tag:blogger.com,1999:blog-46254290426056732182024-03-12T19:36:46.238-07:00Is It About My Cube?lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.comBlogger20125tag:blogger.com,1999:blog-4625429042605673218.post-40614677373113363532011-05-27T10:56:00.000-07:002011-05-27T10:58:51.061-07:00Moved!Well, if you have been wondering why I haven't posted anything for the last several months, it is because I have moved to a new blog host! It was mainly for visibility reasons; the new site is a dedicated gaming website, so I thought that I could get more people to see it there as opposed to the vast wasteland that is Blogger. Anyway, here is the new address:<br /><br />http://www.rfgeneration.com/blogs/lisalover1/<br /><br />This is Lisalover1, and I hope to see you on the other side. ;)lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com2tag:blogger.com,1999:blog-4625429042605673218.post-32359712267941969092011-03-02T16:03:00.000-08:002011-03-02T16:24:16.603-08:00My Epic Creation!Hello, all you crazy Gamecube fans out there; sorry I haven't updated this blog in a while; I guess I just temporarily lost interest. Trust me, it happens. Anyway, I thought today, I would bring you something special; it's not a game review, or an examination article. In fact, it has little if anything to do with electronics at all, yet it is still Gamecube-related.<div>
<br /></div><div>I have been taking a ceramics class at my school, and I had some leftover clay and leftover time from my last project, so I decided to make something cool. It didn't take long to decide what to make; I took out some tools and started molding the shape of a Gamecube controller. After about 3 class periods, I finished sculpting, firing, and painting my controller, and while it is still a noticeably rushed job, I am pretty proud of it. :) Unfortunately, it is just a decoration at this point; I'm not skilled enough to hollow it out, and make it into a real controller, but it is something totally unique that I can add to my Gamecube collection.</div><div>
<br /></div><div>So, without further ado, I give you my epic creation!</div><div>
<br /></div><div>Before painting:</div><div>
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<br /></div><div>After painting and sanding/smoothing:</div><div>
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<br /></div><div>After glossing:</div><div>
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<br /></div><div>Now that I look at it, the left grip is quite deformed. I wasn't able to fit on the Gamecube logo [let's just call it a 3rd-party controller ;)], or the convex formations around the Control Stick or face buttons. Oh, well. I didn't have all the time in the world, but I am happy with what I got in the end.</div><div>
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<br /></div><div>This is Lisalover1, liberating the world from bland, plastic Dualshock controllers.</div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com1tag:blogger.com,1999:blog-4625429042605673218.post-48455081352206737422010-12-10T12:22:00.000-08:002011-01-07T17:28:23.828-08:00Review: Paper Mario: The Thousand-Year Door<meta equiv="content-type" content="text/html; charset=utf-8"><img src="http://diablobasher.files.wordpress.com/2008/05/ttydbox.jpg" /><div>
<br /></div><div>
<br /></div><div>Nintendo is well known for taking Mario and putting him into games of unexpected genres, and usually adding their own unique twist to that genre. One of the best examples is the Paper Mario series, a simplified take on RPGs that has secured a distinct following in the gaming community. Starting out on the Nintendo 64, it became one of the few RPGs for the system, which continued with a sequel on the Gamecube. Unfortunately, the latest entry in the series has abandoned the RPG elements in lieu of standard 2D platforming. So today, I'm going to review the last RPG in the series, and one of the most fun games for the Gamecube.</div><div>
<br /></div><div><b>Gameplay</b></div><div><b>
<br /></b></div><div>Paper Mario 2 [or Paper Mario: The Thousand Year Door, if you're not into the whole brevity thing] is a very different kind of RPG. It is still turn-based, like most games in the genre, but it includes much more user input than most. During battle, you can press buttons at certain times in order to make an attack more powerful. Most attacks actually depend on precisely-timed button presses for maximum damage. This works very well for keeping you interested and engaged in the battles, as you have to pay close attention as to how you execute your moves. You're not just going through menus; it really feels like you are doing the actual fighting. Another abnormal aspect of the battle system is the low scoring, in that even late in the game, you probably won't reach a maximum of 100 HP. In fact, the toughest boss in the game, which is a hidden one, at that, only has 200 HP. If you're used to playing RPGs with comically-high status numbers like Disgaea, get ready for a bit of a shock. But, after getting used to the system, I came to the conclusion that it works just fine for this type of game. Paper Mario 2 is meant to be a simple, entry-level RPG, and it succeeds greatly on this level. A nice touch to the battles is that you can see enemies on the screen, and launching a preemptive attack on them gives you an edge in the coming battle, much like in the Persona series, only much more lenient. You can tell that a heavy emphasis was put on interactivity in the battles, and that Nintendo wanted to stay as far away from the stereotypically dull battles of most turn-based RPGs. The world map is also atypical, in that it is not an actual map; just an overall collection of normal screens. It is an odd, but effective way to make the world seem big. Instead of conveying it artificially by a world map, it really makes you move across the world by yourself, if you can see what I mean. There are warp pipes that let you go long distances, but that is about it. The gameplay in Paper Mario 2 is best described as unique, and is much better for it. It always keeps you interested, and coming back for more.</div><div>
<br /></div><div><i>Gameplay: 10/10</i></div><div><i>
<br /></i></div><div><i><img src="http://i.ytimg.com/vi/1tUL57jp8zs/0.jpg" /></i></div><div><i>
<br /></i></div><div><b>Story
<br />
<br /></b></div><div>Since Paper Mario 2 is an RPG, I can't use the standard cop-out here. Luckily, there is actually a very good story, but, in true Mario fashion, in anything but an ordinary way. Instead of telling a dramatic, epic tale like in most games of the genre, it goes for a much more lighthearted and humorous approach that is quite refreshing. The characters are witty, colorful, and interesting; the villains in particular are a total riot, and it is almost a shame you have to fight them! Another nice part about the game is the fantastic locations you visit. A floating vegas-esque city, a monochromatic giant tree, and even the moon! There is an unbridled sense of creativity in the game, making it always a joy to play. As I said, the dialogue is entertaining, the locations are unique and interesting, and everything is just plain fun. Kudos to Nintendo for doing something different, and making it work.</div><div>
<br /></div><div><i>Story: 9/10</i></div><div><i>
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<br /></i></div><div><b>Sound</b></div><div><b>
<br /></b></div><div>As you might expect, the audio in Paper Mario 2 has a perky, whimsical quality. It's anything but serious, and suits the game nicely. Nintendo gave it a whole lot of personality, even in the [relatively] dramatic moments, it still sounds funny, in a good way. The sound effects are also humorous, making the entire audio experience in Paper Mario 2 to be something humorous and quite fun. Few of the tracks feel truly out of place, so for most of the areas you will encounter will be accompanied by a suitable tune. The only bad thing I can say about the audio seems awfully low-fidelity for a Gamecube game; sounding more like its Nintendo 64 predecessor than other disc-based games. Other than that, you are in for some nice tunes in Paper Mario 2.</div><div>
<br /></div><div><i>Sound: 8.5/10</i></div><div><i>
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<br /></div><div><b>Graphics</b></div><div><b>
<br /></b></div><div>The Paper Mario series employs a unique art style that can best be described as faux-3D: 3D models that look like 2D sprites. It gives the game a certain charm that few other games can match, and allows for some incredibly expressive animations, mostly from Mario himself. Everything looks full of life and is vibrant and colorful, and even the one level that is intentionally monochromatic is still infinitely more interesting than most games that are unintentionally so. I cannot overstate how great the animations are in Paper Mario 2; they give a great amount of characterization, and can describe a character just as well as dialogue. Since the game supports progressive scan 480p, the faux-2D visuals look especially nice at a higher resolution. Yet another reason too seek out a Gamecube Component Cable. ;) Another excellent aspect of the graphics is the amount of models that can be on the screen at once; the game obviously borrowed some ideas from the famous 'Mario 128" Gamecube tech demo, as some scenes can have around 100 models on screen at once! I was very proud that the 'Cube could handle such a feat.</div><div>
<br /></div><div><i>Graphics: 9/10</i></div><div><i>
<br /></i></div><div><i><meta equiv="content-type" content="text/html; charset=utf-8"><img src="http://wiimedia.ign.com/wii/image/article/789/789733/super-paper-mario--20070518013555694.jpg" /></i></div><div>
<br /></div><div><b>Extras/Value</b></div><div><b>
<br /></b></div><div>Sidequests are the name of the game in Paper Mario 2, with over half a game still left after you finish the game. Among other things, you can participate in a cooking minigame with dozens of recipes to find, take personal requests at the hub city's "Trouble Center", searching for all the hidden star pieces and shine sprites in the game, or undergo the "Pit of 100 Trials", a hidden dungeon in the game that is exactly what it sounds like. Standard RPG fare, but it is appreciated to have so much of it in the game. Also, most of the sidequests are actually enjoyable, as opposed to endless and boring rare monster hunts seen in other games. Finally, and possibly the most fun, are the missions that take place at the end of each chapter, in which you play a short stage with Bowser, who mostly retraces Mario's steps about 1 chapter behind the plumber. The stages are quite varied, and the dialogue is some of the best anywhere in the game. In other words, you will be looking forward to them, in particular. The game is currently going for $15 at Gamestop; not bad at all for a Role-Playing Game AND a First-Party Gamecube title. I would highly recommend picking it up if you enjoy RPGs, or are just Nintendo fans.</div><div>
<br /></div><div><i>Extras/Value: 9/10</i></div><div><i>
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<br /></i></div><div><b>Overall</b></div><div><b>
<br /></b></div><div>The Gamecube was pretty starved for RPGs, but in all honesty, it got some of the best ones of the generation, and Paper Mario 2 is a great example. It had buckets of personality, dashing visuals, and simple-yet-fun gameplay that is unconventional for the genre. It is an awesome game that deserves to be played by every Gamecube fan, and at least tried out by every Gamecube owner. If you care about RPGs and have some spare cash, put this near the top of your purchase list. You won't regret it.</div><div>
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<br /></div><div><span class="Apple-style-span" ><b><i>Overall: 9/10</i></b></span></div><div><span class="Apple-style-span" ><b><i>
<br /></i></b></span></div><div><span class="Apple-style-span" >This is Lisalover1, folding some origami to simulate a boss fight.</span></div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-14221772573920683642010-11-22T14:30:00.000-08:002011-01-07T13:29:44.609-08:00Gamecube Controller Adapters<meta equiv="content-type" content="text/html; charset=utf-8"><img src="http://gearmedia.ign.com/gear/image/article/637/637465/3-in-1-magic-joy-box-20050728055331259_640w.jpg" /><div>
<br /></div><div>The Gamecube was blessed with a great controller, a topic that I have gone into detail about before. But, the trouble is, it's <i>only</i> for the Gamecube. It's restricted to one console, and you can't use it on other consoles, or more importantly, your computer. Thankfully, there's a solution for that. Various adapters have been made to do this, so whether you are emulating the Gamecube on your PC, or just prefer to use it for games, a USB adapter is a good solution [your only solution, really, as opposed to building a custom controller, or a dedicated Gamecube USB controller].</div><div>
<br /></div><div>As I said before, a USB adapter for a Gamecube controller is particularly useful for Gamecube emulation on the PC, and hopefully soon, on the PS3. If you have a powerful enough computer to handle it, and don't mind emulation, then you have what is effectively a portable Gamecube. You can even use retail Gamecube discs in your DVD drive, if you're touchy about piracy. The secondary purpose of the USB adapter is to use the Gamecube controller for other systems. While this is normally achieved via emulation, but the PS3 can also use USB controllers. Unfortunately, it doesn't work very often or very well for most Gamecube controllers, but it is fun when it does work. Using the GC controller for emulators in other systems is a delight, for the Nintendo 64 in particular, where you can substitute the C-Buttons for the C-stick, and on the PS1, where you can use the GC's analog sticks in place of the Dualshock.</div><div>
<br /></div><div>So, if you're interested in using a Gamceube controller on your computer or your PS3, then give the adapter a shot. If not, then no need to go out of your way. I would only get it if you can think of a good use for it.</div><div>
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<br /></div><div>This is Lisalover1, hoping this didn't sound like an advertisement.</div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-39716451999304311262010-11-11T14:30:00.000-08:002010-11-24T10:41:51.955-08:00Review: Animal Crossing<meta equiv="content-type" content="text/html; charset=utf-8"><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: medium;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPu5nxmGm53Ei_DpUj0UrjC8iGiywq7YxFdtrlIf7PjVhulbOvgRWiF4n9cU6X36gWEnRp-lJjQnbHJDgXpscfrw71YlpX9iKuZPSq8uP0psnMinnaB7Xkz1cXPKPSfQic8zb3EWm4Xm8/s1600/AnimalCrossingCover.jpg" style="border-width: initial; border-color: initial; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; border-style: initial; border-color: initial; " /></span><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><span class="Apple-style-span" style="font-size: medium;">Happy Thanksgiving to everyone in America [and a belated Happy Thanksgiving to Canada]! You're probably going to be with family a lot over the holidays, so I'm going to review a classic Gamecube game that you can show everyone. Every now and then, we need a break from all the action that most games give us. We need a break from the high-octane power fantasies that are most prevalent in gaming today, and simply try something more soothing. We just need something to calm our nerves. I heard someone say once [although I don't quite remember who] that Animal Crossing is not just relaxing; it's practically healing, which is why it is good that games like it exist. Animal Crossing fills a much-needed gap in the gaming world, and it is appreciated for that. So, what exactly makes Animal Crossing not just a good game, but a necessary game?</span></div><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><b><span class="Apple-style-span" style="font-size: medium;">Gameplay</span></b></div><div><b><span class="Apple-style-span" style="font-size: medium;">
<br /></span></b></div><div><span class="Apple-style-span" style="font-size: medium;">Animal Crossing is a Life Simulator, in the same vein as titles like Harvest Moon or The Sims. You go about the game day-to-day, talking with neighbors, collecting items/furniture, making money, decorating your house, etc. There's always something to do, so you're sure not to get bored for some time. The game was first advertised as "the game that keeps playing, even when you're not", and it really lives up to that idea. Everything in the game happens in real-time, so when the sun rises/sets in real life, it will probably also do so in the game. Certain activities are only available at certain times on certain days, while many very rare events happen randomly, in which case, you just have to keep looking for them every day. Holidays in Animal Crossing generally involve some sort of festival in which every member of the community participates. It's actually quite fun to play on these days; some of the outcomes of festivals may even get you a really rare item. And therein lies the core of the gameplay; item collection. Your ultimate "goal" in Animal Crossing is to pay off your debts, expand your house, and decorate it. There are other goals to accomplish, such as completing every entry in the town museum, but as I said, the main goal is to make your house awesome. There are hundreds of different items and pieces of furniture to collect, and you can make your house look like whatever your imagination and pocketbook will allow. You can even collect miniature NES systems that include certain games, which is a really nice touch. Some items can only be obtained through extensively complicated and difficult means [more than one has you participate in an event on the Animal Crossing website!], but usually these items are really interesting and fun. As with all Life Sim games, Animal Crossing is extremely addictive, meaning you can easily log months of game time in, seeing everything the game has to offer. Also, when you're done in your town, you can visit a friend's town, too. All you need is their memory card, and you can visit, meet your friend's neighbors, check what is available in their shop, etc. These things add infinite replay value to the game [if you could call it replay value; the game never really ends]. Animal Crossing also features a certain level of multiplayer; up to 4 players can live in the same town, so if you'll forgive the horrendously-overused cliche, it really is a game for the whole family. I do wish Nintendo would have incorporated direct online features into the game. The Gamecube needed to prove its worth in this area very badly during its life, and it was never utilized very well. A feature where you could download new holidays, events, items, or neighbors would have been a great feature, and would have given the game even more play time, and always give you something new to do. The sequel, Animal Crossing: Wild World for the DS had online functionality, but only to visit other player's towns in multiplayer. This was still a great idea, but I just wish it, along with the DLC, would have been with the series from the start. It would be the final piece in the puzzle of a truly living, breathing world in your 'Cube.</span></div><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><i><span class="Apple-style-span" style="font-size: medium;">Gameplay: 9/10</span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;"><img src="http://i1-news.softpedia-static.com/images/extra/large/animalcrossgc_004-large.jpg" style="border-width: initial; border-color: initial; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; border-style: initial; border-color: initial; " /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><b><span class="Apple-style-span" style="font-size: medium;">Story</span></b></div><div><b><span class="Apple-style-span" style="font-size: medium;">
<br /></span></b></div><div><span class="Apple-style-span" style="font-size: medium;">In Animal Crossing, you play as [insert name here], a new citizen in the quiet town of [insert name here]. As you progress though the game, you meet new neighbors, such as [various] or the ever-cheerful [to be determined]. Okay, enough with that joke. As you can see, a lot of the game's story is either nonexistent, random, or player-determined. The only things that remain predetermined are certain NPCs that stay in town regardless of what events happen, like the extortionist asshole shopkeeper, Tom Nook [to whom you must pay back your SUBSTANTIAL house debt], the incredibly lazy museum curator, Blathers, and the absolute bane of my existence, Resetti, an unbelievably long-winded mole that shows up every single time you neglect to save your game, and whose lectures get exponentially longer and more irritating each time you do so. Your normal neighbors are much more manageable, and are actually nice to you. There's really not much else to say about the story in the game; there is none. This doesn't mean that the Life Sim genre is universally devoid of story, though. Certain games in the Harvest Moon series have completely demolished this barrier. Once again, a game like this doesn't need a story, because the gameplay is more than enough. I'm starting to sound like a broken record, aren't I?</span></div><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><i><span class="Apple-style-span" style="font-size: medium;">Story: 8/10</span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;"><img src="http://franchisemedia.ign.com/images/02/75/27580_RESETTI.jpg" style="border-width: initial; border-color: initial; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; border-style: initial; border-color: initial; " /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><b><span class="Apple-style-span" style="font-size: medium;">Sound</span></b></div><div><b><span class="Apple-style-span" style="font-size: medium;">
<br /></span></b></div><div><span class="Apple-style-span" style="font-size: medium;">I'm going to be honest; I din't like the music in Animal Crossing. It came across as bland, repetitive, and even irritating at times. The sequel's music was actually much better, and conveyed a more soothing, pleasant tone. I don't know what happened with the Gamecube version, though. The whole thing just feels wrong. It feels like Nintendo wanted to create an almost comical effect with the audio, but it really falls flat for such a slow-paced game. The one good thing I will say is that each tune seems to fit the situation well; they are just for the most part not very good songs. There a few nice ones in there, like the rainy day song, which I posted here, but overall, it's just not very good. As I said, the music in Wild World is leaps and bounds better, so don't get too discouraged. Nintendo should have gone back and taken another look on what this series is really about to make good music for it. As it stands, the music is mostly tolerable, but certainly not great.</span></div><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><i><span class="Apple-style-span" style="font-size: medium;">Audio: 5/10</span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><span class="Apple-style-span" style="font-size: medium;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dx5vtvJ0bP_ojotUedLmWuQ8_vRxS2RUGQfIEbDrPjvDUvIMkdHVOcO-Wh6S5yuRZuhPAYoeqggKj3FcHYgAQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe></span><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><b><span class="Apple-style-span" style="font-size: medium;">Graphics</span></b></div><div><b><span class="Apple-style-span" style="font-size: medium;">
<br /></span></b></div><div><span class="Apple-style-span" style="font-size: medium;">Animal Crossing actually originally debuted on the Nintendo 64 in Japan, where it was called Doubutsu no Mori, translated into Animal Forest. There were several differences between Forest and Crossing, but the core game remained the same. The good news was that Animal Forest was a really great-looking N64 game, which translated into a good-looking Gamecube game. Also, the updated Gamecube version supports 480p, a higher resolution than the N64 version offered. But realism isn't everything. Far from it; the best thing about the game's graphics is its charming art style. Everything in the game is presented in a cartoony fashion, with basic, pastel textures and definite angles, which are all very easy on the eyes. While the game failed in finding suitable audio, it greatly succeeds in a suitable art style. Some of the objects in the game, particularly background objects, are in 2D, which help even more with the game's aesthetic. While the game's graphics won't blow you away, they certainly fit the gameplay like a glove.</span></div><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><i><span class="Apple-style-span" style="font-size: medium;">Graphics: 7.5/10</span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;"><img src="http://fotos.trucoteca.com/fotos/4521/animal-crossing-50.jpg" style="border-width: initial; border-color: initial; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; border-style: initial; border-color: initial; " /></span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
<br /></span></i></div><div><b><span class="Apple-style-span" style="font-size: medium;">Extras/Value</span></b></div><div><b><span class="Apple-style-span" style="font-size: medium;">
<br /></span></b></div><div><span class="Apple-style-span" style="font-size: medium;">I mentioned before that there are a bunch of neat easter eggs in Animal Crossing, like the collectible NES games, for example. There is a bunch of hidden furniture to collect, which gives you a real sense of accomplishment when you collect a whole set. There is also an island that you can visit off the coast of your town, which can only be accessed on a Game Boy Advance via a Gamecube-to-GBA Link Cable. It's a nice little bonus feature, and there are some special items that can only be obtained on the island, so if you want to get something really rare, you might have to hook up your GBA. There's another function that the GBA has in the game, though. You can use the E-Reader device for the system, and scan cards on it to unlock even more things in the game. While the E-Reader may have been a commercial flop, it is still a cool idea, and demonstrates Nintendo's resourcefulness. There is so much to unlock in this game that I don't think anyone has ever legitimately unlocked everything. Even if it has been done, it might take a couple years of play. You're really going to get your money's worth with Animal Crossing. Speaking of which, the game is currently $10 at Gamestop; not too shabby.</span></div><div><span class="Apple-style-span" style="font-size: medium;">
<br /></span></div><div><i><span class="Apple-style-span" style="font-size: medium;">Extras/Value: 9/10</span></i></div><div><i><span class="Apple-style-span" style="font-size: medium;">
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<br /></span></i></div><div><b><span class="Apple-style-span" style="font-size: medium;">Overall</span></b></div><div><b><span class="Apple-style-span" style="font-size: medium;">
<br /></span></b></div><div><span class="Apple-style-span" style="font-size: medium;">Animal Crossing is not meant to be a game that is played constantly [although many people do so]; it is meant to be played in short bursts, and is designed around that style. It is a game that you can put countless cumulative hours into, perfecting and completing everything over time. Nintendo really made a good move in localizing this oddball title, because it is really something unique and fun. Of course, it has now become a lucrative series, but it was a bit of a risk back when it was first released. I can now honestly say that this is one of the 'Cube's best time-wasters, and is a joy to play. If you haven't tried Animal Crossing before, you should probably try Wild World first, but the Gamecube version holds up well, too.</span></div><div><span class="Apple-style-span" style="font-size: medium;">
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<br /></span></div><div><b><i><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: medium;">Overall: 7.5/10</span></span></i></b></div><div><span class="Apple-style-span"><b><i><meta equiv="content-type" content="text/html; charset=utf-8"><span class="Apple-style-span" style="font-size: medium;"><img src="http://img839.imageshack.us/img839/3254/animalcrossingloveyourp.gif" /></span></i></b></span></div><div><b><i><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: medium;">
<br /></span></span></i></b></div><div><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: medium;">This is Lisalover1, and I know you cried a little at that last image.</span></span></div></span>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com1tag:blogger.com,1999:blog-4625429042605673218.post-61783207578338832062010-11-05T15:20:00.000-07:002010-11-08T12:46:39.672-08:00Review: Star Fox Assault<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.file-extensions.org/imgs/app-picture/3952/star-fox-assault.jpg"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 465px; height: 646px;" src="http://www.file-extensions.org/imgs/app-picture/3952/star-fox-assault.jpg" border="0" alt="" /></a>
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<br /></div><div>Star Fox has caught a lot of flak from gamers over the recent years, for very little good reason, besides the derivative Star Fox Adventures, also on the Gamecube, which was negatively received. But Assault is different; it has the same rail-based 3D shooting that the series is famous for, along with several other modes. So, why did nobody give Assault a chance? Why is it never included in people's lists of best 1st-party Gamecube games? To be honest, I'm not sure. Keep reading to find out why Star Fox Assault is worth your time.</div><div>
<br /></div><div><b>Gameplay</b></div><div><b>
<br /></b></div><div>Star Fox Assault starts out with an intense rail-shooter space battle, much like the previous games in the series, and certainly shows that it is out to prove that the franchise is still alive and kicking in what it does best. The control is smooth and responsive, and all the standard attacks [Shot, Charge Shot, Bomb], so anyone who has played a Rail Shooter before will know what to do. The only issue I had with the controls while piloting were that the Y-Axis control was inverted, and not the X-Axis, but you can change that in the options menu. The piloting sections are cool, and if any of you Gamecube owners out there were ever jealous that Panzer Dragoon Orta was an Xbox exclusive, then these stages will ease your pain. There are also missions that take place on-foot, that allow you to use multiple weapons or a tank to shoot your way through enemies. These levels are very fast-paced and have a fair bit of diversity among equipping weapons; Pistols, Rocket launchers, Sniper Rifles, Grenades, etc. You wouldn't expect to find more than one or two extra weapons in a game like this, and to be honest, you don't really need them, unless required by mission parameters, but they are a ton of fun to use. As I said, you can also drive a tank, if you like. The tank cannot use the extra weapons, but has better defense, can hover for a brief period, and can kill weaker enemies by running over them. These missions reminded me a lot of Capcom's PN-03, another Gamecube exclusive, which is a very good thing. The third type of mission is an aerial dogfight mission, which is like the pilot missions, but gives you total freedom of movement. This mode is nice, too, and is on par with many other aerial combat games, but doesn't bring anything really new to the table; it just does the essentials notably well. There are also a couple of different sub-missions that occasionally take place after a main one, and sometimes ground and dogfight missions are combined, having you hop in and out of your Arwing to manage enemies in the air and ground. The worst part about the game, though, is its length. There are only 10 missions, so you can finish it in a day, which is a real shame, because this game has a lot of great ideas, and the gameplay is just fun in its purest form, but you only get a few short hours of it. I would have loved to see at least another 10 levels; more if possible, but I guess beggars can't be choosers.</div><div>
<br /></div><div><i>Gameplay: 8/10</i></div><div>
<br /></div><div><meta equiv="content-type" content="text/html; charset=utf-8"><img src="http://img.gamespot.com/gamespot/images/2005/033/reviews/561297_20050203_screen004.jpg" /></div><div>
<br /></div><div><b>Story</b></div><div><b>
<br /></b></div><div>I was seriously surprised by Star Fox Assault's story; it was much deeper than I expected from an action game. I have never gotten very far in a Star Fox game before, but I always assumed it had little story, and didn't really need one, but this game's story totally came out of left field. I'm not saying it's anywhere near what you might find in an RPG or an Adventure game, but it stands heads and shoulders above other action and shooter games, making it feel more like an action movie. Now, don't get me wrong; I don't want to make this out to be any more than it is, but I still think Nintendo should be commended for writing up something quite different. I had some issues with awkward dialogue in the game; mostly from the fact that it was written with kids as the primary audience, so it is jarring [and kind of funny] to hear frequent profanity substitute words. It just feels really out of place. Other than that, I think Star Fox Assault has a relatively good story when compared to the rest of the genre, but once again, it is crippled by the disappointingly short length of the game.</div><div>
<br /></div><div><i>Story: 8.5/10</i></div><div><i>
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<br /></div><div><b>Sound</b></div><div><b>
<br /></b></div><div>What do you know? I was surprised yet again by Star Fox Assault. Since this is a science fiction game, I expected a soundtrack heavy with rock and techno tunes, but all the music in the game is actually orchestral! It sounds very good, too; I can tell that a fair bit of work was put into the music. I thought the orchestra music would sound out of place in a game like this, but with all the huge battles going on in each mission, it fits like a glove. The sound effects, on the other hand, sound pretty generic and basic, but in retrospect, it's probably better that they didn't interfere with the background music. The voice actors for the characters seem different than the ones I remember in Star Fox 64, but then again, I remember them being much more annoying in that game. All the actors are well-suited for the characters they represent, so no complaints there. Overall, I seriously enjoyed Star Fox Assault's soundtrack; maybe not enough so that I would put it on my MP3 player, but enough to make me come back to the game.</div><div>
<br /></div><div><i>Sound: 8/10</i></div><div><i>
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<br /></i></div><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dyU6zBDY4UZf_ka5sYjsYhvNWNEqkdqaY_DmKL9_FInThVfRxqEpufVdihwMyW1C7-npf3TnZkwfil-BjUQgQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe><div>
<br /></div><div><b>Graphics</b></div><div><b>
<br /></b></div><div>The graphics in Star Fox Assault are all right when doing ground missions, and are great when doing pilot missions. All the chaos going on in the background of the latter mission type really gives you the sense of an epic battle in space. That, and the detail on each ship looks nice, making it all the more shocking to see all of this happening at a quick, steady framerate, especially on missions where two both aerial dogfights and ground combat are going on at once. Thus, it isn't the game's graphical detail that is impressive; it is the amount of action going on at any given time that makes you wonder how it is possible. It just all comes together to a game that has much more technical than visual prowess. The graphics are still above average, though, especially during cutscenes, where everything is bumped up to a much higher level of detail. I would still say that the in-game graphics are a step down from its predecessor, Star Fox Adventures, but it is likely just to allow for faster action and a better framerate; because of this, I think it is a fair trade-off.</div><div>
<br /></div><div><i>Graphics: 7/10</i></div><div><i>
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<br /></i></div><div><b>Extras/Value</b></div><div><b>
<br /></b></div><div>In order to offset the disappointing length, a 4-player battle mode was included that, honestly, is one of the best multiplayer experiences I have had the chance to play on the 'Cube. The mode is fun and addictive, and move along at a speedy pace, like the rest of the game. Unfortunately, there is no option for CPU-based multiplayer, so you're going to actually need some friends with you to play. But, it isn't that big of a deal; it is worth getting everyone over for some good shooting action. Just like the main game, Dogfight mode, Ground mode, and a mode that combines the two are available for multiplayer, which can lead to some really interesting and clever strategies that add a lot of depth to the game. I'm going to go so far as to say it may be worth it to buy this game just for the multiplayer, as it is just that much fun. I haven't had such a good time with a local 4-player game since Super Smash Bros. Melee. A lot of people don't know this, but it was actually Namco that did most of the development work on Star Fox Assault; Nintendo only did a bit of the development work, and all the publishing work. Thus, completing the game on Normal mode unlocks Namco's classic SHMUP, Xevious, for you to play. It's just a nice little extra cherry on top that isn't necessary, but is appreciated nonetheless. Star Fox Assault is currently selling for $15 at Gamestop. Despite how much fun this game is, I'm still going to have to recommend that you try and find it cheaper; maybe around $10 or so, due to the game's length. I have seen many copies sell for about $5, so you should have no trouble finding one. But when you do see the game, by all means, buy it, especially if you are planning a game night with some of your friends, and need to stock up on good 4-player games.</div><div>
<br /></div><div><i>Extras/Value: 7.5/10</i></div><div><i>
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<br /></div><div><b>Overall</b></div><div><b>
<br /></b></div><div>Star Fox Assault, at its core, is a great game with a ton of neat and creative ideas, but all of that is cut short by its terribly brief length. The multiplayer mode offsets this, but there is no excuse for a short single-player mode. If Namco and Nintendo had put a bit more time into this game to add at least 10 more levels, this would be less of a problem, but as it stands, this game was too much crammed into too little of time. It is still an extremely fun game, and is definitely worth a purchase, but unless you frequently play games with your friends, you will just beat the game and move on, which is just a tragedy for such an otherwise good game. But, as I said, I am pretty sure you will still love Star Fox Assault, with its fast, furious, and exciting gameplay, so give the game a shot when you happen to see it for sale.</div><div>
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<br /></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>Overall: 7.5/10</i></b></span></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>
<br /></i></b></span></div><div><span class="Apple-style-span" style="font-size: medium;">This is Lisalover1, repeatedly shooting the obvious glowing weak spot.</span></div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com3tag:blogger.com,1999:blog-4625429042605673218.post-26814271653243962312010-11-02T02:49:00.000-07:002010-11-02T06:39:43.795-07:00Gamecube Audio/Visual Choices<div style="text-align: center;"><img src="http://www.1freeaday.com/images_catprod/10006314/10006314_4_image.jpg" /></div><div style="text-align: center;">
<br /></div><div style="text-align: left;">There are a lot of ways to get A/V output from an electronic device. Tons of different cables, connection setups, television inputs, sound systems, etc. If you don't know what you're doing, things can get confusing in a hurry. After hearing some requests for clarification on Gamecube A/V setups on Racketboy Forums, I decided to make a post that goes through the many options that a Gamecube owner has to get the Audio and Video connections that bet suits their needs. So, let's see what the good old 'Cube has to offer!</div><div style="text-align: left;">
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<br /></div><div style="text-align: left;"><b>RF Adapter</b></div><div style="text-align: left;"><img src="http://www.videogamesplus.ca/images/GC_RFnintendo.jpg" /></div><div style="text-align: left;">
<br /></div><div style="text-align: left;">We're starting with the most basic connection available; RF [Radio Frequency]. This gives the worst-quality video and audio, only offering Monoral sound and a very blurry picture. In my opinion, the RF Adapter should only be used when all you have is an old TV. Using RF cables on an old Tube TV will make the image tolerable, but using them on a new, flat-screen TV, especially on a big screen, will look terrible, so avoid an RF Adapter at all costs if you have a television that supports better connections. If you have a Super Nintendo or Nintendo 64, it probably came with an RF Adapter. Since the latter consoles and the Gamecube all use the same A/V connection, you can use the same RF Adapter across all the systems. Anyway, like I said, avoid this cable whenever possible.</div><div style="text-align: left;">
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<br /></div><div style="text-align: left;"><b>Composite Cable</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://www.laptopkeyboards.org/images/NIN-CAB003_a.jpg" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">Composite is the standard Audio/Video connection in use today; it comes bundled with most devices that require A/V output, as most TVs support it. It offers slightly better video quality over RF, and much better audio quality, as it supports stereo audio. This is the cable that came with the Gamecube, so it is likely the one you are using. It uses 480i as its highest resolution, which is relatively low on the scale of resolutions. That's the bad news. The good news is that all Gamecube games, and modern games in general require support for at least 480i, so there is no chance of incompatibility. Also, some developers use this low resolution to hide graphical impurities, like what Konami did with Metal Gear Solid for the Playstation. This is less common these days, but crafty [or just lazy] developers can still make use of this technique to make games look better to the eye than they do to the machine. That doesn't mean that games will look worse with better connections; game developers know that they should institute backup plans for higher resolutions; they just might look different. Composite video's most infamous failing is dull, washed-out colors. Here's an example of Tales of Symphonia's Title Screen via Composite, S-Video, and Component cables. Note that this game does not support 480p, so this image is purely the result of cable types' effect on an image:</div><div style="text-align: left;"><img src="http://web.archive.org/web/20070124232350/http://www.realmsoftracon.com/zelda/tales.jpg" /></div><div style="text-align: left;">As you can see, there is quite a difference between them. The image in the Composite and S-Video pictures is noticeably darker and blurrier than the Component image. Composite video is certainly not optimal, but it is a step up from RF, so if you're comfortable with the standard resolution, then stick with Composite.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>S-Video</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://www.videogamesnewyork.com/images/ddrgame_2053_242673353.gif" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">S-video, while still set at a 480i resolution, delivers a much clearer image than Composite, and is the preferred connection type for older consoles, because it is common, yet still a definite graphical enhancement. I can't say I would normally recommend S-Video for a Gamecube A/V setup. If you want a better image, in my opinion, you should just find a Component Cable. The only two reasons I could recommend it is if the most advanced connection your TV takes is S-Video, or you are unsure about buying a component cable, due to the prohibitive cost. I can understand that, but S-Video isn't really that much of a graphical leap up to justify a new cable purchase. Trust me, it's worth it to go for the Component Cable. Get an S-Video cable if you want the best video signal available for a North American Gamecube, without buying the former.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>SCART</b></div><div style="text-align: left;"><b><img src="http://www.consolemate.com.au/images/ninscart.jpg" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">This one is for European and Japanese Gamecube-owners only. SCART is more or less the international version of S-Video, although that may be an oversimplification. Technically, SCART is superior to S-Video in image quality, but still inferior to Component. It is the best-quality 480i image you can get, and is cheap. As I understand it, European Gamecubes do not have a Digital Video port, so this is the best connection available to them. A SCART connection carries both audio and video, so you don't need a separate cable for audio. Because of this, many regard it as the precursor to the more modern HDMI cable.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>Component Cable</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://i211.photobucket.com/albums/bb304/mazda_zzz/Gccab.jpg" alt="Gccab.jpg gc cable image by mazda_zzz" /></b></div><div style="text-align: left;">
<br /></div><div style="text-align: left;">This is arguably the best video cable available for the Gamecube, given the factors of quality, rarity, region, and game support. The Gamecube Component Cable was released only in Japan, but it works just fine on North American televisions. It supports 480p resolutions, and many games released in the NTSC-U regions still support it, despite never seeing an official release. Games that support it tend to see a dramatic increase in image quality over Composite, so I wholeheartedly recommend it if you want to see the Gamecube pushed to its graphical limits. Here is a picture showing the difference between Component and Composite video for the game The Legend of Zelda: Twilight Princess:</div><div style="text-align: left;"><img src="http://farm1.static.flickr.com/117/314470224_a56820bb8e.jpg" /></div><div style="text-align: left;">As you can see, the difference is night and day. The only drawback to this great accessory is that it is ridiculously expensive; it can easily go for around $50. If you're patient, you could surely find one for less [I got mine for $15], but you may be waiting a while. But, if you really care about image quality, then it is my opinion that the Gamecube has the best-quality 480p graphics of its generation, and it is worth every penny. An absolute must for any GC collector. Plus, it upscales games played via the Game Boy Player to 480p! Two very important things to remember, however: 1. DO NOT GET A 3RD-PARTY COMPONENT CABLE. Only the official Nintendo cable supports 480p and uses the Digital Video port, so any others are just a waste of money. 2. If your Gamecube lacks a Digital Video port, then you cannot use the Component Cable. You can check your Gamecube by looking to see if there are 3 ports in the back of it. If there are, then you can use the cable. If not, then too bad; I'm very sorry for you.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>D-Terminal</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://image1.play-asia.com/350/PA.00777.001.jpg" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">Getting even more region-specific, D-Terminal cables are only available in Japan, and only for Japanese TVs. It supports both 480i and 480p, so it is as good as a component cable, but only a fraction of Gamecube-owners will have a TV that supports the connection. D-Terminal actually supports up to 1080p resolution, so technically, it is superior to Component, but not on the Gamecube, where both are capped at a 480p resolution. It should be noted that this cable is as expensive, if not more expensive, than the GC Component Cable, so unless you're a 'Cube collector or own a Japanese TV, I would recommend skipping out on this one.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>VGA Cable</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://gamecube.video-games-arcade.com/images/INNOVATION-TECHNOLOGIES-GameCube-VGA-Box-GameCube-B0001YM06W-L.jpg" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">This is where you have to be more careful. VGA is the connection generally used to connect a computer to a computer monitor, but it can also be used for game consoles. The trouble is, there was never an official VGA Cable released for the Gamecube, so you are going to have to rely on 3rd-party solutions. Unfortunately, not all VGA solutions are the same. The most common type you will find are VGA boxes, which, while still allowing you to connect to a monitor, do not use the Digital Video port, and thus, cannot do 480p. Fortunately, VGA boxes are cheap and plentiful. I have not had good experiences with the image quality of VGA boxes, but if you absolutely must connect your Gamecube to your monitor... keep reading. The other solution takes a bit more time and effort, but may be worth it. It is possible to modify an official Component Cable into a VGA Cable; you just need to have a bit of experience in console mods to make it happen. Since the official Component Cable costs so much, and this is a bit of a risky procedure, I would recommend having someone else who is more experienced handle the project. It will cost more than a VGA box, but if you are in a situation where you need to connect your GC to a monitor, and still want the best image quality, consider this route.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>Portable Screen</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://www.avforums.com/forums/attachments/gamecube/229d1015063271-gamecube-screen-gamecubescreen.jpg" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">There are two available types of the Portable Gamecube Screen. Most of them use the standard Composite connection, but I believe the screen made by Interact supports the Digital Video port, so you should be able to get 480p video on that screen. Now, be warned; most portable screens are very low-quality, regardless of the type of connection you use. Still, it is a great solution for those who want to play their Gamecube on the go. For those who want to go a step further in their quest for a mobile 'Cube, you can get the Gamecube Rechargeable Battery Pack, which plugs into the bottom of the system, like a Game Boy Player. It only gives two hours of battery life, but by combining the screen, battery pack, and a wavebird, you will have a completely wireless setup! Finally, for those just wishing to show off, there is the Gamecube Hip Screen. Ever wish your GC had VMU functionality like the Dreamcast? Well, this is probably the closest you are ever going to get. The Hip Screen is a special controller with its own tiny monitor on top of it. It is insanely expensive, and not worth it at all for the non-collector. But it still is quite awesome; that, you cannot deny.</div><div style="text-align: left;">
<br /></div><div style="text-align: left;"><b>Video Capture Device</b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;"><b><img src="http://www.bhphotovideo.com/images/images345x345/558914.jpg" alt="Blackmagic Design Video Recorder USB Capture Device for Mac OS X" /></b></div><div style="text-align: left;"><b>
<br /></b></div><div style="text-align: left;">If you want to play your Gamecube on your laptop without emulation, this is your only option, and it's a doozy. A video capture device is technically only supposed to record video from a device, but it can be used to view it, too. You can get a USB video capture device for most connection types; a Component one is shown above. These capture devices can be really expensive; the one shown above is about $150. I honestly can't recommend the latter to anyone because of this, unless you absolutely, positively have to connect your Gamecube to your laptop screen. There are cheaper capture devices out there that only support S-Video/Composite, so you can save some money there, but, as I said, I would avoid this route altogether, if I were you.
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<br /><span style="font-weight: bold;">Optical Audio</span>
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<br />Get out your soldering irons again, because this is another one that will require a mod. Optical audio, also known as SPDIF, is currently the highest-quality method for getting Gamecube audio, but no cable ever supported it, and technically, the Gamecube shouldn't support it; the Digital port on the system is for Video only. But, through the magic of console mods, you can get perfectly clear audio from your purple lunchbox. Once again, I suggest sending your Gamecube to someone more experienced with this mod if you plan to do this. I can't say I have tried this myself, but I have heard from others that the sound is gorgeous, compared to standard stereo. Oddly enough, many games in the GC library support Dolby Pro Logic I/II for surround sound, such as Resident Evil 4 and Metal Gear Solid: The Twin Snakes. This is a necessary mod for all you audiophiles out there, so if you're interested in the best sound possible from the system, get cracking! [Or hacking, as it would seem]. Before you start on this, though, you should know that you can only use optical audio if you have a compatible speaker system and reciever. You can't just plug the cable into your TV.
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<br />There you have it; those are pretty much all the ways to get Audio/Video signals out of a Gamecube. The best possible setup would be a combination of a Component Cable and an Optical Audio mod, but I have a feeling that few Gamecube owners have actually done this. If you do, you might just have the most enviable Gamecube around, and you will certainly have the best-looking and sounding one. I hope I helped clear up some confusion about possible A/V setups, and now it is up to you to decide which one best fits your needs. I am including a couple links below about some of the more unusual things I mentioned in the article.
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<br />Gamecube A/V Mods: http://forums.benheck.com/viewtopic.php?f=7&t=5035&start=75
<br />Gamecube Hip Screen: http://www.amazon.com/HIP-INTERACTIVE-Screen-Pad-GameCube/dp/B000078D1V
<br />Video Capture Tutorial: http://dvr.about.com/od/tvcapturemethods/ht/ht1.htm
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<br />This is Lisalover1, exploring the vast jungle of cables behind my TV.
<br /><img src="file:///C:/DOCUME%7E1/20115016/LOCALS%7E1/Temp/moz-screenshot.jpg" alt="" /><img src="file:///C:/DOCUME%7E1/20115016/LOCALS%7E1/Temp/moz-screenshot-1.jpg" alt="" /><img src="file:///C:/DOCUME%7E1/20115016/LOCALS%7E1/Temp/moz-screenshot-2.jpg" alt="" /><img src="file:///C:/DOCUME%7E1/20115016/LOCALS%7E1/Temp/moz-screenshot-3.jpg" alt="" /></div><meta equiv="content-type" content="text/html; charset=utf-8">lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com4tag:blogger.com,1999:blog-4625429042605673218.post-91920746589867093672010-10-25T14:26:00.000-07:002010-10-29T13:31:35.674-07:00Review: Resident Evil 4<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gametab.com/images/ss/gcn/2993/box-l.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 317px; height: 445px;" src="http://www.gametab.com/images/ss/gcn/2993/box-l.jpg" border="0" alt="" /></a><br /><div>There are a few games in every generation that will be remembered forever. Games that not only surpass the barrier of the humdrum and shovelware, but break it into a million little pieces. These games make us remember why we pick continue to pick up our controllers, and immerse ourselves in a virtual world. They remind us why we loved games in the first place. Resident Evil 4 is one of those games. It is the game that convinced thousands to pick up a Gamecube, and that Nintendo might just have a place in the hardcore market, after all. I won't be answering any questions in this review. You know this game is great, I know this game is great, and everyone else, except Survival Horror genre purists, knows this game is great. I just am going to clarify why.</div><div><br /></div><div><br /></div><div><b>Gameplay</b></div><div><b><br /></b></div><div>Resident Evil 4 is a major departure from the first 3 titles in the series, in an innumerable amount of ways. The first being the most noticeable; instead of the fixed perspective found in games 1-3, the camera now was fully adjustable, and allowed for much better control and exploration. While some complain that giving the player more control takes away from the fear in a Survival Horror game; I am going to have to disagree. A genre should not list weaknesses as strengths; while there are some exceptions, universally-accepted categories such as control should not be excluded. Why? Think about this: How many great games have you played that had bad controls? Not many, I bet. Speaking of controls, Resident Evil 4 makes full utilization of the Gamecube's dual analog sticks, and allow for quick, precise movement. This is especially necessary when it comes to weapon aiming. When preparing to fire a weapon, you are given an over-the-shoulder view of the area, along with a [very, very VERY useful] laser aim that pinpoints your bullet's path. You're going to need it, too. RE4 requires you to be very conservative with your munitions, so headshots are necessary to kill enemies as efficiently as possible. This can get quite hectic later on, when enemies are faster, more numerous, and take longer to kill. But, that's all part of the fun. They don't call it Survival Horror for nothing. Throughout the game, you can purchase a variety of weapons with which to dispatch enemies, ranging from simple pistols to shotguns, sniper rifles, Grenades, and even Rocket Launchers and Mine Throwers! But, that's not to say Leon will become a walking tank. You cannot carry an infinite amount of items; everything is managed via a grid-shaped inventory screen, in which you can re-arrange items to fit everything in. Clever packers will be able to make good use of the system to manage weapons, healing items, ammo boxes, and accessories effectively. The game isn't just action, though, but there is more of a focus on it than in other games in the series; there are also numerous logic puzzles to be solved to progress through the story. Some can be solved with a glance, but others present a greater challenge; there is one "Sliding Tile" puzzle in particular that was positively infuriating, but none of them are completely unfair, and they can all be solved with a little brainwork. There was one thing that really stood out to me about the gameplay, though. It is a very rare quality that few games have, but the ones that do are phenomenally better for it: Flow. Allow me to explain. In Resident Evil 4, you are never left in the dark [metaphorically, of course] and wondering what to do next. Your next destination is always either obvious, or marked on the map screen. I didn't have to look at a guide once throughout the game's exploration sections. And that's what flow is; an addictive, perfectly paced element in a game's progression that makes it hard to put down, and RE4 has it in spades. If you're like me, and have a laughably short attention span, and can never bring yourself to finish most games, then this game is definitely for you. Resident Evil 4 is a great example of several new gameplay risks balanced perfectly with rock-solid core gameplay. Whatever complaints I had with the game were minimal, and were drowned out by the overwhelming great aspects of the game. But, for the sake of critique, I think I should say them, anyway. I stated earlier that the camera was a huge improvement from previous games. While that is true, there were still some problems with it. For one, the 3rd-person perspective innately comes with the problem of the character obscuring a portion of the screen, which is not a problem for the most part, but can become annoying in tight passageways and when aiming. Also, the camera sometimes defaults to an awkward position in certain hallways, so I have to keep holding the C-Stick in a certain direction to have a normal camera. But, as I said, these complaints are minimal. RE4 is a triumph.</div><div><br /></div><div><i>Gameplay: 10/10</i></div><div><i><br /></i></div><div><i><img src="http://shellywarmuth.com/resources/Resident%20Evil%204.jpg" /></i></div><div><i><br /></i></div><div><b>Story</b></div><div><b><br /></b></div><div>Leon Kennedy, previously seen in Resident Evil 2, is a US government agent sent to a remote Spanish village to rescue Ashley, the president's kidnapped daughter. When he arrives, he finds that the townspeople are violent and hostile, and want him dead. Having no choice but to kill them, he proceeds through the village to look for Ashley, and eventually gets tangled up in a huge mess involving a militant religious cult, an ancient virus called Las Plagas, and even the ominous plans of the series' main villain, Albert Wesker. There is much more to the story, but I don't want to spoil anything. What I do want to talk about are the incredible boss battles in the game. Most of the bosses are horrific experiments conducted using Las Plagas, including a giant fish, ogre-like titans, and many things that are so grotesque, I'm not even sure how to describe them. The game has many cutscenes, and many have such good graphics that you can't be sure if they are FMVs or if they use the game engine. I sure couldn't tell. But, I'll get to that later. A bit of the story is told through various notes and journals that you pick up throughout the game. They are optional, but are interesting, and provide a backstory for the events in the game, and sometimes even provide hints on how to progress through upcoming segments. the story in RE4 is definitely more well-handled than I expected, but it's not mind-blowingly spectacular. There are several Action and Survival Horror games with better stories.</div><div><br /></div><div><i>Story: 7/10</i></div><div><i><br /></i></div><div><i><img src="http://i21.photobucket.com/albums/b263/onthe_linegyrl/resident-evil-4-20041206035724077.jpg" alt="resident-evil-4-20041206035724077.jpg image by onthe_linegyrl" /></i></div><div><i><br /></i></div><div><b>Sound</b></div><div><b><br /></b></div><div>I'm coming to realize that there is a reason that there isn't much music in Survival Horror games. It is a matter of atmosphere, making the player feel alone and scared. While that's all well and good, and I think I understand it a bit better now in the context of the genre, there's still not very many different tracks in Resident Evil 4. But, like Luigi's Mansion, the songs that are in the game are phenomenal, and suit each situation perfectly. There are songs that send chills down your spine, and several that just give an eerie presence. The songs are re-used a bit too often, and it is very common that there is no music at all. But, I have noticed that whenever this happens, there is a very good reason. For example, when you are supposed to pay more attention to the environment around you, or when a boss battle is coming up. The game's dialog is good enough, but Leon seems to have an infinite stockpile of cheesy one-liners, which make some cutscenes cringe-worthy. The voice actors, though, are well-chosen, and speak their lines believably. The sound effects are awesome, like they should be in any game where atmosphere is a primary concern. RE4 uses Dolby Pro Logic II, just like Metal Gear Solid: The Twin Snakes, so every sound in the game can be "heard in the right direction", even if you don't have a specific speaker setup. The surround sound helps quite well when trying to pinpoint the location of a hiding enemy. Overall, RE4's audio is terrific, and stands out when coming through your TV/Speakers.</div><div><br /></div><div><i>Audio: 9/10</i></div><div><i><br /></i></div><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dyRsZUQzT3hX_7KG_-ZGg60wi-85NeJK2bgjgadWUZ2Oo12HxtyB8fUQ3r_zHxrTTpikPmRodgpRj9OhX4gFA' class='b-hbp-video b-uploaded' frameborder='0'></iframe><div><br /></div><div><b>Graphics</b></div><div><b><br /></b></div><div>Now we come to the biggest part of the game, or at least the most-discussed part of Resident Evil 4; the graphics. And they are impeccable. I seriously had to think if I had ever seen any oXbox games that looked this good! They blow everything else I have seen on the system out of the water, with maybe an exception or two. RE4 uses every trick in the book, and then some, especially the gorgeous 480p resolution. It isn't something I can accurately describe with words; it is something you have to experience to understand. Despite the unmatched graphical prowess, I never once encountered slowdown, and the game always ran at a steady framerate. This is the Gamecube being pushed to its absolute limits. The oXbox was never pushed to such an extent, as far as I know, and even though the PS2 was, it never even came close. I don't think that the 'Cube was ever intended to do graphics like this, but RE4 proves that it is not only possible, but they made it look easy! I cannot stress enough how amazing the visuals are. If for no other reason, the game is worth a playthrough for them alone. "But, there was a PS2 port, wasn't there?", I'm sure you're saying. Well, you would be correct, but I played a bit of the PS2 version, and quickly discovered how noticably inferior it is to the Gamecube version. The loading times are longer, the graphics are much worse, the colors are more washed-out, the controls are more finicky, and it is overall an inferior game. You wan't proof? Check out the video below.</div><div><br /></div><div><i>Graphics: 10/10</i></div><div><i><br /></i></div><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dyS5_usO3LZj6CQ9IWJDE9VRSreOGxQhekGz5xMEkPzXJZaCcVL95m1fSKRe32MAZbByX-YwGi1aNXcGURwww' class='b-hbp-video b-uploaded' frameborder='0'></iframe><div><br /></div><div><b>Extras/Value</b></div><div><b><br /></b></div><div>Capcom always likes to add a little something extra to their Resident Evil games, and the tradition lives on in RE4. Upon completing the game, you are given two new modes: Assignment Ada, where you play a series of short missions starring Ada Wong, a character you meet up with in the second half of the story, and The Mercenaries, an arena survival mode where you must kill as many enemies as you can before your rescue chopper arrives. This mode allows you to play as 6 different people, so you're not restricted to just Leon. Also, upon completing Assignment Ada, you are given another series of Ada missions, entitled Separate Ways. There are also various costumes and new weapons to unlock, so you can be sure that there is plenty to do after you have finished the main story. The extra modes are surprisingly deep; the Ada missions can go on for longer than you would think, and it is fun to play as different characters in The Mercenaries after seeing the back of Leon's head the whole game. There was also a special edition RE4 Gamcube released, but I believe it was exclusive to Europe. Resident Evil 4 currently goes for $15 at Gamestop, so you have no reason not to pick this game up. It is criminal that someone is selling this game for so low; it should be at least $20. Also, another way to tell that the 'Cube version of the game is superior to the PS2 version is that the latter goes for $6 less. Yeah; stay away from that port.</div><div><br /></div><div><i>Extras/Value: 10/10</i></div><div><i><br /></i></div><div><i><img src="http://i149.photobucket.com/albums/s72/bobaloob/DSC00339.jpg" alt="DSC00339.jpg image by bobaloob" /></i></div><div><i><br /></i></div><div><i><br /></i></div><div><i><br /></i></div><div><b>Overall</b></div><div><b><br /></b></div><div>There's no mistaking it; Resident Evil 4 is a classic, and one of the best titles to grace the Gamecube, and as many say, of all time. Capcom put their heart and soul into creating it, and remains as a shining example of what electronic entertainment should be. Everything is polished to a blinding finish; it all comes together to be something that can only be described as a masterpiece. The only reason I had never played it until now was because I never was fond of Survival Horror games, but now I'm giving the genre a second try. So, even if you were like I was, you should still play RE4. Every gamer should at least give it a try, since it is a game with such universal appeal. In short, you MUST play this game.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>Overall: 9.5/10</i></b></span></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i><br /></i></b></span></div><div><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: medium;">This is Lisalover1, piecing together my Jet Set Radio Halloween costume.</span></span></div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-43498896407705803132010-10-08T12:41:00.000-07:002010-10-16T08:03:11.426-07:00Review: Luigi's Mansion<meta equiv="content-type" content="text/html; charset=utf-8"><img src="http://www.examiner.com/images/blog/EXID28759/images/luigis-mansion.jpg" /><div>
<br /></div><div>The Gamecube is an odd console when measured against the other consoles in Nintendo's history. For one, it was the first of their systems to launch without a Mario platformer, a move which some claim was ill-advised, given the competitive state of the market at the time, when the 'Cube seriously needed early adopters. But the Gamecube launch was not completely absent of Big N's star franchise; we got another thing that was very odd and certainly different. A survival horror game featuring Mario's little brother. It was ultimately overshadowed by other launch titles such as Wave Race: Blue Storm and Star Wars: Rogue Squadron 2, and was criticized for not being a "true" Mario franchise title. So, were the ignorant hordes right on that claim, or, like Luigi himself, can Luigi's mansion stand on its own? If you couldn't already tell from the previous sentence, the answer is the latter.</div><div>
<br /></div><div><b>Gameplay</b></div><div><b>
<br /></b></div><div>In Luigi's Mansion, you obviously play as Luigi, who has to work his way through said mansion, sucking up ghosts in his Poltergust 3000 vacuum. You go through 23 different boss ghosts in the house, along with 50 mini-boss Boos. The combat system is really something unique and fun; to capture a ghost, you must quickly shine it with a flashlight, then suck it up with the Poltergust, holding the control stick in the opposite direction, until the ghost's HP reaches 0. Boss ghosts, however, take a little more cunning; they will usually disappear when you look in their direction, so you must figure out their unique weakness before you have a chance at fighting them. It is a very interesting gameplay mechanic that integrates puzzle gameplay into action gameplay. It never gets old, especially when Luigi acquires fire, ice, and water power-ups later in the game, adding other layers of strategy to the process. It is always satisfying when you defeat a boss, especially some of the later ones. As I said before, there also mini-bosses in the form of Boos, that, while not as difficult to catch as boss ghosts, escape if not caught on the first try. The gameplay is overall just very fun; I would say that this is the closest we will ever get to a good Ghostbusters game, but since a new one was released a while back, I can't say that anymore.</div><div>
<br /></div><div><i>Gameplay: 9.5/10</i></div><div><i>
<br /></i></div><div><img src="http://www.toy-tma.com/wp-content/uploads/2010/04/Luigis-Mansion-Ghost-Hunt.jpg" alt="Luigis Mansion Ghost Hunt Mario: A Retrospective Part 3" /></div><div>
<br /></div><div><b>Story</b></div><div><b>
<br /></b></div><div>In Luigi's Mansion, Luigi is sent a letter saying he has won his own mansion, despite never entering any contest in the first place. Mario gets the letter before Luigi, and finds it suspicious, so he goes to investigate. Luigi is worried when Mario does not return for a while, and finds the letter himself, and also goes to look. Upon arrival, he finds that the mansion is haunted. Inside, he is attacked by some ghosts, and is saved by Professor E. Gadd, who fights off the ghosts using a special vacuum he invented called the Poltergust 3000. They both run back to Gadd's house afterward, where he tells Luigi not only that the mansion only appeared a few days ago, but that Mario is trapped inside. Thus, Luigi volunteers to use the Polturgust to rid the mansion of ghosts, and save his brother. See? The game has a story! But, that's about it; not that it matters in an action game. It does have that distinctive Nintendo charm, which is evident throughout the entire game. The story in Luigi's Mansion is not anything special, but like I have said for all action games, it doesn't need to be. Simplicity is key.</div><div>
<br /></div><div><i>Story: 8/10</i></div><div><i>
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<br /></i></div><div><b>Sound</b></div><div><b>
<br /></b></div><div>I have good news and bad news here. The bad news is that there really isn't much music in Luigi's Mansion. It is mostly just silence and sound effects. The good news is that when there IS music, it is very well-done, and sets the eerie, yet comical mood quite well. It is certainly creepy, but not in a Resident Evil sort of way; it is certainly a more lighthearted horror game, so the music must reflect that. If only there were a bit more music, though. Maybe I'm missing something, and horror games don't need a lot of music, but I think I'm on the mark. The sound effects, however, are very well-done, and take advantage of the Gamecube's audio capabilities. The fidelity is great, and it really helps immerse you in the game. I know I've said this before, but since the 'Cube was the first Nintendo game console to use discs, audio quality took a huge leap from cartridge audio quality. That's not to say that cartridge audio is bad; quite the opposite, because we all know that it is isn't the quality of the audio file, but the artistic quality of it that matters. Luigi's Mansion succeeds on this front, but like I said, I just wish that there were more songs.</div><div>
<br /></div><div><i>Sound: 7/10</i></div><div><i>
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<br /></div><div><b>Graphics</b></div><div><b>
<br /></b></div><div>As one of the launch titles for the Gamecube, Luigi's Mansions had a lot of expectations to meet to show off the potential of the new system, and justify a purchase to potential buyers. Fortunately, Luigi's Mansion looks great. It is an effective tech demo for the 'Cube, showcasing multiple physics, lighting, and smoothing features that makes this game one impressive piece of software. Obviously, one of the most prominent graphical effects in the game is lighting, and the game comes up with some creative methods of using lights in dark places that makes environments feel more natural. Luigi's flashlight is another demonstration of the effect, and it can be used anywhere. Another obvious effect is transparency, for the ghosts. It isn't anything special; the Playstation made a big deal about 3D transparency effects when up against the Saturn, but the effect is greatly improved in this game. Physics also come into play a little bit. You can vacuum up things like sheets from different angles, which is so cool-looking that it seems almost out of place in a Gamecube game. Yes, Luigi's Mansion indeed turned a few heads at launch, if for no other reason than for its graphical prowess.</div><div>
<br /></div><div><i>Graphics: 9/10</i></div><div><i>
<br /></i></div><div><i><img src="http://i7.photobucket.com/albums/y298/Nintendofreak1030/luigioct19.jpg" /></i></div><div><i>
<br /></i></div><div><b>Extras/Value:</b></div><div><b>
<br /></b></div><div>If you beat Luigi's Mansion once, you can unlock the "Another Mansion" mode, where some minor changes are made to the mansion and boss battles, so it is not a true second quest mode, a la Zelda, but it is still some incentive to play through again. Also, upon completion, you are given a grade, determined by the amount of money you collected while playing. If you get the highest grade, then Luigi gets the real mansion that he was promised! No more living with Mario! One more thing is that you get different award levels depending on how efficiently you capture ghosts; so if you're a completionist, you will want to get the gold award with every boss. Other than that scoring system, there isn't much else to do after completing the game. The game currently goes for $15 at Gamestop; not bad for a 1st-party Gamecube game. I would try and find it cheaper if you're only slightly interested, but otherwise, go for it.</div><div>
<br /></div><div><i>Extras/Value: 7/10</i></div><div><i>
<br /></i></div><div><i><img src="http://sickr.files.wordpress.com/2010/01/luigis_mansion.jpg" /></i></div><div><i>
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<br /></i></div><div><b>Overall</b></div><div><b>
<br /></b></div><div>Luigi's Mansion was a good example of taking one of their existing franchises, and doing something very different with it. Nintendo has always had that sort of bravery with their series. It doesn't always show, but when it does, the result is usually surprisingly good. Metroid: Other M is a fine example. People always accuse The Big N for resting on its laurels, but I think that they are quite open to new ideas. In short, leave them be; they know what they are doing. If you are looking for something different to add to your Halloween survival horror game lineup, give Luigi's Mansion a shot. I think you will be pleasantly surprised.
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<br /></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>Overall: 8/10</i></b></span></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>
<br /></i></b></span></div><div><span class="Apple-style-span" style="font-size: medium;">This is Lisalover1, knowing who to call when there's something strange in the neighborhood.</span></div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com1tag:blogger.com,1999:blog-4625429042605673218.post-42953696167586212152010-09-11T18:46:00.000-07:002010-09-23T06:41:36.164-07:00Gamecube Shoot Em' UpsThe Shoot Em' Up genre is one of the defining genres of hardcore gaming. The best of the best can still get their ass kicked on a regular basis. This is one of the most appealing aspects of the genre, since only the most devoted will ever take down the final boss. A delicate combination of dexterity, decisiveness, and luck are necessary to survive a Shooter, and, dare I say, no system is complete without at least one good SHMUP. That being said, the best systems have a good library of these games, and the Gamecube is one of those systems. So, without further ado, let's start on the list of Gamecube SHMUPs!<div><br /></div><div><br /></div><div><b>Ikaruga</b></div><div><b><br /></b></div><div><b><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgijxYnptwLpgkWbHdzpvyMd5XBVFnK6ztz-CnObcIu-sN9IvqMyGW1eIBOImoK4ydfe6wSDv96lsFfP_DRla1BU1N1BLubSZ194JD-DDotIM-EJwaq9FqSUvVSU8biL688QfdIXqN33pI/s400/ikaruga1.jpg.jpeg" /></b></div><div><b><br /></b></div><div>The most well-known shooter on the 'Cube, and certainly the most well-respected, Ikaruga is what happens when a shock of innovation is given to the genre. In the game, you have a ship that can switch between a white mode and a black mode. While in white mode, you can absorb white bullets, not being damaged by them. However, you can still be damaged by black bullets, and vice versa. However, shooting bullets of the opposite color of an enemy does more damage, but obviously leaves you more susceptible to damage. It is an interesting system of risk and reward that really gives the game personality. The other reason Ikaruga is so revered is its difficulty. To be blunt, Ikaruga is mercilessly brutal, but it is that special kind of difficulty, that, while frustrating, is always pushing you to keep trying and go "just one more round". The controls are also perfectly executed on the controller, with notably precise movement and response time. As we know, good controls are essential to an enjoyable game. To put this another way, if you die in Ikaruga, it's your own damn fault. The game also looks fantastic, running in 480p, despite it still being in arcade screen mode. There are options to have fullscreen gameplay if you have a screen tilted on its side, but I never got a chance to test that out. Once again, I must say that Ikaruga's visuals are stunning. A lot of the graphics look like they belong in a mid-to-high-end Xbox game, expecially the detailed backgrounds. All this can be expected, since the game was made by Treasure, a company with a long-standing pedigree for making outstanding games, such as the spiritual predecessor to Ikaruga, Radiant Silvergun; another extremely fun SHMUP, and an exclusive to the Sega Saturn. If you have the means, I highly recommend picking it up. Anyway, Ikargua is one of the best shooters of the previous generation, and was not available on the PS2 or Xbox; a scenario where usually the opposite was true. the Gamecube did not have too many SHMUPs, but the ones it did have were quite good, as you will see later on in this post.</div><div><br /></div><div><br /></div><div><b>Chaos Field</b></div><div><b><br /></b></div><div><b><img src="http://insomnia.ac/reviews/naomi/chaosfield/screenshot1.jpg" /></b></div><div><b><br /></b></div><div>Chaos Field is a very different kind of shooter. In most games in the genre, you must go through several waves of enemies before you reach the boss at the end of the stage. Well, in Chaos Field, there is no small fry. Only bosses. That means no enemies that die with a few hits, and no legions of tiny ships that you can easily mow down. In many ways, Chaos Field is more of a SHMUP trainer than a true-blue shooter, in that the parts of the game that train you to be a better player; the bosses, are all you get. You get right down to Bullet Dodging 101 at If It Moves, Shoot It University. Basically, if you can survive Chaos Field, you can succeed in most shooters. Anyway, in this game, you choose between 3 ships with their own individual pilots and shooting styles. Pretty standard in terms of a shooter. But one of the nicer game mechanics in Chaos Field is what I call the "Windshield Wiper", a beam of light that circles around your ship that, while clearing all bullets in the immediate area, does not allow you to shoot. This is a handy tool for when things get too hectic, and traces back to my idea that Chaos Field is a SHMUP trainer, as opposed to an all-out bulletfest. That doesn't mean that the game is bad; it is very enjoyable when measured up against the genre's high standards, but I think a little more effort could have been put into the presentation. The graphics are good enough, but after playing some of the better-looking games on the 'Cube, Chaos Field really starts to look mediocre. It is nowhere near being a dealbreaker, though.</div><div><br /></div><div><br /></div><div><b>Radirgy Generic</b></div><div><b><br /></b></div><div><b><img src="http://www.ntsc-uk.com/reviews/sdc/Radirgy/02.jpg" /></b></div><div><b><br /></b></div><div>Don't let the name fool you; this game is anything but generic. Radirgy [a.k.a Radio Allergy] is a stylish SHMUP released for the Gamecube, Dreamcast, PS2, and will soon be released on the Xbox 360. The game's visuals are fresh, virbant, and colorful in comparison to most games; the visuals have the same "techno cel-shaded" feel as in games like Jet Set Radio, and it certainly makes the game interesting. To accentuate this, the game also runs in 480p. However, the game still retains its arcade screen size, so the areas to the left and right of the game window are not used. Shooter purists won't mind this, but personally, I always liked my shooters to take up the whole screen, even if they are vertically-scrolling. But, that's just my opinion. It isn't really an issue once you get into the game. The gameplay is fairly standard, but you are given a few different extra features with which to dispatch enemy ships. The first is an energy sword-like attack that deals quite a bit of damage, but you must be at point blank range to use it. Another nice feature is your special move. Instead of a bomb that takes out everything on the screen, you get a forcefield that absorbs bullets, and retaliates against enemies. The more bullets it collects, the more powerful your attack will be. It is a neat attack, and can be surprisingly effective when used correctly. The music in Radirgy is cool, and has a distinct futuristic theme that fits well with the game. Once again, the game really reminds me of Jet Set Radio in its overall presentation. One thing I should mention, though, Radirgy was not released on the Gamecube outside of Japan. It was very, VERY close to getting a US release, but was cancelled at the last minute, and added to the "Ultimate Shooting Collection" for the Wii. There are supposedly finished copies of the localized game available, and several beta discs. [Say, if you happen to have one, let me know; I'd be glad to buy it from you]. It was a real shame that it was never released; it would have been the last truly great Gamecube game.</div><div><br /></div><div><br /></div><div><b>Shikigami No Shiro II</b></div><div><b><br /></b></div><div><b><img src="http://www.juegomania.org/Shikigami+no+Shiro+II+(Japon%E9s)/foto/ps2/3/3981/3981.jpg/Foto+Shikigami+no+Shiro+II+(Japon%E9s).jpg" /></b></div><div><b><br /></b></div><div>Let me just get the history of this game out of the way, first, because it can get confusing. Shikigami no Shiro was originally a PS2 and Xbox game, and got localized under the Name Mobile Light force 2 in the US, while the original Mobile Light Force was actually a port and localization of Gunbird to the PS1. The insteresting thing is that both games used almost the exact same box art, which looks more suited for a Charlie's Angels game. However, Shikigami no Shiro 2 was released for the Gamecube, Xbox, and PS2, and was localized in America for the Xbox and PS2 under the roughly translated name Castle Shikigami 2, despite never receiving a game with the name Castle Shikigami. Europe only got the PS2 port, which was renamed Castle Shikigami 2: War of the Worlds, not to be confused with the Science Fiction classic. The Gamecube version was never localized at all. Then, Shikigami No Shiro 3 was released for the Wii and 360, where it was only localized on the Wii, and got a slightly more correctly-translated title, as Castle of Shikigami 3, making the 3rd one the only game in the series localized on a Nintendo platform. *Whew*! That was the most complicated game series chronology I had to explain since Adventure Island! Anyway, back to the subject. Shikigami No Shiro 2, as I said, is import-only, just like Radirgy. But, the game is still worth checking out. For one, you get a larger-than-normal number of players to choose from, all with distinctly different shooting styles and strengths. Yeah, that's right; I said "players", not "ships". In Shikigami No Shiro, you play as a person who flies and shoots with psychic powers. Well, it's different, I'll give it that. The backgrounds are all in 3D, and they move around a lot, giving a surprisingly cool effect when moving through an area. The background moves like a roller coaster, and is a nice supplement to the action. Other than these things, Shikigami No Shiro 2 is a fairly standard shooter, with a few extra difficulty modes to make things easy for newcomers, but still give veterans a challenge.</div><div><br /></div><div><br /></div><div><b>Hudson Selection Volume 2: Star Soldier</b></div><div><b><br /></b></div><div><b><img src="http://nfggames.com/games/starsoldier/SS_1.jpg" /></b></div><div><b><br /></b></div><div>Now we're talking! Star Soldier, in my opinion, is the absolute pinnacle of Gamcube SHMUPs. I used to give that honor to Radirgy, but only recently have I played Star Soldier, which blows it out of the water! I have no idea how I missed out on this awesome remake, but I'm glad I discovered it when I did. Star Soldier games always have a knack for finding their way onto Nintendo consoles, and the 'Cube is no exception. This game is actually a remake of the original Star Soldier, with updated graphics, sound, and everything else. I honestly didn't expect much going in, despite knowing that the original was a classic, but I was shocked to see the effort put into remaking the game! The music is pure awesome, with tons of hard rock to get you pumped up, and is easily one of the best soundtracks I have heard in a shooter. The graphics are great, too, with a good amount of detail put into enemies and scenery. Nothing mind-blowing, but it is cool, nonetheless. You really can't tell it is a remake; it looks as good as most Gamecube games. The control is absolutely perfect. The analog stick works quite well, but the D-Pad is even better. If you happen to have a Hori Classic controller, prepare for gaming nirvana with Star Soldier. It is so tight and responsive, it makes most other SHMUPs feel inferior. Everything in the game is polished to a blinding point, and as far as I am concerned, it easily makes it the Gamecube's best shooter. You want to know the best part? When the game was released, it was a budget title, meaning it sold for much less than a normal game. It sold for 3,000 yen at release; about $30. If has escalated in resale value since then, for obvious reasons, but still, this could have easily passed as a full-price game. It would still be worth it. Hudson released 3 other remakes for the Gamecube and PS2 under the same pricing structure, and they were all superb. So, if I have not been perfectly clear, if you are a shooter fan and own a Gamecube or Wii, you have to get this game. It is another import, so you will have to find a way to play it on a non-Japanese system, but trust me, you will NOT regret it.</div><div><br /></div><div><br /></div><div>So, there we have it. The best Shoot Em' Up action the Gamecube has to offer. The library may not live up to the sheer number found in that of the Saturn, PS1/2, or TurboGrafx, but Nintendo's lunchbox can still stand tall and say it has an admirable SHMUP library. I would really recommend tracking down some of these titles; while only 2 were released outside Japan, they are still fun and certainly worth playing. So go give your 'Cube some shooter love today.</div><div><br /></div><div><br /></div><div>This is Lisalover1, inserting another damn credit.</div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-73902277920701104892010-08-27T04:25:00.000-07:002010-09-05T06:22:06.284-07:00Review: The Legend of Zelda: The Wind Waker<meta equiv="content-type" content="text/html; charset=utf-8"><img src="http://www.gametab.com/images/ss/gcn/1010/box-l.jpg" /><div>
<br /></div><div>It has recently come to my attention that many of you, despite owning a Gamecube or Wii, and being fans of the Zelda series, have still not played The Legend of Zelda: The Wind Waker. If I may ask, what the hell have you been doing with your life?! This discrepancy in the gaming community is shocking, and I will not stand for it. So, let's fix that. I am going to show you today that this is not the black sheep of the main Zelda franchise, and why you need to play this game. Aside from Majora's Mask, The Wind Waker is likely the most controversial title in the series, which is likely the reason people stray away from it. But, I'm not only going to tell you that this is a legitamite title in the series, but how it may be one of it's best.</div><div>
<br /></div><div><b>Gameplay</b></div><div><b>
<br /></b></div><div>The Wind Waker plays similarly to its Nintendo 64 predecessors, The Ocarina of Time and Majora's Mask, which is a very good thing. You can still assign weapons to 3 different controller buttons [X, Z, and Y, in this case], and the controls remain similar, except for a few improvements. There is now a much easier-to-control difference between tiptoeing, walking, and running, because of the Gamecube's more accurate analog stick. There have been some rather nice changes to combat, as well. Link can now perform actions such as parry attacks, which let him dodge an enemy's attack, and strike back. For some enemies, this is a necessary tactic to defeat them, but for the most part, hacking and slashing will do just fine. So, yes, the combat remains mostly unchanged from the standard Zelda formula. But that's not what I want to talk about. The thing that really sets Wind Waker apart from the crowd; sailing. As you probably know, the game allows you to sail around a huge world map to 49 different islands. I always thought that this was the game's strongest point. Zelda games have always tried to give the player a vast world to explore, and this is the epitome of that idea. You could spend hours traversing the Great Sea, searching in every nook and cranny. I spent a good few days just completing the map! While some may find it boring, I think it gives you a real sense of adventure that is uncommon to find in most games. I should probably move on before I start to ramble about this, though. You will find equipment similar to what you have used in previous games, so it should feel familiar. One of the bigger additions to the game is the Wind Waker itself; a baton that you use to control the direction of the wind to sail more effectively, or solve puzzles. The method of doing so is similar to Ocarina of Time, where you must memorize musical patterns, and play them back. Nothing new there, but it is still just as good.</div><div>
<br /></div><div><i>Gameplay: 9.5/10</i></div><div><i>
<br /></i></div><div><img src="http://cubemedia.ign.com/cube/image/zeldawindgc_111502_35_640w.jpg" /></div><div>
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<br /></div><div><b>Story</b></div><div><b>
<br /></b></div><div>Little has changed about the central plot of Wind Waker in comparison to the other games in the Legend of Zelda series. You still play as a young, nameless boy [although most people just prefer to call him Link] who wears a green tunic, and must kill the evil Ganondorf/Ganon and save Princess Zelda. Now that that's out of the way, let's look at what is unique to The Wind Waker. Link is a boy living on Outset Island with his sister and grandmother. But one day, a giant bird flies over the island, carrying the captain of a pirate ship. Link goes off to rescue her, which eventually leads to the bird capturing Link's sister. The pirate crew allows Link aboard so he can rescue his sister in the bird's lair. That's about as much as I can say without giving any spoilers, but as you progress, it eventually leads to Link having to save the entire world from Ganon's plans. Standard fare for the series; it's what we have come to expect from a quality Zelda title. It doesn't have the deep, emotional narratives of an RPG, but it is what it is, and it is still a great one.</div><div>
<br /></div><div><i>Story: 8/10</i></div><div><i>
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<br /></i></div><div><b>Sound</b></div><div><b>
<br /></b></div><div>I'll cut right to the chase; The Legend of Zelda: The Wind Waker has arguably the best soundtrack of any Zelda game. That's a controversial statement, I know, but I can back it up. Since the Gamecube was Nintendo's first disc-based console, they were free to use that extra space to make disc-quality audio. This makes for a truly sublime soundtrack that captures the moment of every single situation in the game. Sometimes, I just leave the game sit at the title screen so I can hear the main theme! Now, don't get me wrong; there have been some breathtaking soundtracks in the Zelda series, but it is my opinion that The Wind Waker takes the cake. There are just so many songs that give an adventurous, bold, yet fun feeling, which is the embodiment of the Zelda series as a whole. Never have the songs in a Zelda game felt more powerful and suitable. You have to hear it to believe it, and when you do, my arguement will start to make sense. The music in The Legend of Zelda: The Wind Waker is on an entirely different level than most games. It's just not something you find everyday, and you appreciate it when you do.</div><div>
<br /></div><div><i>Sound: 10/10</i></div><div>
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<br /></div><div><b>Graphics</b></div><div><b>
<br /></b></div><div>One of the most controversial aspects of The Wind Waker was its drastically different art style. The Zelda games on the Nintendo 64 seemed to strive as much as they could for realism, but The Wind Waker adapts a more cartoon-like style. This decision has divided the Zelda fan base since the game's unveiling. I'm here to tell you that the only people who don't like The Wind Waker's graphics are people who haven't played the game. It is obvious that Nintendo put a lot of time and effort into creating some of the most artistically pleasing graphics on the system. The Wind Waker's visuals are clean, well-defined, and polished to no end. The draw distance while sailing is phenomenal; the Great Sea really seems to on forever, and you can see islands from several miles away, not counting what you can see with the telescope. It's incredible to actually be able to see your destination well before you're near it. In this way, the art style was a good decision not just in appearance, but was actually some elegant programming and system resource management. There aren't many complicated textures in many of the graphics, especially in the ocean, so the draw distance and framerate would benefit greatly. Well done, Nintendo. Oh, and the game runs in 480p if you're lucky enough to have a component cable, and it's a fairly big improvement, especially in 2D sections like the menus, where it is a night and day difference. If you got a component cable just for this game, it would already be worth it. So, The Wind Waker's graphics are both an artistic and technical triumph.</div><div>
<br /></div><div><i>Graphics: 10/10</i></div><div><i>
<br /></i></div><div><i><img src="http://www.g-arp.com/wp-content/uploads/2009/02/ww.jpg" /></i></div><div><i>
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<br /></div><div><b>Extras/Value</b></div><div><b>
<br /></b></div><div>There are plenty of side quests in The Wind Waker, so you'll always have something to work towards. After completing the game once, you unlock the second playthrough mode, which gives you special bonuses such as Link wearing his pajamas throughout the whole game, letting you use the Color Pictobox [Camera] from the start, and translating all Hylian text into English. There is also a figurine-collecting quest that requires you to obtain photographs of different things in the game to have them made into figurines. In case you were wondering, yes, it is very difficult to collect all of them. Also, there is the Zelda tradition of the item trading game. The Wind Waker is currently being sold for $20 at Gamestop, but it doesn't matter what the price is. Buy it. You will not regret it; I assure you.</div><div>
<br /></div><div><i>Extras: 9/10</i></div><div><i>
<br /></i></div><div><i><img src="http://i663.photobucket.com/albums/uu359/plasmasoul1/TheLeagenOfZeldaWindWaker-4.png" alt="TheLeagenOfZeldaWindWaker-4.png The Leagen Of Zelda Wind Waker image by plasmasoul1" /></i></div><div><i>
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<br /></i></div><div><b>Overall</b></div><div><b>
<br /></b></div><div>The Legend of Zelda: The Wind Waker is one of the definitive titles for the Nintendo Gamecube, and it certainly deserves that accolade. The game is a masterpiece, with polish and craftsmanship apparent in every single one of its aspects. I have completed it three times already, and I loved every minute of it. The game is completely undeserving of all the hate it has received. If you have yet to play The Wind Waker, now is the time. Stop ignoring the game because of its art style, or whatever preconceptions you may have, get yourself down to a game store, buy the game, and play it. It's about time you did.</div><div>
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<br /></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>Overall: 9.5/10</i></b></span></div><div><span class="Apple-style-span" style="font-size: x-large;"><b><i>
<br /></i></b></span></div><div><span class="Apple-style-span" style="font-size: medium;">This is Lisalover1, trying to pretend the CD-i Zelda games don't exist.</span></div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com1tag:blogger.com,1999:blog-4625429042605673218.post-68051017982286089762010-08-12T18:20:00.000-07:002010-08-25T06:50:57.308-07:00The Best Cancelled Gamecube GamesThe launch of a new console is always an exciting event; a whole new era of promise and opportunity awaits for each new competitor in the console wars, with countless titles and accessory hardware announced. It's often easy for some things to get caught up and lost in this chaos. Unfortunately, sometimes this does happen. Certain titles that catch the eye of gamers never see the light of day, and fade into obscurity. For some, it is best that they stay lost, because they never showed much potential in the first place, but for some games, it is a real shame they are never released. These are the games that would have likely been very good additions to the system's library, and that should really be remembered. These are the best cancelled Gamecube games.<div><br /></div><div><br /></div><div><b>Thunder Rally</b></div><div><b><br /></b></div><div><b><img src="http://www.unseen64.net/wp-content/gallery/thunder-rally-car-battle/thunder.jpg" alt=" " /></b></div><div><b><br /></b></div><div><i>What Was It?:</i></div><div>Thunder Rally is a car combat game created by Iguana Entertainment [Later bought by Nintendo and renamed Retro Studios], and was one of the earliest planned titles for the Gamecube, all the way back in 1998, when the system was barely a prototype, and was codenamed "Dolphin". On a side note, this game was the initial reason Retro Studios was formed. The gameplay in Thunder Rally consists of a mash-up between Twisted Metal and Battlebots, in which the player can build a car, and drive it through a city, destroying other cars. Sounds simple right? Well, that's correct, but it's not the main draw of the game. TR was designed to include 4-player split screen mode, and have 4-player online play as well, making it possibly the first Gamecube game planned to have online multiplayer! The game also features very sharp graphics, from what is shown in early screenshots.</div><div><br /></div><div><i>Why Was It Cancelled?:</i></div><div>Shortly after Retro Studios was established, and began working on games for the Gamecube, Nintendo ordered a massive reorganization of the company, which changed most of the company's staff, resources, and projects. Unfortunately, Thunder Rally, along with about 3 other titles, and Metroid Prime being the only one of these that was ever released. I would have loved to have played this game; as I have said in previous articles, the Gamecube was hurting for online games throughout its entire lifespan, and anything would have helped.</div><div><br /></div><div><br /></div><div><b>Kirby Adventure</b></div><div><b><br /></b></div><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dwNlRtHJHnp1nzpobwsxRXNHWVxgdr6Tn7EuYOx64CddYWyXP1dzA1xbC7WUKnzVibU50zVyrLu3TAalE9H' class='b-hbp-video b-uploaded' frameborder='0'></iframe><div><br /></div><div><i>What Was It?:</i></div><div>Kirby fans had to wait until 2005 for Nintendo to finally announce a Kirby platformer for the Gamecube. At E3 of that year, a trailer for "Kirby Adventure" was shown, and it seemed to be everything people expected from the series, but the exception being it taking advantage of the Gamecube's 4 controller ports. Kirby Adventure was supposed to allow 4-player simultaneous Co-Op, building upon the 2-player Co-Op introduced in the SNES Kirby games. The other 3 players controlled enemies Kirby has swallowed and discarded, making them allies. The game was meant to take the best aspects of the SNES and N64 Kirby titles, and update it for the more powerful Gamecube hardware. The graphics would be in full 3D, but gameplay would take place on a 2D plane, like in Kirby 64, and said gameplay seems to leave the formula mostly unchanged, with all the series' common conventions remaining.</div><div><br /></div><div><i>Why Was It Cancelled?:</i></div><div><i><span class="Apple-style-span" style="font-style: normal; ">Kirby Adventure was an exciting title for Gamecube owners, and they were anxious to get their hands on it. Then... nothing. Other than delay announcements, Nintendo barely said anything after the game's initial showing at E3 '05, and fans were left in the dark. In the end, with the exception of the Game Boy Color, the Gamecube became the first [and only] major Nintendo console without a Kirby Platformer. No one is really sure why Nintendo cancelled Kirby Adventure, but most speculate that it was because they were focusing their efforts on the upcoming Revolution/Wii, and new games for it. In short, the game came too late in the GC's life to have a chance at being released. Oh, well. At least Kirby: Epic Yarn is coming to the Wii soon, so fans have that to look forward to.</span></i></div><div><i><span class="Apple-style-span" style="font-style: normal; "><br /></span></i></div><div><i><span class="Apple-style-span" style="font-style: normal; "><br /></span></i></div><div><i><span class="Apple-style-span" style="font-style: normal; "><b>Raven Blade</b></span></i></div><div><i><span class="Apple-style-span" style="font-style: normal; "><b><br /></b></span></i></div><div><i><span class="Apple-style-span" style="font-style: normal; "><b><br /></b></span></i></div><div><i><span class="Apple-style-span" style="font-style: normal; "><b><img src="http://cubemedia.ign.com/media/previews/image/ravenblade/ravenblade13_640w.jpg" alt="Raven Blade Picture" /></b></span></i></div><div><b><br /></b></div><div><i>What Was It?:</i></div><div>After the N64 era, Nintendo was really starting to feel the hurt caused by the lack of RPGs on their consoles after the departure of Squaresoft to side with Sony's Playstation. Thus, they aimed to remedy this with the Gamecube, although they ultimately failed at achieving this goal. The best example of this was a game called Raven Blade. It was meant to be a Western Action RPG exclusive to the Gamecube, meant to be the first in a series of GC-exclusive games to fill out the console's RPG library. The game looked quite good, even in its beta phase, with impressive graphics and animation. The gameplay was meant to play like the acrobatics of Prince of Persia, combined with the framework of an Action RPG, to make something that made Gamecube owners proud. Too bad it got cancelled.</div><div><br /></div><div><i>Why Was It Cancelled?:</i></div><div>Remember how I mentioned how Retro Studios had a huge restructuring and reorganization, and several games were cancelled? This was one of them. So, the same story applies as with Thunder Rally. It's Nintendo's loss, and Gamecube gamers' losses, too. The only good thing that came out this is that Metroid Prime probably became a much better game through Retro Studios focusing on it.</div><div><br /></div><div><br /></div><div><b>Kameo: Elements of Power</b></div><div><b><br /></b></div><div><b><img src="http://www.unseen64.net/wp-content/gallery/kameo24/kameo07.jpg" alt=" " /></b></div><div><b><br /></b></div><div><i>What Was It?:</i></div><div>Kameo was a title announced around the Gamecube's launch, and was predicted to be an early hit title for the 'Cube. Rare actually had many ambitious projects planned for the Gamecube, until they were bought out by Microsoft, and almost of them were scrapped. If you want my opinion, Rare becoming a Microsoft subsidiary company really killed their creativity and their spirit. But enough of that. Kameo was an action game in which you control a girl who can turn into different monsters to solve different puzzles, and defeat enemies. The monster changing system was actually quite interesting, as you could also summon some of these monsters to fight with you in battle. The game continues with Rare's distinctive cartoony art style, and it seemed to fit quite well with the game.</div><div><br /></div><div><i>Why Was It Cancelled?:</i></div><div>As I said before, Kameo for the GC was cancelled because Microsoft acquired Rare in 2002, ending or heavily delaying most of their next-generation projects. The only game that Rare was allowed to finish for the Gamecube was Star Fox Adventures, which marked the very last Rareware game made for a Nintendo home console. They were permitted to continue making games for Nintendo's portable systems, but even that may change soon, with Microsoft launching Windows Phone 7. It's hard to believe that a once great developer like Rareware can go from making classics like Banjo-Kazooie and Donkey Kong Country to making crap like Kinect Sports. *Sigh*... Anyway, Kameo was eventually released as an Xbox 360 launch title.</div><div><br /></div><div><br /></div><div><b>Dead Phoenix</b></div><div><b><br /></b></div><div><b><img src="http://upload.wikimedia.org/wikipedia/en/f/ff/DeadPhoenixScreenShotIGN01.jpg" alt="File:DeadPhoenixScreenShotIGN01.jpg" /></b></div><div><br /></div><div><i>What Was It?:</i></div><div>Dead Phoenix was an unreleased game by Capcom planned as a Gamecube exclusive, along with 4 other exclusive games, collectively known as the Capcom Five. Four of these 5 were eventually released, although 3 of them were eventually ported to the PS2. Dead Phoenix was supposed to be a hack-and-slash action game in which the character can fly around. Think "Dynasty Warriors" with wings. There were also Panzer Dragoon-esque shooting segments to the game, as well, as you can see above. While very little, if any, information was released about the game, it seems to have been shaping up to be a very fun and impressive game, with Gamecube graphics that we can only expect from Capcom.</div><div><br /></div><div><i>Why Was It Cancelled?:</i></div><div>I honestly have no idea why Dead Phoenix was cancelled. Capcom never released any reasons for its cancellation, so there's nothing to speculate on. It's not like Capcom lacked the resources to make the game, so that's not a possibility. We'll never really know why Dead Phoenix was cancelled, at least until Capcom says something, which isn't likely to happen. Sorry, but I just don't have anything more to say.</div><div><br /></div><div><b>Unity</b></div><div><b><br /></b></div><div><b><img src="http://www.unseen64.net/wp-content/gallery/unity/tg8.jpg" alt=" " /></b></div><div><b><br /></b></div><div><i>What Was It?:</i></div><div>I saved the best for last. Which, in this context, makes it the most tragic that it was never released. Unity was a psychadelic and wild game, combining aspects from Rez, Defender, and Tempest. Suitably enough, it was created in part by Jeff Minter, who created the latter. However, it was also created by Peter Molyneux, which pretty much doomed the game to a lack of a release since day one. The game had two different gameplay segments; the first of which resembled the classic shooter, Defender, in which the player can move his ship forward and backward across the screen, shooting down enemy ships. That part is pretty basic, and we've all seen it before, but the second part puts the player's ship on a circular tunnel, and they must move around it and shoot enemies as they approach. Switching between these two styles was to keep players constantly on their toes. The presentation is phenomenal, with hundreds of glowing lights and sounds surrounding you at all times, which is highly reminiscent of Sega's classic shooter, Rez. I was seriously having trouble believing this was actually a Gamecube game.</div><div><br /></div><div><i>Why Was It Cancelled?:</i></div><div>Two words: Peter Molyneux.</div><div><br /></div><div><br /></div><div>Well, that's it for now. Looking back at all of these games, it is easy to see that the Gamecube was a well of untapped potential. At least we can see that some developers tried at pushing the limits of the little purple lunchbox. Let these games forever live on in our memory as what could have and what should have been. And who knows? Maybe someday a few beta versions of these games may pop up on the internet, and we may be able to experience at least a little bit of them. It's entirely possible, and in these cases shown above, I certainly hope so.</div><div><br /></div><div><br /></div><div>This is Lisalover1, desperately seeking a Radio Allergy beta disc.</div>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-40778657657053013402010-08-10T09:02:00.000-07:002010-08-12T17:03:55.919-07:00Review: Cubivore: Survival of the Fittest<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://multiplayerblog.mtv.com/wp-content/uploads/2008/06/533283_front.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 474px; height: 672px;" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/06/533283_front.jpg" alt="" border="0" /></a><br />It seems that there are games for every system that everyone knows about and are simply essential games for owning that system. they are regarded by most as the best games for the system. Then there are games that no one has heard about, but can still be very enjoyable. Cubivore is the epitome of a hidden gem. It is made by Atlus, a company well-known for taking risks, much to the joy of their fans. Cubivore is a game you don't see everyday; it came way out of left field, and is a welcome surprise to Gamecube owners. So, what exactly is Cubivore, and why should you care?<br /><br /><br /><span style="font-weight: bold;">Gameplay</span><br /><br />In Cubivore, you control a small pig-like cube-shaped animal, which must eat food other animals to survive. It is a very weird gameplay style, but it works well. You have a health meter that is replenished by eating other animals, which adds a sense of tension to stay alive while playing. When you eat other animals, your animal mutates, usually resulting in the repositioning of the square "limbs" on its body. In later levels, it gives your animal certain statistical bonuses as well. You can eat different combinations of animals to fine-tune what characteristics and abilities you would like to have, which gives the game a good amount of depth when you want to get the most out of the game's gameplay system. At the start of some levels, if you defeated and ate the right material from the previous level's boss, your animal has the option to mate, and create offspring that is stronger, faster, and has an extra limb. The child's statistics are based off your decisions and eating habits of the previous level, and also affects what kind of offspring he can have as well. It is a very deep and fun-to-use system if you get the hang of it. You have to actually plan out your method of progression for some levels in order to survive. You can get through the first few levels pretty easily, but some of the later ones can give you a bit of a challenge to figure out the best plan of attack. All I can say is that Cubivore has one of the more unique and interesting set of gameplay concepts that I have seen. It is a real treat for those who want something out of the ordinary.<br /><br /><span style="font-style: italic;">Gameplay: 8.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bulk.destructoid.com/ul/user/3/34641-128431-cubivore2jpg-620x.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 534px; height: 346px;" src="http://bulk.destructoid.com/ul/user/3/34641-128431-cubivore2jpg-620x.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Story</span><br /><br />"I want to be alive. That was the first thought I ever had." This is the opening line in Cubivore, said by the main character, right after he is born. He is a small creature called a Piggy, that, in his initial state, looks more like a tadpole. You can become other species eventually through the course of the game via breeding, but this is always what you start out as. The story of the game is about a horde of animals called the "Colorless", which devour the wilderness of the land, and take away its color. They are lead by a large, fearsome colorless beast, called the Killer Cubivore, which is the strongest animal in the land, and the ultimate villain of the game. Similar to what I said in the Billy Hatcher review, there's not much to Cubivore's story, because the gameplay takes center stage. The sole driving force behind the main character's actions are survival instinct, which gives the player a mindset as such; ignoring all other impulses, and doing everything to stay alive. It's very interesting to see a game do this, as I haven't seen it done very well before. There is barely any story beyond the first cutscenes, so the player is mostly left to himself, which gives the player time to think about his surroundings, and fill in the blanks of what little story there is by themselves. It is a good use of isolation in a game, which leads me to think that Atlus put a bit more work into this aspect of the game that may be immediately apparent.<br /><br /><span style="font-style: italic;">Story: 7.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.gamespot.com/gamespot/images/2002/gamecube/cubivore/c_screen002.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 624px; height: 499px;" src="http://img.gamespot.com/gamespot/images/2002/gamecube/cubivore/c_screen002.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Sound</span><br /><br />The soundtrack of Cubivore is surprisingly calm and relaxing. Most of the tracks are serene and soothing, which is in stark contrast to the weird vibe the game gives off [or maybe not, depending on how you look at it]. Despite this odd design choice, I liked the music in Cubivore. It isn't anything special, but it gets the job done. The sound effects are not much to write home about either. Overall, there's not much to the audio in this game, and I've run out of things to say about it. Sorry.<span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-style: italic;"><br /><br /></span></span></span></span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"></span></span></span>Sound: 6.5/10</span><br /><br /><br /><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dy3LkleXHzLS03HELf6saCcLYnMljB4QC8HPl63DhrUQTrJY0COcyOmrpmpd5ZvgKdQ8sIUxEOrhpwh34ezsQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe><br /><br /><span style="font-weight: bold;">Graphics</span><br /><br />Not many people know this, but Cubivore, along with quite a few other Gamecube games, was originally an N64 game during development. The game was initially designed for the Nintendo 64 Disk Drive, which failed due to a very late release, and few games. Thus, Cubivore was bumped up to be released on the Gamecube. While the game definitely looks better in its finished form than what was shown in early screenshots of the N64 version, it's not by much. The game, while sporting a very unique and interesting art style, doesn't do all it can do to make it stand out. I would have loved to have seen more varied landscapes, with better and more creative use of the 3D-cubist art style. Instead, most of the game takes place on bland, plain wetlands. It's nice for the first couple levels, but gets boring fast. I really think that Atlus could have made the graphics in Cubivore something astonishing and eye-popping, but it almost feels like they quit the idea halfway through. I think a Cubivore sequel that fixes these problems would be a far better game. As it stands, Cubivore's graphics just feel like a good idea that wasn't executed right. Oh, well. At least the game supports 480p; a noticeable change from the N64 version.<br /><br /><span style="font-style: italic;">Graphics: 6.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cubemedia.ign.com/media/space2k1/db5_640w.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 640px; height: 480px;" src="http://cubemedia.ign.com/media/space2k1/db5_640w.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Extras/Value</span><br /><br />There's really not much else to Cubivore beyond the single-player campaign. There is no multiplayer mode, no minigames, or any other real extras to speak of. This is a real shame; a 4-player cubivore battle would have been cool. You could spend the first half of the match evolving your Cubivore how you like it, then the fighting taakes place in the second half, similar to the City Battles in Kirby Air Ride. I would have loved something like that, and it would make good use of the gameplay. Unfortunately, no such mode exists. Once again, a Cubivore sequel with this feature would rock. The game is currently priced at $13.00 at Gamestop. Not a fantastic deal, but not prohibitively expensive for a used Gamecube game. If you're interested, go buy it. I haven't seen this game around very much at all, so it might end up being one of the rarer games for the Gamecube. If you are a collector, you should keep an eye on this one.<br /><br /><span style="font-style: italic;">Extras/Value: 5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.chrunck.com/stuff/cubivoretoy3.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 406px; height: 410px;" src="http://www.chrunck.com/stuff/cubivoretoy3.jpg" alt="" border="0" /></a><br /><br /><br /><span style="font-weight: bold;">Overall</span><br /><br />Don't go into Cubivore expecting an action game that will knock your socks off, and that you will keep coming back to again and again. I admit it is a bit sub-par when compared to other hidden gem games, but it is still a fun and cool experience. I recommend Cubivore to anyone who wants something very different and out of the ordinary, and who is tired with other action games that all look the same. Cubivore isn't so much an Action RPG as it is a really advanced and brutal Tamagochi game. If that sounds interesting to you, then by all means, go and buy Cubivore. If not, you might want to see if you can still find it for rental; you'll still get a kick out of it.<br /><br /><br /><br /><br /><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-size:180%;">Overall: 7/10</span></span></span><br /><br /><br />This is Lisalover1, promising to review something better next time.lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-87379844756119925592010-08-03T11:06:00.000-07:002010-08-04T13:55:00.774-07:00Review: Billy Hatcher and the Giant Egg<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.coverbrowser.com/image/gamecube-games/27-1.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 420px; height: 584px;" src="http://www.coverbrowser.com/image/gamecube-games/27-1.jpg" alt="" border="0" /></a><br />Sega's history after the Dreamcast is mostly regarded to be a sad one. Many fans felt abandoned by the company, who once was known for making very creative and fresh games that stood out in quality and had a lot of heart. Unfortunately, games such as these rarely sold well, and eventually forced Sega out of the console market altogether. Sega started to produce more cookie-cutter games to appease the masses, and lost a little bit of its soul in the process. But, every once in a while, even today, the company will release a game that has the brilliant and radically different appeal of what they used to be. In a word, it has the Sega spirit. Billy Hatcher and the Giant Egg is one of those games.<br /><br /><br /><span style="font-weight: bold;">Gameplay</span><br /><br />The gameplay in Billy Hatcher, at its core, is similar to games like Super Mario 64, Banjo-Kazooie, or Jak and Daxter, all of which fall under the sub-genre of 3D platformers nicknamed "Collect-A-Thons", due to the fact that the way to advance in these games is to collect certain trinkets for achieving goals in the game, eventually giving you access to new levels. In Billy Hatcher, you must collect Emblems of Courage in each world to advance. While that is the main premise of the game, the genius comes in how you play the levels. In the game, Billy Hatcher is given a Rooster Suit by the chicken god, which gives him the power... [pause for dramatic effect] of eggs. Throughout the adventure, Billy and his 3 friends can roll around eggs they find in the world, and use them as weapons, or roll over fruit, to make them grow, and eventually hatch them to use whatever item or power-up is inside. For example, hatching one type of egg summons a creature that you can use to attack large groups of enemies. Another egg type gives you a new rooster comb for the rooster suit, which augments an egg's attack power. There are over a hundred different eggs you can hatch, which gives the game a lot of variety.<br /><br />The game uses the same game engine as in Sonic Adventure 2, and it shows. You are timed in each level, and scored based on your time, the number of eggs hatched, number of enemies defeated, and how many combos you preformed [by taking out multiple enemies in a single attack], and gives you a grade, accordingly. This kind of system creates an "I can do better" mentality that made the Sonic games fun long after you beat them. Each level gives you a new objective, and you must obviously complete that objective as quickly and efficiently as possible. I should mention that if you are the type that likes to speedrun through games, this is a good one to consider. There are plenty of tricks and secrets in each level that you can exploit to finish faster, and are a joy when you find them. The only major flaw I can say about the game is it has an uncooperative camera, which, especially when your egg is at full size, makes it hard to see around your and where you're going. Overall, Billy Hatcher will give you your fix for a good 3D platformer, if that is what you're after.<br /><br /><span style="font-style: italic;">Gameplay: 7.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.nintendospin.com/wp-content/uploads/2008/11/billy-hatcher-and-the-giant-egg-image1.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 480px; height: 360px;" src="http://www.nintendospin.com/wp-content/uploads/2008/11/billy-hatcher-and-the-giant-egg-image1.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Story</span><br /><br />Not much to say here, but what do you expect; it's a platformer. Basically, Billy Hatcher is a normal kid who goes to see his friends one day, when they see a wounded chicken, about to be attacked by a crow. Billy saves the chicken, which turns out to be one of the guardians of Morning Land, the game's setting. The chicken god then gives Billy and his friends rooster suits, and gives them the task of saving Morning Land from the Crow Army. Soon after, Billy's friends are kidnapped, and Billy must free them, with one held in each of the first 3 worlds. By freeing his friends, new missions are unlocked in each world, where you play as them instead of Billy. As I said, it isn't much of a story, but a game like this doesn't need a very elaborate plot. It is what it is, and it's good for that purpose.<br /><br /><span style="font-style: italic;">Story: 7.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.youtube.com/vi/U8kugY_EQGc/0.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 480px; height: 360px;" src="http://img.youtube.com/vi/U8kugY_EQGc/0.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Sound</span><br /><br />The soundtrack in Billy Hatcher is lighthearted and upbeat; it suits the game very well. It is very reminiscent of the music in games like Yoshi's Island or the Kirby series. It's just good music that makes you feel good. Even in boss fights, the tunes are distinctively juvenile [in a good way, though], with a clearly exaggerated tone that feels comical, yet dangerous, as if it was ripped right out of an old Batman cartoon. It's hard to explain, but you will understand when you hear it. If I had to describe the game's soundtrack in one word, it would be "Catchy". You'll probably find yourself humming the tunes later, and enjoying it. I must also say that the main theme of the game, while somewhat irritating, still got stuck in my head, and is fun to listen to.<br /><br />The characters in Billy Hatcher have almost no voiced dialogue, with the only exceptions being for a few words and some exclamations. My only problem is that there are actually a bit too few of said sounds and exclamations, leading to some of them being noticeably recycled at points. But, for the most part, the characters open their mouths about as often as Mario, so don't worry about annoying Sonic-esque voices.<br /><br /><span style="font-style: italic;">Sound: 8.5/10</span><br /><br /><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dwtzfGGS2_NsJU5c0qVCFVE45jDU7TUfyzmKE3zBplzhrUC6MMDxEyKhP-i7qbSoCnSVA0VdBm1-VLnRecUJQ' class='b-hbp-video b-uploaded' frameborder='0'></iframe><br /><br /><br /><span style="font-weight: bold;">Graphics</span><br /><br />Billy Hatcher is yet another fine-looking Gamecube game, running in 480p progressive scan, and boasting an exceptionally detailed opening FMV. The visuals in the game are colorful and cartoony, with very few sharp edges, making for some very virbant and lively scenery. The character and enemy models are creative and interesting, as are the bosses of each world, which are spectacular to see in motion. The graphics could have been a bit smoother, but that's just me looking for a flaw; there's always room for improvement in any game. While not among the ranks of some of the best graphics on the 'Cube, Billy Hatcher and the Giant Egg has an endearing art style that Sega has spent years trying to perfect through previous games.<br /><br /><span style="font-style: italic;">Graphics: 8/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://image.jeuxvideo.com/images/pc/b/h/bhgepc012.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 555px; height: 444px;" src="http://image.jeuxvideo.com/images/pc/b/h/bhgepc012.jpg" alt="" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.armchairempire.com/images/previews/gamecube/billy-hatcher-giant-egg/billy-hatcher-giant-egg-1.jpg"><br /></a><br /><span style="font-weight: bold;">Extras/Value</span><br /><br />There are certainly a lot of neat extras in Billy Hatcher, enough to warrant the purchase alone! The first is the multiplayer battle mode, in which up to 4 players fight in an arena with eggs, in a standard last-man-standing fight. There are actually some pretty clever strategies you can come up with in this mode. For example, there is one egg exclusive to the multiplayer mode that lets you plant a fake egg that explodes when another player touches it. I like to place it in an empty egg nest [where new eggs spawn from in the game], so opponents can't tell the difference between the fake egg and the real egg. You can imagine how funny it is to watch. The multiplayer mode could have used a couple more arenas and features, but as it stands, it is solid, and well worth a play with your friends. It really reminded me of Donkey Kong 64's multiplayer battles, now that I think about it.<br /><br />Another cool feature of the game is that it utilizes the Gamecube-to-Game Boy Advance link cable. If you had a GBA and link cable, you could upload minigames onto your GBA that stay there as long as you leave your GBA turned on. Some of the minigames are actually really good, in that except for length, they look and feel like actual GBA releases! The NiGHTS game alone is almost makes up for the lack of a real portable NiGHTS game. In fact, they're so good, I feel bad referring to them as minigames. Most of the games are scaled-down versions of classic Sega games, such as NiGHTS into Dreams, Puyo Puyo, Chu Chu Rocket, and even Billy Hatcher itself. Remember what I said about the Sega Spirit? This is what I mean. This is the Sega that we all know and love; the Sega that never forgets who they are, and who will always look after its fans. Unfortunately, it is also the Sega that rarely shows its face. But this is exactly what happens when it does. Once again, I cannot emphasize enough how well-made these minigames are! Actually, if I remember correctly, a while back, some hackers found a way to extract these games from the disc, and make them into actual GBA roms! Now that's saying something. Speaking of classic Sega, you can also hatch hidden Sega characters in certain stages, by getting all the hidden coins on that stage. You can use these characters to help you fight. Some of the characters you can unlock are NiGHTS, Amigo, Rappy [A common enemy in Phantasy Star Online], and of course, Sonic, Tails, and Knuckles. There are a few more you can find, but I can't remember them right off-hand. Still, it shows that Sega really gave it their all with this game, down to the very last detail.<br /><br />I would definitely say that Billy Hatcher and the Giant Egg is worth a purchase. It's currently only $5 at Gamestop, so you can buy it with just spare change. Most gamecube games can be had for very cheap prices right now, so if you're looking to beef up your GC library, you might want to start soon, before Gamestop stops carrying Gamecube games. So, get Billy Hatcher while you can, because you might not have the chance later, for the same price.<br /><br /><span style="font-style: italic;">Extras/Value: 10/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i.testfreaks.se/images/products/600x400/63/billy-hatcher-and-the-giant-egg-gamecube.831039.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 533px; height: 400px;" src="http://i.testfreaks.se/images/products/600x400/63/billy-hatcher-and-the-giant-egg-gamecube.831039.jpg" alt="" border="0" /></a><br /><br /><span style="font-weight: bold;">Overall</span><br /><br />Billy Hatcher and the Giant Egg is, for all purposes, the kind of game that defines who Sega is, was, and will always truly be. The Sega we normally see is not the real Sega; it is just its new parent company, Sammy. They took over, and things haven't been the same since. But, the real Sega is buried deep beneath that huge mass of shovelware and awful sequels. People are always talking about "the last great Sega game", but I have to disagree. There is no end to Sega, they will always be there, but they won't always be the ones in charge. But, Sega will try their hardest to give us the games that its' fans love, as often as they can. This game, along with a few others, are reminders to always let us know that they care. They really still care.<br /><br /><br /><br /><br /><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-family:arial;"><span style="font-family:times new roman;"><span style="font-family:verdana;"><span style="font-family:courier new;"><span style="font-family:verdana;"><span style="font-size:180%;">Overall: 8.5/10</span></span></span></span></span></span></span></span><br /><br /><br />This is lisalover1, off to go give my Sega Saturn the playtime it deserves.lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-92217383563394035532010-07-23T11:02:00.000-07:002010-07-25T13:43:54.024-07:00The World of Gamecube HomebrewHomebrew is a magnificent thing, really. Independent developers taking matters into their own hands and breathing life into game consoles. Historically, these developers often start out with the obligatory "Hello World!" program, that only displays the latter message, as proof that a system has been successfully hacked to run unsigned code. Once this gets into the hands of homebrew developers, the floodgates open, and people start making and releasing a variety of programs to be run on the system... at least, that is how it should be.<br /><br />Although it pains me to say this, the Gamecube's homebrew community is currently very small, and was never all that big to begin with. Most developers flocked to the original Xbox for its hard drive and similarities to the Windows operating system, the PS2 for its wider exposure, and the Dreamcast for its ease of programming. The Gamecube never really got its chance to shine in the world of independent development. That isn't to say that there is no homebrew available for the system; just considerably less. Regardless, let's take a look through the best that Nintendo's box of joy has to offer.<br /><br /><br /><span style="font-weight: bold;">CubeDoom/QuakeGC/Wolfenstein 3D Gamecube</span><br /><br />This one is exactly what it sounds like. A group of talented developers went forth and ported 3 of the most famous First-Person Shooters ever released on the PC, to the humble Gamecube. note that one needs the data files from each game to play past the freeware levels included. For anyone who loved these games, but was never very fond of the computer version's control setup, or was always disgusted by the lackluster console ports of previous generations, I would definitely recommend looking into these ports, as the Gamecube's extra power doesn't just run the games, it emulates them. However, some of these ports have problems that the developers haven't yet fixed. For example, sound only sometimes works in the Wolfenstein port, and networking is not yet implemented in CubeDoom. There doesn't seem to be anything wrong with the Quake port, though. I commend the developers for their valiant effort, but there is still work to be done on these ports to make them better. But, if you're looking for some retro FPS action on your Gamecube, then you aren't going to find anything much better than this.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://edge.sourceforge.net/thumbs/doom1_C.png"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 640px; height: 480px;" src="http://edge.sourceforge.net/thumbs/doom1_C.png" alt="" border="0" /></a><br /><br /><span style="font-weight: bold;">Emulators</span><br /><br />Here's where the Gamecube really shines. The system has had some great and powerful emulators made for it, emulating systems all the way up to the Nintendo 64! The 'Cube has all of your standard emulators such as NES, SNES, Genesis, Game Boy, etc., but it also has emulators for the TurboGrafx-16, Sega Master System, PS1, Neo-Geo Pocket Color, Atari 2600, and of course, the Nintendo 64. [There are even rumors about a Dreamcast emulator in the works for the Gamecube and Wii; something I will definitely keep an eye on!] The Gamecube is able to emulate all of these systems with ease, even powering through some of the more graphically-intensive games like Diddy Kong Racing and Perfect Dark with few errors. The PSX emulator is just as impressive, and like most emulators for the Gamecube, is still undergoing active development, due to them being released simultaneously on the GC and Wii. It seems that as long as Wii emulation is alive, so will be Gamecube emulation. As you can expect, almost all the games for consoles before the PS1/N64 work flawlessly in their respective emulators, so I will mainly focus on the latter. I was able to play quite a few games on the N64 emulator with no errors at all. It was smooth, accurate, looked great, and it was much better to play with a Gamecube controller. The PS1 emulator still needs some work, but it definitely gets the job done. There's also something so very right about playing Final Fantasy VII on a Nintendo system, if you know what I mean! The Gamecube is a fine platform for emulators, easily outclassing the PS2's confusing programs. Go and play a few emulators on your 'Cube today, and prepare to be amazed. Here's a video of the latest N64 emulator for the Gamecube. Yes, the title says it is for the Wii, but they are released simultaneously on both platforms, and they play mostly the same.<br /><br /><br /><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dzbq6qhGSLRCcLF2_GF4FATnsy-dXiU-cV8xA1hEV6EmlmO6C1Gw34YJjtCydooHuIQ3VoFsAku-clUY2aA-A' class='b-hbp-video b-uploaded' frameborder='0'></iframe><br /><br /><br /><span style="font-weight: bold;">SuperTux</span><br /><br />One of the most famous games on the Linux operating system has received a stunning port to the Gamecube. You play as Tux, the penguin Linux mascot, and try to make your way through the vast land of Antarctica. The gameplay is very similar to Super Mario Bros. In fact, intentionally so. You could even say it was a clone of SMB. But, that doesn't mean it is a bad game; not at all. The levels are plentiful and give you a good challenge, while still not being overwhelming. You could easily sink a few hours into this game if you wanted to. As one of the best homebrew platformers available, SuperTux is something to defend yourself with against the accusation that there are no good homebrew games on the Gamecube. Play it as soon as you can; it is some serious platforming fun.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://scanff.com/wordpress/wp-content/uploads/2009/07/supertux-013-6.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 640px; height: 480px;" src="http://scanff.com/wordpress/wp-content/uploads/2009/07/supertux-013-6.jpg" alt="" border="0" /></a><br /><br />There are a couple ways to run Gamecube homebrew. The first one to see the light of day was the PSOload method, which uses an exploit in Phantasy Star Online Episodes I & II to run unsigned code. You can find more info about this in the bibliography of this post. However, this method was fixed in the updated version, Phantasy Star Online Episodes I & II Plus. You can also load and play entire Gamecube disc images through this method. the more popular method is the SD card method, where you use an exploit in the Gamecube Action Replay cheat software to make your own code that starts a homebrew loader. You need an SD card, a Gamecube SD card adapter, and a copy of Action Replay for the Gamecube to do this one. The last method is the most straightforward, but requires the most work. If you modify your Gamecube with a modchip, then you can burn homebrew and emulators to a disc. This is good for people who were already going to modify their Gamecube, and don't have any spare SD cards.<br /><br /><br />Well, that's really the cream of the crop for Gamecube homebrew, as far as I know [I would love to be proved wrong, though!], but it is certainly enough to get new Gamecube owners something to start out with, and most notably, to show the emulation capabilities of the system. I also want to give a shout-out to Gamecube/Game Boy Player fantatic and all-around cool guy, noiseredux of Racketboy Forums, who told me about some cool Gamecube homebrew programs that I missed initially. I have included a link to his blog in the bibliography. Have fun with the games from generations past with emulation!<br /><br /><span style="font-style: italic;">Bibliography of Links:</span><br /><br />Gamecube Homebrew/Emulators: <a href="http://gcemu.dcemu.co.uk/">http://gcemu.dcemu.co.uk/</a><br />PSOload Tutorial: <a href="http://www.eurasia.nu/wiki/index.php/GameCubePsoUploadTutorial">http://www.eurasia.nu/wiki/index.php/GameCubePsoUploadTutorial</a><br />SDload Tutorial: <a href="http://www.gc-linux.org/wiki/SDload">http://www.gc-linux.org/wiki/SDload</a><br />Noiseredux's Blog: <a href="http://www.rfgeneration.com/blogs/noiseredux">http://www.rfgeneration.com/blogs/noiseredux</a><br /><br /><br />This is lisalover1, and get off my lawn!lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com1tag:blogger.com,1999:blog-4625429042605673218.post-10330614602511745042010-07-21T10:04:00.000-07:002010-07-21T18:47:58.617-07:00Review: Metal Gear Solid: The Twin Snakes<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://stevehenifin.com/MGSTTSbox-l.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 320px; height: 451px;" src="http://stevehenifin.com/MGSTTSbox-l.jpg" alt="" border="0" /></a><br />Metal Gear is one of the most revered series in the action game genre, mainly due to all but perfecting the concept of stealth action. Despite the MSX and NES [and almost 3DO] Metal Gear games before it, Metal Gear Solid on the PS1 was the one that got everyone's attention, and marked a new milestone in gaming in which just Chuck Norris-ing your way through an action game was not the only option. You no longer had to worry about winning, you had to survive; a major accomplishment in and of itself. Thus, players were forced to think outside of the box [no pun intended] and figure out the best and safest way to go about a mission. But, I'll get to all that once I start the review. Most people remember Metal Gear Solid as just a PS1 game, but few know of the Gamecube remake, which featured countless enhancements to the original. Does the remake expand on the already superb Metal Gear Solid, or is there a reason that it has been neglected?<br /><br /><br /><span style="font-weight: bold;">Gameplay</span><br /><br />Continuing from my comments in the first paragraph, the Metal Gear games featured a radically new gameplay style, in which the player must sneak around and avoid combat as much as possible, in stark contrast to other action games. If you tried to complete the game by rushing in and shooting everything that moves, you would be quickly outnumbered, overwhelmed, and dead. After all, Solid Snake is still Human, he can only take so many bullets. That's not to say that it is hopeless. Throughout the game, you get access to some pretty cool weapons to mess around with. But, strangely enough, I found myself using the weakest weapon, the SOCOM pistol w/Silencer for most non-boss fight portions of the game, because it was the quietest weapon in my disposal. That's saying a lot about the effectiveness of a game's intended mindset when you don't want to use the Rocket Launcher(s), Machine Gun, or Sniper Rifle that you have, instead choosing the most sensible option. Speaking of weapons, the Gamecube version includes the First-Person aiming system from Metal Gear Solid 2, making aiming weapons and and looking around a lot easier, not to mention a lot more fun when making precise shots. That is the most notable gameplay mechanic change in the remake, but dozens of other tweaks and fixes were added to make the game more enjoyable. The "Very Easy" difficulty setting was also added. One thing I must note are the controls. Aiming in first-person mode is generally simple and straightforward, but sometimes, it can be very difficult to accurately aim your weapon in time if you need to shoot quickly. You can obviously still use the 3rd person perspective from the original, but shooting in first person is so much easier that it is hard to go back to the old way. Also, pausing in the game is weird; there is no real "pause" button. Instead, you have to either press A+Start to bring up the codec screen, or B+Start to bring up the map. Pressing Start alone It's a minor thing, but someone who doesn't know this when playing may find out the hard way, if you know what I mean. Despite some annoying cheap tricks that the game sometimes uses, and a few illogical segments in which you almost NEED a guide to progress, Metal Gear Solid: The Twin Snakes has incredibly solid gameplay and will provide a good challenge, no matter which difficulty setting you may choose.<br /><br /><span style="font-style: italic;">Gameplay: 8/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://static2.videogamer.com/videogamer/images/gc/mgs2_twin_snakes/screens/mgs2_twin_snakes_43.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 640px; height: 480px;" src="http://static2.videogamer.com/videogamer/images/gc/mgs2_twin_snakes/screens/mgs2_twin_snakes_43.jpg" alt="" border="0" /></a><br /><br /><span style="font-weight: bold;">Story</span><br /><br />Gamers have always praised MGS' story, saying it is more like a good action movie than an action game. After playing through it myself, I have to say that you can believe the hype. Written by Konami's mad genius, Hideo Kojima, Metal Gear Solid's storyline is powerful, gripping, and confusing. The game starts out simplistic enough; covert operations soldier Solid Snake is sent in to get information on the new war machine known as Metal Gear Rex. That's where the simplicity ends, though, as things start to fall apart soon after, resulting in a perplexing and compelling mystery that doesn't really make sense until the end. Many people complained about the game leaving you in the dark for so long, but in my opinion, it adds tension and motivation to keep playing.<br /><br />As I have said, Snake himself is a relatively vulnerable character when considering how quickly he can die in the game, and how the player is actually afraid of even common enemies in the game, because you are heavily outnumbered and outgunned. This is a very interesting storytelling mechanic known as Disempowerment. In other words, in most action games, you are more than capable of dealing with enemies, and in large numbers. The only thing limiting you is your own skill, because the character is naturally stronger than the enemies in the game. That's empowerment, where for the most part, you don't have to worry about the enemies, because you know you are stronger than them. Conversely, disempowerment is when the character is not stronger than the enemies. When the player knows that he can be quickly defeated by enemies which have more powerful weapons and/or more people to help them, tension and even fear are created, giving the player a healthy dose of respect for the situation the game has put them in. They must use everything that both the character and the player has at their disposals to overcome the challenge, despite being in a disadvantageous situation. This establishes somewhat of a bond between the player and the character, and draws them into the story. Metal Gear Solid masterfully utilizes disempowerment, and it shows.<br /><br />Something that people seem to forget about Metal Gear Solid is that it actually has a good sense of humor at times, even with its serious story. Everyone of course knows about Psycho Mantis' memory card-reading trick [which was updated in The Twin Snakes to recognize saves from some of Nintendo's games], which is probably kind of freaky if you didn't know about it until playing it. Early in the game, I was told that I needed to call a frequency on my codec, but the game didn't tell me what it was. All that was said was that it was "On the back of the package". I remember looking forever for that code in the game, until I realized that I was actually supposed to look on the back of the game's box, where the code is shown in a screenshot! Brilliant! At another point, I had to press the A button as fast as I could to stay alive, so I went to the other room to get my turbo controller, to make it easier. Just as I was about to switch controllers, one of the characters faced the screen, and said, "And don't even think about using a turbo controller, because I'll know!" I was positively shocked, but I laughed my ass off about it the entire rest of the day! One more thing, in the original MGS, in a certain part of the game, you are in an office, and you could find a PS1 connected to a TV in one of the cubicles. In The Twin Snakes, it is replaced by a Gamecube and Wavebird controller, on the Gamecube system menu. There are also now Mario, Luigi, and Yoshi dolls in another cubicle. Little things like that give the game charm and personality. Other than that, the story in the remake went mostly unchanged, save for a few minute differences.<br /><br /><span style="font-style: italic;">Story: 9.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i.ytimg.com/vi/lXISD1jXDjU/hqdefault.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 480px; height: 360px;" src="http://i.ytimg.com/vi/lXISD1jXDjU/hqdefault.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Sound</span><br /><br />The entire soundtrack of Metal Gear Solid was recomposed and re-recorded for the Gamecube version, to take advantage of the extra storage space, and the superior audio capabilities of the 'Cube. Most of the tunes are just higher-fidelity versions of the originals, with slight alterations, but Konami added a few new tracks, as well. For example, the music that plays when escaping from enemy sight, and waiting for the caution meter to go down is now replaced with the opening theme from Metal Gear Solid 2/3 [I always liked that song]. The game also supports Dolby Pro Logic II, so if you have a good audio setup, and if you're really bold, a modified Gamecube with optical audio output, then the game will sound heavenly. The audio for this game alone is practically a tech demo<span style="font-style: italic;">.<span style="font-style: italic;"></span></span><span style="font-style: italic;"></span> All the voices were re-recorded as well, with almost all of the original voice actors. They sound as good as ever, though, and capture the essence of each character very well.<br /><br /><span style="font-style: italic;">Sound: 9/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamesarefun.com/games/gamecube/mgstts/103.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 631px; height: 338px;" src="http://www.gamesarefun.com/games/gamecube/mgstts/103.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Graphics</span><br /><br />Metal Gear Solid: The Twin Snakes looks spectacular. There's no denying it, the game is a technical masterpiece. Running in 480p progressive scan, at a steady 60 frames per second, and sporting some of the best graphics the Gamecube has to offer, even outclassing the other Metal Gear Solid games on the PS2. The 3D models are exquisite, the textures are detailed, and countless new effects and details were added from the PS1 version. For example, in the portions when Snake is outside, the snow effect is much more realistic, and the snow even sticks to and piles up on Snake if you stand still! All the graphics got completely overhauled from the original, and it is apparent that Silicon Knights and Konami really went over the top to push the limits of the Gamecube. The original Metal Gear Solid may have been a very graphically impressive PS1 game, but The Twin Snakes makes it look like it was running on a 32X! I barely recognize the original after seeing the remake. The cutscenes were redone, as well, with new camera angles, and much more action than the relatively static originals. One area in particular that I want to point out is the weapons. The weapons in The Twin Snakes are so meticulously detailed that you would think they were meant for a very early 360 game! You don't believe me? Take a good look at the image above, then see what you think. Thought so. Moving on, the character models are a major improvement, as their mouths actually move when they talk, and you can clearly see their faces. You have no idea how much nicer this is. Now, with the power of the Nintendo Gamecube, Metal Gear Solid is a true cinematic game.<br /><br /><span style="font-style: italic;">Score: 10/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cubemedia.ign.com/cube/image/mgs_notwinsmegaton_1.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 989px; height: 365px;" src="http://cubemedia.ign.com/cube/image/mgs_notwinsmegaton_1.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Extras/Value</span><br /><br />One glaring omission from the remake that I must address is the lack of VR missions. The original game had them as a sort of warm-up before the actual game, and they became so popular that a separate PS1 game was released only containing VR missions. Silicon Knights intended to include them in the Gamecube version, but ran out of time. They were actually going to add a few more things to the game, but didn't want to delay it any further, so it was released without those extras. It's a shame; the VR missions were pretty fun. Oh, well. Also, as was the case with Tales of Symphonia, a special-edition Gamecube was released in a special edition of the game, and is now a collector's item.<br /><br />Metal Gear Solid: The Twin Snakes is one of the more sought-after Gamecube titles, and because of this, it is more expensive than your average Gamecube game, and is currently being sold at Gamestop for $23. Unless you played the original a lot and you're comfortable with the original as it is, then I would definitely recommend buying The Twin Snakes. It is essential to a Gamecube collection, and is just a great game for everyone else. However, I can understand if you are a devoted MGS fan, that you would want the original only... kind of. You might be crazy, and you should probably get yourself checked out.<br /><br /><span style="font-style: italic;">Extras/Value: 7.5/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamechoiceclub.com/image/gc_mgs_pak.gif"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 413px; height: 285px;" src="http://www.gamechoiceclub.com/image/gc_mgs_pak.gif" alt="" border="0" /></a><br /><br /><span style="font-weight: bold;">Overall</span><br /><br />Metal Gear has rightfully earned its place as one of the cornerstone franchises of action games, and maybe one of the most revered series of all time. The remake of the landmark third game in the series, Metal Gear Solid, proves that the best can get even better when you don't have to deal with hardware restrictions. The Twin Snakes showed how a remake should be done, and gave Gamecube owners something to brag about to jealous PS2 owners. With superior graphics, sound, and gameplay, Metal Gear Solid: The Twin Snakes was an absolute triumph, and should be remembered as the game Metal gear Solid should have been all along.<br /><br /><br /><br /><br /><span style="font-size:180%;"><span style="font-style: italic;"><span style="font-weight: bold;">Overall: 9/10</span></span></span><br /><br />This is lisalover1, sneaking up behind you right now.lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com1tag:blogger.com,1999:blog-4625429042605673218.post-13393492606644819652010-07-19T11:14:00.000-07:002010-07-19T16:16:30.939-07:00The Gamecube Broadband Adapter<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.home.no/kaepora/gamecube/tilbehor/gamecubebroadband.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 200px; height: 203px;" src="http://www.home.no/kaepora/gamecube/tilbehor/gamecubebroadband.jpg" alt="" border="0" /></a><br />Last generation was the time when online console gaming saw a tremendous growth, and is when most people say where it started to mature. The Sega Dreamcast came shipped with a modem adapter, and could be upgraded to a Broadband adapter. It also came with a web browser, which built on and expanded the one released with the Saturn's Netlink modem. Sega knew that online gaming was the future for consoles, but sadly lost the console wars early on. The Playstation 2 eventually got its own network adapter, and the Xbox of course had built-in ethernet. Everyone was prepared for the relatively new concept on online console gaming. Except Nintendo. Having very briefly experimented with online technology with the Nintendo 64DD's Randnet service, people were expecting the Gamecube to fully embrace the concept to compete against Microsoft, Sega, and Sony. Unfortunately, this did not happen quite so smoothly. When asked about the possibility of online services for the Gamecube, Nintendo said quite bluntly that "Our users don't want online games."; a statement that would come back to haunt them.<br /><br />But that is not to say that the Gamecube remained an offline console. After Sega expressed interest in porting their online smash hit Phantasy Star Online to the Gamecube as an initial exclusive, Nintendo was very interested, despite knowing that the Gamecube was not made for online functions. Thus, two network adapters were released for the system: A Dial-Up Modem, and a Broadband Adapter. Both of which allowed for the release of Sega's Dreamcast classic. Other than that, Nintendo did little to utilize the network adapters, besides incorporating LAN functions into a few games [Which I will get to later]. Eventually, the Gamecube faded away with a mountain of untapped potential.<br /><br />Even though Nintendo didn't have much faith in the Gamecube BBA, it is still alive and kicking in the eyes of homebrew developers. Yes, there is still some very good reasons to own a BBA, and there are still some things that the Gamecube can do that the Wii cannot. Let's discuss them, shall we?<br /><br /><br />1. Online Play<br />Nintendo shut down all the Gamecube online servers quite a while back, but that doesn't mean your 'Cube is forever confined to local multiplayer. Programmers have figured out how to keep last-gen systems online through some creative methods. There have been a couple programs made to do this over the years such as Warp Pipe, but the most popular one is currently Xlink Kai, which has hundreds of players a day across multiple consoles. Although Gamecube online activity is hard to find now, you can still arrange online matches and play online. Here's how it works. For any Gamecube/Xbox/360/PS3/PS2/PSP game that supports LAN play, Xlink fakes the console's connection to the local network, and redirects it to Xlink servers, thus making it playable online. Now, the catch is that this will not work with online games unless they support LAN play. However, this catch also works conversely, in that games that were not previously online, but did support LAN play are now playable online. The following games are supported by Xlink:<br /><br />Mario Kart: Double Dash<br />Kirby: Air Ride<br />1080 Snowboarding<br />Super Smash Bros Melee*<br />Sonic Adventure 2 Battle*<br />Super Monkey Ball 2*<br />Starfox Assault*<br /><br />Now, I know what you are thinking: "Hey, those games with an asterisk at the end didn't have LAN play!" Well, hold on, because I have more good news. A certain brilliant homebrew developer created a program called "GCARS-CS" which theoretically allows you to play any multiplayer Gamecube game online. Although only those games are currently supported, the program could work for any game. It is a great idea, and the people who use it say that it works well. So, if you're willing to go through a bit of setup and planning, you could be playing your Gamecube games online, right now. Pretty cool, huh?<br /><br />I have one more thing to mention. You might have been disappointed when I said that online games that did not support LAN could not be played with Xlink. Well, they can still be played online, just not through Xlink. Phantasy Star Online Episode I & II [and just recently, Episode III] are playable via fan-made private servers. All you need to do is change some settings in the game, and you can play PSO on your Gamecube again! It is obviously not quite as active, but there are still people playing, so you are sure to find somebody. There is also one other MMO available for the Gamecube besides Phantasy Star Online. The game Homeland, only released in Japan, is still being played online today via the same method of private servers. So, you have many options for playing your Gamecube online. The online community for the 'Cube is clearly not going down without a fight, and it shows through the support still being shown for it.<br /><br /><br />2. LAN Play<br /><br />This is obvious because I mentioned it before, but you can play your Gamecube via a LAN connection; a method that will never die, no matter what the circumstances. You can hook 2-4 Gamecubes up to the same network, and have some good ol' multiplayer fun. You must have more than one Gamecube, and a BBA, separate television, controller, and Ethernet cable for each one, but there's nothing that can match the sheer fun of LAN console gaming. If you can afford it, it is a total blast.<br /><br /><br />3. Homebrew<br /><br />Homebrew developers have come up with some crafty ways to use the Gamecube's BBA. If you have a method to load homebrew on your Gamecube, you can do some pretty nifty things. For example, you can load Gamecube ISO backups over the network, without having to burn any discs, or install any modchips! It is somewhat slow on many games, and some games are incompatible, but still, the fact that this is even possible is amazing. You can also load homebrew over the network, without having to copy it to an SD card or a Gamecube memory card. Both these things are good solutions if you want to keep the files on your computer.<br /><br /><br />The Gamecube is still alive in its own right, with devoted developers taking advantage of even the most neglected add-ons for the system, and making programs that help people experience the Gamecube's online functions for long after they were supposed to be canceled. If you were ever curious about what the Gamecube's online play was like, you haven't missed your chance. You can still experience all of it, and more. Long live the Gamecube on the World Wide Web!<br /><br />Here are some links to the services and programs I mentioned in this article:<br /><br />Xlink Kai: <a href="http://www.teamxlink.co.uk/">http://www.teamxlink.co.uk/</a><br />Phantasy Star Online Private Servers: <a href="http://schtserv.com/">http://schtserv.com/</a><br />Gamecube Homebrew: <a href="http://gcemu.dcemu.co.uk/">http://gcemu.dcemu.co.uk/</a><br /><br /><br />This is lisalover1, looking for someone to play Gamecube Xlink with!lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com3tag:blogger.com,1999:blog-4625429042605673218.post-65858106569040660142010-07-18T14:12:00.000-07:002010-07-18T17:34:34.304-07:00Review: Tales of Symphonia<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.rankopedia.com/CandidatePix/59738.gif"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 250px; height: 364px;" src="http://www.rankopedia.com/CandidatePix/59738.gif" alt="" border="0" /></a>Note: I will often make and post reviews on this blog, all of which are of Gamecube games. Most reviews will be for GC exclusives, but some will be just for games that either ran better on the Gamecube, or were important to its history.<br /><br /><br />Tales of Symphonia is the first 3D entry in Namco Bandai's "Tales" series of Action RPGs, and was an exclusive for the Nintendo Gamecube in all regions except Japan, where it received a shoddy Playstation2 port. The game takes advantage of the Cube's power to make a beautiful game for the player to explore. Is the game a triumph of the highest caliber, or does it fail because Namco Bandai never localizes anything and hates their fans, not even giving them the Tales of Vesperia PS3 port, or Tales of Graces, or well over half the games in the series? ...Sorry about that.<br /><br /><br /><span style="font-weight: bold;">Gameplay</span><br /><br />Tales of Symphonia is an Action RPG, so instead of just sitting around, navigating through menus, and selecting attacks in turn-based format, you are actively participating in the battle in real time. Also, unlike most RPGs, there are no random encounters. All enemies can be easily seen, avoided, or confronted visibly. The battle system feels much like a 3D fighter [a genre in which Namco has quite a bit of experience in], in that you can string together combos by timing your moves correctly and teaming up with other characters. You also use special attacks that can be mapped to the B button + different analog stick directions, and the C-Stick. It makes battles very fast-paced and fun, with an infinite number of ways to fight. A nice little feature exclusive to Symphonia [surprisingly never brought back in later installments] was the Unison attack, which was a gauge that filled up as you fought, and when it filled up completely, you could hit the Z button, and unleash hell. By which I mean, you can assign different attacks to party members for use in unison attacks, and as soon as you hit the Z button, you must start as many of these attacks as possible before the gauge empties, and all the attacks would be performed at once, creating a flurry of attacks. Sometimes, doing certain unison attacks in a row will trigger an even bigger combo between two or more characters, causing massive damage, and most likely stunning the enemy for a brief period. It also just looks awesome. The battles never get boring; I found myself intentionally running into enemies just for the fun of the fight. Yes, the battle system is certainly one of Tales of Symphonia's most standout features.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://ps2media.ign.com/ps2/image/article/514/514311/tales-of-symphonia-20040512051212321_640w.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 632px; height: 448px;" src="http://ps2media.ign.com/ps2/image/article/514/514311/tales-of-symphonia-20040512051212321_640w.jpg" alt="" border="0" /></a><br />As is a common feature in the Tales series, multiplayer is available in battles, allowing 4 players to fight at once. I can attest to this being very fun, having beaten the game both alone and with a friend. When playing alone, you can go through battles like you would in a normal ARPG, but when a friend comes along, you add a whole new level of strategy to the game, allowing you to work together to do some really neat tricks and combos. As I stated before, up to 4 people can play at once, effectively make the game a "party" RPG.<br /><br />Outside of battles if pretty standard fare for RPGs; you go around, exploring towns and the overworld, talking to people and gathering info. Not much to say here, except that I should mention that there is a nice system in the game for cooking meals. The meals require ingredients which can be bought cheaply or found free. The meals heal the whole party, and their effectiveness depends on the recipe and the person cooking. You learn new recipes as you explore each town, and cooking can become a very useful tool if you use it right.<span style="font-weight: bold;"><span style="font-style: italic;"><br /><br /><span style="font-weight: bold;"></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">Gameplay: 9/10</span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-weight: bold;"></span> </span><br /><br />Story<br /><span style="font-weight: bold;"><span style="font-weight: bold;"></span></span></span><br />For the most part<span style="font-weight: bold;"><span style="font-weight: bold;"><span style="font-weight: bold;"></span></span>, </span>I was impressed with Tales of Symphonia's story. It starts off in the land of Sylvarant, in a small village called Iselia. Here is where the primary characters live. Lloyd Irving, the main character, is friends with a girl named Colette Brunel, who is destined to become the "Chosen", the Half-Human, Half-Angel being that will go on a journey to save Sylvarant. I don't want to spoil too much, but let me just say that the first third of the game is devoted to this portion of the story. The game starts off with this standard, run-of-the-mill story; what everyone expects from your average JRPG. However, it soon grows into something far more complex and enthralling. I honestly didn't think the story was anything special until I got past the first couple dungeons. But, trust me, Tales of Symphonia's story is something to behold when it is in full steam. I spent many sleepless nights playing the game, just to see more of the plot. There are times when the game does something somewhat cheesy and melodramatic, but I really had to think about when they were, and even then, they were few and far between. What I am saying is, if you want a good RPG story that will really suck you in and keep you clinging to your Gamecube controller, look no further than Tales of Symphonia.<br /><br /><span style="font-style: italic;">Story: 8/10</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images.fragland.net/screenshots/1114/4.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 640px; height: 432px;" src="http://images.fragland.net/screenshots/1114/4.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;">Sound</span><br /><br />I didn't fully appreciate tales of Symphonia's musical score until I saw the soundtrack as a whole. I was absolutely shocked to find that there is a total of 83 songs in the game! It is truly amazing how they fit such an extensive soundtrack into 2 Gamecube discs. Thus, it is rare to find the same song in two different locations [unless they are the same type of building, of course]. The music has a lighthearted yet majestic tone; reminding me a lot of the music in the Dragon Quest games. Most tracks are mellow and fun, so as to not distract from the rest of the game. But, the music mirrors the events quite well, and each track provides a spot-on musical interpretation of the events at hand, which is very effective in immersing you in the game. It won't blow your mind, but tales of Symphonia's soundtrack is still one of the better overall soundtracks I have heard in a game. There's not really much else I can say about it, so I'll let the music do the talking. Here's one of the songs from the game:<br /><br /><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dxKHsSMxIvDoW29jwtaKa6aKSiios0HuFwcBBUd_9f4qay6Yw5EmMgOnN2xOCxLF7lM-rWxsowADbQBGuvQmA' class='b-hbp-video b-uploaded' frameborder='0'></iframe><br /><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-weight: bold;"></span></span></span></span></span></span></span></span></span></span></span></span><span style="font-weight: bold;"><span style="font-weight: bold;"><span style="font-weight: bold;"></span></span></span><span style="font-weight: bold;"><span style="font-weight: bold;"><br /></span></span><span style="font-style: italic;"><br />Sound: 8/10<br /><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span></span></span><span style="font-style: italic;"></span><span style="font-weight: bold;"><br />Graphics</span><br /><br />The art style for Tales of Symphonia was largely up in the air during development, due to it being the first game in the series in 3D. So, Namco decided to employ a semi-cel-shaded look for the game, an art style that has since become a common trait in Gamecube games. The character models look beautiful, and are very expressive, with each character having multiple animations for their emotions. It really feels like the expressive sprites of games like Final Fantasy VI or Suikoden II, but in 3D form. The backgrounds and locations are also very detailed. I always found new things that I hadn't noticed before when I re-entered buildings. That level of craftsmanship and care taken into each area is spectacular. I suppose that Namco really wanted to show what the Gamecube's next-gen graphics could do when designed by the right people. It is a beautiful game to see, with the only graphical downfall being that the game does not support Progressive Scan mode; something I think would have really helped the game. The environments are so detailed that the standard 480i resolution causes them to sometimes be blurry, and I am unable to see some very small things clearly. Other than that, Tales of Symphonia will make your 'Cube feel good about itself.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.ntsc-uk.com/reviews/ngc/TalesOfSymphonia/02.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 637px; height: 445px;" src="http://www.ntsc-uk.com/reviews/ngc/TalesOfSymphonia/02.jpg" alt="" border="0" /></a><br /><span style="font-style: italic;">Graphics: 8.5/10</span><br /><br /><br /><span style="font-weight: bold;">Value</span><br /><br />Tales of Symphonia is currently selling at Gamestop for $20. Not the best deal you will get on a used game, but in my opinion, it is worth every penny, because the game's length will more than justify the cost. Tales of Symphonia markets itself as a 40-hour game, but it is really selling itself short. You will easily get around 60-80 hours from the story alone, as long as you're not doing a speed run. I personally spent around 150+ hours on my first playthrough, going through everything I could, and I still wasn't able to complete every side-quest! Think about it. For $20, you could buy a bunch of okay games that will last you a total of maybe a week, or you can buy one incredible game that will last you several weeks. Which one would you rather have?<br /><br /><span style="font-style: italic;">Value: 10/10</span><br /><br /><br /><span style="font-weight: bold;">Miscellaneous</span><br /><br />As I said before, there are a huge number of side quests in Tales of Symphonia; all of which give you cool extras throughout your game. A good number of side-quests' rewards involve things called Titles, which, when equipped, give your characters bonus points and abilities when leveling up. It is a nice little system that gradually pays off depending on your play style. Speaking of which, the special attack progression system is really something else in Tales of Symphonia; it is a bit more of a realistic system than you would expect. Instead of just learning set new moves when you level up, the game instead determines your character's new moves based on what types of moves you use most often. For example, if you use magic more often than physical special attacks, you will learn more magic, and vice-versa. It makes you think more about how you want your characters to level up, and what to make them fight with. All these things add unprecedented levels of depth to the game, and make it all that more enjoyable of an experience. I could go on about each subsystem and all the side quests of the game, but I think my keyboard would wear out if I tried. Also, I should say that this game was so popular in Japan that a special edition Gamecube was released for the game!<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://photos-a.ak.facebook.com/photos-ak-sf2p/v234/177/3/197000224/n197000224_30285008_82.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 604px; height: 453px;" src="http://photos-a.ak.facebook.com/photos-ak-sf2p/v234/177/3/197000224/n197000224_30285008_82.jpg" alt="" border="0" /></a><br /><br /><span style="font-style: italic;">Miscellaneous: 9.5/10</span><br /><br /><br /><span style="font-weight: bold;">Overall</span><br /><br />Tales of Symphonia is a game for the ages, and is definitely one of the best adventures you will find running on Nintendo's lil' powerhouse. It has everything you could want in an ARPG, and is in the top of its genre because of that. You will not get easily bored of Tales of Symphonia, and I have a feeling you will like it as much as I did. If you have never played an RPG before, this might even be a good place to start, due to the simple-to-learn, hard-to-master combat system. I would definitely recommend this game to anyone who plays games, as it is one of the classics of the Gamecube's era. Buy Tales of Symphonia. Right now. You will not regret it.<br /><br /><br /><br /><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-size:180%;">Overall Score: 9.5/10</span></span></span><span style="font-size:180%;"><span style="font-size:100%;"><br /><br /><span style="font-size:100%;">This is lisalover1, going off to play some Tales of Legendia after all this talk about the Tales series.</span><br /></span></span><span style="font-style: italic;"><span style="font-style: italic;"></span></span>lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0tag:blogger.com,1999:blog-4625429042605673218.post-43474108906325605762010-07-18T09:21:00.000-07:002010-07-18T11:52:24.526-07:00Gamecube ControllersOne of the first things people think of when they think of the Gamecube is the controller. It is certainly an unorthodox design upon first glance, and may even look uncomfortable to hold properly. Non-uniform button sizes, analog sticks, huge triggers, and a general lack of symmetry. But, is it really that bad?<br /><br />Well, take a wild guess as to what I'm about to say. I think that the Gamecube controller is one of the better controllers for any system. One could argue that the 'Cube's controller is more about function than form, which is what I will focus on. Just for reference, here's a picture of the controller:<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://class.georgiasouthern.edu/writling/professional/TechWrite/1-1/wyatt/pop_img_controller.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 320px; height: 320px;" src="http://class.georgiasouthern.edu/writling/professional/TechWrite/1-1/wyatt/pop_img_controller.jpg" alt="" border="0" /></a>You can see how someone would be intimidated by it initially. But, the genius behind it comes when you actually start to play. Let's start with the analog sticks. Now, I want you to do something. Pick up a PS2 or Xbox controller. It's all right; I'll wait until you have got one... Okay, now put it down, and then pick it up again. Where do your thumbs automatically gravitate to? For most people, their thumb rests on the PS2 controller's D-Pad, or the Xbox controller's left analog stick. In both cases, your thumb goes to the highest input mechanism on the controller's front face. As you can see from the Gamecube's controller, that is where the analog stick is. This is a small thing, but you can see Nintendo wanted to make a very ergonomic controller. Speaking of analog sticks, a controversial part of the Gamecube's controller is that it has an octagonal frame around it. Many people think that this is less practical than the standard circular frame. I have to disagree. Consider this; that frame allows you to make more definite movements, and you will know that you are registering that exact direction. This is very helpful in 3D fighting games, where exact movements are necessary, but where an analog stick is preferable over a D-Pad. you can see how this would be advantageous.<br /><br />The buttons are also somewhat odd in their size and placement. For one, the "A" button is the biggest button on the button on the controller's face, and the B, X, and Y buttons seem to gravitate around it. This takes some getting used to if you have done all your previous gaming on a PS/PS2 controller, where all the buttons are in a pattern, and the same size. But, this arrangement is not without purpose. Remember what Nintendo's number-one genre is; Platformers. A genre that truly only needs one button to define it, and everything else is auxiliary. And what button does one normally use to jump? Bingo. I don't know if I am reading too deep into this, but I think Nintendo wanted to have a controller that was suited towards Platformers, by making the jump button the most accessible one on the controller. Well played, Nintendo. Well played.<br /><br />The next item is one of great controversy, that being the D-Pad. I am actually going to say that I think the Gamecube controller's D-Pad could have been a whole lot better. The fact that Nintendo stuck to their original design of a D-Pad normally works out very well, when it is the primary control mechanism, but not when it is off to the side. When reaching down to it quickly during gameplay, or even using it as the primary control for a game, it proves to be too small and uncomfortable. I have to agree with everyone else on this one; the Gamecube controller does not have a good D-pad.<br /><br />Sorry about that; a bit of a downer, huh? Well, let's move on to the final part of the controller, the triggers. I am going to go out on a limb here, and say that the Gamecube's triggers are some of the best available. They are big, they are analog, and have a lot of space in which to move them, making racing games a breeze. If you go from using a PS3's triggers to a GC's, you will DEFINITELY notice the difference. The next best triggers that come close are the Dreamcast's and Xbox's, which in my opinion, are tied for 2nd place. The GC's triggers are very smooth and comfortable, and are a joy to use. Then there is the "Z" button, which I am still counting as a trigger. It seems weird that there was no other button like the Z button on the other side of the controller, but I'm going to try and explain its usefulness. Because there is only one "Z-like" button, that makes it the dumping ground for control mapping. There is nothing that people expect the Z button to do; it is not bound by expectation, so developers can have it do whatever they like. Since it is close to the triggers, it can reload in an FPS, or shift gears in a racing game. It is out of the way, so it can bring up the menu in an RPG [although, I can not for the life of me figure out why RPGs can't just use the start button for the menu; they're weird like that.], or a multitude of other things that wouldn't make sense if mapped to anything else.<br /><br />That is most of what I can say for the official Gamecube controller, but what about the other ones? Can they serve a purpose that the official controller does not? I will go through some of the most well-known and coolest "other" GC controllers.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.weblogsinc.com/common/images/6436767233477534.JPG?0.30892426729276623"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 425px; height: 196px;" src="http://www.weblogsinc.com/common/images/6436767233477534.JPG?0.30892426729276623" alt="" border="0" /></a>Aw, hell, yeah. Now, I haven't ever used one of these controllers personally, but I will still give my opinions on it anyway. The Resident Evil 4 Chainsaw controller is exactly what it sounds like, and is something special, indeed. It seems that you hold it like a normal chainsaw, but the analog stick and face buttons are strategically places near each handle. It seems like a good enough controller, and the D-Pad is in a much easier-to-reach location, but the C-stick is not harder to reach. All in all, it seems like the best purpose for this controller is just to look like a total badass.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.the-nextlevel.com/features/hardware/hori-digital-controller/hori-gamecube-pad.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 480px; height: 640px;" src="http://www.the-nextlevel.com/features/hardware/hori-digital-controller/hori-gamecube-pad.jpg" alt="" border="0" /></a>Hori. The Holy Grail of controller brands. They made a controller for the Gamecube, but it is a lot different that the official one. Built from the ground up for use with the Game Boy Player, it aims to resolve the issues people have with the GC's D-Pad, by taking a cue from one of the most loved D-Pads in gaming history. Yes, the Hori GBP pad looks awfully similar to a Super Nintendo controller [It even has a select button!], but that's the point. GBA games were not meant to be played with an analog stick, so Hori filled a need for a good 2D game controller on the Gamecube. This controller often goes for quite a bit on Ebay, so don't except to get one for the same price as an official controller. It is also great if you run a SNES emulator on your Gamecube, to have something authentic to play with.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://thebbps.com/images/stories/wavebrd.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 396px; height: 396px;" src="http://thebbps.com/images/stories/wavebrd.jpg" alt="" border="0" /></a>Silly me, how could I forget about the Wavebird? Regarded by many as the best wireless controller outside of this generation, the Wavebird is versatile, lightweight, and most importantly, almost exactly like the official wired controller. It is everything that a good wireless controller should be, with the only downfall being the lack of rumble. It has a dial on the bottom that lets you switch the frequency of the wireless signal, and connect to different Wavebird receivers, so you can connect any Wavebrid to any receiver. Everything that I have said about the wired controller can be said for the Wavebird, as well.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.planetgamecube.com/media/2389/1/9342.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 399px; height: 298px;" src="http://www.planetgamecube.com/media/2389/1/9342.jpg" alt="" border="0" /></a>Now here's one you probably have never seen before. The Gamecube Keyboard Controller was designed specifically for Phantasy Star Online Episode I & II, so players could chat more easily. It seems like a gigantic and unwieldy target of ridicule at first, but it is actually a pretty cool idea. I own a keyboard for my Dreamcast, and it is annoying to switch back and forth between it and my controller to play and chat. With this thing, I can easily do both. The controller is generally expensive [around $50], but it is a very cool thing to have in your collection, and to watch people's reactions when they see it.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.axess.com/twilight/console/detail/gcnprot1.jpg"><img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 450px; height: 300px;" src="http://www.axess.com/twilight/console/detail/gcnprot1.jpg" alt="" border="0" /></a>What in the world is this contraption? Well, it is an unreleased early prototype Gamecube controller, when the system was still just starting to be developed. Note the lack of a D-Pad, and that a N64-esque start button is in its place. Also, the colors of the buttons are changed around, and there is a third bean-shaped button surrounding the "A" button. It still has triggers [you can see them in the shadow underneath], but I can't tell if it has a Z button. Man, I am glad that this was never released.<br /><br /><br />Wow, that was a bit of a long post, wasn't it? I may go more in-depth into some of these other controllers at a later date, but I think this is fine for now. I hope you all found the article enjoyable and informative. This is lisalover1, and I hope to see you all again really soon!lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com2tag:blogger.com,1999:blog-4625429042605673218.post-52979234680800657932010-07-18T06:59:00.000-07:002010-07-18T07:40:13.897-07:00The Glorious Purple LunchboxWelcome to my new blog, devoted entirely to Nintendo's little box that could. I will be periodically posting articles that make you feel really bad about selling your Gamecube a few years back, by showing you some of the system's greatest games, coolest accessories, and features you probably have never heard of before. You will soon see that the Gamecube is a much better console than most people give it credit for. So, I would like to start by taking some of your questions.<br /><br /><br />Q: Why are you talking about the Gamecube? Isn't it that awful kiddie console Nintendo used to make?<br /><br />A: First of all, fuck you. Second, you just don't know the system well enough. The Nintendo Gamecube was a console that ultimately lost the console wars to the Playstation 2 and Xbox, but that doesn't mean it is a bad system. It had some of the most original and creative titles of the generation as exclusives, and often had superior versions of games that were also released on the Playstation 2. It also had an efficient and comfortable controller, made it a formidable contender, at the very least. I will elaborate on all of these topics in later blog posts, but I just want to summarize them now. Anyway, all these things and more make the Gamecube one of my favorite consoles.<br /><br />Q: Well, if you admit that the PS2 and Xbox won the console wars, then why don't you write about them?<br /><br />A: You're missing the point. I am trying to argue that the Gamecube can be just as good, if not better than those consoles, depending on how you look at it. Every console has its advantages and disadvantages, and the Gamecube is no exception. For example, look at a game like the Legend of Zelda: Twilight Princess. Here, the Gamecube was able to keep up with graphics meant for the Wii, a next-gen console. The game looked better than most Xbox games, and is a clear example of the largely-unused power that the 'Cube had under its hood.<br /><br />Q: When will you write about [insert game name here]?<br /><br />A: That depends. Is it a good game? If so, I will probably write about it eventually.<br /><br /><br />So, that just about wraps up the introduction. I will be posting some real articles here soon, so keep on the lookout for them. I will also probably fix up the appearance of the blog, too. It is looking kind of bland right now, so I think I will add some stuff to make it more relevant to the topic at hand. Until next time, this is lisalover1, signing off.lisalover1http://www.blogger.com/profile/16709859798875806159noreply@blogger.com0