7/28/08

More and More Happy Hour

You know the drill - nestlekwik and MixMasterLar get together to discuss gaming and really bizarre things are bound to happen. There is a total of three new episodes up for your reading pleasure so go knock yourself outside with gaming culture goodness and check out the updated swag database! The feature is currently only available on J2Games.com.

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The Nestlekwik Happy Hour for July 12, 2008
The Nestlekwik Happy Hour for July 19, 2008
The Nestlekwik Happy Hour for July 26, 2008

The GemuBaka Swag Database (Updated July 22, 2008)

E3 2008: DDR Hottest Party 2



by nestlekwik from Bemanistyle

Last, but not least, we have Hottest Party 2. While Konami has been extremely generic thus far with X and Universe 3, the company certainly hasn't been too shy in throwing out HP2 details.

Konami straight up tells us a few songs we'll find in HP2!
"Makes Me Wonder," "Umbrella," "Black or White," and "We Got the Beat" are specifically named in the "all-new soundtrack including smash-hits from the last four decades."

*Your Wii Mii characters are now able to be incorporated with the game play!

*I don't know what this means right now, but "Brand-New Gimmicks, such as the Minimizer, add to the next evolution in DanceDanceRevolution gameplay."

*The Dance n' Defend battle mode now promises more Wii Remote interaction. While the release states you use "Wii mote movements to beat opponents," I don't think that means you physically beat the opponent with the Wii Remote. It's a shame because full contact DDR could really get people talking about the game again.

*A course mode is added to the game with themed song lists.

*Hidden features can be unlock in a new Groove Arena Mode (sounds just like the Stellar Street or Quest Mode).

*A new training mode allows players to study the dance routines the characters do in the background video displays and perform them to the song.

*All new characters with new outfits, all exclusive to HP2. The character feature enhanced motion capture to be applied to all characters.

*New stages are implemented with more effects to create more than 50 unique environments.

E3 2008: DDR Universe 3



by nestlekwik from Bemanistyle

DanceDanceRevolution Universe 3 - Xbox 360 - Fall 2008

There's still two more games to detail here, so don't go anywhere - next up is the Xbox 360 sequel DanceDanceRevolution Universe 3.

The gist is the same, so let's cut to the chase - more than 70 different songs with music ranging from the '70s to today; a DJ mode makes it debut, allowing players to create their own mixes to dance to; quest mode is retooled to allow players to compete against bosses throughout Dance Dance City (ugh) to become the ultimate champion; customizable characters return with more than 400 options; Konami is promising more Xbox Live support with not only the ability to play online but also "download new music seamlessly"; leaderboards allow players to compete internationally with "a different song list every week."

Songs pulled so far from screens:
Rave Unitl the Night is Over (Universe Edit) by DM Ashura feat. MC Jay and Weronica
Feel the Beat by Master Source
Senses by JT.1UP

NEW Songs pulled from promo video:
Your Angel by DM Ashura feat. kors.k
Less Than Three by Becky (Now Confirmed)

E3 2008: DDR X



by nestlekwik from Bemanistyle

The newest PS2 title openly celebrates the 10th anniversary of the title and features "enhanced graphics, interactive gameplay, an incredible song selection and innovative new game modes." Among the game's described features include a new soundtrack with more than 70 songs, new continuous DJ mixes of multiple songs, a LAN battle mode for up to 8 players through LAN lines on the Playstation 2, a new Street Master mode details unique story lines for more than 10 characters in DDR X, DDR X allows for custom workout and fitness modes, new characters are introduced and Eye Toy support returns.

Songs unveiled through screens thus far:

Tracers (4Beat Remix) by Ruffage & Size
Xmix1 (Midnight Dawn) by dj jiggens
switch by Daisuke Asakura ex.TERRA
Party Lights by Tommie Sunshine
TimeHollow by Masanori Akita (based off the popular series and upcoming game being released in the U.S. by Konami for the DS - comes complete with special animated video)
stealth by Daisuke Asakura
Taj He Spitz by DKC Crew (has specialized video)
Flourish by sonic coll. feat. frances maya
Also found in further screens: Posiedon by NAOKI Underground

Sounds hot! We can't wait for this one to hit in September.

Holy Crap! It's Almost August!

July has almost passed us by, but things just keep getting better for us here at GemuBaka:

-Issue #11 of Video Game Collector Magazine, nestlekwik's editorial magazine debut, is nearing completion

-GemuBaka should be hitting the UAV Jammers podcast at least twice next month - one with nestlekwik solo and another with the full tag team wrath of GemuBaka.

-A developer conference report of Konami and 2KSports' MLB Power Pros 2008 will be up very shortly.

-The Nestlekwik Happy Hour now has front page status on the site J2Games. Rock on!

-Nestlekwik is now a staff writer for the U.S.'s (and possibly the world's) number one site for music video gaming - Bemanistyle.

-Expect a buttload more classic and current video game reviews!

As we flesh out the site some more, please feel free to visit our affiliate
Play-Asia.com - Your One-Stop-Shop for Asian Entertainment
- to check out the latest in Japanese and North American gaming.

Playstation 2 Review: WWE Smackdown! Vs. Raw 2006

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by nestlekwik

Adding more floors to a decrepit building doesn't fix the floors below, so why hasn't THQ/Yuke's learned that more isn't always better?

As assuredly as a new Madden game will rear its head every year, THQ forces three games a year on us that feature sweaty men in underwear grappling each other. Fortunately for the Playstation 2, the system receives what is easily the best version of WWE gaming but unfortunately for Playstation 2 gamers, they yet again receive an update instead of a whole new game. For those who bleed the red and white that is the WWE, this is probably a good thing as the fast-paced action will satisfy the chair-swinging urges true fans of the organization have come to expect. However, as a gamer, I continue to grow weary of the "been there, done that, but with different characters," trend these yearly games are continue to follow.

Out of the gate, I do have to say Smackdown! Vs. Raw 2006 (SvR 2006) is a much-needed improvement over its predecessor. The series' graphics have never been better on the Playstation 2, featuring improved wrestler models (both in-game and during pre-match entrances), new subtleties to the environment such as: announcers actually located at their table, and better animations for the wrestlers and the audience. Unfortunately, while the main meat of the game got a huge graphical nudge, the presentation suffers from lame, bare-bones menus and navigation. Most of the menus, outside of the locker room option, are pretty much only text surrounded by a frame - a major step down from last year's much flashier interface.

Not only has the appearance of the game stepped up for the better, the much improved online and match type options join that facet. THQ/Yuke's made amends for last year's pathetic online game play by offering what it should have in the first place - full choice from the game's match types (sans a few), support for up to four players in those matches and the online defense of a player's created title belt. The further addition of stat tracking not only enhances online game play but also makes the possibility of online leagues with your friends, (enemies?) as well as leads to some very prestigious created titles.

Joining the match types this year are: the infamous Buried Alive match where you aim to toss an opponent into a coffin and close the lid, Fulfill Your Fantasy match where you pick two ladies and embarrass the crap out of each other by whacking them with pillows and spanking them, and Backstage Brawl where fights leave the ring and enter the parking lot, a bar or a generic backstage area. I can live without Fulfill Your Fantasy, but the other two new modes offer a few new mechanics and twists to the already existing and rehashed match types. The brawls have some nice environmental cues, which allow you to slam car doors on your opponent's face or crack them over the head with a beer bottle. The Buried Alive match allows for some intense button mashing marathons and the excitement of stopping a casket door from slamming on you when all seems lost.

Sadly, while a good chunk of the game has received a facelift, it is very evident that SvR 2006 was neglected in a few other areas. The sound of everything in the game is the same as it has been since 2001 with the system's first Smackdown! game, aside from the nauseous voiceovers that plague the "career" mode. The sounds of the game boil down to generic slaps, massive slams and a somewhat random crowd. Filled in between is some of the worst commentary you will ever hear in a game - another thing that hasn't changed since Just Bring It! (Smackdown! 3). The disc access on the commentary files is so bad, every time there is a reversal, a pin or a special move, any commentary currently going on is interrupted to provide a new, painfully obvious comment on what has just happened. It sounds clunky and really interrupts the flow of a match. Musically, the game is a mixed bag. While the wrestlers' themes are spot-on, the menus are filled with generic licensed tracks that fail to provide an appropriate mood for in-ring carnage.

The biggest strike against SvR 2006, however, lies in something that didn't change at all - the simplistic, repetitive game play. The game play in the new version was changed on only three fronts: The Irish whip command is now mapped to two buttons; specials can now be stored for possum moves, stealing special moves or stealing taunts, or activated immediately for full damage; and the select button now activates a stamina recharge to prevent your wrestler from getting too tired. The changes merely move things around rather than add new features.

A major annoyance that lingers in SvR 2006 is the sometimes-horrid physics and collision that plagued the previous versions. This strike against the game play engine is most evident while using tables, top rope maneuvers, battling near the audience barricades or moving near the edge of the daunting "Hell in the Cell" cage. Top rope maneuvers are a sort of lost cause unless it is used as a wrestler's finisher as there is no lock-on to your opponent in most cases. When the opponent is lying in the ring, your top rope attacks seem to miss 20 percent of the time. When you dive from the top cell, the game should give you a medal for actually hitting the opponent. Tables are a bit of a headache as grapple animations constantly cause your opponent to fall off the table and bring you down with him/her, the same holds true with animations causing wrestlers to randomly clip to the top of barricades and fall from the top of the cell. While the engine does its job, it isn't nearly as polished as some of my favorite wrestling games of the past.

To further add to matters, game play is still based around who can press a button at the right time to reverse a move. After a couple of matches, you begin to realize this game is pretty much the same as last year's with new characters and a career mode that has flopped for the second year in a row. There just isn't too much more in this version aside from a few upgrades.

Touching on the career mode, your career once again flows along a set path thanks to the decision to add horrible voice-overs for the extremely boring cinemas that precede and follow almost every match. When I have no control over what happens backstage, why should I care? The career mode is basically demoted once again to an arcade mode where the goal is to get from match A to Z without losing. If I want to be a bastard backstage and attack people, let me. If I don't want to go after the world title, let me challenge for a lesser belt. That's what made the earliest versions so much fun - everything was random, you had much more say in what happened, plus it had multiplayer. What used to be the main focus of the earlier games has taken a backseat to getting the wrestlers' voices into the game, adding more useless wrestlers (Scotty Too Hotty? He's still alive?) and providing us with boring and horribly animated cut scenes. As Carlito would say - "That's not cool."

SvR 2006, while it comes as a disappointment based on the other games in the series, can be good for a rental or a semi-occasional romp with friends. While the extremely linear career mode can turn some away, the competitive six-player free-for-alls and much-improved online modes offer a little more bang for your buck than last year's edition. If you can stick through the simplistic game play and horrible sound, you'll find a lot more options at your disposal and a lot more eye candy than any other WWE game on the Playstation 2.

If you love the WWE, you'll love this game, otherwise it's a take-it-or-leave-it affair. All we can do now is wait and see what comes our way next year and see if Midway's upcoming NWA: TNA title can put a little competitive fire under the keister of the THQ/Yuke's development team.

Gemubaka Final Review Score: 3 of 5

7/14/08

DS Review: Phoenix Wright: Trials and Tribulations



By nestlekwik

Capcom aims to please Gyakuten Saiban fans in the United States as Phoenix Wright: Trials and Tribulations concludes the Phoenix Wright trilogy. Before the torch is passed and Apollo Justice takes the stand in Gyakuten Saiban 4, players will get one last taste of the classic Game Boy Advance formula on which the series has garnered much success, but with very few changes made from part two to three, is Trials and Tribulations still guilty of being fun?

Not originally published for the DS, the game hits the United States for the first time in this best-selling reprint of Gyakuten Saiban 3. Again, players are going to have to take the port at face value as the title carries its GBA graphics and sound, but anyone who has played through the first two installments know the true nature of the game lies in its gripping storytelling and mind-bending logic-based game play.

Everything found in Justice For All makes its way into Trials and Tribulations, presenting little difference between the two titles aside from new cases and characters. Part three is served up to dish out fan service to its returning customers as a number of characters and elements from previous games resurface in the new title and at certain points in the game, players will actually be able assume the roles of different characters in the series as they also defend clients from murder charges and investigate crime scenes.

Thankfully, though, Trials and Tribulations extends the game play from Justice for All a little bit thanks to an extra, fifth case. For the most part, all five cases tie together as they piece together the history of Phoenix Wright’s career and the past that has been troubling him since he was student. The conclusion of the trilogy wraps up nicely in the title, detailing what exactly has happened to a number of characters through the course of Phoenix Wright’s career before he becomes enshrouded in mystery in Gyakuten Saiban 4. While five cases might seem short at first, the length and detail required to go through each case provides for a deceptively long title that takes quite some time to finish.

As par with the Phoenix Wright titles, the graphics and sound, although a straight port of the Game Boy Advance quality presentation, both do their job to supplement the quality game play of the title. The characters are presented in huge, vivid sprites that convey the anime-inspired nature of the title and the sound and music, while recycled quite often and are mostly directly from past titles, cue in at appropriate times to set the current mood of the situation. And, of course, who can forget the series flagship igairi battle cry? Objection!

Admittedly, if you haven’t enjoyed the previous two titles, there is no added incentive that will change your mind for Trials and Tribulations. The game is a massive book of text and logic, which will drive away any gamer who doesn’t like to read or think. Also, much like Justice for All, there is little incentive to play through the game multiple times as there is nothing new to do after all of the cases are completed. Hopefully, the U.S. will see the specialized encyclopedia made available with the Japanese Gyakuten Saiban 4 that unlocks gallery content with game progress.

Overall, Phoenix Wright: Trials and Tribulations provides yet another break from the norm with a play style that is perfectly suited for the Nintendo DS. Taking the game with you on the go is much like bringing along a great mystery novel for one those long trips. While the game is another Game Boy Advance port, it in no way hampers the aspect that truly matters - Trials and Tribulations will take you on a ride of its own, engrossing players in an extensive storyline that is hard to put down and sticks in your mind even after you put the DS down.

GemuBaka Final Review Score: 4 out of 5

Preview: Naruto: Clash of the Ninja 2

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By nestlekwik

Glenn Stotz, product specialist for TOMY, was kind enough to invite us to yet another phone conference to detail the company's newest announced title based around one of the world's most popular anime franchises - Naruto.

The game in question is the North American sequel to the Nintendo Wii brawler Naruto: Clash of the Ninja, which, much like our previous Naruto preview, brings the U.S. yet another completely original story in the Naruto universe. In fact, Stotz was quite happy to throw the word "new" around quite a bit, promising us a new, original story, new characters, new stages, new gameplay features and new modes.

The most attractive new feature to fans of the series will no doubt be the addition of four original characters to the Naruto universe, introduced for the first time in Clash of the Ninja 2. The quartet is completely shrouded in mystery at this point as Stotz is not uttering a word at this point about the contents of the game's original story and who these characters are and how they are involved, but they will join a cast of three extra characters new to the series, with two never having been in a Naruto game prior to CotN2. While nothing is known about the new story and characters, they will no doubt hold true to the source as the team has been working in collaboration very closely with the team who produces the series' stories. All we know at this point is the game will fall in the Naruto timeline after Sasuke has left the village and it will delve a little into some of the characters' pasts and place them in new situations, facing new enemies. Finally, hardcore Naruto fans no doubt follow the series' Japanese progress, but they should know TOMY is required to follow the American television progress and no Shippuden characters will be present in the title.

Thankfully, this time around, static portraits with dialog are out and the game's original story will be told through fully-rendered cinematic sequences. However, through this delivery, the story remains the same no matter which character you play as and since the story is original to North America, the Japanese voice actors have had no involvement with the title. While this might strike as bad news to some, we think the fleshed out cinematic will make for much more compelling storytelling. Along with brand new voicework from the animated series' cast, players will also get the benefit of a larger number of music tracks since the amount of stages in the game has doubled and the title will also feature new music outside of the battles.

Naurto CotN2 has been in development for nearly a year now and in that time, TOMY has been able to add in a brand new kumite mode. While Stotz labeled it as a variation of the game's survival mode, he noted kumite and several other modes to be detailed at a later date will join the game's time attack, score attack, survival, story and versus modes. The team has worked with the suggestions of tournament players in order to beef up the in-game combat and those playing with a Wii Remote and Nunchuck will get the added benefit of motion controls which will tack on additional damage to attacks and buffers through stances. After activating a special chakara attack, onscreen commands will appear and by following those commands, players can add additional damage to the attack. Also, by holding down the C and Z triggers and entering stance motions, players can give boosts to chakara or attack power or transform. There are more game play features that couldn't be revealed during by Stotz during the call, but players can also opt to play with only a Wii Remote or the Classic Controller or Gamecube controller if they don't mind not having the extra boosts.

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Unfortunately, the title will not feature online game play, but Stotz offered up a suitable explaination: "We chose to invest the time in refining the game system and adding content," he said. "With the quickness and nature of the game, it would be hard to properly implement online. We thought that time was better invested in content."

While fans of the original title will be able to dive straight into a familiar title with CotN2, Stotz noted Naruto and fighting game fans won't be disappointed with the game. "It's a lot different due to the original content," said Stotz. "Everything has to be approved by the series' owners. It's a lot more work, but it ends up making the title a lot closer to the series and true to the universe."

7/13/08

Gamecube Review: Digimon World 4



By nestlekwik

While the Digimon series has lent its services to the Playstation One and Sega Saturn and have lead to greatest hits re-releases, none of the games have yet to reach full acclaim. While the concept makes for a good RPG in theory, the weird stories, flat combat and the ludicrous amounts of experience it took to level your characters made for an unfulfilling time, especially considering all of the other superb RPGs on the PSOne developed by Squaresoft.

This time around Bandai sided with all three systems, giving the Microsoft and Nintendo consoles their first taste of U.S. Digimon love. The fourth installment also changes up the format dramatically as the game play now revolves around a 3/4 overhead adventure akin to titles such as Champions of Norrath and Baldur’s Gate. While this change up easily makes it the best in the series - complete with influences from Phantasy Star Online as well as the other aforementioned epics - a small number of nagging issues prevents from being as good as those staple adventures.

Digimon World 4 puts you in the role of one of the four leads which represent the four seasons of the animated series. As you progress in the game with quests, digivolutions become available which not only adds to the total number of characters, but also makes you a heck of a lot stronger for the more advanced difficulties that become available when you clear the game. After choosing your Digimon, you can then choose to outfit your character with one of about 10 classes of weapons as well as various armors, boards and upgrades to further push your attributes. Skill levels can be earned by repeatedly using the same class of weapon and add to the damage done with attacks and high skill levels are necessary to use the more powerful weapons in the game.

The storyline is basically the same as in any other Digimon World game - you enter the digital world and most coincidentally, the crap hits the fan as soon as you enter. While Digimon World 4 takes things on a more serious note, there’s no leaps and bounds in the storytelling for the series and it definitely won’t win any awards. Upon entering the world, you are pitted up against a virus which threatens all Digimon and has created new sectors on the landscape. To make things worse, the brave Leomon and his expedition crews have gone missing. Yeah. You have a lot of work to do.

The digital world is a dangerous place with vast environments and numerous, twisting dungeons filled to the brim with evil at every turn. While some of the monsters are just common goons for you to whack away like weeds, there are also some really, really nasty Digimon who would like to delete your head from your body. The graphics do a nice job of bringing all of the style from the animation to the home console and most of the up close shots look really nice on the Gamecube. The outdoor environments are nicely detailed as well, but when you reach a dungeon level, you’ll be treated some very bland environments for the most part, i.e. lots of black, empty space filling in the areas between walls.

Perhaps the thing that surprised me the most was the really excellent music in the game. The sound is decent, but the music could perhaps be one of the strongest points in this game. Not only are most of the tunes catchy, but they fit well with the theme of the environment, ranging from peppy orchestral themes to more quiet ambient themes while in dungeons. All of the sounds in the game are your pretty typical hack and slash bits, nothing that really stands out, especially since no dedicated voice samples are included in the game.

All of the controls in the game are pretty responsive, utilizing a button for attacking, one for guarding and another for jumping. In addition to those standard moves, you can also do spinning attacks, charge attacks and shield dashes to do more damage or just get out of a hairy situation. The other buttons act as your live menu system for techniques and items, which is alright in most cases, but the menus do not reset after using an item or skill so you may find yourself accidentally wasting an item. Also the menus do reset when your character gets hit, so you may end up attacking instead of healing - which isn’t good when your hit points are in the red. While the menus are navigable during down time, using them when there is an enemy on the screen can lead to some aggravation.

Overall, though, Digimon World 4 is a great game and an excellent 4-player romp through the digital world. The only thing that could make the multiplayer better is if it were online (since it shares so many aspects of the Phantasy Star Online series); something inexcusably missing from the PS2 and Xbox versions. But with how thin the RPG selection is on the Gamecube, fans of the system should overlook the Digimon theme and give the game a shot. There’s lots to do and explore and you’ll always find yourself going back to the same level to find the rarer items in the game. If you’ve got plenty of time to kill, give it a shot. With great graphics, sound, multiplayer and replayability, Digimon World 4 gives the lulling Gamecube a much-needed shot in the arm.

GemuBaka Final Review Score: 4 out of 5

7/10/08

Joining the Achievement Whore War

Anyone (yes, all six of you) who followed us on Rithum.com are no stranger to the news of our Xbox 360 biting a big nipple last fall. In our amazing circumstance, we failed to receive any red rings, but, rather, our DVD disc drive decided to completely stop working. It fails to read discs of any format and when it gives a desperate attempt to do so, it emits extremely loud noises that makes anyone nearby cringe and fear for the disc inside. But don't worry! According to the shit for brains tech support at Microsoft, that is just my fan changing speeds! Whew! I am so relieved ... stupid gits.

Regardless of how my 360 is half the man it used to be, however, I can still boot the system and enjoy the quality Xbox Live Arcade titles or even uses someone else's memory card to transfer my username to another person's Xbox 360! This past month I've been giving friends a run for their money in achievement points and here is the current rundown since beginning this month (I'll need to log online tomorrow to fully update my card and status):





Dragon Ball Z Burst Limit 9 for 70 points
Rainbow Six Vegas 1 for 10 points
Don King Presents: Prizefighter 16 for 275 points
Ninja Gaiden II 16 for 110 points
Hexic HD 1 for 25 points
Feeding Frenzy 2 for 40 points
Joust 1 for 5 points
Ultimate Mortal Kombat 3 7 for 98 points
Track & Field 4 for 50 points
Double Dragon 1 for 15 points
Smash TV 1 for 15 points
Boom Boom Rocket 2 for 50 points
Castlevania: Symphony of the Night 1 for 10 points
Heavy Weapon 1 for 25 points

Total 63 achievements for 798 points

Not half bad. I could be doing better, but, given my circumstances, I'm quite pleased with the progress. Now if only I had a system at home that could play discs ...

1942 Finally Strikes in July

While we're still waiting what seems like endlessly for the HD Remix of Street Fighter to drop, thankfully, there's good news in the form of the already-released Wolf of the Battlefield and, now, 1942: Joint Strike, ready to strike the 360 on July 23 and the Playstation 3 on July 24.

Both MixMasterLar and I are both fans of the series and I have been practicing up by playing the excellent 1943 emulation found on GameTap's free service (it's been a while since we've plugged the 'Tap, I know). I'm assuming the title will set players back 800 Microsoft Points or $10.00 US, but if it is going to be even half as enjoyable as the WoTB package, it will be money well spent. In fact, if I can be arsed to tear myself away from the Super Street Fighter II Turbo HD Remix beta for a few seconds, we might even write features about the games.



Here's the deal:

1942: Joint Strike takes inspiration and influence from the ‘80s 194X series of World War II-themed vertical arcade shooters. The art, sound and gameplay of the new game take cues from the original 194X games, but will stand out as its own unique entry. Gameplay will resemble the classic 2D style that gamers expect, but the game utilizes a fully 3D engine. Set in a World War II-themed locale, stages, vehicles and weapons have the look and feel of WWII with some stylistic differences.

The new 1942: Joint Strike features 2-player online cooperative play. Graphics and music have been similarly updated by Backbone Entertainment, the developers of this latest entry into the 194X series. There’s also a brand new score for the game created by Norihiko Hibino, an international composer well-known for his work creating music for the Metal Gear series.

7/9/08

Xbox 360 Review: Don King Presents: Prizefighter

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By nestlekwik

2K Sports had some noble intentions stepping into the ring with the undisputed champ of boxing, Fight Night. Now that the time for hype is well past us, can Don King Presents: Prizefighter really go toe-to-toe with EA's sim?


Prizefighter is definitely unique in its approach - the game's career is told through a series of faux vignettes recorded by actual boxers, trainers and, of course, The King himself (Don King, not the Burger King guy), in documentary style. Developer Venom Games, formerly at task for the two Rocky games released last generation, has opted to not imitate the right stick punching and has added a number of robust multiplayer modes. While this leads to an overall enjoyable experience, Prizefighter will unlikely be able to wow most players who have had a go with Fight Night.

With the four face buttons on the 360 controller, players have a decent amount of punches to select from while in the ring, ranging from the critical jab to blood-splattering signature punches boxers can throw out by holding a bumper button in tandem with any of the face buttons. Defensive tactics are mapped to the controller's triggers, allowing for sidestep and lunge punches and blocks and sways. Players can execute these moves with around 40 professional boxers or a created character, with which players can train in the game's career mode.

While intriguing at first, players will quickly learn Prizefighter's career mode is just as standard and at times monotonous as those in other boxing games. While Prizefighter thankfully concentrates a little more on improving stats and profile than on the bling your character wears, the presentation and game flow is by no means more extravagant than in games such as Fight Night. Prizefighter is a simple matter of booking a fight, training in mini games and then entering the ring over and over, with the game's benefit of FMV and "story progression" sprinkled in here and there.

Unfortunately for players, almost everything presented in Prizefighter is completely generic - from the lackluster and predictable mini-games to the sound and presentation - people will automatically compare it to Fight Night and the general consensus is the latter game does a boxing game better. This is sorely evident in the game play, which will lead to pure button mash bouts. Thankfully, though, the game does make nice use of stamina to ensure the boxers don't hammer on each constantly like Rock 'Em Sock 'Em Robots, but, still the game lacks the fluidity and flare of Fight Night. Fluidity is the key in a boxing title and Prizefighter just doesn't seem to have it. The animations of the boxers are far from solid at times, some collisions are weak-looking and questionable and the animations seemed canned, resulting in an extra, lingering punch being thrown if a player mashes a button twice in rapid succession. And since the game play relies so heavily on stamina, pumping a boxer full of the stat is simply enough to get by nearly all of the computer opponents in the game, cheapening the skill factor required in a boxing game.

While Prizefighter was touted for its realism, it is hardly so thanks to its clunky fighting mechanics and lack of thorough animation, but the video segments really do highlight the game and the music really shines in the menus and during entrances. On the same audible token, however, nothing else compares as the trainer and commentator samples are extremely repetitive and most of the time, the commentators find it hard to keep up with the pace of the match. While multiplayer and online modes along with unlockables help keep the game slightly interesting, there isn't a lot of replayability to be had.

At the end of the day, Prizefighter can't help be compared to Fight Night and, unfortunately it doesn't come close to competing with it. Overall, most portions of the game are quite generic for this generation, however, the core game play really throws a punch to the players' gut. The animations effect game play and with questionable hit detection at times, Prizefighter fails to please on most levels. Most players should be able to give the game a try, but beyond stomping the career mode and picking up some achievements along the way, Prizefighter has little gas in its tank to keep it running beyond a weekend rental.

GemuBaka Final Review Score: 2 out of 5

Video Game Collector Issue #10 and 11 Mentions



After a long weekend of promoting Video Game Collector and its brand new issue #10, the official MySpace page of the magazine now has photos posted from the event as well as a few goods detailing issue #10 and dropping the first info on issue #11. If you haven't done so, visit the Video Game Collector Magazine official page and put in your orders for individual issues and subscriptions using PayPal. Act fast because VGC issue #11 is hardly more than a month away, scheduled for release on August 14!

Gamecube (JP) Review: Donkey Konga 3

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By nestlekwik

The hit parade kept on rollin' for Nintendo's mascot gorilla, with the GameCube's second bongo-slamming iteration hitting the shelves in the U.S. a few years ago. But the schedule was a little more high-paced in the Japanese market with the country having three editions of the game in tow. I scored a copy of the import instrumental years back and have always been quite interested in the cultural differences seen between the two versions.

While the game play in the U.S. and Japanese versions are pound for pound identical, and the U.S. DK2 borrows the interface from DK3, that's about where the similarities end between the countries' freshest installments. So, for those who are eyeing the possibility of expanding their bongo game collection, here's what you can expect from a Japanese mix such as Donkey Konga 3.

The full title of the game (thanks to a translation from Paul Acevedo's excellent FAQ on the game on gamefaqs.com) is Donkey Konga 3: Tabe-houdai! Haru Mogitate 50 Kyoku, or Donkey Konga 3: All You Can Eat! Spring 50 Mix. As you may or may have not pulled from the title, DK3 offers up a healthy buffet of J-culture goodness. Dozens of songs run the gammit of variety and gives everyone something they can enjoy no matter their taste in music.

Unlike the U.S. version, DK3's song selection list features colored tags which distinguish between a number of different music genres. Genres in the game include J-Pop, children's songs, Latin, classical, jazz, game, anime, television commercials and various. The sections will appeal to those who keep in touch with anime and Japanese artists with names such T.M. Revolution and Hi Hi Puffy Ami Yumi lending their talent and themes from shows such as Gundam Seed, Naruto and Full Metal Alchemist included in the package. The game section will perk gamers' ears and is a welcome addition, which is strangely absent from the U.S. versions. Themes from Super Smash Bros., Starfox and Jungle Beat are present and by playing the game extensively, your coins can be used to purchase pleasant new songs in the "Famicom Mode."

The Famicom, of course, is the Japanese equivalent of the Nintendo Entertainment System (the term is short for the system's full name - the Family Computer) and recognizable themes from games that appeared on the system, both from the Nintendo and Namco brands, litter the mode with more than 10 classic songs. Themes from Super Mario Bros., Zelda, Kirby, Xevious, Mappyland, Sky Kid and more will take you back to the heyday of gaming as you jam along to the beat. If you ask me, Nintendo of America can cut out the pop-rock crap from the U.S. versions and throw this in its place. I still can't fathom a reason for which even the standard games songs aren't in our domestic versions.

But aside from the cosmetics of different songs and a few added modes, Donkey Konga 3 is the same as the first verse. The graphics do their job and the play control is phenomenal thanks to Nintendo's superb bongo controllers. Music and sound is the name of the game when it comes to the music/rhythm genre and Donkey Konga 3 pleases on both fronts. Pulse-pounding (or slow-grooving if that's your style) songs pumping out in stereo and bongo (or other unlockable sounds) beats sounding in time have never been so pleasing to the ears.

To sum everything up: DK3 rocks. The songs have excellent variety and some are even recognizable to American audiences (a song which samples The Locomotion, classics such as The Entertainer and children's songs such as Bingo) and unlocking all of the Famicom songs will take some dedication. While almost all of the text is in Japanese, once you navigate the menus a couple of times, you'll become quite familiar with the setup, especially if you've played the U.S. version of DK2. If you enjoy Donkey Konga and have some interest in the overseas culture, don't delay in picking up an import version of the game.

GemuBaka Final Review Score: 5 out of 5

7/6/08

GemuBaka to be Featured on UAV ... Again

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UAV Jammers still isn't safe from GemuBaka with yet another appearance by our gaming masters on one of the upcoming July podcasts. In case you missed it, MixMasterLar provided proper representation on podcast #3 and this time nestlekwik will be at task to not bore listeners to tears. The new show will be recorded on Saturday, July 19 and be posted for all to listen to in a few days' time. Until then, get your fill of proper gaming round table goodness at twenzor.org.

New Happy Hour Goods



Continuing on, another two weeks' worth of material is online at J2Games, featuring both myself and MixMasterLar. The June 28 show featured material from Wizard World Chicago and taking a break for the July 4th weekend, we now have our official swag database up and running again in a new J2Games feature. Don't miss out on the podcast you have to read - The Nestlekwik Happy Hour!

The Nestlekwik Happy Hour for "June 28," 2008
Swag Museum (Updated July 5, 2008)

 
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