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Review: Chronos Twins DX (Wiiware)

Posted by admin On February - 4 - 2010 3 COMMENTS

Game: Chronos Twins DX
Publisher: EnjoyUp Games
Developer: EnjoyUp Games
Price: 1000 Nintendo Points
Genre: Platformer
Pro: Runs Very Smooth, time travel is always cool, interesting idea
Con: Easy to be distracted, twice the chance of death, oddly devoid of a tutorial.

Chronos Twins actually started out for the GameBoy Advance; however, development of the game moved to the Nintendo DS so as to capture a new market of gamers. It was released on the Nintendo DS  in Europe several years ago, but never made it to North America. Chronos Twins DX was made available for download through the Wiiware channel just a week prior to it’s release through the DSi download. Now that you have had that history lesson on its development, let’s get to a review.

The Chronos Twins DX story revolves around a race of psychic beings known as the Llhedar. They are trying to defeat an evil alien race called the (sigh) “Twime” from taking over their planet of Skyla. You play as “Nec” –one of the Llhedar– who  are able to exist in two different time periods at once thanks to a machine of their own making. Nec is on a mission not only to stop the invasion of the evil Twime, but also to avenge his brother “Nash” who died trying save the planet, as well.

There are several  different control schemes that you are able to use while playing the game. You can either use the Wiimote  and Nun-chuck combination, or you can use the classic or the GameCube controller. I won’t go into detail on how the controls are laid out for each of them, as I assume you’re all smart and adults, so for the sake of this review let it be known I used the Wiimote/Nun-chuk set up. Movement is controlled by the analog stick on the nun-chuck; that’s simple enough. You have a weapon in both time periods, so firing in one is done with the “A” button and in the other time period with the”B” trigger. Jumping is accomplished the same way, one time period is the “C” button the other is the “Z” button. It sounds confusing at first (and is) but once you play enough of it you start to get a handle on which fingers control which time.

As may be obvious from the above, Nec is able to exist in two different time periods: the present and the past. These are represented by the top and bottom screens. Nec’s movements are exactly the same in both screens. When one version of Nec moves forward or back, the other version of Nec makes the exact same movements. This allows you to manipulate either of the time periods to get through both of them. For example: when faced with a large gap in one time period, more than likely there will be either a walk way or some means of spanning the gap in the other time period. So when you walk on solid ground in one time period, you will basically levitate in the other time period. Make sense? This also has a way of working against you as well. Enemies in the past will hurt you in both time periods no matter what. If an obstacle like a spiked floor exists in the past, you must find a way to navigate around it using a handy little feature you can unlock later in the game. At one point you are given the ability to freeze time in one time period and allow it to continue flowing onward in the other. This allows you to solve the handful of environmental puzzles the game throws at you.

How much fun is this game? Wel,l in my opinion, it’s got a fairly limited amount of fun. Even after several hours of playing the game and finally getting the hang of the controls, I still had trouble with the “two time period” thing. Maybe it’s just me but I was constantly getting hit, falling off ledges, or dying simply because I wasn’t looking at the correct screen. Sure, that boils down to me basically not paying attention, but this also is the inherent flaw in having a game that has this type of gimmick. Having things that want to kill you in two different times and on two different screens makes it twice as hard not to die. Maybe playing it on a large screen TV was to my disadvantage. Perhaps this game should have just stayed on the DS given that I can easily play with my attention spread between two different screens when they aren’t so large. The up side to this is that there appears to be no limit on how many times you can die. I died A LOT and never hit a screen that said game over. Granted, I did have to start back at beginning of the stage I was in, but it never felt like there was much of a impetus to play things completely safe. In addition, the game hands out check points pretty regularly, which I guess it should be doing, given this “die often,” “pay attention to two screens” style of play.

I do like the fact that it throws in some boss fights here and there. These are usually the best example of use of the dual time zone gimmick. Most of the fights will have the boss in one area while the other screen is clear. The key to winning each of these battles is to use both areas together to overcome your enemy.

I really wanted to like this game a lot more than I ultimately did. I gave it a fair chance to win me over, but in the end I just didn’t dig on it. That could just be my preference in games. I am normally not a platformer kind of guy but decided to branch out a bit. As I said, I think the best course of action with this game would have been just to stay on the smaller screens of the DSi. It’s not a horrible game by any means, it just has more flaws than high notes with me. Hopefully there’ll be a demo and y’all can check it out. Wait, does the Wii even do that? Nevermind, then.


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Capcom Announces Mega Man Zero Collection

Posted by admin On January - 29 - 2010 ADD COMMENTS

Mega Man Zero

You may not have noticed this, but Capcom has made a lot of Mega Man games. Between all the disparate series and spin-offs, it would have been easy to miss the four (yes, four) Mega Man Zero games for the Gameboy Advance. Capcom is ready to remedy that hole in your gaming history with the Mega Man Zero Collection for the DS. The collection, due out this summer, compiles all of the games in the series, which takes place 100 years after the Mega Man X series.

The Zero games were praised for carrying the torch of old-school (read: hard) Mega Man platforming while Capcom buttered its bread with the profits from the Mega Man Battle Network games. This will be the third Mega Man series compilation, after the Mega Man Anniversary Collection and Mega Man X Collection. These three compilations will account for almost half of the total number of Mega Man series in existence, so at least we’re making progress. Now cross your fingers for an official homage to Mega Man Legends.

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GamesThirst Presents: Throw Back Gaming, An Original Series

Posted by admin On November - 9 - 2009 ADD COMMENTS

When was the last time you got nostalgic while playing a game? Did you grow up in the NES, Genesis, Super Nintendo, Gameboy, Gameboy Advance, Sega GameGear, Sega 32X, The Atari consoles, Gameboy Color and Nintendo 64 days? Fear not, GamesThirst has started an original series that will take you down memory lane and help you relive all those fun moments.

So sit back and enjoy the show.

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Nintendo Life: The Code Monkeys Interview

Posted by admin On October - 23 - 2009 ADD COMMENTS

What you might not realise about The Code Monkeys is they’ve been around for over twenty years, having started out as conversion specialists back on the Spectrum and Commodore 64 before porting classic shooter Turrican to the Genesis, Super Nintendo and Turbografx16. Since then they’ve released scores of titles for PlayStation, iPhone, GameBoy Advance and DS, but Manic Monkey Mayhem is their first foray into WiiWare and DSiWare development, so Nintendo Life sat down with the guys to chat about how they wrassled those cheeky monkeys into their online multiplayer title.

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Missing Wii features

Posted by admin On August - 6 - 2009 ADD COMMENTS

NintendoDpad:

"When Wii launched in late 2006 it showcased a new way to play games that many gamers and non-gamers embraced. Like every system released before it though, it wasn’t yet perfect. There were a few improvements that could be made to take the system from great to spectacular. First, there was the issue of Nintendo’s online service. Though free, few games supported it; additionally, friend codes were, and still are, awful. Next there was the promise of great DS/Wii connectivity. Nintendo admitted that the connectivity between Gamecube and Gameboy Advance wasn’t done properly, but promised they would do it right this generation. Finally, the channels that came with the console were very cool and the ones that slowly rolled out after the system launched were fun and free. Nearly three years after launch where do we stand with respect to these features?"

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