Avatar - The Legend of Aang

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Posted by wishmaster, Wednesday, May 27, 2009 5:15 PM | 0 comments |

Fire Emblem - The Sacred Stones

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The Good
  • Deep, satisfying blend of strategy and role-playing
  • Lavishly crafted character-driven epic storyline
  • Lengthy quest also invites lots of replay value
  • Well suited for players of all ages and skill levels.

The Bad

  • Gameplay hasn't changed much since the excellent 2003 Fire Emblem game
  • Lots of recycled graphics and sound.

Another epic, memorable adventure awaits in Fire Emblem: The Sacred Stones, the follow-up to 2003's similarly excellent strategy RPG, Fire Emblem. The previous game was actually the seventh in a series that had long since established itself in Japan, and at last made it to these shores. That makes The Sacred Stones the eighth Fire Emblem title, though it features an original, completely self-contained story and is equally well suited to new players as well as returning fans. Those fortunate to have played previous Fire Emblem games will find a comfortably familiar experience in The Sacred Stones, which features its own huge cast of unique characters and some noteworthy twists to the formula. However, most of the play mechanics, animations, and sound effects are the same as before, and therefore maybe not quite as impressive as they used to be. The game itself is outstanding overall, though, for all the reasons its predecessor remains one of the best Game Boy Advance games available--it, too, offers a lengthy, rewarding, thought-provoking experience that truly makes you feel as though the decisions you make, waging one exciting battle after the next, carry serious consequences.

Ephraim's candor makes him a likable hero straightaway. He's one of dozens of great characters in Fire Emblem: The Sacred Stones.

Fire Emblem: The Sacred Stones consists of a series of strategic turn-based battles that are tied together by an elaborate, carefully crafted story featuring dozens of different characters...characters who live and die by your actions. The story touches on many of the same themes as the previous Fire Emblem game, but it's otherwise completely different, right down to the new setting of the land of Magvel. Central to the tale is a new pair of protagonists, the chivalrous royal siblings Ephraim and Eirika. When the kingdom of Grado suddenly and ruthlessly lays siege on its former allies in the kingdom of Renais, Ephraim and Eirika emerge as some of the sole survivors. Forced to go their separate ways, the two of them embark on a quest to muster an army and discover the source of Grado's treachery. You'll get to experience the story from both characters' perspectives, and parts of it even branch off, giving you a different angle on the storyline depending on whose journey you choose to follow.

Much like the previous Fire Emblem, this is a well-written, surprisingly sophisticated narrative featuring plenty of endearing heroes and villains, and no shortage of provocative, morally complex situations. The content isn't so severe that it isn't suitable for younger players, but the point is, Fire Emblem takes itself and audience seriously, though it's not without its occasional moments of comic relief, either. The storyline mostly just unfolds through lightly animated character portraits and accompanying onscreen text, yet this seemingly simple technique works surprisingly well to get the point across. The story is noninteractive and at times quite wordy, so you could skip right past it if and when you really want to. But, much like the previous game, the entertaining turn-based combat and the rich story of The Sacred Stones combine to form something much greater than the sum of these two parts.

The turn-based battles that form the basis of the gameplay in Fire Emblem have more in common with strategy games like Advance Wars than with other strategy RPGs like Final Fantasy Tactics Advance. In any given battle, you'll control a limited number of units--usually about a dozen--as you attempt to solve your mission's objective. That objective generally involves strategically battling against superior numbers of enemy forces. During your turn, you get to move all your units in any order, and if you wish to make them attack their foes, you're given an estimate of the results of that exchange before having to commit to the fight. When one unit attacks another, the game cuts to a little animated sequence showing the combatants exchange blows. If one unit runs out of health points, it's gone and out of the fight, and can usually be presumed dead. Don't think outsmarting your foes will be easy--the artificial intelligence in Fire Emblem is quite good, so you can look forward to your enemies exploiting any weaknesses in your defenses, such as by focusing their attack on your weakest forces. To make things really interesting, the game features tons of different character classes, each with their own distinct specialties. You've got knights, archers, cavaliers, priests, thieves, fighters, mercenaries, shamans, and many more to work with, including some exotic classes like pegasus knights and wyvern lords.

The gameplay itself consists of a long sequence of tense, exciting turn-based battles.

Fans of Fire Emblem should immediately recognize almost all of these, though a number of new high-level classes and enemy units have been added since the last game. As in the previous title, you must actively use your different characters in battle to make them earn experience points, and as they increase in levels, they noticeably begin to grow more powerful. Later, you'll also be able to upgrade them to a more prestigious character class that's much more effective. Actually, one of the significant changes in The Sacred Stones is that it gives you a choice when you upgrade most of your characters. In the previous Fire Emblem, your cavaliers could become paladins. Here, they can become paladins or great knights, the latter of which is one of the game's new classes.


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Posted by wishmaster, 5:06 PM | 0 comments |

Super Mario Advance 4

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For most of the 1980s, there really wasn't such a thing as "prerelease hype" in the video game industry. But that all changed with Super Mario Bros. 3, which not only packed a strong print and television campaign in the US, but had the promotional help of The Wizard, a video-game-themed motion picture that promised frothing young gamers a peek at the next installment in Nintendo's masthead series, before its release. The hype may have been manufactured, but it turned out the game more than deserved it. It delivered interesting new tweaks to the fundamental platformer formula that the original Super Mario Bros. had staked out, and it created the single largest, most fully-realized Mario world that had been seen up to that point. Nintendo has now repackaged and gussied up SMB3 for its GBA release as Super Mario Advance 4, updating the graphics and throwing in a few bonuses. The result is a package that is, more often than not, true to the original game, which still stands up as a rock-solid platformer 14 years after its original release.

Bowser's kids have turned the rulers of the seven different worlds in the Mushroom Kingdom into animals, and have taken over all of their domains.

Though Super Mario Bros. 2 was wildly different from the original SMB, with Mario and company battling Wart in the dream world, SMB3 takes it back home to the Mushroom Kingdom, where Bowser's kids have turned the rulers of the seven different worlds in the Mushroom Kingdom into animals and have taken over all of their domains. It's up to Mario to kick the Koopa Kids out of their airships, restore the rulers of the different worlds, and ultimately go head-to-head with Bowser himself.

The gameplay in SMB3 is functionally the same as it was in the original Super Mario Bros.--with Mario simply trying to get from one end of a level to the other with his hide intact--though it's on a much larger scope. The Mushroom Kingdom is split up into a series of uniquely themed worlds, each of which is represented with a large overworld map. Aside from using this map to go from level to level, you can visit Toad houses, where you can earn power-ups for later use, visit spade houses for chances to earn extra lives, and inevitably encounter roving gangs of hammer brothers.

While Mario could previously only throw fireballs, SMB3 introduced the suit system, where Mario could grab special power-ups to give him special abilities. The fire flower still works as it did in SMB. The super leaf, inexplicably, gives Mario a raccoon tail, which he can use to take out enemies and, even more confusingly, fly. The frog suit makes Mario much more nimble underwater, but it reduces his mobility on dry land significantly. The tanooki suit works much like the super leaf, except that it has the added bonuses of being able to turn Mario into an invincible, but immobile, statue, and it makes him incredibly adorable. The hammer suit, the rarest of the power-ups, lets Mario toss hammers just like those horribly annoying turtle guys. All these power-ups, plus a few others that you'll use on the overworld maps, are not only useful, but bring an incredibly distinct flavor to the game, and the robust suit system remains unique to SMB3 out of all the Mario games.

The robust suit system remains unique to SMB3.

Super Mario Bros. 3 could be challenging at points, but it also provided plenty of opportunities to earn loads of extra lives, which you did by collecting coins, picking up special mushrooms, playing the slot-machine-style minigames scattered across the Mushroom Kingdom, or simply by finishing three levels. Super Mario Advance 4 makes things even easier by including a Super Mario World-style save system, which means that you no longer have to play through the game in a single sitting. Veteran players might also notice that some subtle but noticeable changes have been made to certain levels. Extra blocks are added in areas where it would have previously been easier to fall to your death, and coins seem to be spread out more liberally. Truly, these are incredibly minute alterations, though they're peculiar ones nonetheless.


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Posted by wishmaster, 4:54 PM | 0 comments |

Ghost Rider GBA

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Fans of the skeletal biker with the flaming skull and ridiculous chains will likely enjoy Ghost Rider for the Game Boy Advance. It's an intense side-scrolling beat-'em-up that lets you use the titular character's fists, chains, and hellfire against the likes of Lilith, Scarecrow, Mephisto, and their many demonic thugs throughout 25 lavish levels. The game doesn't bring anything new to the beat-'em-up genre, but it is nevertheless a solid brawler that provides an excellent portrayal of everyone's favorite spirit of vengeance.

In Ghost Rider, you get to wail on enemies with the character's fists and chains.

Two-thirds of the game's levels take place in side-scrolling environments where criminals and monsters constantly rush into view as you make your way along the path. These fodder enemies can block and attack, and they do a good job of surrounding Ghost Rider, but they're usually no match for all of the attacks you're able to perform. You can unleash various punches and lash out with Ghost Rider's chains by pressing different combinations of the buttons and D pad, as well as grab enemies directly to express mail knuckle sandwiches to their faces. Some attacks were directly lifted from the comic books, such as the ability to pull enemies closer using the character's chains, or the ability to send them back to hell by performing the penance stare. New enemies are introduced every five levels or so, some levels have alternative paths you can take, and there's usually a giant boss creature waiting at the end of each level. In addition to the health and mana orbs that enemies leave behind, they also release soul orbs that you can collect and use to buy new attacks or upgrade existing ones. Gaining new attacks every couple of levels really helps stave off the feeling of repetitiveness that often develops while playing through a beat-'em-up.

The remaining levels are first-person motorcycle stages that will seem familiar to anyone who's played Road Rash. Your job in them is to make it to the end of a twisty highway populated with angry armed bikers without running out of health. When you pursue a group of evil bikers, they'll attack using shotguns and baseball bats. In response, you can hurl hellfire orbs from a distance or swing Ghost Rider's chains to hurt them up close. While all of this is going on, you also need to take care to dodge junk situated in the road. Ghost Rider often has to chase down demons with his bike in the comic books, so the inclusion of these bike levels adds another layer of authenticity to the game's portrayal of the character. Even if you're not a fan of the character, you'll probably appreciate the break from the lengthy fisticuffs levels that the occasional bike stage provides.

In terms of look and feel, Ghost Rider for the GBA does an excellent job of bringing the character's world to life. The side-scrolling stages have multiple layers of scrolling and flaunt sexy visual effects that are seldom seen in GBA games. In Mephisto's realm, for example, there's a persistent transparent haze, and the walls and flowing lava in the distance appear to waver in the extreme heat. The first-person viewpoint in the bike stages is also rather impressive, even if it is just the same trick developers have been using since the Super NES and Genesis days to fake a semblance of 3D. Ghost Rider looks just like he does in the comics, and he has a diverse selection of visually flamboyant attacks. The flames on his hands, head, and chains are animated, such that they constantly flare and sway in response to everything you do. There's rarely a dull moment, since new enemies are constantly appearing to replace the ones that you knock out. While there aren't a whole bunch of different sound effects, all of the smacks and groans that accompany attacks are sufficiently meaty. The music, meanwhile, is intricately orchestrated, moody, and fits the action perfectly.

You can collect orbs to learn new attacks. Motorcycle stages also add variety.

Followers of the character's comic exploits will further appreciate the rogues' gallery of bosses distributed throughout the game, which includes the likes of Vengeance, Lilith, and Mephisto, just to name a few. One of the static scenes between levels even features a brief cameo by Blade, the vampire hunter. Characters in the game are drawn so that they look like they do in comic books, although for some wacky reason, they're drawn to resemble the actors from the recent motion picture in the scenes that appear between levels. Fortunately, the movie likenesses don't seem out of place.

All told, Ghost Rider for the GBA is a fun, visually-stunning beat-'em-up that totally captures the essence of the character it's based on. And, at 20 dollars, the price is right.

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Posted by wishmaster, Monday, May 25, 2009 8:56 AM | 0 comments |

Naruto: Ninja Council Trashman

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Can the anime brawler live up to the GameCube glory of Clash of Ninja 2?

To team with the release of the Naruto: Clash of Ninja series on GameCube, publisher D3 has been simultaneously sending out handheld adventures to go with the franchise's console counterpart. When the first Clash of Ninja game hit stores, Naruto: Ninja Council was released for GBA. Now that Clash of Ninja 2 has made its way to the states, we're again seeing a simultaneous release with Naruto: Ninja Council 2.

Released over two years ago in Japan, Ninja Council 2 has now made its way to the states to compliment the rising popularity of the anime. Like the first Ninja Council game, the story follows the show's protagonist Naruto Uzamaki as he teams up with friends, fights evil, and pulls off insane super-attacks that can only be found in good ole "Japanime". Unlike the previous game, however, Ninja Council 2 has taken on a new developer, follows a different design, and makes some admittedly odd gameplay choices. For starters, the overall presentation of the game is much closer to the characters, allowing for Naruto and the bunch to take center stage on the screen, with the necessity of showing off the license as a top priority. In addition, the game has gone from being a mix of combat, platforming, and exploration to being primarily combat-based, and unfortunately the gameplay just isn't there.

In Naruto: Ninja Council 2, players have a chance to use not only Naruto himself, but also his friends Sasuke and Sakura as they attempt to pass the Chunin Exams at the Ninja Academy. Unfortunately, the evil Orochimaru has sprung a trap to catch the young ninjas, forcing Naruto and his friends to not only pass the exams, but also thwart Orochimaru's evil plans in the process. At any time in the game, players can switch between the three fighters with a tap of the L button, bringing in a fresh fighter with new super attacks, different combos, and varying attributes. Regardless of who you're controlling, the basic premise of the game is still the same; run to the right, kick the crap out of baddies, fight the boss, and repeat.

Unlike its predecessor, Ninja Council 2's level design is amazingly bland, usually banking off a single hook for each level. In the opening forest level, for example, there's very little vertical movement at all, as players merely run to the right, jump over fallen trees and stumps, and beat up on enemy thugs. The game tries to add flavor to the levels by including simple themes for each world (such as a cave level where fighters will have to battle on the backs of giant snakes), but the entire feel of the game is amazingly void and uninspired. In the previous Naruto GBA game players could run up walls, gain new spells to use, platform across tons of environmental hazards and find hidden areas. In Ninja Council 2, it simply feels like you're running from boss to boss.

Even the lack of inspired level design would be justified if the game's battle mechanic was stronger than the previous game. After all, the Clash of Ninja franchise exists purely on character combat, so a 2D title of the same nature could be a successful take on the franchise. Unfortunately, the gameplay feels very clunky, and doesn't have the balance necessary for an enjoyable fighting experience. The gameplay works on the most simplistic of levels, allowing for basic button-mashing, but when it comes to depth, Ninja Council 2 missed the mark. Player control is far too touchy, as even the simple act of turning around will take an additional tap when coming out of a run. Fighter collision is very uneven as well, having players making contact with punches that miss by 10-20 pixels away. It's hard to show off a strong fighting mechanic when players are taking damage from clear misses, and as we played through the game it became amazingly apparent that Naruto's looks were far more important than the game's feel. Sure there are a few awesome supers to pull off, sending enemies into a vortex of pain, but when general movement doesn't feel right, it just doesn't hold up. Sealing the deal, the game's aerial combat lacks a smooth feel as well, so not only is the combat difficult to work with on the ground, but also the air.

Despite the unintuitive controls, the game definitely has a strong style. Character animations are fluid and the overall look of the game is very flashy. Characters attack with a good deal of effects, and the amount of attention that went into each super is definitely apparent when watching the scripted attacks in motion. Even the audio includes a few snippets of English dialogue, and while the music isn't anything special, it's a solid all-around effort in the presentation category.

Closing Comments
Naruto Ninja Council 2 is a poster-child for the phrase “If it ain’t broke, don’t fix it.” The original game wasn’t amazing by any standards, but it was still a solid action-adventure game. Ninja Council 2 attempts to focus more on the fighting and less on the exploration, but fails to retain the tight gameplay of the original in the process, making for a game with far more detail and style, better character animations, but a weak overall feel. The level design is very sloppy, the collision detection is off, and the super attacks – while entertaining – can’t make up for the lack of overall melancholy combat execution. The addition of multiple characters was a great choice, and the gameplay can be fun at times on the most simplistic and mindless level, but even the most avid fans will find themselves frustrated at the poor combat and shallow environments in no time. The game offers a multiplayer mode for co-op and vs. battles, but Naruto fans would do better to enjoy the more solid execution of the original Ninja Council game for GBA, or invest in Clash of Ninja 2 for GameCube than play through this flawed, dated, and completely average feeling action game.

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Posted by wishmaster, Tuesday, May 19, 2009 1:57 AM | 0 comments |

Princess Natasha: Student Secret Agent

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Publisher: Destination Software

Developer: Frame Studios
Official Game Website

Princess Natasha™: Student, Secret Agent, Princess It’s a sunny and quiet day in Illinois when all of a sudden Natasha’s booferberry rings…It’s King Carl, her dad, calling to tell her that something strange is happening in Zoravia. The citizens look dazed, wandering around in a trance, like zombies! It’s time for Princess Natasha to put on her Secret Agent outfit and, with the help of her brilliant friend Oleg, save the citizens of Zoravia! Screenshots

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Posted by wishmaster, 1:40 AM | 0 comments |

Hot Wheels - All Out

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Six a.m. and your alarm goes off. A clock wasn't set, but your internal timer never fails to go off too soon. It doesn't matter though. There will be time for napping later, after hours of running around until your legs just can't take it. Right now you're up and energized like a mechanical rabbit on 20 AAs. You keep going and going. You're excited and eager and can't wait any longer for just one thing: you want to play.

Action figures? They're so immobile. Chess, poker? You'll play those when you get older. The Internet? Bah, it hasn't even been invented yet. You're a kid and your enjoyment resides in one place – in the land of Hot Wheels.

Small, handheld replicas of your favorite automobiles (along with countless concepts and original ideas we'll never see on the road), Hot Wheels has been the long-standing champion of toy and collectible miniature vehicles. Their sleek designs, pimped-out paint jobs and tricked-out interiors are hard to resist, even today as technology quickly replaces all other forms of entertainment.

Hot Wheels: All Out screenshots

Hot Wheels: All Out, the newest in an ongoing series of games, is the toy's way of bridging the gap between the old and the new. All Out has a collection of some of the more recent Hot Wheels cars, many of which are cool and original – others pay homage to brand names without being too much of a copycat. (Mattel makes cars based on most of the real-world manufacturer's brands, but that license is entirely separate from the game world.)

Being a GBA racer, there are only two places for the game to go: traditional top-down gaming or wishful 3D interpretation. The latter is risky, and very rarely succeeds. Mario Kart worked in the second dimension because that's where the series began – on the SNES, long before polygons entered the picture. Call me forgetful, but I can't think of any other behind-the-car racer for GB Color or GB Advance that didn't suck. The other good ones utilized the best of the technology available to developers at the time without being too wishful. Hence the continued use of top-down gameplay for Nintendo's most successful handheld.

A Little Isometric

Hot Wheels: All Out doesn't stray too far from the likes of Micro Machines and other classic top-down racers. The difference, as far as the controls and camera are concerned, is how things slightly change as you cruise each course. Tracks are fairly winding, with colors, structures, and environments used to cover up their generic oval and figure eight layouts. The camera doesn't follow from above at all times. Instead, it travels at a distance, tilting lightly with each turn, creating a hint of an angled view.

Hot Wheels: All Out screenshots

Steering is tight but you will have to watch out for unforeseen hazards. "Watch out for...hey, wait a minute!" Yeah, that's a tricky one. But it's true: some areas, especially the urban courses, have rails and weird roadblocks that will catch on and slow down your vehicle. The game has many intentional hazards – those are very welcome. There's nothing more satisfying than avoiding a guy (or was it a groundhog? The pixels were too small to tell) in the middle of the road, followed by a speed boost up a ramp that, had you driven over it too slowly, would have guaranteed your loss of first place.

By that same token, there is nothing more aggravating than turning a corner only to get stuck on something you should have been able to screech past. (Or visualize and avoid!) At best you'll lose a little speed and recover. It's going to happen repeatedly, so get used to it. Worst-case scenario: the loss is too much to bear. First place is lost, and you have to start the race over again.

All Out's game modes are surprisingly varied for a racer of this stature. Time Attack is so common I'm waiting for the day when a developer is bold enough to say it's not good enough to be included in their title (it'll happen...just wait). Pursuit and Eliminator, on the other hand, are not found in every game you play.

Need For Speed fans should know what Pursuit is all about: chase a perp and make him pay. Ram into him several times to deplete his energy and walk away victorious. The win will be glorious, and you'll be a criminal-catching king.

Hot Wheels: All Out screenshots

Eliminator, a mode popularized by the Burnout series, removes one racer at the end of every lap. If you're the last one to cross a lap, kiss your standing goodbye. Being in last place really means you're in last place. There aren't any opportunities to recover – no chances to get back into the race and show 'em who's boss. Your number-one goal should be to get into first place and hold it until the end. Second place means nothing. In this game, being first is the only way to make progress. But don't let a single win make you cocky. There will be plenty more chances to lose following your first win.

Collector is another mode you don't see everyday, though I'm sure Grand Theft Auto fans will recognize its style. You have just one goal: search the city in search of items. Collect every item before the time limit is up and you win.

Ultimate Challenge, the mother of them all, combines each mode for a series of challenges that will test your ability to adapt to a handful of situations. Are you ready?

Review Scoring Details for Hot Wheels: All Out

Gameplay: 7.0
Course issues aside, Hot Wheels: All Out is a decent racer for the kid who’s new to the GBA or has yet to upgrade to the DS. Kids will enjoy the variety, and if you’re a parent who remembers the original Micro Machine games, you’re bound to get something out the game as well.

Graphics: 4.0
Barren, even by GBA standards. Cars are teeny-tiny (like Micro Machines), and most of the stages – though different and at least viewable – are devoid of detail.

Sound: 3.0
Terribly low-tech. This is what iPods and stereos were made for – so you can listen to something other than bad game sounds, and not have to put up with the annoyance of dead silence.

Difficulty: Easy
Kids will be challenged, so long as they have never touched a top-down racer before. Most other players will find the game to be pretty easy.

Concept: 3.0
A 15-year-old concept resurrected for the sake of another GBA title that uses 15-year-old concepts. Granted, this is one of the better top-down racers available. But there’s nothing new, original, or praise-worthy attached to the design.

Overall: 6.7
Worth it for the kiddies, not for anyone else. Buy it for those who don’t have a PSP or Nintendo DS, or for someone who really, really loves retro-racing games.

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Posted by wishmaster, Sunday, May 17, 2009 5:08 PM | 0 comments |

Final Fantasy V Advance

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If you grew up playing 16-bit games for the Super Nintendo Entertainment System, then you're probably familiar with Final Fantasy II and Final Fantasy III. These were some of the defining role-playing games of the early 1990s and featured surprisingly deep storylines and interesting characters, as well as plenty of tough battles and great presentations. At the time, though, it wasn't apparent that there were a bunch of Final Fantasy games that came in between these and the original for the 8-bit NES. The middle child of the 16-bit Final Fantasy era has now finally arrived on the Game Boy Advance, nearly 15 years after it was first released in Japan. Playing Final Fantasy V Advance will be a revelation to some fans of the series. After all, this is the game that introduced many great gameplay concepts and went on to be featured prominently in later, better-known games, such as Final Fantasy Tactics, Final Fantasy XI, and more. Sure enough, the game holds up well even by today's standards, offering up a lengthy and challenging quest. You'll also be able to sink your teeth into lots of interesting gameplay.

Final Fantasy V lets you freely switch between many character classes, or "jobs," which opens up the gameplay in some exciting ways.

This version of Final Fantasy V isn't an exact translation of the Super Famicom original because it's intended to be a faithful adaptation with some key enhancements. For example, it features a new English translation from the original Japanese; this localization is different from the one found in the version of Final Fantasy V included with 1999's Final Fantasy Anthology for the PlayStation. Most of the dialogue is nicely done and succeeds at giving the main characters of the story their distinct personalities. The script has a few too many unnecessary attempts at humorous pop-culture references, but for the most part, it's very good. The visuals look just as you'd expect from a 16-bit game. If you remember playing Final Fantasy II or III in their heyday, this game will look instantly familiar. While some of the graphics are pretty plain, there's a lot of personality in the main characters. Some of the monsters and other foes you'll face still look great. Final Fantasy V Advance also features an updated soundtrack that sounds very true to the style of the classic games in the series--a style that Final Fantasy has held onto even as the series' graphics rapidly evolved. What's more, this version of the game features some new content found later on in the adventure, most notably some new job types for your characters. A bestiary and a music player are a couple of other extras.

The Final Fantasy series is known for the quality of its storytelling, but this is an area in which Final Fantasy V Advance doesn't hold up remarkably well. You'll still be in for a number of surprises and some almost disarmingly emotional moments, though the premise is pretty simple. When the wind crystal suddenly shatters and causes the wind in the world to simply stop, Princess Lenna Tycoon sets off to discover exactly what happened. It's not long before she's joined in her quest by an adventurer named Bartz, an amnesia-stricken old man named Galuf, and a feisty pirate named Faris. This unlikely quartet is quick to unite as a team despite having so little in common. And together, they set off to try to prevent the world's other elemental crystals from shattering. Their journey will wind up spanning much more than just the world they know. They'll travel the land by land, sea, and air, from town to town and dungeon to dungeon, in what's a typically epic Final Fantasy adventure. The main characters don't seem all that likable at first, and aspects of the story that were probably inventive at the time now seem predictable or trite. However, this is still a more sophisticated tale than what can be found in most of today's games.

The game's audiovisual presentation isn't fancy by today's standards, but it still has plenty of charm.

The gameplay of Final Fantasy V Advance is the best part about it. It's so good that it compares favorably even to the recent chapters in the series. While the game is rife with the random encounters that have always been common to Japanese role-playing games, your ability to freely choose between a wide variety of job types for your characters really opens up the game and creates the potential for lots of interesting, unique combat tactics. Your characters will earn new job types during the course of the game. Thus, their ability to freely switch from, say, being a knight to being a monk is justified in the context of the story.

It's hard to say enough good things about the job system. For starters, it gives you the freedom to completely change your characters' strengths and weaknesses at any time. So if you get stuck trying to beat a particularly tough boss opponent, you can experiment with some completely different tactics. The job system also offers some really exciting variety by featuring just about every cool character archetype that the Final Fantasy series has ever seen. So you're not just stuck with basic classes, such as knights, mages, and thieves; you also get berserkers, mystic knights, ninja, samurai, rangers, dragoons, chemists, beastmasters, and more. Some of these job types seem noticeably less useful than others, though, partly because some are better suited to supporting roles while others are great at dishing out damage. But in the end, it's fantastic to have all of that variety. And one of the best parts is that each character has a unique look for each of the different job types. It's as if each character has this huge wardrobe of completely different outfits.

The job system is all the better because it essentially gives you two experience tracks to consider for each character. Your warriors all grow stronger from gaining experience after each victory, but they also earn ability points that are used to unlock new powers for their current job. Each job has its own unique abilities, some of which are valuable enough to offset inherent weaknesses in those jobs. However, what's really intriguing about this system is that you can mix and match different abilities with different job types. The result is an open-ended character development system that lets you form a diverse and powerful squad. You can have a monk who is capable of dealing tremendous bare-fisted damage or casting some of the most powerful black magic spells. You can also have a ninja whose speed not only makes her quick to dish out pain but also quick to heal or revive injured comrades. Or you might want to equip a summoner with a dragoon's spear so that he can attack without penalty from the rear ranks while conserving magic power for a devastating area-effect attack. Suffice it to say, there are a lot of exciting possibilities to explore.

If there's any downside to this system, it's that it gives you a lot to think about and manage. The game doesn't force you to stick with any particular job types, but you'll naturally want to explore them all before settling on what seems like an ideal combination. On top of all that, Final Fantasy V Advance can feel quite punishing because you can look forward to plenty of powerful opponents who can defeat your characters or even the entire party quickly. Thankfully, the combat system has a nice, fast feel to it because this game comes from an era before Final Fantasy slowed down the pace with lots of big, ostentatious special effects. If your party is suitably equipped, you can breeze through most random encounters in seconds.

Like any great role-playing game, Final Fantasy V Advance can keep you happily busy for many, many hours.

Final Fantasy V Advance includes a quick-save feature that lets you easily pick up and play the game in brief stretches. Playing a little at a time, however, might cause you to forget what it was you were supposed to be doing when you come back to the game. Otherwise, you can save your progress on the world map or in key points that are scattered about the dungeons. The game is fairly linear overall, but the world feels quite expansive. There are also a lot of secrets to explore and hidden items to discover off of the beaten path if you choose to invest the extra time and effort. Even though the presentation quality certainly isn't up to the level of newer Final Fantasy games, the depth of play is definitely there.

There's no good explanation for why Final Fantasy V was never released on these shores in the first place because it surely would have been as well received as the other 16-bit games in the series. Be that as it may, consider this a clear-cut case of "better late than never." The sign of a classic is when you can approach it years and years after it originally came out and enjoy it because it still plays great--not for nostalgia's sake. Final Fantasy V Advance is such a game. In spite of its humble stature as a Game Boy Advance rerelease of an old game, those who like Japanese role-playing games shouldn't miss it.

Download here
size :

if you like it, buy it


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Posted by wishmaster, 10:38 AM | 0 comments |

March of the Penguins

MoreNiche LTD

Just as the title suggests, the video game rendition of March of the Penguins is based on the award-winning film documentary about emperor penguins. In the game, you help the tuxedo-colored birds migrate inland, forage for food, and care for their young by solving puzzles and navigating mazes set in the harsh Antarctic wasteland. It may seem silly that a company would make a video game out of a documentary, but the puzzles and subject matter actually mesh together fine. However, what isn't fine is that although the game is clearly aimed at younger players, the majority of puzzles require an adult-sized intellect to solve. Anyone that's still in elementary school will probably shut the game off in frustration long before finishing the first chapter. Conversely, anybody with two digits in their age should be able to work through each of the game's 12 puzzles, but they'll likely find no joy in doing so, because the graphics, audio, and overall presentation are geared toward simpler tastes and fall way behind the curve compared to most of the other games that are available for Nintendo's handheld systems.

Six of the game's 12 chapters are Lemmings-style puzzles where you have to place objects in the environment to help the penguins reach the goal.

Half of the game's dozen chapters are reminiscent of the classic puzzle game Lemmings. The penguins, as they are prone to do, have decided to march from one end of the level to the other. It's your job to plant objects along their path that will help the cute birds navigate the various hills and make it to the end without falling into the chilly waters below. Steps let them climb, tents let them bounce really high, snowballs cushion their fall, and so forth. In all, there are eight different objects that you can drag and drop onto the penguins' path. You must have solid spatial-reasoning skills to figure out the right sequence of objects, as well as be able to make decisions quickly, since the penguins are constantly waddling toward their perceived goal. Because this is an E-rated game, they don't die if they fall into the water. They simply reappear at the beginning of the level. However, the trade-off is that you only have a limited amount of time to finish the level. If you have a mishap near the end of the level, there usually won't be enough time left over for any stragglers to rejoin the main group. Factoring in trial and error, it can easily take 30 minutes or more to figure out each Lemmings-style chapter.

The other six chapters are simpler maze-navigation tasks based on key scenes from the film. In one, you have to guide a male penguin through a gauntlet of other penguins while keeping hold of a slippery egg. In another, you have to dive into the water and catch fish while avoiding predators. Compared to the Lemmings-style puzzles, these maze chapters are ridiculously easy.

Some might enjoy the challenge posed by the Lemmings chapters, if only there were any payoff for doing so. Six puzzles is nowhere near enough, considering the typical puzzle game has dozens upon dozens of puzzles. Furthermore, the presentation is much too simple to captivate anyone that has other games at their disposal. The backgrounds are stark and lack color or animation. The penguins are cute and have a smooth waddle, but they're tiny and don't do much except flap and shuffle. It doesn't help that the accompanying audio consists of a few instrumental tunes that loop constantly, along with some basic sound effects that are meant to be footsteps and penguin squawks. Between levels, beautiful photographic stills from the film are shown, along with factoids about the emperor-penguin migration.

The other half of the game's levels involve guiding penguins through simple mazes.

The game is available for both the Game Boy Advance and the Nintendo DS. Both versions have the same levels, graphics, and audio. The DS version is easier to play, however, because you can use the stylus to instantly drag and drop objects. The map that's always visible on the upper screen also comes in handy, as does the automatic save feature. By contrast, the GBA game doesn't have a map and makes players write down passwords to maintain progress. Of course, the GBA game does cost a few dollars less.

Not that many people will or should consider buying either version of March of the Penguins. The Lemmings-style puzzles are much too difficult for younger players, while older players will be turned off by how bland and short-lived the overall product is. The silly thing isn't that they made a video game out of a documentary film. The silly thing is that they made it too difficult for one audience and too insubstantial for the other.

Download here
size : 1.84 MB

if you like it, buy it

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Posted by wishmaster, 10:27 AM | 0 comments |

Back to Stone

MoreNiche LTD

As adventure games go, Back to Stone doesn't do much to bust out of the "fight monsters, fetch items" formula. The game's lone gimmick is that you play as a man who can transform monsters into stone blocks. Those stone blocks, in turn, can be pushed around and used as platforms or to activate floor switches. Basically, the developer has come up with an interesting way to enable the same block-pushing mechanic we've seen in countless similar games. However, while that's nice and all, it doesn't make the act of pushing blocks more enjoyable, and it sure doesn't change the fact that Back to Stone is a bland dungeon crawl with some serious shortcomings.


Story and gameplay fall into the usual stereotypical patterns. The setting is a postapocalyptic world in which magic has replaced science as the technology of record. Demons have taken over and are performing horrible experiments on the populace. Your character wakes up in a prison cell one day and soon discovers that he's been transformed into a half-human, half-demon hybrid with the ability to turn living things into stone. The story takes off from there, as you decide to use your newfound power to take revenge on the demons and overthrow them. What follows is a series of 21 missions set in isometric-view dungeons that mainly involve punching various monsters, jumping between platforms, and pushing blocks around.

Unlike other adventure games that gradually give you new weapons and abilities to use, Back to Stone doles out its entire limited arsenal within the first couple of missions. Your character has a single punch attack, which turns most enemies into stone. You can also unleash a powerful energy blast, although you don't often get the chance to do so because you need to collect crystals to recharge it. Your character turns into a full-on demon when he's low on health, but that's barely reflected in the gameplay. When you're a demon, your attacks become stronger and certain non-player characters won't talk to you. Each dungeon has its own diverse menagerie of monsters. While they all look disturbing, only a few actually make an effort to chase you or assail you with magical attacks. Most just crawl around within a small territory and dish out damage if you somehow run into them. The larger "boss" monsters located at the end of certain dungeons do have intricate attack patterns, however. Those battles are an exciting change of pace from the otherwise mundane act of turning tiny monsters into stones and then pushing those stones around to make the platforms or activate the switches that will get you through an area.

Being able to turn monsters into stone blocks is a cute gimmick, but it doesn't inject any new energy into the block-pushing mechanic that has been done to death in so many similar games through the years. Stones can be used to safely traverse electrified floors or change the orientation of rotating platforms, or placed into preordained spots to produce crystals or unlock doors. Some stones are unbreakable. Some explode and clear away any nearby monsters. Ramps and arrows in the environment let you launch stones over bottomless gaps. Back to Stone definitely delivers some clever puzzles involving the pushing of stone blocks. Regardless, pushing blocks around gets boring after a while. Instead of giving you a periodic break like other games would, Back to Stone will just keep taxing you with one block-focused puzzle after another. The game is a long one compared to other adventure games, taking roughly 10 hours to complete. Most of that time, though, is spent moving stone blocks around.

In terms of presentation, Back to Stone is inconsistent. Every good aspect seems to be tempered with a negative. For instance, while the music is haunting and intricate, there aren't many sound effects other than some punches and the demonic roar that happens when your character runs low on health. As for the visuals, the variety of enemies and environments is great, and the character animation is more fluid here than in a lot of other GBA games. Unfortunately, each enemy has only one or two different movements, and the graphics are heavily stretched. It's as if the game was initially being developed for a system with a smaller screen and then transitioned to the GBA midway through the development cycle.

There's some combat and platform-jumping, but the main focus of the game is on using stone blocks to solve puzzles.

The isometric view also causes problems at times. Since the environments are tilted to fake a three-dimensional sense of depth, it can be difficult to line up jumps and to position blocks properly. Too much of the game's trial and error is a result of the perspective, causing you to misjudge open air for solid ground. Thankfully, such mishaps usually aren't fatal. If you fall off a ledge, for instance, your character will reappear on solid ground with only a touch of health deducted. Or if you place a stone in the wrong spot, it'll eventually dissolve and you can go transform another monster into a useful statue. Password markers are scattered liberally throughout each dungeon, which is both good and bad. On the one hand, you can always take a break and return to your game whenever you need to. On the other hand, you have to stop and jot down a 10-character password every minute or so if you want to keep tabs on your progress.

It's nice to see that developers are still producing original games for the Game Boy Advance. Unfortunately, Back to Stone is a bland, sloppy adventure game that doesn't bring anything original to the formula apart from a novel twist on the same block pushing we've been doing for years.

Size ± 36 MB : Download here

If you like it, buy it

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Posted by wishmaster, Thursday, May 14, 2009 4:41 AM | 0 comments |

Cocoto Platform Jumper (GBA)

MoreNiche LTD
Story :
A long time ago, in a far away land, a community of small, strange creatures lived in the depths of Abyss. Cocoto, his little demon friends, and the mysterious Fairy protect the secret of magma the source of their strength in a magic pot. But Zaron, the God of Lightening, seeks to possess this secret and is plotting something...!
Play Cocoto and his friends in devilish races!

Zaron is the ruler of Heaven, the kingdom in the sky. To achieve his aims, he relies on the sovereigns of other kingdoms through which Cocoto must pass.

Features :
- The first title of a true collection emphasized on the character of Cocoto. Every title is a new gaming experience!
- A colourful and cute game with a simple and intuitive gameplay for the whole family.
- 5 living universes (Abysses, Volcano, Atlantis, Jungle and Heaven), more than 20 unique enemies, and 5 huge bosses!
- Three gaming modes for 3 times the fun: solo, VS (2 players) and race (4 players).
- The best elements of platform games: traps, bumpers, bonus, slippery zones, moving platforms…
- Multiplayer: up to 4 players simultaneously.

Screen Shoot

download : here
if you like it.. buy it



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Posted by wishmaster, Monday, May 11, 2009 12:17 PM | 0 comments |