Donkey Kong Country Returns
Anyone familiar with the original Donkey Kong Country series remembers how much fun they were. The environments were vibrant, lush and full of secrets, the music was probably some of the best at the time and the gameplay was energizing, challenging yet fulfilling. Thankfully Donkey Kong Country Returns is a return to form. Instead of reimagining Rare's classic SNES series like the Nintendo 64's Donkey Kong 64, DKC Returns is more like a continuation of the good old days and one that many people are undoubtedly waiting for.

DKC Returns does employ modern platforming design and technology, like 3D environments with playable foreground and background areas, but it does so without drastically changing the look or feel of the original series. With the original having incorporated what is commonly known as 2.5D graphics, this upgrade to 3D does little but further excite the notion of a new DKC title. DKC Returns is a total throwback to the originals, in every shape and form, and will certainly cater to both new and old gamers alike.
Like its predecessors, DKC Returns is a platformer focused on collection, whether it be bananas, letters or various other items along the way. If you're bent on collecting every single item in a level, get ready for a typically slower run-through, but the payoff is oh so rewarding.
In single-player, the player takes the role of Donkey Kong but still has access to Diddy Kong's special moves – his jet pack, which can give him a jump boost, and Peanut Pop Gun, which fires a bouncing peanut projectile. Two-player co-op is also an option, with one player playing as Donkey Kong and the other of course playing as Diddy. This adds a nice touch to the game and allows for a fun experience if you don't feel like playing alone or have people over.
Motion controls are also a new feature. Drumming the Wii Remote and Nunchuk makes your character do a "ground slap", allowing access to new areas and items. In addition, a shake of the Wiimote while running will trigger Donkey Kong's signature roll attack. Both motion-controls are extremely fluid and there was little to no lag in response time. While a new addition to an old favourite, the use of motion-controls works well and efficiently.

While I only got to explore a small portion of the game it looks as promising as ever. Nintendo is certainly doing a great job at catering to the nostalgic fans with its upcoming Wii titles as well as the 3DS and its lineup. However, DKC Returns is not just a cheap thrill, it's actually a well thought out and well executed return to one of the greatest series on the SNES.
Stay tuned for more details about DKC Returns when it's released this holiday season!
Dementium II
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The whole plot of Dementium II is quite intriguing, but lacks substance. You are William Redmoor (I think) and you're in an insane asylum (or is it?) for killing your wife (or did you?). Now, the eponymous Doctor did something to your (brain surgery… maybe) and accidentally (…) unleashed evil creatures from your mind. It wants you to entertain the notion of a big twist ending somewhere inside, but it can't really decide on one reality or the other. The characters are terribly one dimensional and the enemies feel more like obstacles than the demons trapped in your psyche, but since when did simple spoil a good horror flick?
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What I can gather from reading over the first game (subtitled The Ward) really doesn’t help to explain anything at all, about itself or its sequel, both of which seem redundant. I found myself trying to delve further into the story and pondering its finer moments (there were indeed a few) as an afterthought, but the atmosphere that the game strives for is still barely out of reach. The unfortunate part comes when I imagine how well this eerie story could be told if it were fleshed out with cut scenes that do more than introduce you to your newest baddie. Give William Redmoor a proper retelling and two joysticks and he’ll be the next Alan Wake.
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The first person shooting is handled incredibly well, feeling effective, agile and immersive. Your weapons and enemies are diverse, but none of it really connects. The boss fights are epic and challenging, but grow boring after the first 1/4 of the fight as you uncover the enemies weak spot and proceed to hit it at the right moment ten times over. It's usually easier to just avoid combat altogether to save your ammo, health and progress than to engage in battles that usually feel pointless and methodical.
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Outside of combat, there are puzzles that range from challenging cyphers and lock mechanisms, to locked doors requiring a password hiding in the one room you forgot to search a mile back. The lighting effects do wonders for the all-important horror ambiance, particularly the flashlight mechanic, but all the action is deflated by predictable AI and feckless presentation.

I can’t not say it: Dementium II is pretty good for a DS game. What I can say is that I am excited about the rumor of a console remake that I’m starting here, because it’d be damn great if it came true.
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Get around the flat characters and the narrative can be quite enthralling
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Long enough to keep you busy, but short enough to keep your interest
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Controls get the job done
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Exemplifies how platform can hinder an otherwise quality game
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Too many small annoyances overshadow the whole experience
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Deserves the full treatment on a console
Review Score
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The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
Kirby’s Epic Yarn
Over the year's, Kirby has cemented himself as being an iconic, albeit under-appreciated character in the Nintendo universe. While games in the Kirby series were solid in their own right they weren't necessarily innovative and were generally minimalist interpretations of other side-scrolling platformers like the Mario or Donkey Kong series. Although Kirby Canvas Curse did make use of the Nintendo DS's stylus, this was as far as the series would go to being truly innovative; however with Kirby's Epic Yarn having recently debuted at this year's E3, people can't help but talk about (or oggle over) this refreshing change in the Kirby series.
Kirby's Epic Yarn is presented in a world made entirely of textiles, even the character himself. In the latest Kirby game, the pink puff has been stripped of his iconic swallowing ability, instead relying on yarn to unwind enemies, swing from platform to platform or grab zippers and flaps in order to unlock items and progress through the level. This change in environment interaction and gameplay serves as a creative slant to a generally mediocre, side-scrolling platformer and lets players explore every nook and cranny of their surrounding environment in order to find various secrets. This concept feels new and refreshing and certainly adds some flair to the game as a whole.

If that weren't enough, Kirby's Epic Yarn also incorporates a co-op system in the light of New Super Mario Bros. Wii. While not nearly as competitive Epic Yarn still allows players to duke it out, even if in a more subtle fashion. Players still get in each other's way, however, which can prove to be annoying when intentions are misconstrued. At the same time, characters will need to work together in order to progress. At one point in the game, both characters morphed into a giant machine where one character punched with an enormous, gloved fist and the other shot missiles from the top. At the end of the day, the co-op isn't nearly as good as in Kirby's Dream Land 3, but it's still a nice addition to an already enjoyable game.
Kirby's Epic Yarn has been noted as being one of E3 2010's biggest surprises and for good reason. With the game being released on the Nintendo Wii this fall, it's definitely not worth missing.
Talk Is Cheap – 7/5/10
Join Erika, Joel and Ian this week for some Epic Mickey, Professor Layton and the Unwound Future, Golden Sun: Dark Dawn and a bit more Killer 7. Joel has some preliminary thoughts on the DS horror game Dementium II, and no one can stand to wait for Limbo in this week's Indie Compendium. We discuss and plainly agree on these new fangled 3D trends, and finish with some Neon Genesis Evangelion, Erika's new 360, the return of Futurama and some female affirmation on "girls in gaming".
Also, don't forget to check out Michael's interview with Nintendo Canada Representative Matt Ryan as they talk about upcoming releases on the Nintendo Wii and Nintendo DS!
Send us your thoughts to podcast@levelfortytwo.com. You can direct download the episode here, or subscribe to the podcast in iTunes here.
Super Mario Galaxy 2




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Creative and innovative level designs keep things interesting till the very end
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Increased challenge adds an extra sense of fulfillment after beating a level
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Countless new additions to drool over
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Co-op mode can be a tad annoying and slows down the games fast-paced nature
Review Score
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The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
Endless Ocean: Blue World
Let me tell you a secret: I love nature programs. I don't care if it's Nature, Planet Earth or Wild America, I have loved these shows since I was young. The ways in which animals interact with their environments has always astonished me and is something I still care deeply about. Unfortunately, I have had little time to watch these programs because of my busy schedule, but luckily for me I found my fix.
Endless Ocean: Blue World is not your typical game. In fact, it plays more like an interactive nature program. The second title in the Endless Ocean series, Blue World is essentially a return to the original adventure/exploration title, but has added several improvements along the way. Known by many as being yet another example of a Wii "non-game", Blue World has differentiated itself from its predecessor by offering far more vast environments as well as more believable dangers.

Unlike its predecessor, Blue World now offers more expansive, natural habitats to explore. Whether swimming through the Antarctic’s Wendell Ocean or South American channels, the game educates players by introducing them to the environment's sea life. From here, players can read their log to find out more about the species as well as touch and feed them. Occasionally, the player will come across more dangerous animals which, unlike before, have to be pacified with a new item called the Pulsar gun. If that weren't enough, the gun can also be used to heal sick animals (probably one of my favourite features in the game). Another new item in the Endless Ocean series is the Multi-Sensor, a tool used to find hidden treasures. Both items definitely add an extra element to the gameplay (or lack thereof in this case) and provide an addicting experience.

Blue World never intends to be what it's not. The game definitely takes a risk by offering as little gameplay as possible, but still encourages players to explore and learn about their surroundings — just like any good nature program. Environments are vibrant and lush, offering players much more variation in their playtime. In addition, an added sense of challenge has been added with the use of the Pulsar gun even if this challenge is close to miniscule. However that's not the point. The point is to relax and enjoy the ride. With so many combat-heavy games being released, Endless Ocean: Blue World is clearly a welcome change.
Likes:
- There's tons to see and collect in this game.
- The game's environments are expansive and incredibly lush.
- Endless Ocean: Blue World offers a relaxing experience few games do nowadays.
Dislikes:
- Endless Ocean: Blue World doesn't offer nearly enough challenges.
- While at first interesting, the game's story slowly becomes more and more uninteresting.
Review Score
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The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
Cave Story
The appeal of indie games has certainly grown within the last few years. Games like Machinarium, Braid, Canabalt, World of Goo, Meat Boy and N+ have challenged the boundaries of gaming while also distorting time. I say that because indie games are, without a doubt, the closest thing we have to retro gaming. Indie games somehow establish the sense of nostalgia and whimsy retro titles do today even though they are anything but retro. Indie games encapsulate everything we loved about retro games and offer us gameplay elements that may not have been used in the past. The juxtaposition of the past and present definitely adds an extra layer of wonder and innovation. One game in particular that has affected gamers young and old has been Studio Pixel's freeware magnum opus Cave Story, or Doukutsu Monogatari.

Released in 2004, Cave Story astounded gamers because of its nostalgic gameplay (the amount of inspirations is literally never-ending, but some games that come to mind include: Metroid, Castlevania, Gunstar Heroes and tons more), charming characters and compelling (even disturbing) story. Personally, Cave Story grabbed me in a way few games did before. Yes, it is a random piece of freeware designed and written by a random Japanese guy, but you'd never be able to tell just by looking at it. Not only did it remind me of my childhood, but it offered me an experience I knew I couldn't find elsewhere. While familiar, Cave Story managed to differentiate itself, individualize itself from its inspirations.
Without surprise, indie game developer Nicalis has taken on the challenge of updating this game for Nintendo WiiWare. While now sporting a price tag (a paltry 12 bucks) several features have been added to the already stellar game including remastered graphics and music, as well as exclusive gameplay modes, including Boss Rush, a Sanctuary Time Attack mode, and the ability to play through the game as Curly Brace, a female robot character representing Quote's partner. While the time and dedication put into this game, both original and remastered, is reason enough to purchase this title the additional features definitely add to the appeal.

Cave Story is, first and foremost, an action-exploration-platformer. Most of the time will be spent running, jumping and shooting your way through its many areas. Exploration is also heavily emphasized and oftentimes you’ll be faced with the many mysteries this game has to offer including alternate endings and secret weapons. With that said, Cave Story has great replay value. No matter how many times you play this game, there are always new things to unlock – now even more so with the remake’s added features.

Musically and graphically, Cave Story for WiiWare offers some slight variations from the original but retains its 8-bit qualities at the same time. Personally, I found the graphics to be appealing as they added an extra layer of depth to an already minimalist game. If there's any reason to gripe about it's the remastered music. While enthralling, no percussion tracks makes for a bland experience — keep in mind, as a standalone it's amazing, but compared to the original score it's just not up to par. In addition, there are some playback issues in which the music loops incorrectly. These might sound tedious, but it's amazing how the score can do wonders to a game, I often found myself switching between the original and remastered music so I could find those subtle nuances. So, I can't say the remastered music is a welcome change, but it's certainly not bad.

Cave Story is an incredible game — it's impossible to convey the amount of emotion put into it. The game's world draws you in the moment you begin playing and the charming characters keep you there. It is exactly the type of game that more people should be playing. For many, it has become a lasting experience, making its way to the top all while still being that small indie game with big ideas. Cave Story is a good example of just how much one can do with so few resources. The WiiWare port proves to be no different.
Likes
- Cave Story for WiiWare still maintains it's pseudo-retro charm.
- The game features just enough extra content without feeling rehashed.
- Slight graphical variations adds an extra layer of depth.
Dislikes
- The map proves itself to be about as useless as before.
- There are slight music glitches when listening to the remastered soundtrack.
Review Score
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The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
Wario Ware DIY
User made content has been all the rage lately. With games that are driven by user created content like Little Big Planet and Spore getting so much attention it was only a matter of time before Nintendo jumped in with their own design. For some the choice of the vehicle Nintendo used for the concept was surprising. The Wario Ware franchise was made famous for the micro-game concept; games too mini to be called “mini games” that were usually fired at the player in rapid-fire succession.

Wario Ware is a series that appeals to gamers short attention spans and desire for instant gratification (and a bizarre sense of humour) while user-made content usually requires a lot of dedication, time and patience. Looking at it from a technical point-of-view and Wario Ware D.I.Y.’s ADD game nature and OCD creativity nature seem at odds with one another, but after putting some serious time into both the ADD and OCD portions of the game I can say that it does both so well and they mesh so smoothly that it all just works.
For anyone who just wants the traditional, wacky rapid-fire micro games the series is known for, the game is a little disappointing, but still not the throw-away that Wario Ware Snapped was. The number of micro games available on the cart from the developers is a little disappointing. It’s somewhere in the 80-90 range, which is good, but sparse compared to the likes of Wario Ware Twisted, Touched or Smooth Moves. There is also less diversity than the last true DS Wario Ware, Wario Ware Touched. While that game had you tapping, slicing, drawing and even used the microphone for some of the micro games, D.I.Y. only uses tapping. It was an obvious concession for the sake of user-made content to simplify the game-making process and the micro games are still fun and original, but it feels more limited as a whole.
However, gamers who just want the pure Wario Ware experience need not write the game off right away! Nintendo is offering a constant stream of extra content on a weekly bases including games from Nintendo themselves and micro games from industry movers and shakers. For example last week Pixel (of Cave Story fame) uploaded a micro game available for instant download. It seems like Nintendo will be offering around 5 micro games each week so this is one Wario Ware game that will be constantly expanding.

If you really are just in it for the Nintendo-made content though I would suggest just downloading the Wario Ware D.I.Y. Showcase Wii Ware title, rather than buying the DS game. You get access to all the same micro games and DLC for just $10, but lose out on the ability to make your own micro games (and play it on the bus). As for the actual user-created content part of the game, this is the real bulk of the experience. I, for one, was blown away by how easy it was to make some fairly complex (as complex as 8 second mini games can be anyway) micro games pretty easily. Generally I ignore user made content in other games. Even Little Big Planet’s level editor went over my head. But even I have had a blast making all kinds of micro games pretty easily.
Growing up on the Super Nintendo some of my fondest childhood memories were toying around with Nintendo’s classic mouse-driven Mario Paint. I was in for a pleasant surprise when I opened up the game-making tutorial for the first time and was met with a very familiar toolset. Nintendo had resurrected the entire Mario Paint toolset, reconfigured to better use the touch screen and new features of D.I.Y. So anyone who, like me, always thought the Nintendo DS was the perfect platform to resurrect Mario Paint on, it looks like Nintendo did so with stealth in the form of Wario Ware D.I.Y.

The game has you go through a very informative tutorial before you can really go wild with the game-making. It will teach you the basics and there are a few more advanced lesions too, but there is a learning curve. For the first couple of hours I was overwhelmed. But there comes a time that everything just “clicks”. Suddenly you just get it and the real fun of D.I.Y. starts. You really feel like you can create almost anything you can imagine, so long as what you’re imagining involves poking things. It is one game where the sheer joy of creating is just as rewarding as any other in-game goal. And there are even monthly micro game creation competitions to take part in. If I had any real complaint with the game it would be the micro game distribution process. Downloading games straight from Nintendo is quick, easy and painless. However you can only download games from other users if you are in range of one another or if you have their friend code to access their games online.
I can understand why the limitation was put in place (the sheer number of genitals present in micro games by now must be simply staggering) but it is disappointing since this kind of random sharing seemed to work fine in other family-friendly games like Little Big Planet. If you have the time and patience for it, Wario Ware D.I.Y. may be the most rewarding game you play this year for anyone that considers themselves even a little bit creative. If you just want more Wario Ware wackiness, this could be the most content-packed entry yet thanks to the endlessly expandable DLC. If you just want a portable Mario Paint you may even want to check it out since there are all sorts of other creative options in this game like making 4-panel comics and your own music.
Likes:
- User tools for creating content is deep and easy to use.
- Endlessly expandable thanks to weekly Nintendo content and user contests.
- Same sense of humor the series is known for.
Dislikes:
- Online micro game trading requires friend-codes
- No drawing, sliding or swiping in micro games feels like a step back from Touched
- Making micro games can be time consuming
Review Score
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The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
The Pokemon S.O.S
For the more nostalgic Pokemon fan, the past few years have been, at best, discouraging. After the release of Pokemon Crystal, things started going awry for original fans. People used to the first 251 pokemon had to accept the fact that more were to come, about 250 more to be exact. Upon the release of Pokemon Ruby and Sapphire, the anticipation that left these gamers pining had begun to slow down and fizzle. While the series reclaimed itself with Diamond, Pearl,Platinum and off-shoots like Pokemon Mystery Dungeon and WiiWare's Pokemon Rumble, none were nearly as fulfilling as what fans had come to experience in the past. Nintendo did eventually begin paying attention to the decline of their older fans thanks to titles like Pokemon FireRed andLeafGreen, but what fans really wanted was a remake of the Gold and Silver – arguably the pinnacles of the series.
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Luckily for us, Nintendo listened and has re-released Gold and Silver on the Nintendo DS, now titled Pokemon HeartGold and SoulSilver. Before experiencing the game, Matthew O'Mara and I had the chance to attend a Pokemon HeartGold/SoulSilver release party at the Wizard World in Toronto, Canada. Not only did we get to try out the games and accessories first hand, but we also got to colour (believe me, it was fun), take pictures with an over-sized Pikachu (the kids went nuts!) and even got to chat with Matt Ryan, Senior Supervisor of Communications and Advertising for Nintendo of Canada. March 14th was certainly a fulfilling day!
Redefining: “Videogame”









