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posted Sep 22, 2008 12:19 PM by Richard Barnes
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updated Sep 22, 2008 12:29 PM
]
One of PlayStation
2’s most beautiful swansongs is retouched for the Wii, and the great
news is that the splendour hasn't dulled in the least.
Indeed, for players who missed this modern classic the first time
around, Okami is a must-buy, one of the most rare videogames that
combines jaw-dropping, individualistic visuals with a wistful premise,
achingly beautiful soundtrack and rock solid game mechanics.
You play as Amaterasu, the Japanese sun goddess who has been
incarnated in the form of a white wolf. The game exudes Japanese
fairytale mythology, a tone that extends to the watercolor,
cel-animation style visuals which literally paint the game. The
dialogue is fast-paced, witty and endearing, making for an
unforgettable journey to rid ancient Japan of an evil eight-headed
serpent and restore all that it has poisoned.
The game’s raw technical port to the Wii is carried out with aplomb.
Some might prefer the softer visuals of the PlayStation 2 version,
occasionally there’s the odd dip in framerate, but otherwise everything
that made the original such a landmark in graphical design is present.
Likewise, Okami’s haunting soundtrack remains one of the high
achievements, evoking the colour and shade in the visuals with
eloquence.
Peel back the surface details and there’s a long, deep adventure
here with a structure that bears resemblance to that of the Zelda
games. Most of the offensive controls, where Amaterasu uses primary and
secondary weapons to do battle against esoteric foes, work well with
the Wiimote but there are a few notable exceptions and the dodge
system, where you yank the nuncuck to dash away from attacks is
imprecise. However, as battles are straightforward, and hardly the main
part of the game’s appeal, it’s not such a major problem.
In particular the Wii controls work marvelously when applied to the
celestial brush, a paintbrush which can be used to create gusts of
wind, draw bridges, manufacture bombs, slash through enemies and any
number of other tasks. Drawing with the Wiimote works brilliantly,
allowing you to draw quicker and with more precision than the PS2
controller allowed. Drawing straight lines can be tricky in the heat of
the moment, but in time it becomes second nature.
With support for widescreen and progressive scan televisions, this
is the definitive version of a unique experience. One of the most
creative and engaging adventure games of recent years it’s a glorious
addition to the Wii catalogue.
5 out of 5 |
posted Aug 23, 2008 2:12 PM by Richard Barnes
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updated Aug 23, 2008 2:26 PM
]
 Players wondering if we'd ever see a true 1:1 experience on Wii need to
wonder no more, as Nintendo announced today a new plug-in peripheral
for the Wii remote, currently called Wii MotionPlus. Details are sparse
so far, but Nintendo revealed the first snippets of information in a
press release this morning. The following statement is -- in its
entirety -- Nintendo's announcement of MotionPlus for Wii:
"Nintendo's upcoming Wii MotionPlus accessory for the revolutionary Wii
Remote controller again redefines game control, by more quickly and
accurately reflecting motions in a 3-D space. The Wii MotionPlus
accessory attaches to the end of the Wii Remote and, combined with the
accelerometer and the sensor bar, allows for more comprehensive
tracking of a player's arm position and orientation, providing players
with an unmatched level of precision and immersion. Every slight
movement players make with their wrist or arm is rendered identically
in real time on the screen, providing a true 1:1 response in their game
play. The Wii MotionPlus accessory reconfirms Nintendo's commitment to
making games intuitive and accessible for everyone. Nintendo will
reveal more details about the Wii MotionPlus accessory and other topics
Tuesday morning at its E3 media briefing."
What we don't know, however, is how exactly MotionPlus will work with
nunchuk controls, as the peripheral would need some sort of
pass-through in order to give 1:1 motion to titles requiring analog
control. The first shot above shows a small plug in the bottom of the
attachment, which looks to be covering just such port, but we'll wait
on Nintendo to give the final confirmation. Will we see first-person
shooters that can make use of this technology? Will LucasArts find a
way to adapt the upcoming Clone Wars game to include true 1:1
lightsaber technology, or could Nintendo beat them to it with a pack-in
Link's Sword Fighting game (or news of a new Zelda Wii) to showcase
MotionPlus? Will some sort of future "Wii-mote 2.0" automatically
include MotionPlus, removing the need for an additional add-on
peripheral?
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posted Aug 23, 2008 6:39 AM by Richard Barnes
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updated Aug 23, 2008 2:29 PM
]
After putting up with waving controllers around in the air for the last
couple of years, a more realistic racing solution might be on the way for Wii
owners.
Logitech have announced their Speed Force Wireless Racing Wheel, which will
be the Wii's first steering wheel with force feedback.
The driving rig, equipped with Logitech's patented force feedback tech, will
also feature 2.4GHz wireless, promising, the company says "lag-free racing from
up to 30 feet away from the console" via a plug-in USB receiver.
Licensed officially by Nintendo, the wheel is also being released to tie in
with EA's upcoming Need for Speed Undercover, currently in development by Black
Box studios. Logitech says the wheel will work fine with any other upcoming
force feedback racing titles too, though.
Expected to be available in the UK from November, the wheel should retail for
around £60. |
posted Aug 22, 2008 3:25 PM by Richard Barnes
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updated Aug 23, 2008 2:15 AM
]
Our new site will be launching on the 20/09/2008
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