Home Blog Page 5886

Preview: Kirby’s Return to Dreamland

Kirby may not have been at the forefront of gaming consciousness over the past few years, but he’s definitely persisted, starring in several handheld adventures. He’s somewhat known for being Nintendo’s guinea pig when it comes to new gameplay styles – he’s starred in many a puzzle, pinball and racing game, and his exploits on the DS (including the upcoming Mass Attack) have implemented touchscreen functionality quite well – but his newest adventure, Return to Dreamland, brings the series back to where it began, and where it belongs.

After a preview session at Nintendo HQ in Melbourne, I can say Return To Dreamland feels like the pinnacle of the franchise. Kirby’s Epic Yarn was an interesting side note in the series, and a great game in itself, but it didn’t feel like a “true” Kirby game. Kirby’s Return rectifies that: all the staples of the series are present, including the characters, enemies, environments, soundtrack, and gameplay, and the inclusion of new features fits the Kirby aesthetic and gameplay style perfectly. Every element of the design is reminiscient of the classic SNES and Gameboy games.

To many, including myself, the SNES game Kirby Super Star (or Kirby’s Fun Pack in Europe and Australia) defines the series, in terms of gameplay, visuals and sound. You’ll be happy to know that this feels like a direct follow-up to that game. The levels look much the same, with an obvious graphical update, making the cutesy visuals and vibrant colours so damn pretty. Of particular note was the familiar enemies, which retain their classic design but into the current gen. Everyone seems to be accounted for – those mushroom hat guys, the un-suck-up-able pig heads, waddle dees/doos/daas/etc and the rest. Even Whispy Woods, the iconic tree boss, appears as the final fight in the first world.

Of course, those are just the basic enemies. The lack of Kirby’s trademark inhale/copy ability in Epic Yarn was much lamented, but a return to his origins wouldn’t be complete without the return of the ability to mimic the powers of enemies you swallow. So of course, certain enemies in Return to Dreamland let Kirby use swords, beam wands, spikes, sparks, rocks, umbrellas and whatever else they happen to have on them. All the usual suspects return, along with a few new powers. Donning a flamboyant pink cowboy hat, Kirby has access to a whip, to defeat enemies or pull out-of-reach items into range of his stubby little arms. Or become Water Kirby, to shoot spouts of water at enemies or surf your way across the ground. I’m sure there are more newbies, but these were the two that I encountered during my short time with the game.

Absorbing a glowing enemy will grant Kirby a special super power, that can clear the screen or damage multiple enemies. These can be used more than once, within a time limit, and can be quite devastating.

Gaining powers doesn’t just rely on absorbing enemies, but grabbing a capsule from a dispenser thing lets you take a power instantly. A similar method was used in Super Star, but was less common than seen here. Of course, this may be due to the fact that the game follows the other trend in Nintendo’s 2D platformer revival: multiplayer co-op. With up to four players jumping around at once, you’ll need enough powers for everyone.

My brother’s a bit of a control freak, so playing games growing up, I was always Luigi to his Mario, Diddy to his Donkey Kong, and the helper thing to his Kirby. The two-player co-op in Super Star made the game much more fun, and here it’s only an improvement. Additional players can take the role of King Dedede, Meta Knight, and a Waddle Dee armed with a spear, or any number of colour-coded Kirbys.

In New Super Mario Bros. Wii, all four characters had the exact same abilities, speed, jump height and length,  etc. There was no difference in how they played – that shame you felt when playing as a Toad was purely because your friends don’t like you.

Here, each character plays differently, with minor differences in the style of play they encourage. Only Kirby can absorb powers from enemies, but the others cannot lose their equipped power, so there’s a bit of a trade-off there.

Meta Knight is, as he was in Smash Bros Brawl, a bit overpowered. He’s super fast, kills anything quickly, and will slash automatically on contact with an enemy in midair. Waddle Dee plays like Kirby, except his weapon of choice is an awkward, cumbersome spear. King Dedede is slower and heavier, but feels more powerful. He seems to be able to defeat enemies with fewer attacks, but it’s hard to tell. There’s really not much difference when they all die after a few seconds of combat anyway. In fact, I found him to be a little too slow, often struggling to keep up with the others.

Together, the new playable characters add some variety to the game, but in a way they detract somewhat from the “Kirbyness” of the game. It’s all too easy to just spam enemies and bosses with Dedede’s hammer or Meta Knight’s sword, rather than the strategic swapping of abilities that Kirby as a character offers. They would be fun to try, but my guess is that the game would be most enjoyable when played as an all-Kirby team.

As I jumped into the demo a few levels in, I missed what little story the game would provide. I’m a little curious as to what’s going on – with Dedede and Meta Knight playable, who is the game’s antagonist? I guess that will be answered in time.

Nintendo have been teasing us for years with the possibility of a new Kirby platformer for the Wii, and before that, the Gamecube. Now, his exciting return to form is almost here, and if you’re a fan, you’ll definitely want to return with Kirby to Dreamland.

Kirby is due to return on October 24th in North America and in December in Europe. Unfortunately, Australia is probably included in the European release window, and sadly, we will also have to endure the much lamer title of Kirby Adventure Wii. Whatever they call it, Kirby’s latest outing looks to be a lot of fun.

Heroes of Neverwinter finally in Open Beta!

If you didn’t manage to grab a spot on Atari’s Dungeons and Dragons Facebook game whilst it was in closed beta, you’ll be happy to know that the game has now moved into the open beta stage!

Subtitled Heroes of Neverwinter, the game uses 4th edition rules for both combat and character development. Players can choose to play as a rogue, wizard, warrior or cleric, hiring fellow adventurers to fight their way through over 50 dungeons in pursuit of gold and experience. As well as the included game content, players can create their own dungeons to share with the community. The creator tool only becomes available at level ten, so a good bit of dedication to dungeon crawling is needed before you can unleash your own creations, but make a good one and the gold from the entry fees will quickly make it worthwhile!

Heroes of Neverwinter has a heck of a lot of content and depth for a Facebook game, and the gameplay is very well executed considering the platform. The community during the closed beta has been extremely active, and the game’s Facebook page and Atari forum are constantly refreshed with the latest updates from the developers and in depth hints and tips from players. The whole in game interface has even had a complete redesign – so you can be sure that Heroes of Neverwinter will be an ever more polished experience.

Click here for an in depth look at the game!

Phineas & Ferb: Across the 2nd Dimension Review


Phineas and Ferb: Across the 2nd Dimension
Developer: High Impact Games
Publisher: Disney Interactive Studios
Genre: Action/Adventure
Platform: Wii (PS3, Nintendo DS)
Released: 16th September

Although this isn’t the first Phineas & Ferb game ever made, Phineas & Ferb: Across the 2nd Dimension is the tie-in of the first ever feature-length episode of Phineas & Ferb, which appeared on the Disney Channel as a summer movie with the same title. What it’s good to see, though, is that the game wasn’t completely rushed in order to coincide with the film (which had already arrived prior to this game’s release). It’s a trademark of most films and their tie-in games meaning the result is a rather unfinished final product, and even if it is a much smaller budget film for TV, it’s still positive to see there was some breathing space, if not a whole lot.

However, that’s not to say Phineas & Ferb: Across the 2nd Dimension has a great deal of polish, but saying that, for what it is, it’s an okay plat former and well suited for kids, at that. It managed to carry through whatever it is children find appealing about the pair and their daring adventures, with a choice of playable characters, including an all new ‘Agent T’ character who, much like the boys’ pet Perry the Platypus (Agent P), is a super-intelligent animal who works as a spy. As Phineas, Ferb and gang, you work to foil the evil plot of Dr Doofenshmirtz by putting the chaps gadget-making know-how into practise as you hop between dimensions, as in the story depicted by the feature-length movie.


With such an open-ended setting of numerous dimensions, over the course of the story you visit some interesting locations. Some of which are cliché platform themes like factories, cityscapes and gardens, but some are genuinely quite imaginative ideas, like a balloon world where their form of rain is water-balloons dropping from the sky. Just because they’re good ideas, though, doesn’t make the levels great, as the adventuring can only be described as average. Not that you would expect much more of the game, but it’s standard stuff in the way you walk and jump from secluded zone to secluded zone and dispatch the group of enemies before moving on.

The difficulty has clearly been geared towards the children who watch the show; there are no difficulty settings, only the single, relaxing, forgiving pace of play. An AI buddy helps you out, or alternatively, there is two-player co-op for another human to help you out, and there are no time limits or other restrictions hurrying you along. Invisible walls cushion you in to prevent you from taking a spill over the edge, and in sections where it is possible to run off of the edge – according to the great Phineas himself – you are equipped with one of their many inventions the teleporter belt, meaning whenever you fall off of the edge, you simply appear where you were before you jumped off ready to try again. As such, there is no concept of lives. That said, you do have a health bar, but fallen enemies spit out more health packs than even small children are likely to need, and dying through loss of health only results in the aforementioned offer of retrying from where you were anyway.


There are six different dimensions, each home to a set of short levels, although these are essentially sub-levels they’re so short, as some are brief encounters with bosses or flying sections. That’s right, as well as platforming, there are on-rails flying sections where you steer and shoot as you move through as scene in a jetpack. In addition, occasional other sequences where you have to guide something – be it you or another object – through 2-D or 3-D spaces. In effect, you can almost take it as having 6 decent sized levels, even though it does benefit from breaking it down as this method allows for shorter play sessions. However, there is evidence of a lack of polish through some of the glitches present. Despite being fairly harmless in nature, some circumstances haven’t been accounted for meaning you can manage to slip through walls and floors to plummet to your doom – well, that would be the case if you didn’t instantly appear back on solid ground again straight after.

As you would expect from a game about inventor brothers, there’s a focus on gadgetry, with 5 of their credulous gadgets forming your arsenal of weaponry, like an anti-gravity way for some basic puzzles where you have to lift heavy pieces (you guessed it, parts of more inventions), or a baseball launcher gun for dispatching evil minions. The collectibles are focussed around the gadgets too; collecting raw modifications for your weapons lying around; little bits of electronics that can be fashioned into computer chips to undergo more upgrades like increasing the ammo capacity/damage/rate of fire; or picking up golden tokens which are currency for two funfair-style mini-games, which earn you tickets which can be redeemed against other enhancements.


Overall, Phineas & Ferb: Across the 2nd Dimension does its job quite well. The game as a whole is average; the adventuring is similar to that of many movie tie-ins, but importantly, isn’t broken; the dispersal of non-threatening bugs shows a lack of polish but doesn’t hurt anybody; and the graphics hold up quite well for the Wii’s standards, although I expect it’s a different story when it comes to the PS3’s visuals relative to other games. It’s unchallenging, making it ideal for young Phineas & Ferb fans, plus it’s a decent enough platformer for me not to discourage you from getting it if you’re looking for a co-op game with the kids, as somehow the developers have managed to tone down the franchise’s annoyingness to a manageable level (probably starting with the removal of that horrible, horrible theme tune).

6-0-capsules-out-of-10

Ninja Gaiden 3 Interview with Yosuke Hayashi at Tokyo Game Show 2011

For all you Ninja Gaiden 3 fans out there.  We have a great interview for you with Yosuke Hayashi-San (早矢仕ーさん) Producer at Team Ninja for Ninja Gaiden 3 at Tecmo KOEI. Along side Hayashi-San we have Peter Garza who is Localization Project Manager and translator for this interview.

We ask Hayashi-San what updates have been added since we last saw Ninja Gaiden 3 over at E3 this year. What is the meaning behind Consequence and how it will affect the Japanese dark hero Ryo with all his actions he performs in the game, and also some questions on Ninja Gaiden 3’s Online Multiplayer mode.

Of course there are a few more questions but its best if you just sit back and watch the interview below.

Capsule Computers would like to thank  Hayashi-San and Peter for their time in chatting with us at Tokyo Game Show and we can’t wait to get our hands on the game in early 2012 on both Xbox 360 and Playstation 3.

Donkey Kong 2 on HTML 5

Developer: Q42Games
Genre: Platformer, Recreation
Platform: Desktop Browser, iPad Safari
Price: Free

Play it now!

Q42, a web development agency based in the Netherlands, and have been active in the HTML5 and web app scene for a while now. They started up a project at Sarien.net, working to reproduce some old classic video games using HTML5. (with official backing from Activision, no less); and since then have become kinda famous in the HTML5 community. But they also have a lesser known site, q42games.com, using it to branch out into other styles of games, both modern and classic.

In 1982, as part of their “Game & Watch Multi Screen” series of handheld games, Nintendo released Donkey Kong, where we first saw Mario rescuing his girlfriend from the clutches of a large primate. This followed a line of games dedicated to Donkey Kong, and of course, to Mario’s legendary hits. Donkey Kong 2 was one of these titles, and the guys at Q42 have seen fit to bring it back to life using the power of HTML5.

The game has you, Donkey Kong Jr., picking up a key and fling it up a level, until finally unlocking one of four padlocks which hold Donkey Kong captive, all the while dodging hazards and trying not to die too much.

The recreation of the old-school LCD screen with it’s minimal number of frames, each showing through as shadows until they are activated, is spot on. The audio, too, has sparse blips and bloops throughout.

The game, of course, has the same 1-minute playthrough time, and has the nostalgic frustration you get with those older games, but all-in-all it is a faithful recreation, and I’m looking forward to more from them!

The game is available using any desktop browser, as well as iPad’s Safari. Be sure to check it out!

FIFA 12: Some Twitterific Answers

I thought it would be a good idea to get up everyone up to date on all the nitty gritty inclusions for FIFA 12 that you may have missed. The official FIFA folks have been doing a great job of answering questions about the game on their twitter account, and to save you guys some time I’ve summarised some of the best stuff.

First up, the new International teams in this year’s game are:

  • Chile
  • Côte d’Ivoire
  • Colombia
  • Egypt
  • Peru

(Unfortunately China and Czech Republic have been removed for various reasons, and Wales will not feature despite Wikipedia rumours)

The leagues are almost the same however we believe due to off-season controversies, both the Turkish and Czech leagues have been removed. Galatasaray is still featured in the Rest of World section, but definitely disappointing not to see the likes of Fernebahce, Trabzonspor and Besiktas. Argentina’s Racing Club has also been added to the Rest of World.

Next, there will be a “Youth Academy” feature in Manager mode, we’re still not entirely sure how much depth this will go into but it certainly sounds like an exciting add on. According to Mr. Humber, you will get 16 places in your academy, generous but still requiring some good scouting skills. Take caution when approaching Bebe.

You now have the option to buy a player at the end of a loan contract, and that fee will be agreed upon the signing of the initial contract. Loaned out players will also grow and develop more noticeably than previous versions and EA Sports have added in a “Squad Report” screen in which you can track the growth of your loan-ees.

There will also be club takeovers by rich, money burning “consortiums”, meaning you may see a random club all of a sudden go crazy and start buying players like there is no tomorrow. Poor money tight Man City may have to lift their game a bit to keep up.

If you missed the deadline day article and video click here as it’s close to the most exciting “little” feature added to Manager Mode.

For some visual candy, I’ve included the latest [US] TV trailer down below featuring various celebrities like NBA star Steve Nash. Finally, is there anything you’ve seen out there that I didn’t mention? Share it with us in the comment section down the page as we countdown the sleeps til FIFA 12!

Don’t forget to follow us on Twitter @capsulecomputer.

TGS 2011: Benny’s Booth Babes

bennieandthejets

There were many high quality booth babes at Tokyo Game Show 2011, it’s been said that TGS was a little dead this year and last year was better. Booth babes make you forget about that, yes it’s been a hard year for Japan, but hopefully it’ll pick up again next year. I didn’t exactly take photos of all the girls, just the majority we liked, more specifically the ones that Benny liked! Ben makes a cameo appearance in all the photos, mainly because he’s mind was blown and you can see it by the look on he’s face. I think it sums up what being there is like, it’s ridiculous, and you get the feeling a lot of people go for just the booth babes.

Check em out!

Ben came to help us out for TGS on the business days and works as a graphic designer, thanks benny!

TGS 2011: Halo Combat Evolved Preview Event

One of the biggest announcements at this years E3 was the anniversary addition of Halo, Halo: Combat Evolved. At this years Tokyo game show, Microsoft held an event to show case some of the game play of Halo, as well as gave us a chance to ask some questions about their upcoming title.

I was very surprised when I walked into the room to find that Halo was in 3D. Given that Halo is a science fiction style game, the weaponry is always fairly visible. This makes for an awesome 3D experience with laser beams shooting out of the screen and into my field of vision. Of course you would need a 3D television for this to work, but it was still a pretty awesome viewing experience.

One of the biggest features of Halo: Combat Evolved is ability to move between the original game, and the remastered version. I am told that you will be able to use voice control to do this, as well as the controller but sadly the voice recognition isn’t up and running in Australia. Elements like this, and the lack of delay between swamping game styles are added in to make the experience of moving between games as seamless as possible. The aesthetics of the game have changed significantly to coincide with the change in aesthetics that happened in the 10 years since the release of the original game. One of the most notable is the change in uniforms.

The game has just been reworked visually, but also in terms of audio. All of the audio has been re-recorded. Not only were all of the voice overs recorded again with the same actors, but the soundtrack has also been completely re-recorded and remastered. Microsoft also revealed that the soundtrack would be released on two Cds as well as a limited edition vinyl.

The game play of Halo Anniversary looks very similar, if not exactly the same as the original game. But I guess that is the point. It was important to maintain the original game play, but bring in new elements for players who have played the game already. If playing the game in the newer mode, computer terminals have hidden through out 10 levels and have a message on them. These messages then construct a narrative through out the game. These story elements will effect how you play through out the game, with out disturbing the original game play.

Staying true to the original game was always a priority when developing the anniversary edition. While the goal may have been to update the game to fit within contemporary video gaming, some of the more primitive things, so to speak, about Halo are the things people enjoy. Some of the user testing resulted in people asking about bugs in the original game that weren’t present in the updated version.

Lastly, there has been a huge update to the multi-player capabilities of the Halo franchise. The multi-player will be using the Reach engine, so you wont be able to view classic mode during multi-player. However, for those who don’t own the anniversary addition, and perhaps only have Reach, the newer maps of anniversary will be available as downloadable content. This way there is no need for disc swapping as well. This was done to keep the multi-player mode as seamless as possible and not interrupt the eco-system of the game.

Overall, Halo: Combat Evolved looks like a visually stunning game, and seems much more than just a revamping of an old title. The game will be released on November 15th in the US, exactly 10 years after the original launch of Halo.

Click here for our full coverage of Tokyo Game Show 2011

Final Fantasy XIII-2 To Include Gambling, Chocobo Racing

You read that right. Over at the Tokyo game Show, producer Yoshinori Kitase (pictured above) was involved in Sony’s “Play Live” broadcast. He, of course, talked about Final Fantasy XIII-2. So, what has the producer reveal to the fans of the upcoming game (they are there, people)?

First off, he has revealed that the game will have an amusement centre. It will be filled with various mini games for the player to take a break from the long journey. One of them will be Chocobo racing. That is pretty cool. Kitase also revealed that the game will include a casino. Yes, there will be a Final Fantasy game where you can gamble. I wonder what is the Final Fantasy equivalent for blackjack?

The second piece of news Kitase revealed is an indication of what to expect in terms of downloadable content. Everyone who buys the game can expect weapons, costumes and more monsters. Kitase reassured, however, that the content on the disk will be sufficient without downloadable content, thus it will feel like a full game with DLC being added on to further the experience, unlike several other companies.

Kitase also did a plug for Final Fantasy X HD, being developed for Playstation 3 and Vita, by writing the following message on an oversize Vita: “Let’s Meet In X.”

Final Fantasy XIII-2 will be released in Japan on December 15th, North America and Asia on January 31 and Europe and PAL territories on February 3.

Source (inc. pictures): Andriasang

Ubisoft Shows Off Three Vita Games At TGS

As the Tokyo Game Show winds down for another year, Ubisoft has decided to show off a few Playstation Vita titles, revealing them for the first time. The puzzle game Lumines, rhythm based The Michael Jackson Experience and the 2D platforming classic Rayman Origins are all heading to Sony’s powerhouse handheld.

First off, Lumines, the popular puzzle game which did make its presence on the Playstation Portable, will grace the Vita. It will feature an all new 3D graphics engine and some big names on the electronic music scene. IF this is your thing, then you will be excited. Not much on this game except that you should expect the same core mechanics that the previous games build upon on.

Continuing on the music theme, Ubisoft will be releasing Michael Jackson: The Experience. The Vita will be the seventh console that will sport the game. Fifteen of the most popular music videos from the King of Pop will be featured in the game with support for touch controls. The game has been built specifically for the handheld, so there will be some unique aspects to the game. Otherwise, expect the same game from the last couple of years. View the trailer below for the gameplay.

Now the third game, Rayman Origins, breaks the music theme as the 2D platformer will make its presence on Sony’s handheld. Michael Ancel, who created the Rayman series as well as those Raving Rabbids and Beyond Good and Evil, returns to what made Rayman so great, the 2D platforming mechanics.

I believe that all three games have already been announced for the West, but none of these games have a release date yet. For the moment, enjoy some screenshots.