First Hour

999: Nine Hours, Nine Persons, Nine Doors

Half-Hour Handheld

December 03, 2010 by Greg Noe

999 9 Hours 9 Persons 9 Doors Cover999: Nine Hours, Nine Persons, Nine Doors... what an awful title. I'm not even sure if that is the right title, just look at its cover. Anyways, you're probably wondering what the heck 999 is exactly. Well, it's basically Saw meets Hotel Dusk. A point and click visual novel with bombs implanted into stomachs that will explode if puzzles are not solved quickly enough. Yes, this game really was released and has the Nintendo Seal of Approval on it. And yes, it's rated M for Mature.

I don't really know why I chose to try 999 out, I haven't exactly had great luck with visual novels *cough* Lux-Pain *gag* Hotel Dusk *puke*, but the whole premise was just too intriguing to pass up. I figured I would give it a half-hour of my time to see if it was worth it to go on.

999 was developed by Chunsoft, creators of very popular visual and sound novels in Japan, including 428: Fūsa Sareta Shibuya de, one of the not-so-elusive 40/40 Famitsu scored games. They also handle the Shiren the Wanderer series and Pokemon Mystery Dungeon, so they're not exactly slackers. As for 999, well, I'm going to give my opinion on its first half-hour right now.

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WiiWare Demos! FINALLY!

Blog Post

December 01, 2010 by Nate

bit Trip Fate LogoIt's no secret that Nintendo is the underachiever in console features this generation, especially in the online space. While Xbox Live and PlayStation Network both started strong and have been continually updated with emerging content, Wii's only online feature at launch was the Virtual Console, and only the bare minimum has been added since then. Even now, Wii's online service looks downright antiquated next to what Sony and Microsoft provide. Perhaps that's why Nintendo tries its best to keep its meager online offerings a secret.

Case in point: game demos. Both PlayStation Network and Xbox Live offer hundreds of free, playable sneak peaks at retail and digitally distributed games. And Wii? Most of the time, that number is zero. Almost a year ago, to the day, an experimental batch of WiiWare demos were made available through the Wii Shop Channel. A few months later, they were no longer available.

A year after the experiment began, it seems Nintendo's going to start giving WiiWare the demo support it deserves...sort of. On Monday, November 22nd, Nintendo released a second batch of WiiWare demos and promised that more would be made available on Mondays. The following games are currently available: And Yet It Moves, BIT.TRIP FATE, Jett Rocket, ThruSpace, and Cave Story. If you have a Wii, you should download them all right now, though: they'll only be available for a limited time, assumedly replaced by new demos. Read on for my brief impressions of each, or head to the Wii Shop Channel and download them right now. You'll find them in the WiiWare section, under New Releases. Or you can find a Demos category when sorting by Genre.

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Infinite Space

Full Review

November 29, 2010 by Greg Noe

Infinite Space CoverThere is no reason I should have enjoyed Infinite Space.

Infinite Space is a 60 hour Japanese RPG released on the Nintendo DS earlier this year. This is exactly the kind of game I didn’t want to play anymore, but somehow found myself drawn into. I played, and I played, and I played some more until the end credits ran. Then I closed my DS and smiled.

It’s hard to quickly describe Infinite Space. Yes, it’s an RPG in space, which means lots of dialogue and battles. And yes, it was developed by a Japanese studio, called Nude Maker nonetheless (and slightly more amazing, published by Sega, who seemingly haven’t had a successful game in ages). I’ve had a recent aversion to JRPGs (which I documented extensively in April), but looking back, Infinite Space isn’t very Japanesey. The character art is drawn in the distinctive manga style, and there are random battles, but that’s about it. The story is actually comprehensible, and while heavy on the politics at times, features many identifiable and memorable characters.

Infinite Space is also kind of the epitome of what the First Hour is all about. It's a super long game that got the thumbs up after an hour from Paul Eastwood. I took his advice and went all the way.

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Donkey Kong Country Returns

First Hour Review

November 26, 2010 by Jonathan Ramundi

Donkey Kong Country Returns CoverIf you were to ask me what game I was most excited for following the events of E3 2010, my answer, without a doubt, would have been Donkey Kong Country Returns. It's announcement marked the return of one of my favourite platforming franchises of my youth—and something I hadn't experienced in years. In the E3 trailer, I noticed the hairy ape brought back all of his signature abilities, plus a couple of new tricks. I saw old friends Diddy and—in later trailers—Rambi make a return. I saw vine swinging, barrel blasting, and mine carting. I saw banana grabbing, KONG letter finding, plus new items to collect. In fact, after seeing what I saw, to say I was excited would've been an understatement; I was overwhelmed with anxious anticipation; I couldn't wait to get my hairy paws on this game.

And now, the day was finally here; November 21, 2010. I woke up bright and early, refreshed, and ready for a full day of barrel blasting, ground pounding, tiki crushing fun. I set out and purchased the game at a local EB Games outlet about one minute after opening. I was their first customer. I rushed home, popped open the case, threw the disc into the Wii, and fired it up–all the while singing the DK Rap in my excitement (I wish I was joking).

The game features two control options–Wiimote plus nunchuck, and classic Wiimote. I choose the classic style and begin my session...

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Games I am Thankful For

Blog Post

November 25, 2010 by Greg Noe

Super Smash Bros Melee CoverIt's Thanksgiving in the U.S., and that means we take a look at our lives and consider the things we are thankful for. Family, food, and shelter immediately spring to mind when surrounded by them on this day, and then we think about friends and the time we spend together. And as gamers, nothing bring friends together better than a few good multiplayer video games.

I'd like to take a quick moment to talk about some of my favorite multiplayer games over the years and how they brought my friends together on a Friday night better than anything else.

Hope you're having a great holiday, be safe!

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Dragon Age: Origins

Full Review

November 24, 2010 by Ian M. Bagley

Dragon age Origins CoverSince I built my new PC in October, I've been playing games that I had not had a chance to in quite some time. My brother in law had come into ownership of a few games I had really wanted to play, and while in the mess of mediocrity, one game stood out as a gem that ended up sucking my time away. That game was Dragon Age: Origins.

Let me begin this review by saying I am a big fan of Bioware fantasy RPGs. I loved Baldurs Gate, Icewind Dale, and Neverwinter Nights. I love the DND based RPGs. These types of games, these fantasy RPGs with choices are fantastic and end up taking hours away.

However, despite me loving these past titles, I never finished a single one. I always ended up failing to complete the main story line, so when I installed Dragon Age, I was worried I wouldn't finish it.

Dragon Age: Origins was released by Bioware, the makers of Mass Effect, on November 3rd, 2009. It was well received, and it was announced months ago that Dragon Age 2 would be released in March, 2011. It's the first time Bioware has made a fantasy RPG that does not include DND rules. Many people were upset at this, but honestly, the DND elements are still there. You can still intimidate or persuade folks, or randomly kill them in conversation, making for some hilarious conversations.

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Sonic Colors

First Hour Review

November 23, 2010 by Nate

Sonic Colors CoverHi everybody. My name is Nate, and I'm a disgruntled Sonic fan.

I was five years old when my dad brought home a Sega Genesis with Sonic the Hedgehog 2. That game was like catnip to me: its lightning speed, vibrant colors, and catchy soundtrack were all I could think about through elementary school. The only reason I put down Sonic 2 for good was my migration to its sequel duo, Sonic 3 & Knuckles. Catnip was now crack: I was hooked for life. I loved the game then, but it wasn't until years later that I realized the genius of S3&K. The sprawling, interconnected stage designs were like races on the playground: your goal was to get from one end to the other, but you could do so in dozens of unique ways. I still play the game annually, and even after so many trips from the beach of Angel Island to the Death Egg in outer space, I can still find new secrets by experimenting with the physics and stage design in ways I hadn't thought of before.

Fast forward to the launch of the Dreamcast, when Sonic Adventure started a new era for for the blue blur. New playable characters, new gameplay modes, cutscenes and spoken dialogue...all in 3-D, of course. And while the addition of a dimension provided the potential for even more spacious stages, the final product was a far more restricted affair than its 2-D predecessors. Gone were the intermingling tunnels and paths, replaced by a string of land strips that were suspended over an endless chasm. I dug the thrilling dashes through those corridors for a while, but I now I only realize how many flaws I overlooked in those days when I replay Sonic Adventure, its sequel, and its successors.

It's been over a decade since the franchise changed course, and while Sega recently made an attempt to recapture the Genesis style, I just don't see the same brilliance in Sonic the Hedgehog 4 that made its prequels so timeless. On the other hand, 3-D Sonic's roller coaster runs have been tampered with throughout the years -- rarely for the better -- and the most recent experiment is Sonic Colors. It sure doesn't appear to be what I want from a Sonic game, but I'll admit that it looks like a huge improvement over the rest of the Adventure-spawn. I decided to give it a chance, something I swore I wouldn't do after Sonic's Arabian Nights-inspired adventure broke the camel's back. Was my change of heart warranted, or am I simply a glutton for punishment?

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Kirby's Epic Yarn

Full Review

November 22, 2010 by Jonathan Ramundi

Kirbys Epic Yarn CoverAttendees of the 2010 Electronic Entertainment Expo were witness to many exciting announcements on June 15th during Nintendo’s press conference—one of them being the highly awaited return of Kirby to home consoles. This would mark Kirby’s first appearance on a home console since 2003’s Kirby Air Ride for the Gamecube, and his first platforming adventure since 2000’s Kirby 64: The Crystal Shards. It clearly had a lot to live up to. But alongside roaring applause, the announcement was met with many raised eyebrows regarding our pink hero’s return—for he had undergone a change the likes of which a Nintendo mascot hasn’t seen since Paper Mario. Kirby was made of yarn. Yes, yarn. And his new game, Kirby’s Epic Yarn, would see him battle across a world of felt and fabric against a new foe, and with a new friend. Nevertheless, everyone was excited and anxiously awaiting its release. So, did Nintendo weave the world a masterpiece (yes, I just said that)?

Editor's Note: If you're interested to see how Kirby's Epic Yarn starts, check out Nate's first hour review of the game (and his overall conclusions at the end of the article).

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2010-2011 NHL Regular Season and 2011 Stanley Cup Playoffs

Sports Pre-enactment

November 19, 2010 by Nate

nhl 11 CoverAs sports games trend towards delivering a true-to-life experience to players, the systems and stats behind the play system are becoming increasingly complex. The result, I've found, is a genre that is taking more control out of the player's hand and giving it to the CPU in order to keep a Cowboys/Steelers matchup in Madden from turning into an 79-3 blowout, a rather common outcome when I was playing NFL '95 on the Genesis. I can appreciate the effort to mimic the pro league norm, but I can't help but feel a bit cheated when I can do everything right in NBA Live and not go 82-0 on the season.

Oddly enough, this devotion to believability and authenticity has driven me away from the sports game genre in recent years, though I still take time to play EA's NHL series now and then. Still, I've found that I'm more interested in the peripheral modes and features than I am in the standard game options. Running simulations of season and playoff matches has become commonplace, and it is quite impressive to see just how believable the outcomes are, barring the last season sim I completed that resulted in the Columbus Blue Jackets winning the Stanley Cup with a 16-2 record in the playoffs. That's a little much to expect from a team that has only one winning season in its existence.

We're now almost a quarter of the way through the 2010-2011 NHL Season, and I've been waiting to run a simulation for the site since NHL 11 came out in September. Unfortunately for me, it took EA nearly two months to release a roster update that actually reflected accurate rosters for the season. Then it took them another week to fix it. Anyway, it's time to place some bets, people: here are your 100% guaranteed* results for the 2010-2011 NHL Season.

* results guaranteed to be incorrect

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Penumbra: Overture

Full Review

November 18, 2010 by Steve

Penumbra Overture CoverAtmosphere. Danger. Environment. Expectation. These words are integral to any sort of horror-based media, and yet many have seemingly forgotten all about the reasons behind fear and instead rely on cheap tactics to do the job. Penumbra: Overture shows a much more sophisticated ability to keep players on edge without relying on grotesque visuals and cheap 'jump moments' to elicit responses. I was particularly curious as to how this game could effect me since I'm not easily frightened and cheap attempts at fear usually seem more humorous than scary. And overall, the game does a fairly good job at its goals. Let me explain.

Overture almost takes advantage of those modern media shortcuts to create a fully engrossing experience with the capability to be legitimately frightening. As a response to these movies, shows, and games, your mind now expects something to happen when you travel down a dark hallway, into a new room, or when encountering an enemy. Instead, nothing typically happens in Penumbra. In fact, very little "happens" throughout the whole game. Almost all of the happenings and story events involve Phillip sorting out the past of his forgotten surroundings instead of building the story himself or primarily creating a story. At heart, Overture is a first-person adventure game, with the atmosphere as really the only major demarker to the survival-horror tag. I can recall only a handful of actual "events" Phillip was directly involved in. And yet this feels perfectly fine in the context of the game.

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