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It
was with great excitement that I read the invite to Nintendo's Post
E3 Games Tour, which dropped quietly into my inbox. It offered the opportunity
to "play all the great games you've heard about from LA in an informal,
relaxed environment." Which, as it turned out, perfectly summed up this
excellent two-day event. A quick train journey to London later and I
was riding the underground, hopping off at Piccadilly Circus and making
my way through the streets of Soho to the venue. Resisting the lure
of the risqué lingerie stores and sex shops on either side, I straightened
my blinkers and arrived at the event without so much as a pack of adult
playing cards.
Greeted
by friendly staff, I headed down the stairs and into the bar that had
been transformed into a games hall. Over a dozen Gamecube stands housed
some of the hottest upcoming titles, several of them still almost six
months away from release, while the DS section stretched around the
rest of the bar, showcasing over twenty new DS titles. The usual mixture
of journalists from all manner of games publications and websites mingled
happily around, checking out the new titles with relish, while a number
of gorgeous ladies walked around with trays of delicious food to be
sampled. Indeed, it was tough to decide what to lay my fingers on first…
Actually,
it wasn't that hard to decide, as for me at least the undoubted star
of the show was The Legend Of Zelda: The Twilight Princess, with
several full levels up and running in all their glory. I'm a massive
fan of the franchise, having completed The Ocarina of Time and Mask
of Majora on Nintendo 64 and the simply incredible Wind Waker on Gamecube.
Diving straight into the Forest Temple, I was astonished at what I saw.
To begin with, the graphics have been completely reinvented, replacing
the sublime cartoon style of The Wind Waker with a look very similar
to the N64 titles, yet completely new, as with the power of the Gamecube
clearly being used to the full, everything looks stunning.
Attacked
straight away by a couple of highly detailed and beautifully animated
lizard men, I quickly got my bearings and was fighting them off in no
time; the locking on, dodging, strafing and attacking mechanisms largely
remaining the same as before. I despatched the first lizard man and
was delighted to discover a quite brutal finishing move that I used
on the second, where Link leaps upon his fallen opponent and thrusts
his sword straight through it. With the enemies vanquished, I was able
to take a moment to check out the gorgeous surroundings; rocky walls,
amazingly detailed trees, fully animated grass (complete with rupees
hidden inside when you cut it away) and fluffy seeds floating gently
through the air. A plant attacked me and after chopping its neck off,
I was able to pick up the big seed it left behind and throw it at the
pesky spider blocking the vines that I clearly needed to climb. Once
up, I heaved open a circular rock door and was into the temple.
As
I played through this spectacular level, the true beauty and subtlety
of the new graphics engine became apparent; fluid and ultra-realistic
animation in every respect for Link and the various enemies he faces,
highly detailed textures, amazing splash and ripple effects when you
fall into the water and start swimming, superb lantern light effects
in dark caves, the list goes on. After defeating a big spider and being
treated to the classic chest opening animation (now looking better than
ever and still accompanied by the familiar theme we all know and love)
I found my trusty boomerang, now with added wind. This can be used as
a weapon against bad guys, to spin wind-activated switches and to uncover
loose floor coverings to find the secrets beneath your feet. There were
also a number of friendly monkeys to rescue in the Forest Temple, very
amusing little guys who follow you around and hang from ropes to swing
you across gaps too wide to jump yourself! Zelda never fails to find
new ways to innovate and add extra depth to the already fantastic gameplay
and Twilight Princess is no exception.
I
could go further in my exploration of the Forest Temple but I don't
want to give too much away, so I'll leave it there and move onto the
next level I took a quick look at, set at the start of Link's journey
in his home village. We begin with a bit of goat herding on horseback
(Epona returns, fans of the series will be delighted to hear!) and then
head into the village where Link can chat to the various inhabitants
and explore a bit before his big adventure begins. I'm not going to
give much away, but what I will say is that the village is beautifully
crafted, with more loving attention to detail than in any previous Zelda
game.
The
final level I played through was all on horseback, with Link pitted
against a whole horde of mounted baddies with swords, lances, clubs
and bows. Charging around the plains has never been so much fun and
the controls for locking onto enemies and bashing them off their horses,
even at this early stage, are very natural and intuitive. I was treated
to wonderful changing weather effects during this battle too, watching
as the sky darkened and gradually clouded over, only for it to pour
down with a lovely rain effect for a few minutes before the rain thinned
out and stopped, then the sun came out once more. It all looks spectacular
and captures that feeling of excitement and adventure perfectly, as
you fight off the minions while pursuing the boar-mounted boss who is
tricky to catch up to and takes a number of hits to remove all his armour
before you can make the final strike that sees him fleeing through a
gate. Quickly pursuing, you end up in a face off situation on a narrow
stone bridge with no walls - tense stuff. You both charge head on at
each other and you must dodge away from the boar at the last moment
and strike the boss as you speed past - let him hit you head on and
you're knocked to your doom in the chasm below.
Suffice
to say that this taster of things to come with the new Zelda game has
got me incredibly excited; and knowing that there will be many temples
to battle and puzzle through, plains to ride across and villages to
explore, along with all manner of objects to find and use in a variety
of clever ways, racks that excitement up to fever pitch. I can barely
wait until November - I hate to wish away the summer (with the vague
prospect of a bit of sunny weather) but this is one hell of an incentive
to bring on the winter!
And
speaking of incentives to bring on the winter, another big Gamecube
title that's shaping up very nicely indeed is the stunning Geist.
Looking as good as Metroid Prime, it combines a diversity of gameplay
elements to come across as a fresh and unique gaming experience, something
that Nintendo is great at doing, yet doesn't do that often with adult
themed games. Indeed, it has all the flair and style of Eternal Darkness
but with much faster-paced and more accessible gameplay, playing similarly
in some respects to the sublime Metroid Prime. The opening level is
spectacular to say the least, beginning with a routine operation as
part of an elite forces squad. You infiltrate a secret military installation
to get information on some sort of virus discovered by an undercover
operative. Getting the info is easy enough but then the alarms are set
off and you and your squad are forced to fight your way back out. The
controls and handling for the shooting are really fluid and easy to
get used to, with intelligent and accurate enemies forcing you to take
cover to avoid being shot to pieces. As you fight through the complex
your men are killed one by one and there are only three of you left
when things start to get freaky - a massive monster, all teeth and tentacles,
comes down from above and rips one of the survivors to pieces! After
despatching this thing, you head on out of the base, only to be captured
before you can make your final escape. A brilliant cut scene with a
sinister plot and some very distinctive characters follows, hinting
at a really gripping plot.
The
next thing you know, you're inside some kind of giant machine and your
soul is literally ripped away from your body in a graphically spectacular
sequence. Everything does white and then a calming voice tells you that
you've ascended to a higher plane of existence. Fading into a vividly
colourful, idyllic environment, the voice tells you how to drain plants
to keep your energy up and how to possess things, in this case a little
bunny rabbit. You run around as a bunny for a bit and then everything
goes a little weird as you break free from this fake virtual reality
to find yourself back in the complex, needing to escape. This is when
the game really takes off and shows itself to be far more than just
your average shooter - indeed, a unique mix of gameplay elements combine
to make Geist feel truly fresh and different, a first person adventure
game like no other. As a ghost, you float around the levels, draining
plants to keep your energy up and passing through glowing cracks in
the wall to reach different areas. The ghost of a little girl teaches
you the basics of possession - you can possess all manner of objects,
everything from paint tins and telephones to explosive barrels and levers.
You
might wonder why you'd want to possess a paint tin and the answer is
ingenious - to be able to possess living hosts you first have to scare
them, lowering their defences to your invasion of their mind and body.
So you can make paint cans explode and trash bins fire their litter
into the air, or ring phones and then speak ghostly voices through them
when answered by unsuspecting victims! Scaring people and watching them
freak out is terrific fun! When they're ready for possession the yellow
aura around them changes to red and you can hop inside, accompanied
by a lovely animation. Once into the body of a host, you're back in
the physical world and can interact with doors, switches, computers
and other things you can't touch as a ghost. Each host has a special
ability, be it a civilian that can run around at high speed or a guard
whose weapon you can use to kill enemies.
The
first couple of levels that I played through in the demo are huge, with
a number of puzzles to complete that involve both possessing and manipulating
objects as a ghost and using hosts to interact with doors and switches.
The approach you can take is wide open too - possess a host and sneak
your way past the unsuspecting guards, or shoot them all as you go;
it's entirely up to you. If your host dies, you simply become a spirit
again, unless the host was needed to complete the section, in which
case it's back to the last checkpoint. I was gutted when the playable
levels finished and can honestly say that I haven't been this excited
about a game in a long time (other than Zelda, of course!)
As
if the single player wasn't enough, there are deathmatch modes to play
too, each with a twist on the standard game. In Possession Deathmatch
you possess human hosts with which to kill other players, while in Capture
the Host your goal is to possess a host, kill another player, then get
to the base alive to dispossess the host. Best of all is Hunt mode,
where one team's aim is to kill the host they are in possession of,
while the other team's goal is to eject the possessing ghosts and kill
them! With the combination of an innovative and engaging single player
adventure and the unusual twist on deathmatch multiplayer, I have no
doubt that Geist will have the same impact and success on Gamecube as
Metroid Prime; it's shaping up to be a truly brilliant must have title.
While
Zelda and Geist were the two biggest games of the show for me, that's
not to say that there weren't plenty of other great Gamecube games on
display as well, both from Nintendo and a range of third party publishers.
Pokémon
XD: Gale of Darkness is looking very nice, using the classic Final
Fantasy formula of exploration, puzzles and of course many duals with
multiple Pokémon. Graphically it's very colourful, using a full 3D graphics
engine rather than cell shading but still capturing the feel of the
cartoon very well; everything looks lovely and the Pokémon are nicely
detailed. The control system is simple to get the hang of for kids but
has enough of a range of battle options and moves to give it the depth
to satisfy adults. I have no doubt that fans of the show will love Gale
of Darkness - this could well be the best Pokémon game yet. Despite
being something of a Pokémon novice, I was pleased to win my first dual
against some beefy thug who thought I'd be a pushover (I sure showed
him!) using four distinctive Pokémon to beat him into submission. The
graphics effects of the moves aren't as spectacular as Final Fantasy
but they capture the feel of the show perfectly and don't take half
as long to watch either. I also get the feeling I only saw the more
basic attacks too, as levelling up your Pokémon seems to be a big part
of the gameplay, as does rescuing shadow Pokémon from their abusive
owners! This is definitely going to be another huge Nintendo release
in November - all you Cube owners need to start saving your pennies
now!
A
rather strange title I had a look at was Odama, a unique twist
on pinball games. Instead of pinball tables, there are landscapes populated
with tiny armies and you fire a massive steel ball, called the Odama,
around the landscape to crush the enemy and destroy their battlements,
while using a microphone to command your troops to use different tactics,
such as charging forward or fortifying their position. The graphics
are distinctly Japanese and really well done - the way the tiny men
get crushed and rolled around by the Odama is really great and the landscapes
feature loads of detail, almost like looking at a Bonsai garden. Certainly
it's a novel idea, although the ball control was pretty hard to judge
and I ended up flattening most of my men as I tried to break down the
gate for them to get through it! There were three very different levels
to try out and while I didn't quite get the hang of the game in the
short time I played it, this could end up being a cult hit.
Rounding
off the Nintendo titles I had time to look at was Battalion Wars,
the hotly anticipated Cube conversion of the acclaimed GBA series Advance
Wars and from what I've seen, this one is set to blow Gamecube owners
away! Although I only played through the training level, it's looking
very nice indeed. The chunky, colourful, pseudo-cartoon style of the
graphics is gorgeous to behold and makes a very refreshing change; it's
fair to say there's really nothing else quite like it on Gamecube, or
indeed on any other console. Strategy games is something that consoles
are severely lacking, somehow never managing to make the transition
from PC successfully and as someone who's never owned a handheld, this
is a mouth-watering prospect for me. The controls are intuitive and
simple, with a handy radar and easy to follow objective markers. The
training level took me through the basics of movement and shooting before
I had to chase a spy across the terrain, destroying the equipment he'd
left behind, getting a squad of men to command in the chase and concluding
with driving a vehicle to catch up to the elusive spy and despatch him
once and for all. Having watched the rolling demo of the game, the scale
of the battles once you get into the many campaign missions is going
to be huge and, being an action strategy, you're right in the middle
of everything, commanding your forces as well as directly taking the
fight to the enemy. I regret that I didn't get time to play the first
couple of levels of this great looking title, but I was seduced by Zelda
and Geist and ended up spending a little too long on each!
This
is also the reason (or at least my excuse) why I didn't have chance
to look at the other three big Nintendo titles I really wanted to see.
The first of those is Mario Baseball,, which I saw played a lot
but didn't have a go on myself. With all the style and flair of the
other Mario sports games, this one has all the characters, tunes and
trademark fun we've come to expect from the series. Mario Super Strikers
is shaping up very nicely too, attached to a big screen TV by the bar,
it was very rarely not in use and attracted big crowds to come and watch
the entertaining matches. Lastly is the long-awaited Gamecube version
of Fire Emblem - being something of an involved game, had there
been a spare couple of hours I'd have been in my element, but sadly
time ran short.
Moving
onto the third party titles and Capcom, renowned for their gameplay
innovation as well as creating some of the weirdest games ever, have
truly surpassed themselves with Killer 7, as weird a title as
ever there was! Taking an unusual comic book style for the visuals,
you play a schizophrenic with multiple personalities, switching between
your different personas at will. The levels are 3D but the movement
is on rails, so you simply press the A button to walk forward and B
to turn around and walk back. It's an unusual system but works very
well. As to the enemies, well, they're invisible! When you hear a laugh
it's time to go into first person mode and scan the area, making the
bizarre shambling zombie things visible. A few shots take most of them
down, or you can go for the glowing weak spot for a one shot kill (trickier
than it sounds). The fallen enemies split into tiny pieces, their blood
seeping into your on-screen display, which can be used to heal yourself
or create upgrades to increase your stats and skills. I explored the
first level, wandering around various rooms, coming across some very
warped characters and finding the start of some unusual puzzles. This
combination of game elements had me hooked and I'd very much like to
continue my adventures in the surreal world of Killer 7.
Next
up was Sega's Shadow the Hedgehog, something I was a little sceptical
about at first, as I'm a huge Sonic fan and giving a bad guy his own
game seemed an unusual direction. However, the action is as frantic
and fast-paced as any Sonic game, yet as I sped through a couple of
levels, the camera was behaving itself better than ever, a pleasant
surprise. In the city level Shadow blitzed his way through as bombs
rain down from above and all manner of enemies gathered around to shoot
him. Each level features multiple objectives (reach the ring at the
end, find certain objects, wipe out all of a certain kind of enemy and
so on) that really add to the replay value, as does your choice of companion
to give you a hand in the level! Shadow's ability to pick up any fallen
enemy's weapon and use it for himself is a great new feature; the gunplay
is intuitive with automatic locking (essential in a game this fast)
and the range of pistols, laser guns, massive rocket launchers and huge
energy swords, amongst many others, is impressive. Another lovely little
touch is that Shadow doesn't lose all his rings when hit, only some
of them. There are big mounted cannons to use to take out massive battleships
overhead and sections of the level where you mount a flying creature
and steer it through the sky - the stormy section I flew around above
a giant floating Aztec style temple was most impressive. You can also
make simple decisions to do good or bad things, filling up an energy
meter that unleashes a massive special attack when at maximum power.
The only downside to all these new elements is that the on-screen action
is more hectic and overwhelming than ever - I think Shadow will take
a little getting used to and be quite exhausting to play in long bursts.
Still, it's looking better than I thought it would and could just be
a return to form for Sonic after the enjoyable but not classic Sonic
Heroes.
Finally
I looked at Spartan: Total Warrior, a title I've been keeping
a close eye on and was very pleased to get the chance to play. Created
by the developers of the Total War series on PC, this puts you more
into the heart of the action. Graphically it is spectacular, with fantastically
rendered cities and detailed backdrops that stretch out for miles. Even
more impressive is the crazy number of warriors you have on screen,
each nicely animated and bursting with ornate detail. When a full-scale
battle happens you simply won't believe your eyes and as bodies don't
just flicker and vanish, looking at the carnage when there's only a
few of your troops left standing is great. Although the combat is largely
basic button bashing, I assume as you progress new combos and moves
will become available and despite the simplicity it was still very addictive
and compelling. There are also various objectives to meet as you progress
through each mission, in this case defending a city. First I had to
kill some Centurion leaders, then escort bombers to blow up siege towers,
then kill every enemy troop in a courtyard, before moving on to protect
the king and a city gate at the same time, something that I failed to
manage first time around. The game is very much like Dynasty Warriors
but with far better graphics and a Gladiator style setting; if more
combat moves are available to give the combat depth, I have the feeling
that this could be something very special.
Well,
that's the end of my Gamecube coverage and believe me, I've had a blast!
I'll now hand over to Dave Wynn, who'd like to make some observations
on a couple of Cube titles as well.
Thanks,
Geoff! I'll leave the others to describe their favourite Gamecube titles,
as I spent most of my time looking through the fantastic DS games due
out in the second half of 2005. There was also a device that turned
up that was a very pleasant complete surprise and the highlight of the
show for me. However, I would just like to mention Dance Dance Revolution
Mario Mix and the new Zelda, both of which made an impression on
me.
As
soon as I spotted the dance mat I was straight in there! I can't claim
to be any kind of Disco Diva or Dance Commander but I do have a dance
mat for my Xbox, which I've been known to use when I feel I'm not burning
enough calories in day-to-day life. As such, I was keen to see what
kind of spin Nintendo would put on the whole affair. My immediate impressions
were that, while designed for children, I could see many adults getting
a great deal of enjoyment out of it too. All the Mario favourites are
there, all prepared to dance along with you to beats most Nintendo fans
will find very familiar indeed. The object is pretty much the same as
dance mat games everywhere; tap your feet on the corresponding arrows
on the mat as they float up the screen on your TV.
However,
Nintendo have added things that give the game a greater challenge, as
once you've found the beat on these kinds of game, you can quickly tap
away and get a good score. This time round things are included to throw
you off the beat and also end the game prematurely if you don't stop
them. One example is a demolition round where hammers come up the screen
over the arrows. You have to tap your foot quickly on a particular panel
to destroy the hammer before it gets to the top to demolish the landscape,
then you have to return quickly to your dance beat for fear of missing
the arrows floating up. Keeping both things in mind was do-able when
set on the normal level and is enough to challenge children. However,
set on hard level it becomes pretty tricky. I looked like I was dancing
on a hot tin plate when I tried it and my usual rhythmic prowess was
lost in a bid to stop the flying hammers end the game early! With a
variety of tracks and even greater scope for innovative gameplay, I
can see the Nintendo spin on such a tried and tested concept is going
to be a real winner when it comes out later this year.
As
far as The Legend Of Zelda: Twilight Princess is concerned, I
let Geoff do all the playing, as I was happy just to sit and bathe in
its graphical glory! I could see the old favourites were there, the
sword, the boomerang and the cute green cap, but I was impressed with
the way Nintendo steered away from the safe option of just tuning up
the graphical style of The Wind Waker and instead went back to the Nintendo
64 for the visual inspiration. Giving it a more realistic style, with
attention to detail and a grittier look really worked well. The grain
of the tree trunks looked very nice, the sheen of light from the carapace
of the horrible spiders was very menacing and the comedic antics of
the big red-bottomed monkeys were made funnier by the superb animation.
One monkey waved his big behind in your face to insult you, while another
demonstrated how to run into a totem pole to make it wobble and a third
offered his acrobatic ability to help you cross a giant leap to the
next doorway through the dungeon. Despite adventures that involve too
many puzzles and lateral thought not really being my cup of tea (just
give me a big gun and some nice explosions and I'm happy), this demonstration
version of Zelda was more than enough to whet my appetite for the release
of the final product. Over to you Dex for the last word!
Thanks
Dave! Despite time being at a premium, I grabbed the chance to sit down
and watched Geoff demonstrate the new Zelda [I'm not a Zelda hog, honest!
Ed] I was worried that Twilight Princess would have a hard act to follow
after the beautiful, elegant and classy Wind Waker. I personally loved
the cel-shading in that game and I was a little upset when they revealed
that this instalment would go back to the N64 days. But that worry went
right out the window when I saw what this beauty looked like. Everything
looked so real, even though the game is based smack in the middle of
fantasy-land, where nothing like this would ever happen. I said to Geoff,
while he was sucked into a dungeon puzzle (and there are plenty of those
too) that it had a Metriod feel to it; realistic, yet fantastical. While
Geoff was solving this puzzle with his boomerang of wind, I glanced
around at the very attractive lady offering us drinks, before turning
back to feast my eyes once more on Zelda. It's not every day that I'm
spoilt for choice where eye candy is concerned!
I
had a fantastic time at Nintendo's Post E3 Games Tour. Every waitress
was very friendly, offering us free drinks and delicious food at every
opportunity. The Nintendo staff themselves were fantastic too, very
relaxed and calm, all with a sense of humour and I felt as if I'd known
them for ages, even though I'd only spoken to them for a few minutes.
I guess that's what Nintendo is all about though; you feel right at
home when you see that Nintendo sign, be it on a game, or on a friendly
representative's t-shirt. And while the gaming side of Nintendo has
changed over the years, offering many different ways of play with the
DS, many means of attraction with the SP and Micro and many customs
of innovation with the Gamecube and the upcoming Revolution, I hope
that Nintendo themselves never change; I want their friendly, feel good
vibe to shine on for decades to come.
Written by Geoff Holland, Dave Wynn and Dexter Pearson for AceGamez
(All Rights Reserved)
Edited by Geoff Holland.
Artwork and photo arrangements by Christopher Martin.
Thanks to all at Nintendo who made this feature possible!
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