Date archives for April, 2007

April 2nd, 2007
Blog Entry

My Personal Journey of Dreams

It’s Sunday November 24th 1996, and I’m in the Derby branch of Dixon’s – you know, the one in the Eagle Centre. I’ve come out with my parents to buy my Christmas present: a Sega Saturn. I’ve had the Master System and Mega Drive, so it’s a natural step-up for me; I’ve done my homework and know the games I want, and how much it should cost. I’m a pro by now.

The thing is, I’m not even looking at the deals or getting caught up in that wonderful pre-console rush. I’m stood frozen to the spot in front of two TVs, and have been for a good ten minutes or so. I can’t take my eyes off the beautiful falling stars beneath the blinking face I knew, even then, would grow to mean something special to me.

I keep watching and see a rendered movie of a young boy playing basketball. At one point, the ball is thrown into his chest and, as it falls to hit the concrete, the ground turns to liquid and the ball falls straight through. My jaw falls and my heart skips a beat.

Now here we are, ten years later, and I’ve got exactly the same feeling. The first screenshots of NiGHTS: Journey of Dreams (NiGHTS: Mugen no Tabiji according to my poor Japanese!) have emerged, scanned in from a Portuguese magazine, and there’s a definite lump in my throat. The visual style is breathtaking, and I get the feeling that graphically it’s showing the kind of ideas the Saturn just couldn’t cope with – a shimmering coral glow on the groundwork, gilded bronze on the boss chambers, stitches in the fabric texture on the boss itself. The images are easily as captivating as the original game, and stay up on my monitor practically all night.

The initial fear of a NiGHTS sequel has gone now: In Sega I Trust. They’re not the powerhouse developers they once were, but I take this as a marked step back towards greatness – giving players what they want and also taking a risk as they did originally. Of course, in their hardware days Sega had to take risks in their first-party software to sustain them as a company (the cruel irony!). The reasoning behind this NiGHTS sequel, according to Iizuka, is that he wanted to create a sequel that would offer more than just new graphics (my paraphrasing). I’ll drink to that!

I didn’t actually get the game with my Saturn that Christmas – although Sega Rally and Virtua Fighter 2 kept me going! – but I bought it from Makro in Loughborough after my birthday in January. They didn’t have the analogue pad so I played it digitally. For six hours. By the end of it, I could hardly move my left thumb, which remains to this day my only gaming-related thumb injury. I’m proud of that. When I first got Sonic and the Secret Rings I played it for eight hours, and when I went to bed that night I could still “feel” the controller in my hand, like some sort of phantom limb.

If NiGHTS: Journey of Dreams is everything it could be, you’ll have to prise the controller from my cold dead hands.



Blog Entry

NiGHTS: Journey of Dreams – Podcast Episode 3

Let’s face it – there was only ever going to be one topic for this week’s podcast!

With the first screenshots of NiGHTS: Journey of Dreams on Wii revealed last week (scans are available here!) and the promise of a sequel to what I consider the greatest game of all time, this week’s episode features me discussing the original and the promise of the sequel. 

(Credit to Hiro for the tip-off about the name!)

Expect much, much more on the NiGHTS sequel in the coming weeks and months as I get incredibly excited and share all my thoughts, hopes and fears.

Listen to the podcast here, or here to subscribe to the website feed!

Related links:

ScoreAttack.net – home to videos and techniques from the world’s greatest NiGHTS players.
NiGHTS into Dreams – my in-depth scoring article on the original’s addictive appeal.


March 27th, 2007
Blog Entry

Five of the Best on DS: Podcast Episode 2

Yes, it’s the second episode of the James Newton Podcast (suggestions for snappier names welcomed)!, featuring five of the very best games released on the DS in the coming months. There’s some adult entertainment, juvenile fun and probably the best reason to leave the house this summer. To listen to the podcast, simply right-click and save this link, then pop it open with your chosen mp3 player.

In other news…

It appears I’ll have a little backtracking to do in the coming weeks, with Swedish magazine Game Reactor breaking the exclusive news on NiGHTS into Dreams for the Wii, and TRiPPY from NiGHTSintoDreams.com claiming to have known about it for ages. Well nobody bothered to tell me! Nah, it’s fine – I had no credibility anyway, so losing it in favour of getting a new NiGHTS game is a sacrifice I’m perfectly willing to make. Bring on NiGHTS 2!

I’m listening to Why You Wanna Treat Me So Bad? by Prince, from The Hits 1


March 24th, 2007
Blog Entry

Let the Professionals Do It

I did consider recording a special edition podcast about my experiences working the PlayStation 3 launch, but when a radio professional came down to conduct some interviews for BBC Radio York I thought I’d better let him do his job.

I’ve uploaded the segment so you can all have a listen to my contribution to the piece. Most of my comments were edited out, such as remarking how “midnight launches lend a social element to gaming that’s still sadly missing”. Personally I think my comments were a little more relevant than the clips used, my favourite being the pretty drunk guy who proclaims “I’m gonna be the top of the Internet gaming!”. If you listen out you can also hear my boss asking “what games did you want with that?”.

It was a piece for the breakfast show, so obviously it wasn’t all that in-depth, but I was a little disappointed that the angle of the piece was focused on two things:

  • The weather;
  • The price.

Granted it wasn’t exactly tropical outside, and £425 is a lot of money, but the overall impression I got was somewhat typical of most media’s portrayal of gaming and its community: bemusement. I edited out the breakfast presenter’s comments, as he bafflingly compares the PS3 to the equipment on Star Trek and moans about the price; pretty useless stuff.

The heart of the story should have been this: why were these people all so eager to get their hands on it? Why come out at midnight? What’s the most exciting thing about the PS3? Yes, the price is a factor and deserves mention, but it’s not the crux of the story, although perhaps to non-gamers it just makes these people seem strange, alien almost; if they can’t understand it, it’s just weird.

As always when dealing with mainstream media’s treatment of games, a little more research and understanding would have resulted in a better piece. Still, I am probably overanalysing this ever-so-slightly; it was just a segment for the local radio’s breakfast news.

There’ll be a new podcast from me up on Monday, looking at five awesome DS games to entertain you in the coming weeks and months. Subscribe to the RSS feed to stay informed!

   I’m listening to You Are My Evergreen by Feeder, from Yesterday Went Too Soon


March 22nd, 2007
Blog Entry

A Special Sega Musical Medley

Normally my music always lives in the Music page, but this is special, so it’s front page-worthy.

If you’re a regular reader you’ll notice I’ve been in a very Sega mood recently – Burning Rangers, NiGHTS, Shining Soul, Sonic and the Secret Rings and more have all been covered in some depth, and there’s still more to come. The simple fact is they’ve made the greatest games of all time and I love them.

I also love the music, so I arranged and performed a very special medley of some of the best music to have come out of Sega in the past twenty years or so. You’re getting five minutes of quality piano Sega music here, too – Shenmue, Skies of Arcadia, NiGHTS and OutRun all make appearances.

You can download the medley here.

With so much great Sega music to mine I fully intend to perform more medleys in the future, hopefully including tunes from Shining Force, Panzer Dragoon and maybe that one with the blue hedgehog in it!

Diaries are back!

Yep, I did a backup of my diaries before the site went down so now you can enjoy Landgraff United’s cup run, James’s adventures in Eville and the dusty diaries of Farmer James in Forget-Me-Not Valley. Just head over to the Diaries page and enjoy!


March 19th, 2007
Blog Entry

Carnival of Video Game Bloggers for March

Bringing you the very best of intelligent gaming articles, the Carnival of Video Game Bloggers unites game writers from all over the world in a rampant celebration of those who play games. Last month’s first edition was a huge success, and this month’s is even bigger. Well, let’s get on with the show!

I’ve also chosen today to launch the first episode of my podcast, which today looks at the Carnival and the European PlayStation 3 launch on Friday. Click to download here!

JC Barnett posted one of my favourite articles this month, an intelligent and insightful look into how video games are developed, and whether we can learn from other media. Do as the Hollywodians also contains my favourite kind of chart: flow chart. Top marks!

On similarly smart grounds, TherapyDoc writes on a topic we probably all think about: addiction. Parts of “Paying attention while under the influence: Internet & Spider Solitaire Addictions” sound very familiar to me – when playing games I can only communicate with eyeblinks.

Don’t forget to subscribe to the RSS feed!

With World of Warcraft still claiming the time of so many around the world, Praveen from My Simple Trading System alerts us to a shocking unseen aspect of WoW: Video Game Sweat Shops.

Kristoffer Belau looks back on some hard times in his life, and specifically the 5 most difficult games ever, including a few surprises – no Ikaruga? Perhaps he’s just got awesome reactions.

Next up is that warmongering Akusai with a call to arms to all responsible game players out there: Our World is in Peril. There is a very real evil out there, and Akusai is joining the charge against it.

Our next entrant is Gazz from My Opinion on Stuff – at the time of writing the website seems to be down for me, but I’ll post the link and hopefully it’ll work a little later.

I thought I’d take a leaf out of our next two bloggers’ books and submit multiple articles myself this month. The first is Truly Underrated Games: Shining Soul II, examining one of my favourite action RPGs. The second is Sega’s DS Surprise: Best-Case Scenario, outlining my hopes for Sega’s “totally surprising” announcement for Nintendo DS this year.

Make a blogger’s day – leave a nice comment on their article!

Last month I wrote this in the style of an awards show, and by far the most popular award was the Inaugural Jordan Bieber Award for Most Articles Submitted, won by Jordan Bieber. He was a worthy winner, and this time around sought to retain his crown by submitting this crop of articles:

Nintendo Finds Archives From Mid-90’s, Announces Surprise VC Lineup

The Real Purpose of the New Everyone Votes Wii Channel Revealed!

Gamecube Still the Champ for Zelda Nuts

Nintendo Nitpicker: Wii’s 3 incompatible controllers

Wii Wiish List: The Super Mario Channel

El Legendo de Smelda: Macarena of Time

It was a great effort with six very varied Nintendo articles looking at fangames, “Wiishes” and hidden agendas. However, sadly his crown has slipped from its perch and onto the head of a new champion!

Save $5 a Month on GameFly.com – BrightSpot.tv Review

Three Reasons I Hate Crackdown

Contest: Win Uno, Robotron, and a Month Subscription to GameznFlix

GRAW 2 Demos Reviewed

Gears of War Multiplayer Map Pack Mini Review

My Full Xbox Live Friends List Dilemma

Tetris Evolved Coming

Heavy Weapon Review

With a mighty and unbeaten eight articles submitted, it gives me great pleasure to hand over the second Jordan Bieber Award for Most Articles Submitted to Jigsaw HC! I even made you a special image you can use on your site to indicate you won the most prestigious award in the world. Congratulations!

Thanks to everyone who submitted articles – we’ve got a whopping twenty-two posts here, easily beating last month’s pretty impressive total. For a fledgling carnival I think things are really taking off!

Next month’s carnival will be hosted by my brother Phil Newton over at Sodaware:: Adventures in Shareware. It’s another open-mic session so keep on sending all your articles and thoughts in from the Carnival homepage.

Just a quick note – if your comments or trackbacks aren’t appearing that’s because my spam intake has gone through the roof. I checked in on the carnival this morning to find almost 600 spam comments waiting for moderation! There could have been a few genuine comments in there, so I apologise if it doesn’t show.

I hope you enjoy this month’s carnival, and be sure to leave a comment on someone’s work – they’re sure to appreciate it!

Don’t forget to subscribe to the RSS feed to be kept in touch with regular updates!

Place a trackback or make a post about this carnival to share your readers with other bloggers, and receive traffic in return!


March 17th, 2007
Blog Entry

Why NiGHTS 2 is not coming

Edit: 3rd April 2007

Oops! I guess I was wrong this time – now I see why I don’t try to keep up with video game news on here! I’ve closed comments because there’s nowt more that can be said, really – I got it wrong, but the upshot is that there is a brand new NiGHTS game coming out and it’s coming soon. Rejoice!

Even if this is your first time on the Internet and you arrived here after typing random words into Google, it’s certain you will have found a rumour or some form of “evidence” relating to a NiGHTS sequel on Wii.

I don’t normally comment on rumour but when it applies to my favourite game of all time I feel I should say something. That something is this: NiGHTS 2 is not coming out. Not on Wii, not on DS, not even on the Dreamcast 2. It’s simple.

The case for the prosecution.

The biggest argument in favour of NiGHTS 2 coming to the Wii is the cancelled development of “Air NiGHTS” (sometimes “Aero NiGHTS”). Upgrades were planned for the Saturn’s analogue pad, one of which was to be a tilt sensor, and Sonic Team toyed with it for a while to control NiGHTS. Development also apparently began on a Dreamcast Air NiGHTS, but that fell through too.

When Nintendo announced the Wii controller, everyone assumed NiGHTS was a perfect fit. But why? It implies to me that a NiGHTS sequel was impractical or impossible before this pad came along, which is ridiculous – the Saturn’s analogue pad was developed for NiGHTS in mind, as was the tilt sensor for Air NiGHTS. It’s just wishful thinking on most people’s part, but the simple fact is that a NiGHTS sequel could have appeared on any console before the Wii, regardless of its controller.

The latest speculation comes from the Official Nintendo Magazine, who printed this image as their teaser for next month’s issue:

The caption reads: “World Exclusive! Step back in time as a classic game makes a long overdue return! Only in next month’s Official Nintendo Magazine!”

The case for the defence.

So instantly the NiGHTS rumour mill goes into overload because if you transpose a picture of NiGHTS onto it, it amazingly looks like NiGHTS! Wow! That’s the evidence. Let’s bear three things in mind here:

1. It doesn’t specify a sequel – it’s not necessarily NiGHTS 2.
2. It doesn’t mention a console – it’s not necessarily on Wii.
3. NiGHTS fans are among the most gullible in the world.

Yuji Naka always stated that he didn’t want to make a sequel to NiGHTS, but seeing as he left Sonic Team to form Prope last year it now has absolutely nothing to do with him. If Sega and Sonic Team want to make a NiGHTS sequel, they can just go ahead and do it. But will they?

When NiGHTS was released in 1996, it was the most revolutionary title on the Saturn, got some of the highest review scores and was critically acclaimed across the board. Unfortunately it sold quite poorly, and with Sega going for high-sales bankers these days instead of the more artistic output they released on their own machines I doubt they’d actually take that much of a risk on it.

Until I hold a legitimate, Sega-produced copy of NiGHTS 2 I’ll do my best to ignore the rumours, no matter how compelling.

Want to know more about NiGHTS? Read my in-depth article here!

I’m listening to Send One Your Love [Vocal Version] by Stevie Wonder, from Journey Through the Secret Life of Plants Disc 2.


March 7th, 2007
Blog Entry

Truly Underrated Games: Burning Rangers

Sonic Team’s 1998 3D firefighting game Burning Rangers often plays second-fiddle to their masterpiece NiGHTS into Dreams in terms of press coverage of the Saturn’s contribution to the world of gaming. However, it is still a game of considerable quality and innovation.

One of the great things about the Sonic Team games of the period was that their originality came right from the core; each game had a central premise which sought to do something different. I’m not going to go into whether Sonic Team still have these original concepts in them, but there can be no doubt they did in the Saturn’s time.

Strong Foundations

How refreshing – a game where you save people instead of killing them! This concept remains fresh to this day – the closest we really get now is stealth games where stunning/avoiding people is encouraged, but to have a game where the emphasis is on helping people is quite different.

For a game to have such a completely different ethos and attitude towards (admittedly virtual) life is highly refreshing – you are rewarded for saving a certain number of people in a level by increased scores, but the real rewards are emotional; characters you save send you email afterwards (via the in-game system; not real email, unfortunately) to express their thanks and update you with news on their lives. This sort of in-game communication brings an extra dimension to the game and allows character development without cutscenes or dialogue. In a way it’s more realistic this way, because they are directly addressing you, the player, not your character. Sonic Team sort of adapted the format for their Chao Daycare system in Sonic Adventure, whereby your Chao would send you real emails to tell you how they’re getting on. More games need this feature.

Depth Perceptions

There’s somewhere in the region of 100 characters to rescue, but only four levels.

“How is that possible?”

Well, it’s very simple – the levels change every time you play. Whereas NiGHTS had the amazing music-remix feature, Burning Rangers actually remixes the level designs every time, placing new corridors, rooms and survivors for each new play. It really is a very advanced system. If you complete a level and missed a number of survivors, or one of the “special” characters – Yuji Naka, Naoto Ohshima and artist Ami Shibata are all in there – you can write down the code displayed at the end and play again. Saving characters multiple times results in more email and, sometimes, more goodies – some characters give you extra options like the sound test, Ami Shibata gives you art and others give you codes to play as extra characters. Burning Rangers has replay value in spades. Sonic Team later reused this system for Phantasy Star Online Episode I and II.

No Sound of Music

There is no music in the levels, only sound effects and voices. This is because the game uses a voice navigation system to guide the player around levels, as well as update them about what other members of the team are doing. The other characters converse with each other over this system too, which often reveals a little about their relationships without interrupting the gameflow. Why should gameplay have to stop for character development?

The bosses are enormous. One of them is like a cross between Gulpo from NiGHTS and Chaos 4 from Sonic Adventure. The last one is very much like Phantasy Star Online’s Dark Falz. It’s interesting to see how these ideas started out on the Saturn before Sonic Team were able to refine them in their Dreamcast games.

It’s clear to me that Burning Rangers actually occupies a very important place in Sonic Team’s history. I always thought it didn’t quite fit in with the rest of their products, probably partly because it came out too close to the Saturn’s death to make any difference, and also it shows signs of having been rushed – another few months would have tightened it up still further, and a Dreamcast sequel would have been absolutely perfect.

Cooperative gaming and communication is becoming more popular and plausible all the time – wouldn’t it be great to see a Burning Rangers 2 on Xbox 360, with players able to communicate as part of a team to rescue survivors, negotiate tricky corridors and escape unharmed? Leave your thoughts in a comment!

A Word from James:

The site’s different look is totally accidental – I ran a WordPress upgrade and deleted my old pages, so I’m afraid the Virtual Tour is lost in the sands of time! I hope to find a way to resurrect it soon, and the same goes for the Game Diaries. Sorry for this temporary loss of content!


March 3rd, 2007
Blog Entry

Sonic and the Secret Rings Impressions

Sonic’s Wii debut was built up by some to be his last chance; after the disappointment of his first next-gen appearance, there seems to be a lot riding on Sonic and the Secret Rings to start salvaging his reputation. How does it do?

At first the automatic acceleration feels very strange indeed. You can brake with 1 and jump with 2, but Sonic’s pretty determined to keep moving, which is absolutely great. Due to the fairly strict route the game keeps you on, most of your control is steering to avoid hazards, which means there’s much less falling off levels that’s blighted him since Sonic Adventure. In fact, there’s even automatic jumping in some points to make sure you get from A to B safely.

Removing some of the game’s interactivity might seem like a step backwards, but I don’t think Sonic’s ever really been about freedom of movement; in terms of controls, there should be as few obstacles as possible between him and top speed.

It doesn’t take long to get used to though, and really starts to make sense when the levels become more complicated – it moves so quickly that there’s simply no time to play it like a traditional 3D Sonic game, so it becomes a test of reactions and skills rather than manoeuvring Sonic into place. That said, there are a few times when backtracking to hit that last enemy becomes very tiring.

Sonic and the Secret Rings also does much to prove the Wii’s graphical power: the levels are vivid and densely constructed, with detailed models and textures throughout. It also moves incredibly quickly, even when it’s throwing around smoke, lighting, blur effects and an enormous draw distance.

Structure

The game’s level progression reminds me of Billy Hatcher for some reason: within each world (or Zone, I suppose) there are numerous challenges, ranging from races to ring collecting, and your prowess in each defines your progress. When you complete a mission, another one opens up, and by repeating this you open up other worlds.

The missions are very varied. So far my favourites are the “Hands Off!” challenges, where you have to finish with no rings, and the “Rampage” missions, where you defeat a set number of enemies, ranging from a single hard-to-reach robot to 40 resurrected thieves. They’re mostly shorter than the standard levels, and benefit from some very tight and clever design. Even though “don’t kill enemies!” sounds like a rubbish idea for a Sonic level, it gives the game a puzzle kind of element that gives the gameplay some needed expansion. In a game where the running is done for you, these levels let you slow down and use some fine skills to succeed.

Each mission cleared gives you experience points, a genuine first for a Sonic game. When you’ve got enough experience your stats will increase and you learn new skills – these can be anything from increased acceleration to longer homing attacks and Soul Gauge recovery. Returning to early levels let you show off your increased skills, both as a player and with these equipped skills, making it easier to achieve higher scores and unlock more goodies.

These goodies are contained in the game’s brilliantly-named “Special Book“, and can be anything from the history of Sonic to developer artwork, music, special ranks and more. These sequential revelations help to spur you on to discover more of the game.

Final thoughts

I was really excited about Sonic and the Secret Rings; although I didn’t subscribe to the belief it was his last roll of the dice, I did know it was an important game to Sonic fans and casual gamers, and for Sega to make probably their most risky Sonic game for some time was a brave move that could easily have backfired.

Sonic and the Secret Rings injects the thrill back into Sonic with levels that flow well and sections encourage high speeds. The new skill system makes challenging cleared levels worthwhile, and the Special Book and experience points are worthy rewards. With the exception of the difficulty of backtracking, the camera and controls both work seamlessly, feeling responsive and never intrusive.

Overall this is as close to the Sonic game I wanted as I think is realistic. Although a little more in the happiness department would have gone down well – more tunes instead of rap-rock, more blue skies and more colour – this is a superb and addictive Sonic game that is a massive amount of fun to play.

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February 22nd, 2007
Blog Entry

Sega’s DS Surprise: Best-Case Scenario

For the past few days, Sega representatives have been claiming they’re on the brink  of revealing a huge secret – see one of many articles here. The actual quote is a title that will “surprise absolutely everyone.” The last time Sega made this promise everyone expected Shenmue III, and we got the Matrix Online. As a lifelong Sega fan, I keep a few pinches of salt on me at all times. However, they did say they were placing much more emphasis on DS development, which leads me onto today’s article.

DS: The Key to Sega’s Dream

So far quite a few DS games have included some form of online play, but often it’s wasted: I want a Harvest Moon with an online marketplace, not a way to compare farm scores with my friends. I want online leagues and extra content. Animal Crossing: Wild World is the only game to get close to 100%, but others are disappointing.

On Wednesday I wrote about Shining Soul II, an action RPG for the GameBoy Advance that’s given me many hours of good fun, and left a fairly crude teaser to tempt you into reading today’s update. The one thing that could propel Shining Soul, Sega and the DS into unbelievable levels of greatness is simple.

Meaningful Online Play.

A lot like the original Animal Crossing, Shining Soul II feels like an online game with the online bits stripped out. Bubbles let you tell your teammates when your batteries are dying, or if you’re going back to town, but surely you could just tell them yourself. If your communication skills stretch to “let’s play Shining Soul II together” I’m sure you can manage “oh dear, a red light”.

The vast amount of items and weapons is one of the game’s strengths, but you’d need a pretty large and committed pool of friends to make the trading worthwhile for everyone. It’s a shame that some aspects of the game are limited by the number of friends you have.

Pokémon games have been like this for a long time of course, and they seem to work fine. I think that’s partly down to the parent-annoying dual cartridge situation – rather than have loads of stupidly rare Pokémon on one cartridge, they’re split across two, increasing your chances of finding them (as long as you have a kind friend, of course). The simple online functions of the new Pokémon Diamond and Pearl – especially the potentially life-saving Trading Board, which lets you specify trades and wait for others to get back to you – lend an extra dimension to gameplay that never really felt restricted anyway.

Make My Online Roleplaying Game

I was originally going to petition for Shining Soul 3 to be a massively multiplayer roleplaying game, but that’s at odds with the whole point of the DS: handhelds’ greatest strengths are their friendliness and that “dip-in” quality. It’s not really possible to dip into a two-hour dungeon siege, and besides, I think WiFi Connection is set up differently, meaning the whole “persistent world” idea is out of the window.

What I propose is a handheld action RPG featuring three identifiable online elements:

1. Competitive play

So far my experience with online RPGs on DS stretches to a single match on Lost Magic: my opponent was chosen randomly and, by the looks of his cohort and magic-drawing skills, was much better than me. I think I lasted about thirty seconds.

Not all games involving character development are suited to player versus player action, but there’s a lot of potential. A tiered structure that matches players against similarly-skilled opponents would cater nicely for the quick play crowd, and you could even introduce bets or prizes and rewards for winning streaks.

2. Co-operative play

Handling this on a handheld would be very tricky. Up until now most WFC games have picked your opponents for you, unless you have added a friend’s code, but this kind of behind-the-scenes grouping defeats the whole spirit of co-operative play.

I think players would log into a centralised lobby – without communication of course – which would display which characters were present, their stats and perhaps a notice about what kind of play they were interested in. Tapping their name would send them an invitation, and after they responded you could group together and choose a level. As long as the process is as streamlined as other WFC games, I think it would actually be very helpful, and could certainly be done without any exchange of personal information, which Nintendo would dictate, of course.

In terms of gameplay it would be much more problematic to organise a party without being able to talk to each other. A QWERTY onscreen keyboard is too intrusive to work, but perhaps a combination of short-text communication as in Sega’s Phantasy Star Online and drawn signals would work. You could even use gestures to indicate your plans – a square for “going back to the castle”, a zig-zag for “I have to leave now” or something similar.

The actual gameplay itself would obviously be very similar to Shining Soul II, but the online levels would take the form of short quests, probably twenty to thirty minutes in length and graded in terms of difficulty. Unfortunately I guess it wouldn’t be possible to add new quests for download, but then most of my PSO play was on the same four levels on four different difficulty levels, so perhaps it’s not so bad.

3. Community play

This is the real crux of online play, and why I wrote my earlier post “How Nintendo got online wrong“. The whole idea of playing a game with other people is to interact with them – give them items, watch their back, share a joke and so on. Without any communication, online gaming is simply offline gaming with better intelligence.

The DS setup would naturally be much more conducive to online play with friends or clan members – set up a website or email list where you can share friend codes and when you’ll be online and it’s as easy as that. Sega could even add voice chat with friends whilst in the lobby, or more in-depth communication options when questing with friends.

The Game Waiting

Of course, the worst part of all this speculation is that it doesn’t have anything to do with the production of Shining Soul III, be it an online DS game or not!  However, I wanted to write about a game I’d love that would be a genuine surprise, and also not get too worked up about how NiGHTS 2 might work on Wii or how amazing Shenmue III would look on Xbox 360.

There’s no word yet on when Sega will announce this surprising game, but apparently it’ll be released this year. It must already be pretty far into development in that case.

Until it’s announced, I think I’ll work my archer up to level 100. Let’s not forget PSO too… in fact, wouldn’t a PSO: DS be great too? No, that’s enough for one day!

 I’m listening to Never Die, from Patmore Demo by Christian Bell-Young.


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