Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Friday, August 21, 2009

review: Bit.Trip Core

Let’s face it: outside of clans, forums and fan communities, significant cultural memes sprung from the collective consciousness of gamers generally aren’t things you hear about every day. “Popular” modes of expression are usually limited to pop-culture commercialism, and even original projects (like, say, fan-made sequels to popular games) are often subject to intense cease-and-desist litigation.

On the other hand, I would argue that chiptunes don’t follow general modes of gamer expression. Using hacked Game Boys, Nintendo’s and the like, chiptune artists combine “chip” sounds, utilizing archaic hardware to compose electronic bleep-bloop melodies that hearken back to gaming’s infancy, creating a sound that is uniquely retro and modern at the same time.

Having stated this, I shouldn’t have been surprised when I learned that chiptunes play a central role in Bit.Trip Core. As the second of four Bit.Trip titles to hit WiiWare from Gaijin Games, Core (much like its B.T predecessor, Beat) revels in its hybridization of old and new.

Ostensibly, the game looks and feels like a cross between a multi-directional shooter and DDR, with a serious aesthetic fetish for all things Atari. Looking at it in terms of arcade history, it’s a natural progression from Beat, which basically reconstituted Pong, juiced it up and added a really crazy difficulty curve (as well as trippy chiptunes and visuals) for a unique retro-modern arcade feel.


Welcome to your Bit.Trip.

Continuing on the idea of gaming progress, Core then fully embraces the conceptual lineage of arcade shooters, mimicking tube shooters like Tempest, only on a 2D plane. The screen is marked with what amounts to a diamond targeting reticle—from the center of the reticle you can aim bars of light up, down, left and right. Your objective is to shoot the various dots, lines, arrows and boxes that fly across the screen when they intersect the path of your light beams. The more hits you get in row, the higher your combo chain and score.

Aside from its shooter-esque mechanics, Core also functions as a rhythm game—a notion
directly linked to its evolutionary ideology. Each successful shot produces an in-key tone, which accompanies the background beat or baseline of the level. As your combo chain grows higher, the music you create evolves from flat, static chipped sounds to full-bodied notes that compliment each track’s (and level’s) musical growth.

Screw up, though, and you’ll fall back down to “nether” status (the game measures your hit rate on four point-based tiers)—a stark, black and white (and one would assume, tongue-in-cheek) representation of the game featuring only the metronomic skeleton of the level’s track. On the flip side, should you actually reach “super,” (the highest) you can flex your musicality muscles by improving notes in the background to go along with the beat. Each note while in this mode nets you 1000 points, so it’s a good way to rack up high scores.


See where all those lines and vertices intersect with the cross hairs? You have to hit ALL OF THEM.

Not that it’s all that easy to stay in super. Core may start off by throwing relatively slow moving patterns of dots at you, but by the time you’re hurtling through the last level the visuals—and challenge—can be quite ridiculous. Patterned dots, lines and others will split off, multiply, rotate around the center of the targeting reticle, jump off in odd places, shift patterns suddenly, seemingly break the rules by traveling diagonally…you get the idea.

It can be quite a madhouse. (For more proof just click here ). The game does afford you one screen-destroying bomb per game, (I'd save it for the boss patterns, which can obviously be very tricky) but given the extremely limited availability of these, you'll mostly have to rely on your own wits and pattern memorization skills.


Pay no attention to the 3D geometric shapes behind the curtain.

But everything is meticulously calculated, and nothing is impossible. In the long run, it makes for a game you can beat based on repetition and perfection, such as throwbacks like Contra or Gradius. But with the obsession that’ll soon take hold in chasing each level's elusive perfect score, (not to mention the game’s fantastic tunes), this isn’t one for simply playing through once and then walking away. And for six bucks, how can you really go wrong?

Now, that just leaves me with one question for Gaijin: when do we get the soundtrack?

Bit.Trip Core
Aksys Games
WiiWare
$6
4.5 out of 5 stars

Thursday, March 26, 2009

Press-Release (because I am too damn lazy to write up a real post): New downloadable Square-Enix titles

GAME DEVELOPERS CONFERENCE, SAN FRANCISCO, CA (25th March, 2009) – Square Enix Co., Ltd. (Square Enix) announced today at the Game Developers Conference (GDC), the forthcoming releases of new downloadable titles including FINAL FANTASY IV: THE AFTER YEARS™ and FINAL FANTASY CRYSTAL CHRONICLES®: My Life as a Darklord™ for WiiWare™, as well as the FINAL FANTASY® series for the Virtual Console™ for Wii™.

The release of these new downloadable titles represent Square Enix’s recognition of the growing demand for online distribution of content/services, and the commitment they have made to provide content/services that match the needs of their customers.

Square Enix will be offering two new releases for WiiWare: FINAL FANTASY IV: THE AFTER YEARS and FINAL FANTASY CRYSTAL CHRONICLES: My Life as a Darklord.
FINAL FANTASY IV: THE AFTER YEARS, is an RPG that continues the story that began in the 1991 Super Famicom™ title FINAL FANTASY IV. In Japan, this title was released as a downloadable cellular phone application in February 2008. It has since been lauded for its deep storytelling, and a year after its release, has been downloaded over 3 million times.

FINAL FANTASY CRYSTAL CHRONICLES: My Life as a Darklord is the newest instalment in the FINAL FANTASY CRYSTAL CHRONICLES series, which has shipped over 2 million copies worldwide and is set to grow further in 2009. This title will be a sequel to FINAL FANTASY CRYSTAL CHRONICLES: My Life as a King™, which launched simultaneously with the WiiWare service in May of 2008.

In addition, the Virtual Console allows Wii users to download and play classic titles released on previous game consoles, and now for the first time ever, the FINAL FANTASY series will be made available via home console download. The first instalment of the series will be FINAL FANTASY, originally released for the Famicom™ in Japan in 1987, which will be available for download in May 2009 in Japan. The release date for PAL region will be in 2009.

Please see below for product details:

About FINAL FANTASY IV: THE AFTER YEARS

Developer: Square Enix Co., Ltd.
Publisher: Square Enix Ltd.
Platform: Wii
Genre: RPG
Launch Date: 2009

18 years after FINAL FANTASY IV first stole the hearts of Japanese gamers, the adventure continues in FINAL FANTASY IV: THE AFTER YEARS.

Released as a mobile phone game in Japan, this wildly popular sequel has topped 3 million paid downloads as of 25th February 2009.

The game focuses primarily on Ceodore, son of FINAL FANTASY IV heroes Cecil and Rosa. He is ably supported by a host of familiar faces from the original cast who star in a series of additional tales.

For more information, please visit the official website at http://www.ff4theafteryears.com.

About FINAL FANTASY CRYSTAL CHRONICLES: My Life as a Darklord

Developer: Square Enix Co., Ltd.
Publisher: Square Enix Ltd.
Platform: Wii
Genre: Real Time Strategy
Launch Date: 2009

FINAL FANTASY CRYSTAL CHRONICLES: My Life as a Darklord puts players in the highly fashionable shoes of the Darklord's daughter, a malevolent little Miss, charged with dispatching intruding do-gooders by strategically placing traps and monsters around the tower she calls home.

Players will need to get their hands on ever more diabolical traps and abominable monsters to stop those pesky adventurers from making it to the Dark Crystal at the top of the tower. Be warned, though – with heroes of all the races and job classes from the FINAL FANTASY CRYSTAL CHRONICLES series storming the Darklord’s lair in real time, traps and minions will count for nothing unless deployed like a true evil genius. Anything less and the Darklord’s beloved home will be reduced to rubble!

For more information, please visit the official website at http://www.MyLifeasaDarklord.com.

Tuesday, February 3, 2009

Dead Space to take gore-filled, interstellar horror to...the Wii


Remember Dead Space? One of the scariest, (and definitely goriest) games to come out last year. Good game. Filled with claustrophobia and panic moments. EA Redwood Shores did a good job.

Now then.

You remember the Wii? Nintendo's cute 'lil family-oriented console that's largely geared towards kids and casual gamers? The one that has probably five good games for hardcore gamers that aren't ports from other systems?

Well, as weird as it may sound, there's going to be unholy marriage between them. That's right: today EA announced that a new Dead Space game is coming this year to Nintendo's child-friendly console.

The news broke during the company's fiscal third quarter earnings call today, when EA CEO John Riccitiello said that the intellectual property will be making its way to the Wii sometime this year. Riccitiello also stressed that the new game will feature the same elements that made last year's adventures through the abandoned Ishimura so damn scary on the PS3 and Xbox 360. Although no other details are known at this time, the new title will be its own unique take on the series built to take full advantage of the Wii's motion sensitive controls, according to an article on IGN's Wii page.

Wednesday, January 28, 2009

New Crystal Chronicles trailer released

Nintendo has released a new trailer for Crystal Chronicles: The Crystal Bearers. Please, God, talk them out of using that music anywhere in the game.