it – you wanna fight?!), playing Spirit Tracks felt like coming home. That's probably the best feeling I could ask for from a game, especially so close to the holidays when I long for that feeling and have all this extra time to play games.

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<![CDATA[The Legend of Zelda: Spirit Tracks Multiplayer Preview: Spreading The Phantom]]> It seems like nobody noticed (except of course the developers) that Link's newest adventure has a multiplayer mode. Too busy paying attention to trains and a ghostly Zelda along with Link for the ride, I guess.

But anyway, Spirit Tracks has multiplayer. Boy does it ever have multiplayer, and boy did we ever play it. Here's what we liked:

What Is It?
The Legend of Zelda: Spirit Tracks' multiplayer mode is akin to The Legend of Zelda: Four Swords Adventures for the GameCube – four people each control one color-coded Link and move around the same map as the other Links. The difference in Spirit Tracks is that instead of trying to help each other, you're racing each other to collect Power Gems and trying to royally screw each other up on the way.

Note: It's local-only.

What We Saw
I played two matches against a developer and two publicists at Nintendo's Redwood City office after finally getting my hands on the singleplayer mode.

How Far Along Is It?
Spirit Tracks it out December 7. I was playing on a normal-sized cartridge that may have been a final version.

What Needs Improvement?
Little Bit Laggy: When dashing around the dungeon map, things start off steady and the Power Gem drops are few and far between. As the match picks up pace, however, and players start falling into traps or getting sliced up the Phantoms, huge amounts of Gems will suddenly spill out onto the map. That plus all four players frantically running to that point to scavenge Gems caused a couple of super-laggy moments in an otherwise smooth experience.

Trap Door Confusion: There are trap doors in every map that are either random or triggered by switches. I honestly couldn't tell you which, though, because sometimes I'd press a switch and a trap door would open and sometimes the door seemed to open and shut in a kind of rhythm. It was confusing – and that much more frustrating when I fell into one because I didn't know if I should blame somebody for it.

What Should Stay The Same?
Spreading The Phantom: Numerous Phantoms – those big guys in helmets from the last Zelda DS game, Phantom Hourglass – wander the maps, prowling for Links. When one spots you, a little icon pops up above your head, indicating that it's got a bead on you. If you fail to run for your life, the Phantom will speed toward you and cut you – costing you precious Power Gems and precious seconds as you scramble to get up and recover them before the other players get there. The fun part about this mechanic is the bit where you can pass the Phantom's bead onto other players you run by – like spreading Chlamydia. It's amusing.

The Invisible Zone: One map we tried out had a patch of water in the center that rendered players invisible when they ran in. You could still see ripples where their feet landed in the water – and if you look closely, the ripples are color coded like the Links – but with all four players running around in there and Phantoms bearing down on one or more of them, it was blind panic. And freaking awesome.

Mario Kart-style Pick-ups: Occasionally, an orb with a question mark on it will fall from the sky. Players that snag this pick-up are treated to several things like a random Gem drop, invisibility or a lightning strike that you can inflict on other players. It keeps things interesting and can be the salve to the wound of a player who just went from 51 Gems to two after a string of Phantom infections.

Single Cartridge Play: I am so happy that it doesn't require four people to actually buy the game to enjoy this mode.

Final Thoughts
The multiplayer mode in Spirit Tracks certainly isn't the main attractions of the game – but it's a solid addition that deserves to be played if you can tear yourself away from trains and princesses for a little while.

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<![CDATA[Phoenix Wright WiiWare Preview: Throwing Out Objections]]> Phoenix Wright is the most badass attorney next to Law & Order's Jack McCoy. He's so awesome that he even has his own musical, where he's portrayed by a woman in drag.

But that's just hearsay from an overzealous witness violating spousal privilege*. Here's the real testimony regarding Ace Attorney's transition to WiiWare.

*Yes, I would totally marry that game if such a thing were possible.

What Is It?
Phoenix Wright: Ace Attorney was a crazy-popular adventure crime-solving game for the DS in 2005 where players gather evidence to present at trial to convict criminals. Now it's being ported to the Wii via WiiWare in all its investigative glory.

What We Saw
I played through a segment late in the trial where the murderer in on the stand spouting lies for Phoenix to rip apart.

How Far Along Is It?
It's a straight port with no fancy extras or overhauled graphics, so consider the game done. Ace Attorney hits the United States in January with Justice for All and Trials & Tribulations following in March and May respectively. The bonus fourth episode will also drop in May for an as-yet unspecified low price.

What Needs Improvement?
Annoying Background: Observe the screen and note that little gray border with the Phoenix Wright logo on it. Now imagine that background is actually moving gradually to the upper left hand corner of the screen throughout gameplay. Yeah, kind of distracting, isn't it?

What Should Stay The Same?
OBJECTION!!! The most amazing thing that's been done to Phoenix Wright on WiiWare is adding motion controls – or rather, motion control, because there's only one. It comes when you want to throw an objection out during witness testimony. Now, you could just open up your evidence file and press A to select evidence and then A again to present – or you could press to select and then fling your hand outward a la Phoenix himself to trigger OBJECTION! Which do you think is cooler?

Final Thoughts
Capcom is really supportive of WiiWare between this and Mega Man 9. As long as they don't jack up prices or chop up individual Phoenix Wright games into tiny episodes (which is almost the same thing as jacking up prices), I support the decision to port awesome DS games to WiiWare.

This preview is adjourned. *Thumps gavel*

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<![CDATA[Nintendo May Have More Metroid Prime Primed For DS]]> Metroid Prime 3: Corruption may have wrapped up the GameCube-to-Wii trilogy, but fans of first-person adventuring in the suit of Samus Aran may be able to look forward to future Prime games.

Nintendo's Kensuke Tanabe, overseer of all things Metroid, tells the UK's Official Nintendo Magazine that the company is "always planning to make new games in the Metroid Prime series." And while Metroid: Other M is penciled in for a Wii release next year, the Prime series may return to the Nintendo DS for future iterations.

Tanabe says he "we cannot deny the possibility of realizing it on DS or DSi."

That backs up statements Tanabe made to Kotaku earlier this year. The Metroid producer said during an e-mail interview that Nintendo "will keep considering multiplayer for the Prime series," a feature included in 2006's Metroid Prime Hunters for the Nintendo DS.

Metroid Prime Still Has A Future [ONM UK]

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<![CDATA[Drawn To Life: The Next Chapter Review: Hero We Go Again]]> Developer 5th Cell returns to the world of Drawn To Life with the straightforwardly titled DS adventure Drawn To Life: The Next Chapter, picking up where the first game concluded, with a new brand of evil threatening the adorable Raposa.

As in the first Nintendo DS title, Drawn To Life: The Next Chapter asks the player to tap into their artistic touchscreen skills to draw platforms, vehicles, weapons and even the game's hero itself—my ninja Musashi, armed with a giant corndog, is just one of almost limitless possibilities—who must return color to the desaturated world and rescue a missing Raposa named Heather. In both the top-down adventure portions and side-scrolling platforming sections, players will flex their creativity to make this Drawn To Life adventure their own.

Should you apply your brush to Drawn To Life: The Next Chapter?

Loved
Presentation & Animation: Everything that I didn't contribute to Drawn To Life: The Next Chapter via touchscreen and stylus looks spectacular. Artist Paul Robertson's amazing sprites animate beautifully, adding charm and character to the game's non-playable Raposa and enemies. Beautifully hand-drawn backgrounds have lush, well-animated detail, ensuring a welcome level of visual variety across the game's five worlds. Save for the clumsy characters and items I drew—I often let the game's suggested template sprites take the place of my own creations—the game is a treat to look at.

Surprisingly Engrossing Story: It may not be wholly original, but the relatively simple tale of The Next Chapter has a few twists and a tender moment or two, made the better thanks to well directed, well scored cut scenes. The game's script is sharp and witty at times, dialogue I did my best not to miss.

Da Blob: The platforming portions start to wear thin quickly, but the addition of two additional forms—the amorphous Blob and wall-crawling Spider—help break up the monotony of playing as a sword or yo-yo wielding Humanoid. There are some clever level designs, some not-too-difficult puzzles that require dexterous use of all three forms.

Improved Creative Tools: Just about everything I crafted with Drawn To Life: The Chapter's graphics editor was an eyesore. But the tools have depth to them I've just begun to explore. A larger color palette and a wealth of interesting templates—plus the ability to add extra limbs!—offer the opportunity for a wide variety of cool or kooky creations. The "Action Draw" sections, which lets the player draw simple platforms using a limited supply, aren't particularly challenging, but they're fun.

Hated
Extended Downtime: Conversations in The Next Chapter can drag on, leading to long stretches of watching, not playing. For the most part, the game is careful not to throw unnecessary monologues and long-winded explanations, but there are a few moments where the narrative starts to wear out its welcome.

Mundane Platforming: The game's platforming sections are easy to blow through, offering little in the way of impressive level design or captivating challenge. There are, however, some well-hidden collectibles scattered throughout the game's 45 levels, but the drive to revisit some of these rather dull levels, especially with Drawn To Life's loose controls and sometimes spotty hit detection, is low.

Drawn To Life: The Next Chapter's biggest strength is its creative tool set. It's a wonderful little artistic outlet, a gorgeously crafted game that plays like it would appeal to a much younger, more patient and passionate player. It doesn't offer much in the way of depth for the more experienced action-adventure fan, but makes up for some of its shortcomings with its copious charm.

There's enough to do, see and collect over the course of the game's storyline to make the journey worth the while. It's just a shame that Drawn To Life: The Next Chapter's gameplay is its weakest link.

Drawn To Life: The Next Chapter was developed by 5th Cell and published by THQ for the Nintendo DS on October 27. (A Wii version developed by Planet Moon Studios is also available, but was not reviewed.) Retails for $29.99 USD on DS. A copy of the game was given to us by the publisher for reviewing purposes. Played game to completion.

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<![CDATA[Atlus Brings Shin Megami Tensei: Strange Journey Stateside]]> Atlus, publishing a Shin Megami Tensei game in North America? I know, I was pretty shocked too to learn that Shin Megami Tensei: Strange Journey, the company's first-person science fiction RPG, was being localized for a stateside Nintendo DS release.

The latest in the SMT series, already released in Japan to favorable reviews—the highest Famitsu-rated Shin Megami Tensei entry yet, according to Atlus—will come to the DS in North America next spring, bringing with it the mind-scrambling box art you see above. Go on, admire it.

Shin Megami Tensei: Strange Journey's science-fiction flavored storyline tasks the player with unraveling the mystery of a "growing, black void" that has appeared at Earth's southern pole. The SMT standard role-playing and demon managing rules apply, with Atlus saying that Strange Journey follows in the tradition of Shin Megami Tensei: Nocturne.

The game's web site is now live, offering more information, should you want it.

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