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Bonus points for me: Is Machina an Awesome mod?

Hell Yes! 167 73.25%
Yes 0 0.00%
Most assuradely 0 0.00%
Other option that is bett... 3 1.32%
I want to have his babies. 1 0.44%
incominggame said:
spurgeonryan said:


If gamestop offers an artbook with the preorder, I might have to preorder this game instead of buying it eventually after it comes out... Anyone knows if the preorder bonus will also be available in Canada?

The artbook is also listed as a preorder bonus on gamestop/ebgames canadian website.


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Codemasters share some Dirt Wii U ideas:



Basil's YouTube Channel


Alright, who doesn't trust 1up.com? I have been pushing out great reviews for this game all week. Now this is the pinnacle of the reviews from a trusted source. Can we argue anymore that this game is not good? Because this is like the 4th review saying it is very enjoyable!


Dillon's Rolling Western Review: Giving Tower Defense The Nintendo Touch

(Nintendo 3DS)

Don't let the genre fool you; this is the best addition to 3DSWare yet.

When I agreed to review Dillion's Rolling Western, I didn't know I was signing up for a tower defense game -- and had I been better informed, you probably wouldn't be reading this. Since its breakout success as an in-browser diversion, developers have tried to innovate within the narrow confines of tower defense, but, outside of the content-rich Plants vs. Zombies, I haven't been able to muster up the motivation to stick with any of these games for more than a handful of minutes.

After reaching this point of my Rolling Western playthrough, a feeling of dread sank in as I pondered a prolonged future of repetitive and shallow mechanics. But soon, something amazing happened: as the game slowly revealed its many layers, I found myself actually enjoying tower defense -- and willingly. Dillon's might not completely change the rules, but it offers enough variety to give tower defense detractors something fun to do at every possible moment, and constant opportunities to make decisions that actually matter.


At first, Rolling Western presents the expected: our titular armadillo hero is tasked with defending a series of sleepy Western towns from invading rock monsters known as Grocks, who crave the meat of pig-like critters called Scrogs -- a fine narrative excuse to have swarms of things descend upon a fragile home base. But instead of displaying the action from a skyward perspective, Dillon's throws the camera right behind the hero, which lends a lot to the game's Zelda-lite features. You see, the sleepy desert environs of Dillon aren't always swarming with enemies; during the day, you're given a limited amount of time to get a feel for the layout of the maps, and -- perhaps most importantly -- gather resources to assist you in the battles that loom just beyond the setting sun.

Rolling Western rewards players who learn maps well and plan out the most efficient use of their time; actions taken during the day each serve their own purpose during the nightly Grock skirmishes, but prioritizing the details of these hunting-and-gathering excursions is completely on your shoulders. Should you scour the land for delicious Scrufflles, which will increase the Scrog count back at HQ, or instead focus more on mining materials to help barricade your town's walls? Each map is also dotted with out-of-the-way temples which yield rewards like valuable treasures and life upgrades (in the form of very Zelda-ish heart containers), though opening their doors eats up a significant chunk of your precious daylight. Rolling Western shares the same design philosophy as games like Dead Rising and Majora's Mask: get to know a small environment very well, and then use this knowledge to help execute a very tight schedule.

Dillon isn't completely alone in his battle, though; each map features several pre-determined points where you can build and upgrade towers which either remove the fog of war from their immediate vicinity, or attack the enemy with various degrees of weaponry. Upon first starting a map, you won't be able to rely on more than a few of these at a time; money is tight in Dillon's, especially on your first attempt at a level -- and since you can't use anything but cold, hard cash to build and repair structures, it helps to be extraordinarily tight-fisted. And the choices made in building towers can either ensure your success or seal your fate; you can always upgrade towers to withstand greater damage, but at a cost that could be better spent on outfitting others with rudimentary weapons. Dillon's has a tendency to turn you into a total penny-pincher, since goods can only be traded for gold during the day -- which makes every last coin count all the more.

The hectic pace of Dillon's could be the game's downfall if the controls couldn't keep up, but thankfully, rolling Dillon across the sandy wastelands of Rolling Western involves only a simple, intuitive stroke of the DS stylus -- which does its best to make you feel like you're perpetually pulling back and snapping a rubber band. This simple control system ties directly into Rolling Western's emphasis on performance; the game's combo system dishes out higher-quality drops once you start racking up numbers in the double digits. Rolling into enemies out on the field brings you to an efficient action RPG-ish battle scene, which usually doesn't last longer than 15 to 20 seconds -- though the leader Grocks tend to focus on escaping so they can press onward towards that tasty Scrog meat. Even in battle, every decision counts; Dillon's drill attack does low damage, but yields more enemy drops, while his claw attack tears through opponents, but may leave you empty handed at the end of a battle.

They or whoever this is gave it an A-, go to the 1up.com page to see more.




Sakaguchi - Creating a game is like birthing a child

"Whenever I create a game it's still like my own child is being born. The Last Story took three and a half years to complete and all of the staff members put their all into creating the game. Our child is extremely beautiful. We have a lot of love for the game. I am extremely satisfied with the outcome." - Hironobu Sakaguchi
Check out the full interview here

"So, what are you doing in London today?" The hairdresser speaks in broken English, pausing every few words with the sheer effort of foreign sentence construction. "I am a video game journalist," I reply, hopefully. "Ahhh!" he laughs, a mixture of amusement and the relief of simply understanding the response.

"I just interviewed Hironobu Sakaguchi," I offer. A pause. "Do you know the Final Fantasy games? He made those."

I need a haircut, sort of, but really I came to this unassuming hairdressers near Oxford Street for this specific conversation. Never meet your heroes, they say: they can only disappoint. There's bruising truth in the cliché. When I was a teenager I would take the train to central London and walk through Soho to peer in the windows of Squaresoft's London office in the hope of catching a glimpse of a developer.

Of course, Golden Square was home only to weary marketing men, the company's creative teams housed thousands of miles away on two floors of the Phizer building in Shinjuku, Tokyo. There was never any chance of bumping into a Final Fantasy artist or Secret of Mana coder. Deep down maybe I suspected as much. If nothing else, video games make masters of suspension of disbelief of us all.

An hour earlier I stepped out of The Soho Hotel having sat down with the man whose games paid for that office in Golden Square and which inspired my stalking of it. But there's no sense of elation following the long-awaited meeting.

The Last Story is Sakaguchi's first game as director since 1992's Final Fantasy 5, although Sakaguchi insists that the change in title hasn't really affected his role.

The preceding interview overran, cutting into an already tight schedule. A lunchtime dialogue became a 45 minute interview became a 30 minute race. Sakaguchi, jetlagged from his flight and weary from a morning answering the same questions worded differently, speaks in a slow and thoughtful Japanese drawl.

His translator writes copious notes as the director talks, processing the answers for a few seconds before assembling his mental translation. He gropes for words, occasionally referencing an electronic dictionary; answers that could take 30 seconds take five minutes to unfurl. Information remains coy under the ticking of a relentless clock.

By the end of the conversation, this treasure trove of anecdotes and facts feels almost untouched. Worse, when prompted by the Nintendo rep to bring things to a close with a final question I ask Sakaguchi (50) what he hopes to achieve with his remaining 15-odd years of working life. He pauses a dull pause.

Eventually: "There is nothing in particular that I want to achieve."

The suspension of disbelief crashes to the floor.

"I had so much fun when I first started at Square. During those days the development studio was in a rented apartment. Because I was so poor I'd often stay at their premises because they had a bath and air conditioning. I never really went home..."

Hironobu Sakaguchi

Ten minutes later I head to perhaps the only place within walking distance where there might be someone to help me replace disappointment with celebration. The hairdresser is staffed by young Japanese in their mid to late 20s; spending perhaps a year out in London before heading back to Tokyo to settle down. If meeting Hironobu Sakaguchi is still an occasion in 2012, then surely somebody here will recognise it as such.

"Ahhh!" says the hairdresser, smiling broadly. "I loved Final Fantasy 6!"

"Yes," I laugh, all relief. "Me too."

"So funny!" His face changes, quizzical. "His latest game. Final Fantasy...15? Or 14?"

"14," I say. "Well, 13 part two actually. But he wasn't invol..."

"I've not played that one," he laughs, not listening.


Hironobu Sakaguchi is a designer exceeded by one of his earliest creations. This rare press trip to the UK, the first in over a decade, is to promote his studio Mistwalker's latest Nintendo Wii title, The Last Story. Later that night, at a public BAFTA interview an audience member asks him if he's bored talking about Final Fantasy and he admits that, yes, after an afternoon being quizzed about the series by so many European journalists he is so very tired of it.

And yet, what a story.

Sakaguchi's first contact with a video game came soon after the birth of the industry, with Pong (although he forgets the name of the game when I ask him, instead acting out turning the dials used to move the proto-bat to swipe at the pixel ball). From there he bought an Apple II and played American role playing games such as Ultima and Wizardry, then later Transylvania by Penguin Software, games that pointed at a creative fissure he would later mine.

He joined Square - as the company was known at the time before it merged with long-time rival Enix to form an RPG super group - in 1983 and made three computer games, none of which excelled commercially. Soon afterwards he switched development to Nintendo's Famicom developing the racing game Highway Star, then King's Knight and World Runner.

Sakaguchi renews his partnership with Nobuo Uematsu for The Last Story, and it's a partnership that predates the Final Fantasy series.

"I had so much fun when I first started at Square," he tells me when I ask him to paint a picture of the early days. For the first time in the interview he becomes animated, makes eye contact and smiles. "During those days the development studio was in a rented apartment. Because I was so poor I'd often stay at their premises because they had a bath and air conditioning. I never really went home..."

His formative titles sold reasonably well but Sakaguchi wasn't excited by the designs ("The reason these games failed to do better was because I was copying what was already on the market"). His bosses had assigned him to make 3D games for the system because the programmer working with him, Nasir Gebelli, excelled at 3D graphic coding.

Sakaguchi resolved to try one last project in the emerging genre that first attracted him to the industry. He wrote the design document for Final Fantasy, labelling the project with a name that reflected the fact he expected this to be his final video game project, his first and last story.

It wasn't. Final Fantasy launched with perfect timing, riding the swell of RPG popularity kicked up by Black Onyx (the first Japanese RPG, introduced to the country by Bulletproof Software's Henk Rogers) and Enix's own Dragon Quest. Final Fantasy found a vociferous following, first in Japan, then in America following the release of Final Fantasy 6 and, finally, in Europe following the release of Final Fantasy 7.

As the company moved from its rented apartment to multinational offices, Sakaguchi sought out Japan's brightest talent, hiring people such as Tetsuya Nomura, the artist who designed Cloud and Aeris and whose art style now defines Square Enix's Japanese output; Tetusya Takahashi, designer of Xenogears and last year's triumphant Xenoblade Chronicles and Yasumi Matsuno, creator of Ogre Battle, Final Fantasy Tactics and Vagrant Story.

Sakaguchi had a knack for partnering with keen talent; even Ted Woolsey, the man tasked with translating many of the company's 16-bit titles within punishing deadlines (Final Fantasy 6 was reportedly translated in just 30 days) is now Director of First Party Publishing for Microsoft's Xbox Live Arcade service.

On the immediate horizon for Sakaguchi is a handful of iOS games - the first, he revealed recently, is to be influenced by his love of surfing.

These were the golden years, arguably the most productive and creatively rich in the company's history. Fascinating curios such as Bahamut Lagoon, Brave Fencer Musashi, Racing Lagoon, and Dew Prism refute the lie that Squaresoft was a one trick Chocobo. Rarely has a publisher pressed its nose against the boundaries of its chosen genre with such force and abandon.

The publisher even set up its own 'indie' label, the anagrammatically-named Aques, to release non-JRPGs during the PlayStation years. But with all that success came hubris and, having fantasised for so many years about making games masquerading as films, Sakaguchi was finally offered the chance to make a film masquerading as a game.

Final Fantasy: The Spirits Within was a movie directed by a man whose sole experience of directing was in video game cut-scenes, the 45-second CGI money-shots that brought the rudimentary sprites used in gameplay to life. No animated movie before or after its release has lost more money at the box office (the movie cost $137 million and took just $85 million worldwide). Regardless of how much money Sakaguchi had brought to the Square empire, the movie's failure undermined his position as director at the company to shareholders, reportedly delaying the merger deal with Enix by several years.

The headlines, real or imagined, became 'Square - the Japanese game maker with ideas above its station'; 'Square - not good enough for Hollywood'. In 2004 Sakaguchi stepped down from his position as an executive vice president at the company he built. A Japanese game reporter once told me that, following the director's departure, those creative minds he had mentored within the company were ostracised by the new management. Midway through development of Final Fantasy 12 Sakaguchi's protégée, producer Yasumi Matsuno, departed citing "ill health", never to return.

"I am always most excited about the now. It's always the current moment that is the most exciting in game development. Of course the techniques that are used in game creation and theory are always evolving. When I first started in the industry I could never have imagined games would look the way that they do today. So I am excited for today. But also I am excited for tomorrow."

Hironobu Sakaguchi

Sakaguchi retired to Hawaii, where he still lives today, surfing and dreaming up ideas for video games ("the idea for the 'gathering' mechanic in The Last Story came to me while I was waiting for a wave"). His reputation ensured that by the time his no-compete clause with Square Enix was up, Microsoft was at his front door holding a chequebook and invitation to come aboard. Together they formed Mistwalker studios headquartered in Tokyo, yet managed by Sakaguchi from Hawaii. Development began on two Xbox 360 exclusives: Blue Dragon and Lost Odyssey.

Sakaguchi was back in the game. But what had been lost in the fire?


"Whenever I create a game it's still like my own child is being born," he tells me. "The Last Story took three and a half years to complete and all of the staff members put their all into creating the game. Our child is extremely beautiful. We have a lot of love for the game. I am extremely satisfied with the outcome."

There's a passion in his words that goes beyond a fulfilment of marketing duty. The Last Story, a competent, interesting Japanese RPG may not be his best work, but it's no runt of the litter. And to characterise Sakaguchi as an absent father would be grossly unfair. He is still present and hands on in the creative birthing process, to play on his own analogy.

"Normally I would spend three weeks in Hawaii followed by three weeks in Japan during a development," he says. "But for The Last Story I spent three months in Tokyo followed by just 10 days in Hawaii, a repeating pattern for three years. Even though we have video chat these days I still prefer to be in front of the team."

Beyond scratching that creative itch, Sakaguchi is eager to continue to gently but forcibly push the genre he helped establish. The first year of The Last Story's production was given over to prototyping. "The game was born from the feeling that we need to move away from the traditional turn based combat of JRPGs," he says. "We had a trial and error phase that lasted a year where we just tried different approaches. A lot of those ideas were rejected but many were adopted."

Country Dance 2 heads to Europe

Europeans like Country Music?

Dance and Sing to 30+ Hits from your Favourite Country Artists Including Jason Aldean, Brad Paisley, Luke Bryan, Dierks Bentley, Keith Urban, Blake Shelton, Carrie Underwood, George Strait, Miranda Lambert, The JaneDear Girls, Lady Antebellum, and more!

Country music's chart-topping headliners are about to rock your living room countrywide! Funbox Media Ltd today revealed the full music set list for Country Dance 2 , the sequel to last year's favourite country dance video game that lets you dance and sing along to your favourite songs from country's biggest artists. Country Dance 2 for Wii will be available in Europe/PAL Regions in June 2012.

Country Dance 2 features over 30 of today's hottest country tracks from the biggest names in the business including Jason Aldean, Brad Paisley, Luke Bryan, Dierks Bentley, Keith Urban, Blake Shelton, Carrie Underwood, George Strait, Miranda Lambert, The JaneDear Girls, Lady Antebellum, and more! Building upon the simple gameplay loved by fans of Country Dance, Country Dance 2 amplifies the fun with an all new sing-a-long feature, duet dancing, a new calorie-counting exercise mode and more!

Country Dance 2 is easy to jump in and play; pick up the Wii Remote and replicate the onscreen dance moves to start earning points with hot country routines. Plus, Country Dance 2 now supports up to four players at once for a whole new level of multiplayer fun including the all new duet dancing option that features unique choreography for each player during the same song. Whether you're cutting a rug on your own, line dancing side-by-side with your partner, or taking on friends and family in a dancing duel, Country Dance 2 will transform your living room into an energetic dance floor with mega hits from best-selling country artists.




REPORT - Active video games don't mean kids exercise more

All that virtual boxing, bowling and dancing along with video game systems might not be helping kids meet their daily exercise requirements, a new study suggests.

In the report, kids who were given so-called active video games to play on a Nintendo Wii didn't end up logging any more moderate or vigorous physical activity than those given games they could play sitting on the couch.

Full report here

What Did The Wii U Announcement Accomplish?

By Ben Lamoreux on February 27, 2012 1:10 PM | Permalink | 7 Comments
Following several months of rumors, hype, and speculation, Nintendo officially unveiled the Wii U at E3 last June. Sort of. The system was officially announced, but very little information was given. Price, launch lineup, hardware specs, online capabilities, and just about anything else the fans were clamoring for was left out. Even images of the actual console itself weren't immediately revealed to the public. Granted, last year's E3 was mainly about the 3DS, but did Nintendo really accomplish anything with the early Wii U reveal?

Nintendo spent a good portion of time focusing on the various different functions of the controller. This in itself is great, but given that they shied away from talking about the system itself, it led to a lot of confusion. Many people were under the impression that the Wii U was not a new home console, but just a peripheral for the Wii.

Interviews with various third-party developers were aired, showing positive reactions to the online network for the Wii U, but nothing was said about it by the staff of Nintendo itself. Given how inferior the Wii's online is to the competition, it's going to take more than a few interviews to convince people that the Wii U has good online. By revealing virtually no details and giving people absolutely nothing to work with, Nintendo also failed to establish the Wii U early on as the future of online gaming. It didn't help that when questioned by gaming journalists, notably the well-respected Geoff Keighley, Nintendo executives like Reggie Fils-Aime would not comment on any speculation or answer any questions.

Price and features are both extremely important to make a console successful, but arguably the best way to generate excitement and interest in a new console is by having must-have games. It's an undeniable fact that in the gaming industry software sells hardware. Yet the only game Nintendo officially announced was a port of Darksiders II. Other games were hinted at or given unofficial reveals, like Pikmin 3, but overall Nintendo did not immediately give us much to look forward to.

The many innovative uses of the Wii U tablet were certainly impressive, and are sure to raise some interest, but Nintendo failed to bring attention to any other aspect of the new system. In cases like this, it's often because the information is to be trickled out slowly over the coming months, giving people a steady stream of new features, games, and innovations to keep them hooked, yet Nintendo has remained almost absolutely silent since E3. Understandably the focus of the 2011 holiday season was on 3DS sales, but if Nintendo did not intend to release any new Wii U information between E3 and the new year, was the reveal really worth it in the first place?

At first glance the answer appears to be no, but let's dig a little deeper. By refusing to give us any information, the staff at Nintendo can then sit back and look at what the masses are demanding. By withholding information while focusing on the 3DS, Nintendo is getting a better picture of just what the public wants, and just what they have to do to make the Wii U successful.

The partial reveal at E3 immediately revealed two big priorities for Nintendo. It is absolutely essential that Nintendo differentiates the Wii U from the Wii. If people don't know this is a brand new must-have system, and not just an optional Wii accessory, sales are going to start out very sluggish. We may already be seeing the results of this, as rumors are circulating that Nintendo is considering a name change for the final product. Nintendo failed to set the Wii U apart from the Wii at E3, saw the negative possibilities of their actions, and they now have plenty of time to correct the problem if they so choose.

Likewise, Nintendo's lack of comment on the online capabilities of the Wii U led to a mountain of questions from respected journalists and analysts. If Nintendo truly wants to win back the "hardcore" crowd with the Wii U like they claim, it's obvious that online gaming is going to have to be a major priority. Nintendo already took a big step by hiring a more experienced outside company to help them design their online, and by revealing early, they have plenty of time to keep their eyes on what's popular in online gaming and take it to the next level.

One final aspect of the early reveal that has likely been helpful in getting the Wii U ready for launch is the comparisons to the 3DS. Nintendo announced the Wii U only a few months after the lackluster debut of the 3DS. As a result, there has been much discussion in the gaming world on the subject of what was wrong with the 3DS launch, and how Nintendo can avoid the same mistakes with the Wii U launch. The early reveal got people discussing what they want to see at launch for the Wii that the 3DS failed to provide. Nintendo has successfully identified and corrected the problems of pricing, game library, and online with the 3DS, and despite it's early struggles, it has now soared into success. If the Wii U can avoid those early life problems, how much more successful can it be in its first year?

So to the average fan or the "casual gamer", the early and incomplete Wii U reveal may have been underwhelming, unsuccessful, or even downright unnecessary, but in the long run, it could reap huge benefits. There may only be a small crowd of people talking about the Wii U, but that small crowd is making a lot of noise, and hopefully Nintendo is listening.




3DS eShop charts - Feb. 27th

1. Super Mario Bros.
2. Dillon’s Rolling Western
3. Pushmo
4. Sakura Samurai: Art of the Sword
5. Photo Dojo
6. 3D Classics: Kirby’s Adventure
7. Super Mario Land 2: 6 Golden Coins
8. The Legend of Zelda: Link’s Awakening DX
9. GO Series Undead Storm
10. Freakyforms: Your Creations, Alive!
11. Plants vs. Zombies
12. GO Series 10 Second Run
13. Cut The Rope
14. Art Academy: First Semester
15. Mario vs. Donkey Kong: Minis March Again!
16. Super Mario Land 2
17. Bloons TD
18. Mutant Mudds
19. Anonymous Notes Chapter 1 – From the Abyss -
20. Mario Clock


1. Super Mario Bros. Video
2. Nintendo Direct: February 22, 2012
3. Mario Tennis Open Video
4. Swapnote Video Valentine’s Day #1
5. Metal Gear Solid: Snake Eater 3D Video
6. Mario & Sonic: London 2012 Olympic Games Video
7. Dillon’s Rolling Western Launch Trailer
8. Nintendo Show 3D: February 23, 2012
9. Dillon’s Rolling Western Walkthrough
10. Mario Party 9 Video
11. Kid Icarus: Uprising Multiplayer Video
12. 3D Classics: Kid Icarus Video
13. Kid Icarus: Uprising Weapons Video
14. Spirit Camera: The Cursed Memoir Video
15. Kid Icarus: Uprising Game Overview Video
16. Tekken 3D: Prime Edition Video
17. Tales of the Abyss Video
18. PokPark 2: Beyond the World Video
19. Rhythm Heaven Fever Video #3
20. Sakura Samurai: Art of the Sword Video


Pachter - Wii U and Nintendo are 'toast'

“I think Nintendo's in disarray. I think the idea that we don't know the price point yet, but we do know what the console is, is just sad. I think they've completely blown that. It's gonna launch at $249; because it has to. They're dead if they launch at $259, I think they're toast then. I think they're toast anyway. I think the Xbox 360 with Kinect will be priced below that by the time they launch.” - Michael Pachter

Wow...Pachter is really coming on strong with this Nintendo hate. Or should I say a negative outlook for Nintendo. Either way, he's starting to sound like less of an analyst and more like a Nintendo troll!


Pachter explains Wii U/3DS stance, doesn't see Nintendo returning to profitability

The following comes from Wedbush analyst Michael Pachter, as posted on NeoGAF...

The Wii U comment was in response to a question about the potential for the Wii U.

I believe (and please feel free to disagree) that a large portion of the Wii audience comprised casual gamers--those who bought one or two games a year the first two years, then put the Wii aside--and that those casual gamers moved on to another platform. The "other" platform may have been Facebook games, smart phone games, tablet games, or one of the other consoles, but once they moved on, they are not likely to come back.

At the same time, I believe (again, please feel free to disagree) that the growth of smart phones and tablets has attracted many potential dedicated handheld game customers, and these people also are unlikely to come back to either 3DS or PS Vita.

Summing this up, I think the addressable market for the Wii U is around half of the market for the Wii, and I think Microsoft and Sony will compete for a portion of that market if the Wii U is priced too high. I think that the dedicated handheld market is permanently impacted by smart phones and tablets, and think that Nintendo's addressable market is probably also half of its former market.

Nintendo is in disarray because they waited too long to launch the Wii U. I know that this sounds like (and is) sour grapes because they didn't launch the Wii HD in 2009 or 2010 as I "predicted". They should have, and because they didn't, the decline in Wii and DS hardware and software sales drove them into generating LOSSES. For those of you who aren't financial analysts, losses mean that the company is worth less than it was before. Nintendo stock has dropped by over 80% in the last few years, and the market has appreciated over the same period. I'm paid to advise investors, and none have made a profit owning Nintendo stock. I don't think that many will make a profit over the next few years, because I don't think Nintendo's strategy will return them to profitability.

If the context above infuriates you, go back to school and pay attention, then read it again

Pachter is on a tangent with Nintendo this past week. Lets hope he is mostly wrong!

    The NINTENDO PACT 2015[2016  Vgchartz Wii U Achievement League! - Sign up now!                      My T.E.C.H'aracter

I agree with him about the birthing. Their both a long and painful experience, but afterwards they bring to life a wonderful creation.

Read my original story on Fictionpress (Shinigami Twin): http://www.fictionpress.com/s/2996503/1/Shinigami-Twin 

As well as my other one (Hell's Punishment): http://www.fictionpress.com/s/3085054/1/Hell-s-Punishment

Nintendo Network ID: kingofe3

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And then there was more.


Jewel Match Adventures - promo sheet


Europe - Rising Star Games dates Jewel Master: Cradle of Persia for 9 March

27th February, 2012: Acclaimed video games publisher Rising Star Games is pleased to announce the release of addictive puzzler, Jewel Master: Cradle of Persia, on 9 March 2012.

Coming to retail on Nintendo DS, Cradle of Persia takes match-3 gaming to new heights with this next instalment of the best-selling ‘Cradle of’ series. Still experiencing continued sales years after release, the ‘Cradle of’ series has become a retail phenomenon and the imminent release of Cradle of Persia will reinforce its position as one of the most popular series on the market.

“Cradle of Persia perfectly shows the evolution of the ‘Cradle of’ series by pushing the boundaries of match-3 gaming with more intertwining challenges and puzzles”, says Martin Defries, managing director, Rising Star Games. “We’re delighted to continue releasing this ever popular series and expect the fan-base to grow ever more.

Key features:
7 historical epochs
Conquer your way through over 100 levels
Build 20 masterpieces of Ancient Persia
Free the Genie from Aladdin’s lamp
Unlock the wonders of Persepolis and become Caliph of Persia
Jewel Master: Cradle of Persiawill be available on the Nintendo DS, out 9 March, 2012.


Pokemon Black And White Version 2 For DS: Bad Move, Nintendo

Posted February 27, 2012 by Chris Buffa, Editor in Chief

Last week, the Internet was abuzz with rumors concerning a new Pokemon game announcement. Said game (games, rather) turned out to be Pokemon Black Version 2 and Pokemon White Version 2. The platform? Nintendo DS.

In the words of Norm MacDonald...wait, what?

We think Emolga should take its talents to 3DS.

We have no issue with Game Freak (the developer behind the Pokemon series) and Nintendo conjuring up a sequel, despite the boring title; hello, Mario Kart 7. So much for using one's imagination. Goodbye, HeartGold, SoulSilver, FireRed and LeafGreen?

What's next, Super Mario 3D Land 2? Don't answer that.

More important is the choice of platform. Yes, we know Nintendo has been able to sell over 151 million DS systems worldwide, but that's not the point. Far more DVD players are in the wild, but you won't see Hollywood director Martin Scorsese ditch Blu-ray to make his latest film, Hugo, DVD only.

But wait, 3DS is backwards compatible with all DS games. Fair point, but Pokemon Black Version 2 and Pokemon White Version 2 won't take full advantage of what the system has to offer, unless Nintendo can somehow put 3DS specific features on the cart, something that up until this point remains doubtful.

This means the game won't fit the top 3DS screen, nor will it display in glasses free 3D. You can also forget about StreetPass/SpotPass support for trading Pokemon with random players, and this may affect the ability to provide downloadable content moving forward.

On top of that, the decision to support DS with a big time game sends a very mixed message to consumers. DS isn't dead, but we had the feeling it was on the way to a well-deserved retirement, joining predecessors Game Boy, Game Boy Color and Game Boy Advance.

Now, all of a sudden, the machine is alive and well. What now? Will future Pokemon games debut on the handheld? Will Nintendo reveal new DS titles at this year's Electronic Entertainment Expo (E3) in June?

What about 3DS? The machine picked up considerable steam during the 2011 holiday season. Heck, Nintendo even released Pokemon Rumble Blast this past November, suggesting the next official entry in the Pokemon series was practically guaranteed to be 3DS exclusive.

Now, we have no idea when that'll happen. Meanwhile, DS will continue to be a low cost alternative to its successor, especially with a potential triple-A title on its way, a game that'll probably reach U.S. shores in the fall.

This, despite Sony releasing PlayStation Vita in the U.S. and Europe last week. 3DS is on a role, no question, but it certainly would have benefited from having Pokemon Black/White Version 2. An exclusive isn't the same as backwards compatibility.

Bottom line, Nintendo made the wrong move. The goal should be to convince consumers to make an upgrade, not hang on to their old systems. We have no doubt hardcore fans will line up to buy this game, since they always do, but moving 3DS hardware is key, and we just don't see that happening when it comes to Pokemon.

That said, the big N better hope this decision doesn't backfire.

Dead Space 3 Will Use Frostbite 2.0?

Dead Space 3, which is rumoured to be heading to Wii U, will apparently use the gorgeous Frostbite 2 engine that Battlefield 3 ran on. Neither EA or Visceral Games Montreal have confirmed the game’s existence, but we should hopefully hear something at E3 in June.




Kingdom Hearts: Dream Drop Distance lacks French voicework

Our French gaming friends that love the Kingdom Hearts series were just dealt a blow. Kingdom Hearts: Dream Drop Distance is not going to feature French voicework. There will still be French subs, but there will not be a French voice track. No reason for the decision was given.


First 14 minutes of Devil Survivor 2


PokePark 2: Wonders Beyond--Wii--Nintendo

Binary Domain--X360, PS3--Sega
Country Dance All Stars--X360--GameMill Publishing
Hyperdimension Neptunia Mk2--PS3--Tecmo Koei
The Lord of the Rings Online: Mithril Edition--PC--Warner Bros. Interactive Entertainment
Mortal Kombat Komplete Edition--PS3, X360--Warner Bros. Interactive Entertainment
Order Up!!--PS3--Ignition Entertainment
Rhythm Thief & The Emperor's Treasure--3DS--Sega
Shin Megami Tensei: Devil Survivor 2--DS--Atlus Co.
SSX--PS3, X360--EA Sports




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Hate to say it (and expect to be flamed) but I'm thinking Patcher is pretty much right for once.

Nintendo said for years the next Wii would not be 'just HD' but where DS and Wii introduced all new types of gameplay, Wii U does not. Or at least it's not really obvious. People have been playing with touch screen since the DS came out. So Wii U's offering of an added touch screen and only slightly more powerful than other HD consoles leave me wondering who their market is. Wii U should have come out in 09/10. It would have seemed exciting and new then. Now.... it's old hat before even launching. Hopefully they'll have some awesome software that reignites the public's imagination.

3DS is selling strongly now, and I'm not convinced Patcher is 100% right on that front, although the people the DS brought in with Brain Age and Nintendogs are likely lost to ipads or at least are now conditioned to paying next to nothing for games making a 3DS a very hard sell to them. However, if 3DS can capture much of the PSP's former market (Monster Hunter) it'll do fine.


Gamerace said:
Hate to say it (and expect to be flamed) but I'm thinking Patcher is pretty much right for once.

Nintendo said for years the next Wii would not be 'just HD' but where DS and Wii introduced all new types of gameplay, Wii U does not. Or at least it's not really obvious. People have been playing with touch screen since the DS came out. So Wii U's offering of an added touch screen and only slightly more powerful than other HD consoles leave me wondering who their market is. Wii U should have come out in 09/10. It would have seemed exciting and new then. Now.... it's old hat before even launching. Hopefully they'll have some awesome software that reignites the public's imagination.

3DS is selling strongly now, and I'm not convinced Patcher is 100% right on that front, although the people the DS brought in with Brain Age and Nintendogs are likely lost to ipads or at least are now conditioned to paying next to nothing for games making a 3DS a very hard sell to them. However, if 3DS can capture much of the PSP's former market (Monster Hunter) it'll do fine.

The Wii U will do fine. It is something new. It might not be something new to other companies but it is to Nintendo: HD. Just because all the other gaming companies have had it already doesn't make it old. People seem to be really excite to see their favorite games that Nintendo makes on the Wii U and in HD. The controller also is a new concept. It's not revolutionary but it is new.

Carl is a Piplup hater and deserves to be punished eternally.

I see the 3DS doing really well in Japan, Decent in America, and just decent in Europe. If the 3DS can take up a bunch of their losses for a while then Nintendo should be fine. The same has been the case for years with Nintendo. Their Handhelds are what keeps them going when the console side starts to fail. Even with some games the Wii is still doing bad. Rthym Heaven anyone? What is the deal with those Western Sales numbers? I hope that Pokemon and Mario Party can have better luck selling this year. At least we know that Xenoblade will be a nice little hit. Time for some more Gamer Choice games as well I think for the Wii.

As for the Wii U. I think they should have it priced high since it is coming out during the holidays. Jobs are coming back in the west and everything seems to be fine this year. People will pay extra for the next big thing this Christmas. Then after 3-6 months reduce the price. Should give a good amount of time for the price of the making the console to go down, plus all the profits they made by pricing it high should hold out for a while. This Christmas should be very nice for Nintendo. Bring the games and people will come! Also advertisement would help as well. Too bad it costs money.

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UncleScrooge said:
theARTIST0017 said:
bobgamez said:
I wonder if nintendo will include a wiimote with the Wii U :/

No. They won't. That will just add more to the confusion they created last E3.

And Wii U is not a Wii. Wii accessories will need to be purchased seperately.

Of course they will! They even showcased the multiplayer demoes by using Wii remotes. And the Wii remote is an "official" Wii U controller. Remember they planned to have just one tablet. 

No. They won't. A demo is a demo and nothing more. Demo ≠ Confirmation. The Wii Remote ≠ Official Wii U controller. That just happened to work out smoothly because the Wii U is backwards compatible with Wii anyways, Nintendo never planned that. In fact Nintendo themselves are not even sure how many tablets will work with with Wii you as Miyamoto they were working on getting two to work. Please, never assume.


nintendo forever . . .