Posts with tag ports
by Justin McElroy Jun 24th 2008 2:57PM
Filed under: Nintendo Wii, Puzzle
It'll come as no surprise to fans that the Wii has sort of a dual nature. On the one hand, it's a platform for some of the most imaginative, creative titles to be released on consoles, but, on the other, it's the Statue of Liberty for ports, accepting the tired, the poor and all of the huddled masses freely. This fall, Lady Wiiberty will open her arms once more for
Safecracker, a port of the 2006 PC puzzle adventure.
But this is no mere straight port, there are significant changes from its PC counterpart. For example, at $29.99, it will be $20 more expensive than on Steam. Also ... nope, actually that's it.
by Justin McElroy Apr 7th 2008 5:30PM
Filed under: Nintendo Wii, Action
True story: We were originally going to call this post "
The Incredible Hulk on Wii looks like
The Incredible Hulk on 360 and PS3, but worse," but we realized that if we did that, we would be hitting the nail so squarely on the head that we wouldn't have anything to say in the actual post. So ... these screenshots from
The Incredible Hulk on Wii look like the ones from
The Incredible Hulk on 360 and PS3, but, you know, worse.
Looks aside, all we actually want from the Wii version is really good Wiimote implementation, like being able to slam both 'mote and 'chuk down at the same time and destroy everything within a city block. Don't worry, we're not holding our breath. Check out all the screens below, we've added the next gen pics after the jump for your comparing pleasure.
Continue reading First screens of 'The Incredible Hulk' on Wii
by Ludwig Kietzmann Mar 6th 2008 7:20AM
Filed under: Sony PlayStation 2, Nintendo Wii, Microsoft Xbox 360, Action
Having forked over their precious lunch money to recent current-gen graduate,
Bully: Scholarship Edition, some Xbox 360 owners have expressed dissatisfaction with the game's technical performance. Though it's unclear whether the issues are widespread, several forum users have noted unsteady framerates, audio glitches and freezing within Rockstar's
school daze sim.
The company has
issued a statement in response to online complaints, vowing to work "around the clock to rectify this situation." A "horrifed" Rockstar president, Sam Houser, pinned the blame on "some older 360s," explaining that none of the technical issues occurred during the game's QA phase. "We would never shove anything out the door - we never have and never will," said Houser. "We apologise to everyone affected for the inconvenience."
by Ludwig Kietzmann Jan 21st 2008 9:15PM
Filed under: Sony PlayStation 2, Sony PSP, Action
As was
rumored in December of last year, the pint-sized version of
Ratchet & Clank is set to make the leap from the PlayStation Portable to the PlayStation Not Very Portable But Considerably More Lucrative. Though
ongoing publisher trends suggests the journey to the PS2 is less of a leap and more of a thoughtless sleep rollover,
Size Matters' transition had yet to be confirmed outside of a retailer listing.
Shacknews now reports that a recent
PlayStation Underground e-mail confirmed the impending port, noting a March 2008 release. Though Sony hasn't officially announced it yet, it seems only prudent to place the game in as many hands as possible. Perhaps they'll even get
Miyamoto to play this one.
by Jason Dobson Dec 13th 2007 12:30PM
Filed under: Sony PlayStation 2, Nintendo Wii, Action, RPGs
When the chips are down and creativity's glass feels half empty, we know we can always look to the mavericks at Atlus to come up with something just a hair shy of normal for an experience that is, if anything, unique. With surgery sim
Trauma Center: New Blood's release sewn up and a pair of Japanese-style strategy RPGs for the Xbox 360
on the way, Atlus is one of the last remaining 'garage bands' of video game publishing.
Now the company has announced its next project, namely a dungeon crawl-style action RPG called
Baroque, describing the game as "hardcore" and "a pure RPG experience" for both the mini-game addled Wii and aging PS2. With an art style that is
all its own,
Baroque is set for release on both consoles in February, and is a remake of Japanese dev Sting's Saturn/PlayStation original, no doubt throwing yet another log on the fire for those weary of the Wii's growing catalog of last-gen ports. For us, we're just more interested in finding out what a trek through a post-apocalyptic dungeon has to do with excessively intricate art. Color us intrigued.
by Justin McElroy Dec 11th 2007 10:15AM
Filed under: Sony PlayStation 2, Sony PSP, Action
So get this: Konami made a (by most accounts) pretty good game called
Silent Hill Origins for the PSP, and according to a Kotaku tipster, the company will be moving the game to the PS2 in March 2008! Making a port of a decent game from a well-regarded franchise for a system with 120 million units sold worldwide, can you believe it? ... Yes, so can we.
As we said, this hasn't been confirmed by Konami, but it seems like one of two things would be happening right now. Either they are porting
SHO to the PS2, or they've seen this story on the internet, fired the guy in charge of thinking of things like this and are in the preliminary stages of porting
SHO to the PS2. Either way, we'd bet that you'll hear more about it soon.
by John Bardinelli Jun 12th 2007 2:58PM
Filed under: Nintendo DS, PC, Nintendo Wii, Adventure, Casual
Distributor Koch Media announced today the point and click adventure title
Secret Files: Tunguska is coming to both Wii and DS systems. According to the studios handling the development, 10TACLE for the Wii and Keen Games for the DS,
Secret Files is "a perfect-match" for each platform's unique control schemes. The DS port will be out later this year with the Wii version following Q1 2008. The
PC version of Secret Files is already at-large.
The adventure genre has struggled to maintain its presence on consoles and handhelds in recent years. The DS has revived the scene with
Phoenix Wright, Trace Memory, Hotel Dusk, and the
upcoming Myst DS.
Secret Files will be the first traditional adventure game for the Wii. Could motion-sensitive controls shock a little life into players' interest in the genre?
by James Ransom-Wiley Feb 7th 2007 6:29PM
Filed under: Nintendo DS, Portable, Driving, Online, Metareviews

As so many did, my friends and I bought into the original
Diddy Kong Racing, which had been hyped as a superior blend of
Super Mario 64 meets
Mario Kart 64, from the same developer that had won our allegiance with
GoldenEye 007 just months before.
Diddy Kong Racing wasn't fun (despite mostly
bloated reviews). Still, we fell into a self-perpetuating trap of lying to ourselves; reassuring each other of the game's promised greatness. Weeks passed, and
Diddy Kong Racing eventually faded away -- but not for good.
Rare has remade its N64 "classic" for DS. Despite Nintendo Wi-Fi Connection support,
Diddy Kong Racing is still lame, further marred by poor DS-specific design choices. Thankfully, critical reception seems to be more on point this time around:
- IGN (71/100) - "[Any] time you're encouraged to touch the lower screen, you can pretty much assume that it wasn't in the original game and created specifically for the Nintendo DS "remake". It's these new DS-centric elements that point to the fact that this is a first-generation DS game handled by a team that's not quite familiar with the platform ... someone really needs to tell Rare that microphone blowing is so 2005. It wasn't a whole lot of fun when developers did it in the Nintendo DS' early years, and it's still not fun now ... unfortunately the development team focused a bit too much on "DS-izing" the product with completely unnecessary and frustrating touch-screen and microphone challenges that disrupt the racing design."
- GameSpot (67/100) - "Diddy Kong Racing DS isn't a bad kart-racing game, but its best feature, the racing, is buried underneath so much unnecessary garbage that some people will find it nearly impossible to enjoy. Had Rare stripped the island setting, toned down the tedious collecting, and tweaked some other minor issues, the game would have been better with less. Instead, it chose to add more and more content, and the game suffers for it. Some of the new additions, such as online multiplayer and the various customization features, make the game more enjoyable, but many of them, particularly the touch-screen controls, make it worse."
- Games Radar (60/100) - "Diddy Kong Racing wants so damn hard to be the next Mario Kart that it hurts our eyes to play it for long periods of time. The racing itself is totally fine (if a little slow), but this simple pleasure is smothered in monotonous collecting and mindless wandering ... For those who remember the Nintendo 64 version from 1997, this is mostly the same game. Back then it wanted to be the next Mario Kart 64, but obviously wasn't. Now, the only thing that's been done to bump its stature is moderate touch screen silliness."
by Zack Stern Nov 30th 2006 10:25PM
Filed under: Sony PSP, Nintendo Wii, Business

Newsweek's N'Gai Croal has posted two parts of his three-part interview with Larry Probst, CEO of EA. (Part three is due Friday.) Among a few other topics, Probst discusses publishing the same game on multiple platform, and how that strategy fits with -- or doesn't match -- the Wii and PSP.
Probst says that EA doesn't plan any original titles for the PSP; the company will continue making portable versions of its established franchises for that hand-held. The Wii should get 12 or 13 EA games next year, with two or three of them being original Wii titles. (Probst mentions that a Wii-specific version of
The Sims fits that original category.)
While any EA support for Nintendo's console is good for gamers, two or three Wii-specific titles seems like a low target for the world's biggest publisher.
Madden on the Wii takes a legitimate shot at using motion controls with an old franchise; we hope that EA can pull this off for all of its established titles. But wouldn't the Wii market be best served by shipping five or six original games in the year and skipping the ports? Or is that approach at the expense of EA's business model?
Read:Loot: The Larry Probst Interview: Part ILoot: The Larry Probst Interview: Part II by Ludwig Kietzmann Jun 15th 2006 1:30PM
Filed under: Sony PlayStation 3, Microsoft Xbox 360, Interviews, Business

With game development costs growing to monstrous proportions and trampling the unconventional concepts roaming the streets of less ambitious publishers, it doesn't take a brilliant businessman to realize that multiplatform releases are likely to generate more money than exclusives. It might, however, take a brilliant programmer to carry out that strategy. Since the Xbox 360 and PS3 both embrace the paradigm of parallelism (or
really pretty graphics, if you prefer), it has become almost a foregone conclusion that a large number of titles will inevitably wind up on both platforms.
It's not an outlandish conclusion to reach, but the journey may not be as easy as all that. In a recent (and very interesting) Ars Technica
interview, Xbox 360 developer Matt Lee points out that porting games between the two systems might be a tad tricky. "I think porting from Xbox 360 to PS3 will be reasonably difficult, since the Xbox 360 has a lot more general purpose processing power that can be flexibly reallocated, and all of the Xbox 360 CPU cores have equal access to all memory. The asymmetric nature of the Cell could easily lead to situations where the game has too little of one type of processing power and too much of another."
Of course, the Xbox 360's trio of general purpose processors may pose an equally significant problem when attempting to tackle a game designed with the PS3's Cell design in mind. Adding multithreaded graphics engines and physics routines to the equation only makes things more complicated and fails to provide a clear answer to the question: If a game costs a fortune to produce, how many publishers are likely to invest even more in porting a game across the Microsoft-Sony divide? It may not have been a major issue in the previous generation, but money changes everything.
by Dan Choi May 6th 2006 10:26AM
Filed under: PC, Sony PlayStation 2, Sony PlayStation 3, Nintendo Wii, Microsoft Xbox, Microsoft Xbox 360, First Person Shooters, Online, E3, Video
Call of Duty 3's just been confirmed, and it looks like we were right on the money with our early leak of the WWII-related game.
Back in early March, we printed the following information (and a whole lot more) on the focus of an upcoming sequel: "'
CoD 3' ... is being produced by
Big Red One dev Treyarch. ...
The next Call of Duty World War II-based title will return gamers to the battlefields of Normandy as the Allies take on Nazi Germany to drive them out of France once and for all. This time around, American and British forces are joined by Canadian troops, Polish tanks, and French freedom fighters in a reenactment of the bloody Normandy Breakout campaign spearheaded during the summer of 1944. In the push to Paris, you'll get to choose how you approach each mission, free of menu screens and jarring non-interactive cut-scenes."
Here's what IGN quoted from Activision for the announcement yesterday: "Through the eyes of four Allied soldiers,
Call of Duty 3 brings players closer to the fury of combat as they fight through the Normandy Breakout, the harrowing offensive that liberated Paris and changed the fate of the world. Developed by Treyarch,
Call of Duty 3 is the follow up to the #1 next-generation game and is scheduled for a 2006 release." Fingering the developer and the setting? Not too shabby -- while Joystiq pats itself on the back.
Check out the IGN trailer below for a first-person look somewhat reminiscent of the FPS sequence in the
Metal Gear Solid 4 trailer from TGS. At the end of the "official E3 teaser" trailer, a number of platforms are listed, with the major manufacturers (including a small "Nintendo Revolution" in text) and publisher/developer combo listed. We suspect that versions for the PC and possibly the current-gen consoles will be covered with ports as well. Now all we have to do is wait for the word on
Call of Duty: Modern Warfare. (Infinity Ward, we're looking at you!) More info obviously hitting at E3.
[Thanks, icemorebutts, jason, & Hiro Protagonist]
[Update 1: Had to fix a verb. Thanks, Hiro Protagonist, John Q, & Jiiiiihad!]
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