Hudson discusses Marble Saga: Kororinpa
did you know you can create/share levels?
n-sider.com
Iga_Bobovic
Platinum explains why MadWorld is Wii-only,
sees the title as a system-seller
kikizo.com
Iga_Bobovic
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robio (5m)
Steaming coffee? So that's the word you use over there for jizz?
You should be a gentleman, top hat, coat tails and NOTHING ELSE.
You pick a pattern from your designs page. Lay it on the ground. When you are standing still and you do it, you can lay down two and they will go straight ahead of you. Repeat to make a path. Make sure you use the same pattern for everthing because then when you get a proper tile path from Wendell the seal (by giving him fish) you can swap out your design for the path and it will auto replace all your town tiles with it.
I have them so if you want to you can come over to my shop and just take the designs. I have vertical and I made a horizontal one too. I also have the grass pattern but its really low resolution so not much good.
Then all you do is place the paths on your regular routes. Stick flowers to patch all your grass, use them as band aids. Stick to your paths and in a couple of months you should be good to go. I hear that the grass takes two days before it STARTS regenerating.
It does work but I hear you have to log on as it were each day for the game to register a days growth. I play everyday anyway so its no problem for me. I've had bare patches to solid grass in a few weeks.
Another good tip is to plant your fruit trees next to paths, this way you can pick up fruit without walking on grass.
IF YOU MUST GO OFF ROAD (track)
Walk in loops, never walk on the same area twice. Sounds complicated but its not. For a start, never run on grass and otherwise, if you know the way you walk, try not to do it in the same pattern daily. On paths you can do what you want though. A good tip is to leave bare circles in between paths empty so you can hit B to start a run in between.
I really hate that f***ing game.
Thanks, GG. I'll get to work on it this week, and maybe we can log on together this saturday or sunday.
Patience is a virtue young Jedi.
Once paths are set, just stick to them. No extra work required.
That's what GG says to his ladies while they wait for him to get a boner. He just stands there wiggling his tiny, limp wang around while his women bore to death.
Then I fall asleep, right on top of them.
http://www.eurogamer.net/articles/more-dead-space-extraction-details
EA Redwood Shores boss Glen Schofield has said that Dead Space: Extraction takes place about three weeks before the original and that the first game's protagonist Isaac Clarke doesn't even feature.
"It's a prequel. It actually takes place about three weeks before Isaac gets to the Ishimura,"
"Isaac's not even in the game at all."
Schofield also reiterated that you play as a woman in the on-rails first-person shooter spin-off, and said there are "a couple of people you'll be playing in the game", which makes sense given the previous promise of co-operative multiplayer.
In terms of the setting, "You actually start off on the planet," and then later visit the Ishimura when it's inhabited prior to things going bump. When asked if the game ends as Clarke's ship arrives at the Ishimura, Schofield joked, "You're pretty good!"
Otherwise, the main thing of note is news about weapons. "The flamethrower's back, we've got a couple of different pistols you'll be using... There's one or two I really don't want to get into right now."
EA has previously said to expect more weapons (check), enemies, characters (check) and puzzles, so we're getting there. Extraction is due out towards the end of the year.
A new Department of Health advert shows a child holding what appears to be a PlayStation 3 Sixaxis pad and bears the unequivocal warning “RISK AN EARLY DEATH. JUST DO NOTHING”. Shocked? You surely should be…
Further cementing the apparent link between videogames and a premature demise - i.e. yours! - the ad is backed by the heavyweight likes of The British Heart Foundation, Cancer Research and Diabetes UK. So there must be something in it, right?
Well, British society, if we’re to believe the scaremongering tabloid reports, stands on the verge of an obesity epidemic, with all the associated health risks bound therein. However, the last time we looked videogames were not to blame. At the very least not exclusively.
After all, the advert might have been more appropriate if it showed a family parked slack-jawed in front of the telly, as many millions are every night of the week - and have been doing long before games ever came to prominence. But that’s just not as emotive or sensational, is it?
Nope. Games, in spite of the great strides the industry has made to get its consumers, singing, dancing, exercising and flexing their grey matter, are an easy target, plain and simple. And now it appears playing them could lead to some properly life-threatening diseases!
The UK games industry has rallied to its own defence, with trade magazine MCV lodging an official complaint to the Advertising Standards Authority, and Sony stating that they are considering legal action, but it remains to be seen whether it’ll change any deeper-held prejudices. Put another way, we doubt it’s the last time we’ll see games scapegoated like this.
Click here to see the ad on the government website.
That’s our tuppence worth, although you could say that we’re prejudiced too. But what’s your opinion - are games a key part of a very real problem or, with titles like Wii Fit and Brain Training enjoying massive success, a crucial component of a possible solution?
Did more updates, Madworld IGN review. Cool.
Another GAF guy finished Disaster Day of Crisis:
"So I finally finished the game, a few months after getting it as a present from my girlfriend.
The game was exactly what I expected, a solid 8.0-range title which essentially was The Rock + natural disasters + MGS1 (making it instantly awesome to my eyes) with a good main character and a really nice Hans Zimmer-esque soundtrack."
GTA Chinatown Wars: 94%
+ Enormous game map
+ Fantastic visuals
+ Classic GTA gameplay
+ Quality multiplayer modes
- Dangerously additive
Madworld: 85%
+ Top-notch presentation
+ All-out arcade action
+ Laugh out loud funny
+ Fantastic character design
- Gets repetitive quickly
Pro Evolution Soccer 2009: 93%
+ Defensive controls are fixed!
+ Classic controller support
+ Master leagure inluded
+ Improved champions road
- Not enough licensed teams
Sonic & The Black Knight: 78%
+ Graphics are fantastic
+ Non-sword controls are great
+ Excellent soundtrack
- Sword combat is horrible
- Multiplayer is weak
Don King’s Boxing: 85%
+ Control system works great
+ Fun Balance Board support
+ Enjoyable mini-games
+ Great in multiplayer
- Basic visuals
NPC Mario Power Tennis: 77%
+ Excellent graphics
+ Loads of game variations
+ Top-notch range of characters
- Imprecise motion controls
- Frustratingly tough to learn
Henry Hatsworth Puzzling Adventure: 74%
+ Original concept
+ Engaging characters
+ Plenty of game for the price
+ Packs a real challenge
- Some irritating mechanics
Blue Dragon Plus: 76%
+ Breakneck pace to battles
+ Developed strategy system
+ Huge rewards on offer
- …but these affect balance
- Preachy story-telling
Bikini Zombie Slayer: 71%
+ Brilliantly gruesome
+ Solid trashy fun
+ Knowing sense of humour
- Very, very straight forward
- Dodgy camera
Dragon Quest THOTHB: 90%
+ Massive, intelligent story
+ Countless clever innovations
+ Excitement at every turn
+ Best Dragon Quest around
- Losing favorite charaters
SNK Arcade Classics vol1: 84%
+ Wide selection of games
+ Much cheaper than VC
+ Great fun with two players
+ Clever achievement system
- A couple of stinkers in here
Moto Racer: 79%
+ Classy stylus control system
+ Excellent visuals
+ Impressive array of modes
+ Great multiplayer
- Inconsistent gameplay
Broken Sword DX: 86%
+ Superb hand drawn graphics
+ Great voice acting
+ Hint mode is a nice touch
+ New scenes and puzzles
- Video scenes are quite fuzzy
Job Island: 78%
+ 50 wide-ranging mini games
+ It’s genuinely funny
+ Adds strategy to a bland genre
- A lot of repetition
- Weak multiplayer
Big Bang Mini: 84%
+ Clever, additive set-up
+ Gorgeous Visuals
+ Heap of content
+ Packs a serious challenge
- Occasional control glitches
Ghostbusters IGN Wii
The core design of Ghostbusters for Wii is pretty similar to what you'd seen on PS3 and 360, while the game itself has been morphed to fit the system in a big, big way.
Things take a swerve on Wii, however, and its most noticeable in the game's visual style. Characters have a look more akin to an animated feature, with larger heads (slightly), exaggerated caricature-like bodies, and huge proton packs. The game still features some pretty impressive destructible environments – outside of the main level architecture - everything from tables to soda machines, book cases and arcade cabinets can be destroyed entirely, with the game tracking your destruction in the form of monetary damage that's converted into a high score system.
We've previewed this game previously, but PS3 superstar Greg Miller wasn't sold on the controls, be it because of the play conditions on the comic-con floor, or just personal taste. This time around though, Ghostbusters for Nintendo's console was a blast, with IR control being tight and responsive (more like a 3rd person version of COD: World at War, rather than just a lazy "IR = right stick" crossover) and some pretty quick, intuitive controls. When blasting away with the B trigger, a meter on the left side of the screen will start to heat up, leading to an overheat. Most ghosts can be blasted away with the proton pack, but a new "boson dart" (no, not the chubby IGN Nintendo editor… different spelling) is used to add an extra bit of punch to the battle. Often times we'd zap a ghost, which immediately puts it in a lock-on mode, and then with a few quick presses of the A button send in a couple blasts of boson at them. This makes quick work of nearly any kind of specter.
On the visual side of things, Ghostbusters Wii is also no slouch. Our demo was played on a 100" screen playfully dubbed the "Wii killer" since games often look pretty rough at such a gigantic size, but Ghostbusters held up well, showing off some great visual effects, the destructible environments we mentioned earlier, and some nice pre-lighting, which really looked great. The ghosts have transparency – a necessity – and the proton shots themselves looked great, moving around the world with IR tracking and creating some impressive blasts when firing out boson darts or hucking chunks of trash about the world.
We're far from finished with Ghostbusters Wii – the same can be said for Red Fly Studios – but already the game is showing a lot of promise. This one could have gone either way, with Wii/PS2 titles often playing a serious backseat the 360/PS3 offerings. While it doesn't look like you'll get online co-op or any of the uber-impressive visuals found on the other consoles, Ghostbusters for Wii is a serious contender, and yet another piece of proof as to why more third person games need to be put on the system. Keep your eye on this one; it could be a serious sleeper hit.
Thanks to whoever for the Suikoden Pre-order bonus on Amazon, just took care of it.
http://www.amazon.com/Suikoden-Tierkreis-Nintendo-DS/dp/B001H8Y7DA/ref=sr_1_1?ie=UTF8&s=videogames&qid=1236629783&sr=1-1
I meant in terms of how often lag happens during games. Most people, especially in the fighting community, act like lag is constant in online games and always hinders the gameplay process.
Anyway just watched IGN's video review of Madworld, definately picking that up down the road.
One of the site's forefathers.
That was me.