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Showing posts with label while. Show all posts
Showing posts with label while. Show all posts

Wednesday, October 17, 2012

Details on Yoshi, F-Zero Nintendo Land Games

Though we've known for a while that Nintendo Land's final games were Captain Falcon's Twister Race, Yoshi's Fruit Cart and Octopus Dance, we've had no clear details on these final three attractions - until now.

As reported by ONM, a recent UK public event for Wii U featured full descriptions for Nintendo Land's games, including those that had yet to be completely and formally revealed. Though no in-game images have been shown, these listings do specify the number of players and quite a bit of information. Here's what was revealed:

Captain Falcon's Twister Race: In this single-player attraction, you'll hold the narrow end of the Wii U GamePad upright with both hands to guide a high-speed wind-up vehicle toward the finish line.

Octopus Dance: This is a single-player, rhythm-based attraction using the Wii U GamePad. You must instantly memorize the movement of the character on screen and re-enact the poses using the Control Sticks or gyro sensor.

Yoshi's Fruit Cart: In this brain-teasing single-player attraction, you're asked to guide Yoshi's cart towards the goal while collecting all the fruit along the way. The catch is that you can see fruit on the TV but not on the GamePad, a game-play mechanic made possible only using two screens.

Stay tuned to IGN for more details on these games, and Nintendo Land in general.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : ign[dot]com

Wednesday, October 10, 2012

PS Vita RPG Ragnarok Odyssey Has A Release Date

Ragnarok Odyssey has long looked like one of PlayStation Vita’s most promising games, and while we’ve known for a while that it was due out sometime this fall, now we finally have an exact release date. Ragnarok Odyssey will launch in North America on October 30th. Its release date in other territories is still unknown, though it should be coming "later this year" to Europe in particular.

As is the case with all PlayStation Vita games, Ragnarok Odyssey will be available digitally via the PlayStation Network on day one, but it will also be available for purchase at retail. Game Arts’ newest RPG – localized and translated by publisher XSEED – will sell for $39.99, though a special “Mercenary Edition” will also be available. The latter includes “a randomized pack of 10 Monster Cards,” as well as the game’s full soundtrack on CD, and a 96-page “full color Mercenary Guide” which chronicles some of the game’s “art, quests, maps and boss strategies.” The special edition will cost $49.99.

Stay tuned to IGN towards the end of the month for our full review of Ragnarok Odyssey.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter (@notaxation) and IGN (Moriarty-IGN) and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Wednesday, September 12, 2012

The Incredible Hulk #13 Review

The second act of Jason Aaron's Hulk saga saw Hulk bounce from one bizarre location to the next, all the while battling kooky enemies and struggling to understand what Banner was working to accomplish. It went on longer than it needed to, but finally we've arrived at the third and final leg of the series. If issue #13 is any indication, Hulk United will serve as a strong finish to an uneven run.

For the most part, issue #13 focuses on re-framing the events of Stay Angry from Banner's point of view. Aaron writes Banner's reaction to his "death" at Hulk's hands and his chaotic journey to develop his Hulk serum. My concern with this series all along has been that Aaron would push Banner so far down the path of villainy that the character might become irredeemable. This issue goes a long way towards fleshing out Banner's present state of mind and making his actions a little more understandable. And after the rampant craziness of the last arc, the more serious tone is a nice palate cleanser. That's not to say there aren't moments of frivolity. Aaron delivers a showdown between Banner and Doctor Doom that ranks among the best scenes of the series so far. Doom's bravado is as hilarious as ever. And the running gag of every Doom turning out to be a Doombot is a hoot.

Jefte Palo provides the artwork for this issue. His work really shines, thanks in large part to the colors of Frank Martin. Palo's normally thick, black lines and shadowy characters suddenly become more vibrant and superhero-y thanks to the coloring.

The end is in sight, and Aaron is showing every sign of finishing this series in stronger form than he opened it.

Jesse is a writer for IGN Comics and IGN Movies. He can't wait until he's old enough to feel ways about stuff. Follow Jesse on Twitter, or find him on IGN.


Source : ign[dot]com

Monday, September 3, 2012

Kick-Ass 2 Director Hints at a Confirmed Role for Jim Carrey

Kick-Ass 2: Balls to the Wall director Jeff Wadlow sent out a tweet recently that may confirm what we've suspected for a while; that The Mask and Batman Forever actor Jim Carrey is joining the cast of the comic book sequel as 'The Colonel.'

The tweet reads: "6 days till we start shooting... and we officially have our Colonel. Alrighty f'n then!"

While he does not explicitly name Carrey, Wadlow uses the catch-phrase the comic actor made popular in the Ace Ventura: Pet Detective movies.

As we previously reported, The Colonel will be a key supporting role in the sequel. "He helps galvanize the team of misfit super heroes assembled to fight evil," quoted Wadlow to Deadline. The site stated that Carrey was being wooed for the project back in August.

With reference to the Kick-Ass comics, "The Colonel" could be Colonel Stars, whose alter-ego is Sal Bertolinni, a former mob soldier-turned-born again Christian superhero.

Original cast members Aaron Johnson, Chloe Grace Moretz, Christopher Mintz-Plasse, and Nicolas Cage are all set to return for the sequel, with shooting starting in a few days. Stay tuned for any further updates.


Source : ign[dot]com

Tuesday, August 7, 2012

Sound Shapes Review

Sound Shapes has been ambiguously floating in the PlayStation ether for a while. Originally created as a Vita exclusive, it was over a year ago that we first declared it to have serious potential as a launch title. But Sound Shapes slipped from the launch window, and anxious players had to patiently wait, seemingly so developer Queasy Games could port it to PlayStation 3.

Now, six months removed from Vita’s western launch, Sound Shapes has finally arrived on both PS3 and Vita, and I’m happy to report that it was worth the wait. Sound Shapes packs beautiful visuals, a stunning audio array, rock-solid gameplay and a suite of creation and sharing tools that unify both versions of the game. That last part’s good news, as Sound Shapes’ low price buys you both the PS3 and Vita iterations of the game.

Instantly striking about Sound Shapes is its presentational fluidity, its ability to get you right into the action through its gorgeous, minimalist, no frills approach. This immediately shines through from its compulsory tutorials. Though Sound Shapes contains a slew of options, it behooves you to get right into its 20-stage campaign first, since doing so unlocks scores of components that can be used in creating your own stages later on. And beating Sound Shapes’ campaign unlocks two other modes that will be interesting to challenge-seekers and Trophy-hunters in particular. Those modes fully compound Sound Shapes’ inherent fun factor.

The campaign itself is interesting right off the bat because each of the five “worlds” (called “albums” and filled with stages in-game) are designed by different visual artists. Better yet, a different musician was assigned to each album, giving the varied art its own distinct and unique audio accompaniment. For instance, the four stages of CORPOREAL (designed by Superbrothers with music from Jim Guthrie) feel, look and sound different than the three stages in the Cities album (designed by Pyramid Attack with music from Beck). PixelJam, Colin Mancer and Vic Nguyen are some of the other artists in the game, with more music from the likes of I Am Robot, Proud and deadmau5.

Gameplay is fairly straight forward – Sound Shapes is very much a side-scrolling platformer – but there are a number of twists that will keep you on your toes. Each stage comes littered with collectible circles that, when gathered, add components to the background music. As you begin to collect more and more, the music grows in robustness, losing old features – such as a gentle hi-hat hit or a jarring bass strum – and gathering new notes, instruments and chords in their wake. The motivation of the game’s little blob character remains unknown – he simply wants to get to the end of any stage where a record player can be found, allowing him to move on – but that’s one of the strangely endearing features of Sound Shapes. It’s open to interpretation.

As a result, Sound Shapes has multiple layers as both a standalone platformer and as something more, something deeper and more artistic. It isn’t designed to be ruthless. It’s actually quite forgiving, casual and easy to understand; that’s part of its charm. You can easily beat the game in under three hours, but when you compete with the masses on worldwide leaderboards that chronicle both your aptitude for collecting a level's "sounds" and the timeliness (or lack thereof) in which you beat a stage, Sound Shapes’ brief campaign quickly balloons by becoming the worthwhile sum of its many parts.

But only when you beat Sound Shapes does the game truly begin in earnest. Thrashing through the campaign unlocks two new modes – Death Mode and Beat School – that open up the essence of Sound Shapes for players to dissect at a molecular level. While Beat School challenges musically inclined gamers to put together beats using only Sound Shapes’ creation tools and their ears, Death Mode puts players back into sticky situations, tasking them with collecting a certain amount of objects in a given time. As a musician, I blazed through Beat School, but I can’t help but wonder how the everyday gamer will do with them. Death Mode, on the other hand, was far more challenging for me.

Through these two modes, all but one of Sound Shapes’ Trophies are earned, and like the recently-released PSN exclusive Dyad, this makes Trophy-hunting an entirely separate and novel affair from playing the game itself. While earning the game’s only Gold Trophy comes by way of beating the campaign, its other 32 Trophies – all Silver – will come via arduous Death Mode adventurism and a knack for recreating music in Beat School. And yes, Sound Shapes doesn’t only come packing a Platinum Trophy, it also comes packing two separate Trophy lists for the two versions of the game. And if you sync your save from one to the other, expect to earn all of the Trophies from your Vita on your PS3 (or vice-versa).

Speaking of syncing saves, Sound Shapes allows players to send their progress from one iteration of the game to the other. And while I preferred playing Sound Shapes on Vita, the PS3 version is equally splendid in both core gameplay and content creation. Likewise, created stages cobbled together with the game’s intuitive creation tools can also be shared and played across platforms, and part of Sound Shapes’ lasting appeal will no doubt be derived from the player-created stages that will undoubtedly get more complex and impressive as time goes on.

With that said, I encountered issues with both syncing my saves between games and playing user-generated content. It took me around 10 tries to get my PS3 to read my synced Vita save – a problem a producer on the game told me was due to being signed into the PSN before booting the game up – but regardless of why the issue exists, it needs to be patched. Likewise, I tried to play a handful of user-generated levels and would get error messages just as many times as I would be able to successfully jump in and get playing. The reason for these issues remain to be seen, and again, a fix would be nice.


Source : ign[dot]com