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Okami (better than Zelda??)

posted ‎‎Sep 22, 2008 12:19 PM‎‎ by Richard Barnes   [ 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

The New Wii Motion Plus

posted ‎‎Aug 23, 2008 2:12 PM‎‎ by Richard Barnes   [ 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?

A new wheel for the Wii from Logitech

posted ‎‎Aug 23, 2008 6:39 AM‎‎ by Richard Barnes   [ 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.

New site coming 20/09/2008

posted ‎‎Aug 22, 2008 3:25 PM‎‎ by Richard Barnes   [ updated ‎‎Aug 23, 2008 2:15 AM‎‎ ]

Our new site will be launching on the 20/09/2008

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