Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

Saturday, August 9, 2008

The Nintendo gaming world awaits another Mario

After Shigeru Miyamoto developed a love of puzzles, the "brain-training" software that has proved to be an international "killer application" on the Nintendo DS console was born.


He became interested in taking more exercise, and Wii Fit was created. He took up music lessons, and Wii Music was the result.


Now, according to sources at Nintendo, the games designer has been banned by the company from speaking publicly about his hobbies.


It's not that they are naughty, illegal or even nerdish, it's just that any glimpse inside his head could be worth billions. Particularly so now: the Wii still sells strongly around the world, but its successor is the talking point. Unfortunately, the only place where the discussion has any grounding is inside Mr Miyamoto's head.


Having managed to lure millions to games with the inventiveness of characters such as Zelda and Mario, it became Mr Miyamoto's hobbies that shifted gears for Nintendo in the next-generation console era. And as Nintendo's Wii games console approaches its second year, even the most fleeting insight into how Mr Miyamoto is spending his work or play-time is creating huge interest.


In short, the gaming and investment communities are wondering which of his current pastimes will be translated into a virtual rendition that will attract millions of sales five years from now.


From : http://business.timesonline.co.uk/

Keeping Gray Matter Sharp

Remember when it was enough to merely tease your brain with puzzles? No more. In the 21st century, it's all about brain training. Giving the ol' noggin a fierce workout. Pumping up the gray matter.




A growing variety of electronic products are targeting consumer anxiety over the aging mind. And we're buying what they're selling: The "Brain Age" game program alone has sold at least 17 million copies worldwide since its launch nearly three years ago in Japan.




The simple answer: While the science attached to many such games points to immediate stimulation of the brain, there's little if any evidence indicating long-term results.




"It's hard for anybody to say that a specific amount of exposure to any of the things on the market is going to benefit them many years down the line," says Marilyn S. Albert, a professor of neurology at the Johns Hopkins University School of Medicine. She helped pioneer studies, dating back to the mid-1990s, on the maintenance of cognitive function.




"But there's no downside to being mentally active. Nobody thinks (brain games) are going to do anyone harm."




And that includes the old-fashioned, pencil-on-paper kind of brain teasers.




"I do crosswords a little bit, but my daughter does them more than I do. So does my mother -- and she's about 95," Albert says.




Hoping you'll be as sharp when you reach that age? Here's a look at the various types of products aiming to catch your mind's eye; any of them are bound to at least keep you busy in the meantime.




Among the handheld video games are:




Get smart: Since the monster success of "Brain Age," Nintendo's pocket-size, touch-screen DS system has gained a small stable of games aimed at brain-building. "Big Brain Academy" (also available in a version for the home Wii console), "Brain Age 2," "Flash Focus," "Your Word Coach" and other titles promise activity to keep your mind agile.




-- Upside: Great portability -- perfect for tucking into your carry-on bag when flying -- and sharp, engaging graphics. Hard to beat these for the fun factor. Based on your performance, the "Brain Age" games calculate -- yup -- the age of your brain; it probably won't surprise you that this varies from day to day.




-- Downside: The trouble lies in the daily "training" these games encourage: Familiarity breeds boredom.




-- Cost: about $120 for the DS Lite system, $20 to $30 for most game titles.






The Web-based applications include:




Get smart: If you have a PC with Internet access, you have all the equipment you'll need to access mental exercises at such sites as happy-neuron.com and lumosity.com. Rather than buying a game system or software, you're paying a monthly or yearly subscription to access the multimedia puzzles and exercises.




-- Upside: Although not as playfully designed as the Nintendo DS titles, they're still fun. Typically, the sites offer a wider variety of games than individual video-game titles. You'll probably find your PC monitor screen easier to read than that of a tiny handheld device. Subscriptions can be given as gifts. Try them out online before paying anything.




-- Downside: When you're without Web access, you're without your training gear. And if your Internet connection is slow, you may get frustrated when switching between games.




-- Cost: Happy Neuron, $9.95 monthly, $99.95 yearly; Lumosity, $24.95 for a three-month membership, $79.95 for a one-year membership.






Computer software:




Get smart: A one-time purchase gets you some serious brain training, with games tailored for various cognitive functions. "MINDFIT" is specifically aimed at ages 45 and up; "Brain Fitness Program 2.0" was the overall winner of a recent Wall Street Journal product test.




-- Advantages: No need for an Internet connection; wide variety of stimulating exercises. Test games online before buying.




-- Disadvantages: Playing these feels a bit more like taking your medicine than enjoying a puzzle. They're not cheap.




-- Cost: "MindFit," $139 for download, $149 for CD-ROM, e-mindfitness.com; "Brain Fitness Program 2.0," $395, positscience.com.






Puzzles in print:




Get smart: Look for the crossword puzzle in today's paper. If you're looking for a different style of brain-busters that you can curl up with at night, try "The Big Book of Brain Games: 1,000 PlayThinks of Art, Mathematics & Science," by Ivan Moscovich.




-- Advantages: Old-fashioned portability and no need for batteries or an Internet connection




-- Disadvantages: No motion or sound, unlike the computer-based products (though some people might find that an advantage)






Contact Jay Dedrick of the Rocky Mountain News at www.rockymountainnews.com.





Test your skills




Ready for a quick workout? Here are two mind puzzles from "The Big Book of Brain Games." The first is easy, rating 1 on a difficulty scale of 10; the second is trickier, with a 6 rating.




-- Ahmes' Puzzle: Seven houses each have seven cats. Each cat kills seven mice. Each of the mice, if alive, would have eaten seven ears of wheat. Each ear of wheat produces seven measures of flour.




How many measures of flour were saved by the cats?




-- Lottery Draw: If you draw the lucky ticket, you win the lottery jackpot. You are given the option to draw one ticket out of a box of 10, or draw 10 times out of a box of 100. Which choice gives you the better odds?






"BRAIN GAME" ANSWERS




-- Ahmes' Puzzle: 16,807 measures of flour. That's 7 x 7 x 7 x 7 x 7. This puzzle, which comes from the ancient Egyptian "Rhind Papyrus," was written by the scribe Ahmes in 1850 B.C. Perhaps the world's oldest puzzle, it has inspired a great many variations over the thousands of years since its creation.




-- Lottery Draw: The choices offer identical odds. But in a psychological experiment, about four in 10 people preferred the single draw and held to this view even when the other choice was altered to provide 50 draws from the box of 100.

Thursday, August 7, 2008

EA Brings For Dummies to PC and Nintendo DS Providing a New Way to Learn and Master Popular Games

LOS ANGELES--(BUSINESS WIRE)--A fresh way to learn exciting new games and activities emerges today as the Casual Entertainment Label of Electronic Arts Inc. (NASDAQ:ERTS) announces a series of For Dummies® games for the PC and the Nintendo DS inspired by the world famous For Dummies brand. In collaboration with developer Beanbag Studios, under license from Wiley Publishing, Inc., the publisher that has printed more than 200 million copies of For Dummies books, EA will launch For Dummies PC games in US, Canada and the UK, and a Nintendo DS game will follow in the fall in North America and select countries across Europe. To get the fun started immediately, the first game in the series,Poker For Dummies featuring Texas Hold'Em, is available now for download on EA's online gaming destination, Pogo, at www.pogo.com!


Through an easy to navigate interface, the For Dummies titles teach players the skills to master a variety of exciting games and activities, from Poker and Solitaire to brain training and Sudoku. Poker For Dummies features tutorials and game play for Texas Hold'Em, Omaha and Seven-Card Stud, andis sure to entertain and educate poker novices and enthusiasts alike. In the coming months, other For Dummies titles will become available via PC download including Solitaire For Dummies in September, Brain Training For Dummies in October, Sudoku For Dummies in November, and more into 2009. Poker For Dummies and Brain Training For Dummies will also be available for PC at retail stores in October 2008.


In November 2008, casual gamers will be able to learn, practice and play on the go when EA launches Travel Games For Dummies for the Nintendo DS. Travel Games For Dummies will feature tutorials and game play for three popular pastimes: Solitaire, Sudoku and crossword puzzles, all in one game.


"For Dummies offers an entirely fresh take on the world's most popular games," said Robert Nashak, vice president of EA Casual Studios. "By teaming up with the most recognized name in the area of self-improvement, we can provide not only fun games, but also everything it takes to learn and master them."


The For Dummies series of games allows casual gamers to comfortably and easily learn how to play, improve, or find better ways to play their favorite games. Players begin learning the basics, such as rules and vocabulary, through a simple tutorial mode. Then, they participate in practice mode where a coach guides them along offering tips and advice. Finally, when they are ready, players engage in game play on their own, putting their new skills to use!


"We are very pleased to have partnered with EA and Beanbag Studios to help develop a great line of games and bring the trusted For Dummies brand to the PC and Nintendo DS gaming space," said John Hislop, Associate Director, Brand Licensing of Wiley Publishing, Inc. "For years, people around the world have turned to For Dummies books and products to learn new skills, acquire knowledge efficiently with an accessible and fun format, and to improve their way of life. We hope the For Dummies games will reach new users and provide existing users with an exciting new way to learn."


Poker For Dummies is rated "T" for Teen by the ESRB and has an MSRP of $19.99 for both the downloadable and the retail version. Additional For Dummies games have not yet been rated by the ESRB and PEGI. For more information, visit http://www.ea.com. For assets, visit http://info.ea.com.


About Electronic Arts


Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS Freestyle TM and POGOTM. In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.


For Dummies®


With near universal name recognition, more than 200 million books in print, and more than 1,300 topics, For Dummies is the world's bestselling reference series. With loyal customers around the globe, For Dummies enriches people's lives by making knowledge accessible in a fun and easy way. Described by the New York Times as "more than a publishing phenomenon, but a sign of the times," For Dummies span every section of the bookstore, covering everything from health to history, music to math, self-help to Spanish language, technology to travel, and more. The Dummies brand has expanded into new products and categories with language audio sets; and an extensive licensed product line, including art sets, craft kits, GPS navigation, fitness and hobby DVDs and more. For more information, visit Dummies.com. For Dummies is a branded imprint of Wiley.


EA, EA SPORTS, EA SPORTS Freestyle, and POGO are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. For Dummies and the Dummies Man logo are trademarks or registered trademarks of Wiley Publishing, Inc. Used by license. Nintendo DS is a trademark of Nintendo. All other trademarks are the property of their respective owners.




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Monday, April 21, 2008

Net Neutrality Debate Gets Hot When Comcast Skips Out

By: Spacelab Research Staff


The Federal
Communications Comission held a hearing at Stanford University last
week to talk about Net Neutrality, this time in regards to network
management. It sounds geeky and boring, but it actually has a huge
impact on how we get to view and download content from the Internet.


The
hearing went down at the Stanford Law School's Center for Internet
& Society, so that Silicon Valley players and minds could attend
the hearing. If you've got some time, you can watch the whole hearing
online at the VonTv web site.


Comcast,
Pando Networks, AT&T, TimeWarner, and CableLabs were all invited to
participate in the hearing. They all declined to attend, meaning that
they all declined to go on the public record in accounting for their
practices. Even Comcast and Pando Networks were reinvited to describe
their customer bill of rights which was launched last week (perhaps in response to the hearing?), but declined again.




At
the heart of the issue is the decision by ISP's like Comcast to monitor
traffic on their networks, and whether that serves the public interest.
Supporters of Net Neutrality often say that the business owners are
conflicted in their interest to monitor their own networks, often
throttling or stopping traffic that includes P2P services and torrents.
These methods of downloading can carry copyrighted content and can
contain high amounts of traffic dedicated to unauthorized sharing of
that copyrighted content.

Comcast announced in April that it would work with BitTorrent to find a solution.


There's
legitmate uses for P2P and torrents too, so shutting down the network's
capacity to carry their traffic punishes legitmate use also. Given the
history of Comcast and how they've presented their side of the case,
sometimes being caught telling lies,
it's hard to see how they will be straight-forward in talking about it
in the future, let alone run their network in a way that benefits
paying customers as much as it benefits Comcast.


Plus,
Comcast can run their network however they want, because it's their
network. That brings about a real challenge, because if Comcast is the
only broadband service provider in your area, how can you make a choice
to go with someone else?

http://www.thespacelab.tv



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Mario Kart for Wii Video Review

IGN published a detailed review and a video review of the upcoming Mario Kart for the Nintendo Wii (Amazon).

Quote from the review: "For the first time ever on a Nintendo console, the online portion trumps the single-player offering, and we'll explain why. Both 50cc and 100cc races are fine in Grand Prix, though the exclusion of the Mario Kart 64-like cooperative two player GP is a serious misstep in our opinion -- you can certainly go in and create your own GP competitions, but they work separately from the normal GP cup progression.
Mushroom Cup is a bit boring, Flower Cup starts to mix things up with some decent track design, Star Cup really starts to take off with some superb levels and true innovation, and a Special Cup that rounds things off with one of, if not the, best Rainbow Road tracks in franchise history."
Read the full review and see the video on IGN.

Mario Kart for Wii ships in 6 days on April 27th. Pre-order now on Amazon.com.
Form : http://www.i4u.com/


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Thursday, April 3, 2008

Top 5 best games in the world, ever


SOME OF OUR FORUM regulars out there may have seen, or indeed participated in, the latest rating thread to surface in our General Gaming forum. I know what you're thinking, and you're right - these threads pop up frequently and almost always contain games you either hate, or simply never played. Or worse, were released exclusively for the Macintosh.



It's rare to agree with another person over what is essentially a matter of intense personal preference, and believe me, I don't expect to change your mind with what you're about to read, but as I've picked up a new soapbox it'd be a shame not to climb on it and make some sweeping statements.


Those expecting technological tour-de-force titles like Crysis or Unreal Tournament will be disappointed. Some of these games don't even require 3D acceleration. They all require a great attention to detail however, and each offers virtually limitless gameplay.


In a departure from conventional list etiquette, these games are presented in chronological order, oldest to newest.









This was 1984's equivalent of Crysis. No, really.






Elite
Originally released in 1984 for the BBC Micro and Acorn Electron computers, Elite drafted, proof-read and then printed the rulebook for every space trading sim that came after it. Released two decades before Freelancer and occupying about as much disk space as this article, Elite elevated you to the position of Commander aboard a Cobra Mk III inter-planetary trading vessel, stationed at Lave spaceport.


Written by just two men - David Braben and Ian Bell - Elite took two years to develop. Braben and Bell both were undergraduate students at Cambridge University during this time, and presumably being computer enthusiasts in the early 80's they would have had their pick of the ladies. But instead, they chose to avoid distraction and code what would become one of the most popular multi-platform games ever; Elite was eventually released for the Acorn Archimedes, Acorn Electron, Amiga, Amstrad CPC, Apple II, Atari ST, BBC Micro, Commodore 64, IBM PC, MSX, NES, and ZX Spectrum.









Don't hit the round thing, it's actually a planet.






The reason Elite holds so many fond memories is that I played it on my first real computer, a BBC B Micro. Incidentally, they actually sold more than 150,000 copies for this platform, which worked out to be more copies of the game than there were BBC B computers, giving rise to the theory that technologically illiterate people were purchasing the game without actually realising a computer was required.


Sadly, I never made it to the status of "Elite", although I'll never forget the first time I docked with a space station instead of hitting it, exploding, and redistributing the contents of my ship over deep space. Next time you fire up a game of EVE Online, you'd do well to remember not necessarily where it all started, but where it was first perfected - in the wire-framed, 8-bit world of a Cambridge computer class.


http://www.gameplanet.co.nz/





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Tuesday, March 4, 2008

[Nintendo Wii Media] New We Ski Screenshots

10 new screenshots for We Ski on Nintendo Wii have been added to our gallery. You will be redirected to the gallery automatically in 10 seconds, or you may view it now by clicking this link.

Saturday, March 1, 2008

WIN: Paint by DS on Nintendo DS!

Ever fancied yourself as the new Van Gogh? Or how about Gould? Well, budding painters worldwide are about to get a helping hand with Ataris innovative new Nintendo DS title, Paint by DS! The game allows would-be artists thats you to swap their pencil and paintbrush for a DS stylus and gives them the chance to recreate some of the art-worlds most timeless classics like Hokusais The Waves or Cezannes Le Golfe de Marseille.

Players can select all kinds of paintings from three different difficulty levels offering something for all abilities, from master artisans down to those more comfortable with crayons. And when youre not painting your masterpiece, you can unlock more tools, canvases and frames by completing a multitude of mini games, or just head to the gallery and admire your handy work. And show it off to friends, of course. Again and again and again. You're an artist! It's allowed.

For your chance to win a copy of Paint by DS, simply answer the question below.

http://www.dailyrecord.co.uk/entertainment/competitions-offers/2008/03/01/win-paint-by-ds-on-nintendo-ds-86908-20334772/

A First For Nintendo Wii: Binge Eating And Purging!

There are a million different games that we could have thought of for Wii, but to be honest, we didn't see this one coming from a mile away.

Major League Eating: The Game. We're dead serious.

It's an upcoming WiiWare title revolving around competitive eating whose price has yet to be announced.

The bizarre title will use the Nintendo Wii remote to eat in a smorgasbord of styles which include the cram, toss, and 'typewriter.'

We feel so out of the loop.

"Watching Major League Eating is like watching poetry in motion," says Bill Swartz, Head Woof at Mastiff. "Professional gurgitators have the grace of ballerinas yet the brute strength, mental focus, and intestinal fortitude to push their bodies and minds as hard as athletes in any other extreme endurance sport. Victory is sweet and defeat can be well, really, really messy. It's an experience we're proud to help bring into the home."

Hopefully, it will be incredibly cheap. It does promise to feature online play, at least.


http://www.nintendorevolution.ca/02292008/23/a_first_for_nintendo_wii_binge_eating_and_purging

Friday, February 29, 2008

Nintendo DS Review: Mega Brain Boost

The DS has become a breeding ground for newer genres, including the ever-popular brain-training genre of games. Nintendo started the whole thing off with Brain Age and Big Brain Academy and thus encouraged third-party developers to try and copy them. The result, as expected, is a flood of brain-training games to the DS, including Majesco's latest title, Mega Brain Boost.

If Nintendo is the King Kong, or should I say, Donkey Kong of brain-training games, then Mega Brain Boost is Mario in the hands of an eight-year-old child; sometimes, it works, but most of the time, it's nothing worthwhile.

That's not to say Majesco's brain-training compilation is a failure. The problem with Mega Brain Boost is that it's so much of what we've seen before, but lacks a few features that Brain Age and Big Brain Academy have.

So here's the deal: Mega Brain Boost is Brain Boost Gamma Wave and Brain Boost Beta Wave merged with five new games, giving you fifteen games overall. Like all good brain-training games, there's a famous Japanese scientist behind it somehow. In this case, it's Dr. Makoto Shichida, a world-renowned researcher in early childhood education.

I can sum up the game's look and sound for you in one word: simple. Obviously, since this is geared toward the casual crowd, there's no need for fancy 3-D graphics or orchestrated soundtracks. Instead, what you get is something as visually and audibly intense as a basic flash game you might make in high school or an intro to programming class in college.

Most of the games here are similar to those you've seen in other brain-trainers: matching pictures, remembering chains of numbers and sequences and counting money all make appearances this time around. However, there are a few new mini-games, including one where you must find the right kanji, which offer different twists and challenges. Like Big Brain Academy, the mini-games all have different levels and get harder as you get more answers right.

On the downside, multiplayer is present in Mega Brain Boost, but requires everyone to have a copy of the game in order to play, a far cry from Big Brain Academy's set-up. Likewise, while Big Brain Academy has separate test and practice modes, there's no such designation here. Each game is a test within itself, but there's no real overall ranking system, just how well you do in the individual games.

Mega Brain Boost is a mixed bag, offering some new mini-games, but really, it's just more of the same old crap. If you really, really like Big Brain Academy and must have more of the same, then this might be for you. Otherwise, it's not exactly a must-have, especially if you already have Big Brain Academy for your DS.

Pros: Offers some new twists on the old brain-training games.

Cons: Lacks a real test mode like Big Brain Academy. Multiplayer requires all players to have a copy of the game.

http://blogcritics.org/archives/2008/02/28/195605.php

Tuesday, October 9, 2007

Xbox 360 Review: Blue Dragon


Published September 09, 2007


I despise Japanese RPGs, don't you? Identikit stories, Identikit characters, and identikit battle systems. Playing RPGs made by our Eastern friends can be so repetitive. Once you've played one, you've played them all.


All except Blue Dragon that is.


While at first glance Hironobu Sakaguchi's new title may seem like his previous games (eg. The Final Fantasy Series), there is much more hidden away in this epic than meets the eye.


Oh, and when I say "Epic", I mean "EPIC!" Blue Dragon is the first Xbox 360 game to be shipped on more than one disc... It's on a whopping three discs with roughly 80 hours of game play, and the great thing is that Blue Dragon costs the same price as all other 360 titles.


The story is your standard RPG fare - an ancient civilisation held the power of magic, ancient civilisation disappears, years go by, violent clouds appear over the sky, ancient machines attack friendly villages, little boy from one of the villages goes on a quest to stop it and discover the true story behind the ancients, finding friends to join his quest on the way, yadda yadda yadda. Nothing out of the ordinary there, it's all standard RPG crap that we've all seen a million times before in different guises.


In the first hour of game play, you feel deja vu in many respects, and the only thing that seems to be different from other RPGs is the beautiful graphics that fill your screen with light and colour. Even the hauntingly beautiful soundtrack penned by Nobuo Uematsu, sounds like it would fit into any other RPG, including the Final Fantasy games that Uematsu-san is famous for scoring.


So far in, I'm not impressed. the graphics are admittedly jaw dropping in places, but everything else feels so staid that it really feels as if I've played this game before. Everything is so traditional, it was like the developers were afraid of adapting the barriers of the traditional Japanese RPG incase they alienated their audience (which, of course, is the Japanese market, which Microsoft created this game for in the hopes that it'd help shift a couple of systems over there), and decided to go for a "hey, me too! PS2 isn't the only machine with these kinda games ya know!" approach to the title. The controls, searching for items in boxes, lengthy cutscenese, and even the turn based battle system seem to be lifted from every other RPG under the sun.


Then, all of a sudden, the differences between Blue Dragon and other games start floating subtly into play.


I can't help but give a tiny spoiler here, but after around an hour of play, and are trapped in a flying fortress, your party is forced to swallow a ball of light, and then this once staid and identikit game evolves along with it's characters. Shu, Kluke, and Jiro - the childhood friends from Talta Village - swallow the light, and their shadows transform into beasts that help them on their quest. Shu gets the Blue Dragon, hence the name of the game, Jiro gets a Minotaur, and Kluke gets a Phoenix.


The graphics are truly beautifulThese beasts change game play, fighting, and the storyline considerably. It's almost as if before you got them, you were wearing blinders without noticing, and then, once they are removed from your eyes, you see the world in a whole new light.


It's hard to explain the features exclusive to Blue Dragon without spoiling the story line, so I know this might be a little vague, but I don't want to ruin the game for you.


Let's start with the world map, shall we? You know in most RPGs, you're walking around in the big world map, and the plot leads you to traverse back to a place you've already been, usually forcing you to back track for hours through areas you've already been through, just to get a new item or to talk to a new guy to push along the plot (not to mention a crafty way of extending the length of the game)? Blue Dragon doesn't want to piss you off like that, It has a warp system! Hoo-frickin'ray!


Once you've been to an area and have used a warp key, you can travel back to that area at any time you wish. This is a lifesaver. It's hardly an innovative feature, but it's one that RPGs usually ignore, making some games so ridiculously monotonous that it feels more like work than an enjoyable moment in your game. I was relieved to see that Blue Dragon threw that tradition in the trashcan.


That leads me to another pet peeve in RPGs. You know when you're walking around in an RPG's world map and monsters pop out of thin air and attack you with no warning, and zero way to avoid the battle? Well, not in this game. Monsters wander around the map just like you do, and this opens up new ways of attacking and being attacked.


You can avoid battles if needed, because you can actually see where the monsters are (Other RPGs take note), and if you do decide that you want to tear the monster's a new one, you have several new ways of doing it. Thanks to analog controls, you can push gently towards the enemy, sneak up behind it, and attack him without the monster realising you are there, giving you a huge advantage in battle - not to mention an achievement if you do it 100 times. Who would have thought an RPG would take on Splinter Cell elements?


Also, you don't have to fight just one monster at a time like you do in most games. If you push the RT button, you can bring up an attack ring, and select multiple monsters to fight at once. These monsters might help each other and attack you, or they will start a "Monster Fight," kill each other, allowing you to obliterate whatever is left after they fight. It's such a simple little addition but it works so beautifully. Fighting in this fashion makes enemies seem to have their own personality, and differentiates the hundreds of enemy types considerably.


Once you've decided what you're going to fight and how you're going to fight it, you're led into the Battle System. Like the rest of the game, at first glance it seems like it's been ripped out of every other game, but there are neat little features added in to evolve the mechanics. You can either attack normally or charge up an attack for more damage. The longer you charge, the longer it takes for you to get your next turn, and actually changes the turn order.


This give-and-take can totally change how battles are fought and won. You can also assign formations across your five characters, placing your fighters in the front line, and your support characters in the back, reducing their damage, but also reducing their strength and range. Also, your characters aren't restricted to gaining experience in any particular class, so you can teach fighters to use white magic, or assassins to learn barrier attacks, or anything else that your current battle requires - another great feature, which really opens up your options.


Just one of the many monsters you'll faceWhen your battle is done, and you've come out the other side of it relatively unscathed, if you jump into another battle, you can get a combo bonus! The more battles you fight in consecutively, the more chance you have of getting a random bonus. This could be restoring your health and magic, increasing an attribute, or learning a new spell. Also, your experience is multiplied by the amount of consecutive battles you fought.


But that's not all. I've saved the best for last... Don't you hate it when you're spending a good block of time in an RPG searching the scenery for items, and end up getting "Nothing" pop up time and time again? Without spoiling the story too much, I'll just say that time taken getting "Nothing" is time well spent.


Blue Dragon certainly has a lot going for it, and certainly has enough in the way of new features to make it stand out from the crowd, but that's not to say it's not without it's faults.


The prime problem is it's cutscenes - not only are a lot of them totally unnecessary, they are too long and take up too much space on the discs, and once they are finished, you're set back in control in illogical places. Let's say for example you kill a boss, You'll get the cutscene, the game will load and drop you back in control. You then walk through the door directly in front of you, the game will load again, and then you walk a few steps, and another cutscene will kick in. Why not just make the whole thing into a single cutscene before dropping you in control? It's illogical, and annoying.


While the game may be spanned across three discs, they seem to be mostly filled with speech and cutscenes. You can select speech in three languages - English, Japanese with English subtitles or French - so all speech in the game and all cutscenes are in triplicate to cater for the different languages. Basically it's unnecessarily inflated, and if it wasn't for all these languages, the game would likely fit on a single double layer disc. Next time, I hope that Sakaguchi-san will make up his mind and either release it in Japanese with English subtitles, or in plain English language - not both.


Another problem (this will affect all you achievement whores), is that the game has a lot of mini games. While this isn't a problem in itself, the way the game handles them is. Many of these little snippets of game play will be sandwiched between speech or cutscenes, and sometimes you won't notice that you're supposed to be playing until it's too late. To add insult to injury, many of the mini games don't have checkpoints before them, so if you don't realise you're supposed to be playing, you might not be able to reload the checkpoint to try it again. I've missed a couple of achievements this way, and it's very annoying to know that something as simple as a checkpoint or even a "get ready" message could have avoided this.


The one, the only, Blue Dragon!All in all, Blue Dragon will appeal to fans of the Japanese RPG genre, and also has unique qualities that set it apart from the genre in many ways that might appeal to gamers who aren't such huge fans of RPGs. Just stay alert in the endless cutscenes incase the game expects you to play in the blink of an eye! If you do miss those cutscenes, just think to yourself "It could be worse, I could have bought Two Worlds instead!"


Blue Dragon is available now on Xbox 360 for $59.99 in America, and £39.99 in Europe.




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Xbox 360 Review: Blue Dragon


Published September 09, 2007


I despise Japanese RPGs, don't you? Identikit stories, Identikit characters, and identikit battle systems. Playing RPGs made by our Eastern friends can be so repetitive. Once you've played one, you've played them all.


All except Blue Dragon that is.


While at first glance Hironobu Sakaguchi's new title may seem like his previous games (eg. The Final Fantasy Series), there is much more hidden away in this epic than meets the eye.


Oh, and when I say "Epic", I mean "EPIC!" Blue Dragon is the first Xbox 360 game to be shipped on more than one disc... It's on a whopping three discs with roughly 80 hours of game play, and the great thing is that Blue Dragon costs the same price as all other 360 titles.


The story is your standard RPG fare - an ancient civilisation held the power of magic, ancient civilisation disappears, years go by, violent clouds appear over the sky, ancient machines attack friendly villages, little boy from one of the villages goes on a quest to stop it and discover the true story behind the ancients, finding friends to join his quest on the way, yadda yadda yadda. Nothing out of the ordinary there, it's all standard RPG crap that we've all seen a million times before in different guises.


In the first hour of game play, you feel deja vu in many respects, and the only thing that seems to be different from other RPGs is the beautiful graphics that fill your screen with light and colour. Even the hauntingly beautiful soundtrack penned by Nobuo Uematsu, sounds like it would fit into any other RPG, including the Final Fantasy games that Uematsu-san is famous for scoring.


So far in, I'm not impressed. the graphics are admittedly jaw dropping in places, but everything else feels so staid that it really feels as if I've played this game before. Everything is so traditional, it was like the developers were afraid of adapting the barriers of the traditional Japanese RPG incase they alienated their audience (which, of course, is the Japanese market, which Microsoft created this game for in the hopes that it'd help shift a couple of systems over there), and decided to go for a "hey, me too! PS2 isn't the only machine with these kinda games ya know!" approach to the title. The controls, searching for items in boxes, lengthy cutscenese, and even the turn based battle system seem to be lifted from every other RPG under the sun.


Then, all of a sudden, the differences between Blue Dragon and other games start floating subtly into play.


I can't help but give a tiny spoiler here, but after around an hour of play, and are trapped in a flying fortress, your party is forced to swallow a ball of light, and then this once staid and identikit game evolves along with it's characters. Shu, Kluke, and Jiro - the childhood friends from Talta Village - swallow the light, and their shadows transform into beasts that help them on their quest. Shu gets the Blue Dragon, hence the name of the game, Jiro gets a Minotaur, and Kluke gets a Phoenix.


The graphics are truly beautifulThese beasts change game play, fighting, and the storyline considerably. It's almost as if before you got them, you were wearing blinders without noticing, and then, once they are removed from your eyes, you see the world in a whole new light.


It's hard to explain the features exclusive to Blue Dragon without spoiling the story line, so I know this might be a little vague, but I don't want to ruin the game for you.


Let's start with the world map, shall we? You know in most RPGs, you're walking around in the big world map, and the plot leads you to traverse back to a place you've already been, usually forcing you to back track for hours through areas you've already been through, just to get a new item or to talk to a new guy to push along the plot (not to mention a crafty way of extending the length of the game)? Blue Dragon doesn't want to piss you off like that, It has a warp system! Hoo-frickin'ray!


Once you've been to an area and have used a warp key, you can travel back to that area at any time you wish. This is a lifesaver. It's hardly an innovative feature, but it's one that RPGs usually ignore, making some games so ridiculously monotonous that it feels more like work than an enjoyable moment in your game. I was relieved to see that Blue Dragon threw that tradition in the trashcan.


That leads me to another pet peeve in RPGs. You know when you're walking around in an RPG's world map and monsters pop out of thin air and attack you with no warning, and zero way to avoid the battle? Well, not in this game. Monsters wander around the map just like you do, and this opens up new ways of attacking and being attacked.


You can avoid battles if needed, because you can actually see where the monsters are (Other RPGs take note), and if you do decide that you want to tear the monster's a new one, you have several new ways of doing it. Thanks to analog controls, you can push gently towards the enemy, sneak up behind it, and attack him without the monster realising you are there, giving you a huge advantage in battle - not to mention an achievement if you do it 100 times. Who would have thought an RPG would take on Splinter Cell elements?


Also, you don't have to fight just one monster at a time like you do in most games. If you push the RT button, you can bring up an attack ring, and select multiple monsters to fight at once. These monsters might help each other and attack you, or they will start a "Monster Fight," kill each other, allowing you to obliterate whatever is left after they fight. It's such a simple little addition but it works so beautifully. Fighting in this fashion makes enemies seem to have their own personality, and differentiates the hundreds of enemy types considerably.


Once you've decided what you're going to fight and how you're going to fight it, you're led into the Battle System. Like the rest of the game, at first glance it seems like it's been ripped out of every other game, but there are neat little features added in to evolve the mechanics. You can either attack normally or charge up an attack for more damage. The longer you charge, the longer it takes for you to get your next turn, and actually changes the turn order.


This give-and-take can totally change how battles are fought and won. You can also assign formations across your five characters, placing your fighters in the front line, and your support characters in the back, reducing their damage, but also reducing their strength and range. Also, your characters aren't restricted to gaining experience in any particular class, so you can teach fighters to use white magic, or assassins to learn barrier attacks, or anything else that your current battle requires - another great feature, which really opens up your options.


Just one of the many monsters you'll faceWhen your battle is done, and you've come out the other side of it relatively unscathed, if you jump into another battle, you can get a combo bonus! The more battles you fight in consecutively, the more chance you have of getting a random bonus. This could be restoring your health and magic, increasing an attribute, or learning a new spell. Also, your experience is multiplied by the amount of consecutive battles you fought.


But that's not all. I've saved the best for last... Don't you hate it when you're spending a good block of time in an RPG searching the scenery for items, and end up getting "Nothing" pop up time and time again? Without spoiling the story too much, I'll just say that time taken getting "Nothing" is time well spent.


Blue Dragon certainly has a lot going for it, and certainly has enough in the way of new features to make it stand out from the crowd, but that's not to say it's not without it's faults.


The prime problem is it's cutscenes - not only are a lot of them totally unnecessary, they are too long and take up too much space on the discs, and once they are finished, you're set back in control in illogical places. Let's say for example you kill a boss, You'll get the cutscene, the game will load and drop you back in control. You then walk through the door directly in front of you, the game will load again, and then you walk a few steps, and another cutscene will kick in. Why not just make the whole thing into a single cutscene before dropping you in control? It's illogical, and annoying.


While the game may be spanned across three discs, they seem to be mostly filled with speech and cutscenes. You can select speech in three languages - English, Japanese with English subtitles or French - so all speech in the game and all cutscenes are in triplicate to cater for the different languages. Basically it's unnecessarily inflated, and if it wasn't for all these languages, the game would likely fit on a single double layer disc. Next time, I hope that Sakaguchi-san will make up his mind and either release it in Japanese with English subtitles, or in plain English language - not both.


Another problem (this will affect all you achievement whores), is that the game has a lot of mini games. While this isn't a problem in itself, the way the game handles them is. Many of these little snippets of game play will be sandwiched between speech or cutscenes, and sometimes you won't notice that you're supposed to be playing until it's too late. To add insult to injury, many of the mini games don't have checkpoints before them, so if you don't realise you're supposed to be playing, you might not be able to reload the checkpoint to try it again. I've missed a couple of achievements this way, and it's very annoying to know that something as simple as a checkpoint or even a "get ready" message could have avoided this.


The one, the only, Blue Dragon!All in all, Blue Dragon will appeal to fans of the Japanese RPG genre, and also has unique qualities that set it apart from the genre in many ways that might appeal to gamers who aren't such huge fans of RPGs. Just stay alert in the endless cutscenes incase the game expects you to play in the blink of an eye! If you do miss those cutscenes, just think to yourself "It could be worse, I could have bought Two Worlds instead!"


Blue Dragon is available now on Xbox 360 for $59.99 in America, and £39.99 in Europe.




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Xbox banned in jail terror fear


Published: 10 Sep 2007


POWERFUL computer game consoles have been banned from jails over fears they could be used to plan terror attacks.


Top brass barred the Xbox360, PlayStation 3 and Nintendo DS systems after discovering they contain software that enables users to send or receive radio signals.


Security experts fear they could be used by terror suspects to talk to accomplices and plot carnage.




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