Archive for the ‘Wii’ Category

From the same people that brought you the award winning The Beatles: Rock Band comes a full standalone music video game featuring the Grammy Award winning group Green Day. Harmonix recently announced that the upcoming Green Day: Rock Band title will be releasing on June 8, 2010 across the Xbox 360, PlayStation 3 and the Wii. This summer gamers will be able to experience 47 tracks, rare access to the Green Day media vault and much more. Unlike the previous standalone title, gamers will be able to export all the tracks in Green Day: Rock Band to any of the Rock Band games including the upcoming Rock Band 3 title.

In Green Day: Rock Band players will step into the shoes of the Northern Californian band and play through the story and history of Green Day. As players progress they will unlock more than 100 collectible images and over 40 minutes of unreleased videos from interviews, outtakes and performances. The set list from the punk-pop band spans the entire career including “Brain Stew,” “Jaded,” “Hitchin’ a Ride,” “American Idiot,” “Wake Me Up When September Ends” and “Boulevard of Broken Dreams.” The already released Green Day tracks can be imported into the upcoming title and will have added vocal harmonies, unique performance visuals and exclusive archival material.  Green Day: Rock Band as the standalone game will release at the standard $59.99 on Xbox and PS3 and $49.99 on the Wii. Gamers can also pick up the “Plus” version of the game which costs $10 more but will come with a special package and all 6 DLC Green Day tracks already released which is a $22 value. Hopefully with the release date set so soon after the announcement of the game we won’t simply be getting a track pack title but we’ll know more about the game in the months to come.

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Super Monkey Ball: Banana Blitz was one of the first games I bought for the Wii. I stayed in line overnight waiting to get my hands on a Nintendo Wii  on day one and all I bought was Monkey Ball because I couldn’t get anything else. It turned out to be one of my favorite games on the Wii. Banana Blitz was able to show people the unique controls of the Wii and the effectiveness of the console to bring people together. Coming off the successful first Wii title, Super Monkey Ball: Step & Roll looks to do the same but now with the ability to connect a Wii balance board to the experience. Unfortunately, Super Monkey Ball requires very precise controls you just can’t get from the balance board but without it Step & Roll still offers the same amount of fun you come to expect from the franchise.

The formula for the sequel remains pretty much the same. In campaign mode you’ll take control of a monkey and roll through 70 stages collecting bananas and trying to get to the finish line before time runs out. Though it might seem like you’re controlling the monkey ball you’re actually moving and tilting the stage to navigate the ball. For those who still can’t picture it, think of the Labyrinth Wooden Maze Game but instead of a steel ball it’s a monkey in a plastic bubble. There are seven worlds, each with their own theme and each containing 10 stages. I really liked the look of each of the worlds including the background music that changes depending on which world you’re in.

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In Banana Blitz players had the opportunity to jump, and at the end of each stage there was a boss battle. This time around that was all removed, which isn’t a terrible thing, but fans of the first one might miss it just a bit. The big draw to this year’s title is the ability to use the balance board. You’ll have to calibrate it every time if you back out to the main menu, which is a pain, but it only takes a few seconds to do so. Once you’re set you’ll run through a quick tutorial presented to you by the amazingly annoying Jam. Right away in the tutorial course you’ll find out what sounds great on paper doesn’t work in practice. Even Sega knows that using the balance board isn’t easy. They made it so the stages are just a little easier when using a balance board. I’m sure if you practice at it you could get really good but so much energy is put into navigating that ball that in the end it’s not worth it. It gets very frustrating because Monkey Ball requires so much precision, something you can’t get with the balance board.

I completed all the worlds using the regular Wiimote because that is my preference and it just feels better. The first time I played Monkey Ball with the motion control it was perfect, in fact I can’t even imagine going back to stick controls. The stage reacts almost precisely to every movement you make using the Wiimote. Even without the jump ability and boss fights I still found some of the stages very challenging, especially the portal ones. You can go through each stage via co-op in similar fashion to Mario Galaxy. The second player has a crosshair on the screen to shoot at anything in the way of the ball. Because your partner needs to pave the way to the finish line, the levels will have more obstacles in the way than when normally going through the campaign alone. Although this gives you another way to experience each world, oftentimes the camera becomes an issue for the shooter because the stage moves so much. Once you do get to the end of each world, you are greeted with a credits screen and a song. The songs don’t bother me as much as not being able to skip them - making it incredibly frustrating to have to sit through it after every world. You can go the Marathon route and play each stage back to back with a break after every tenth stage. You can actually sit in the break screen for as long as you like and when you’re ready to continue you can just hit A and move on.

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As fun as single player can be, the multiplayer is where Step & Roll truly shines. Just like Banana Blitz there are a ton of mini games to go through with up to four players. To be exact there are 21 mini games but that’s down from the 50 found in the previous title. Among some of the returning games are Jump Rope, Monkey Race and my favorite, Hurdle Race. There are also some new games added to the mix which include Firefighter, Battle Pinball and Luge. With the exception of Luge, most of the games are played simultaneously; adding to the heated battles and most can be played using the balance board. Some games are easier with the balance board but the majority of them aren’t. Plus there are a few games that can’t be played with the board if you have 4 players. My suggestion is to not use the board unless you really want to. What is great about Step & Roll is the simplicity of each mini game. You can get really good at the games but it’s also easy for people to pick it up and play even if they have never played a Monkey Ball game before. But like its predecessor some of the controls for the games are not responsive and can be frustrating. One game in particular Ladder Climbing was very difficult. You are asked to hold the Wiimote vertically and move them up and down to climb. Objects will be falling around you, so you have to dodge them by moving them right or left but oftentimes it wouldn’t register correctly and you would get hit by them. Two of the players that played with me took 10 minutes to finish and that was after I took over after taking almost 5 minutes to finish. No mini game should take that long.

In the end, the mini games in Step & Roll are hit or miss. With 21 mini games it’s hard to make all of them fun but most of them are and the ones that aren’t are due to poor controls. Someday they will have to bring this title online, but for now I’m enjoying the split-screen action.

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Overall, Super Monkey Ball: Step & Roll is just what you would expect from the franchise, that’s if you don’t use the balance board. Those who were hoping the Wii balance board would change the title like the Wiimote did for Banana Blitz will be disappointed. There’s nothing completely brand new to the Monkey Ball formula but the cleaner visuals and some tighter controls in the returning mini games might be just enough to entice people who have the first one to pick up the sequel. Whether or not you are a fan of the franchise Super Monkey Ball: Step & Roll is a lot of fun and continues the franchise’s ability to offer an excellent multiplayer complemented by a strong campaign.

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Title:Super Monkey Ball: Step & Roll
Publisher: SEGA
Developer: Sega
Platform(s): Nintendo Wii
Release Date: February 09, 2009 (PS3)
Doin It RIGHT:

- Excellent multiplayer.- Updated visuals.

- Campaign is as good as always.

Doin It RONG:

- Balance board doesn’t work that well.- Some mini games have unresponsive controls.

- Not too different from Banana Blitz.




FINAL SCORE: 7 / 10

Super-Mario-Galaxy-2-E3-2009In addition to revealing a release date for the DSi XL, Nintendo had a slew of software announcements for the upcoming months, including news about some of their most-anticipated titles.

Super Mario Galaxy 2 will be hitting US store shelves in May, with an official release date of May 23.  That gives everyone (including me) time to finish the first one!

Metroid: Other M, of which we’ve heard very little, will be arriving on June 27.  The game will mix classic 2D gameplay with the newer, 3D first-person perspective and is something fans of the series won’t want to miss.

And there’s good news for Dragon Quest fans, as Nintendo will be publishing Dragon Quest IX in the US this summer.  This is exciting news, because that means it will only have been a year between the momentous Japanese release and having this great title stateside.  In case you were in a coma when the game was released in Japan last summer, it has sold over 4 million copies there alone, and it was questionable at first whether the US would even get a chance to see this title localized, let alone so soon!

Monster Hunter Tri releases April 20, and, as previously announced, will be sold as the game only or in a bundle with the classic controller pro.

Nintendo fans can also look forward to Sin and Punishment: Star Successor, coming June 7, along with MegaMan 10 (March 1) and Cave Story (March 22).  Super Meat Boy and And Yet It Moves and will both be coming to WiiWare, although no release dates were yet given for these titles.

[Source: Nintendo]

Sonic-the-Hedgehog-4The eyes of the internet, or at least those of us who grew up playing countless hours of Sonic games on our little black boxes, were on the video included below.  Supposedly, this video shows leaked gameplay footage of Sega’s upcoming Sonic game, Sonic The Hedgehog 4: Episode 1, which was recently announced.

Even if this video turns out to be a fake, I’m still super pumped about the upcoming game.  My only hope is the price isn’t too steep.  For now, enjoy the video.

[Source: Gametrailers, via Joystiq]

fragdreaI’ve been dreaming about this game for over a year now, back when we had very little more than a few Japanese screens and a trailer, back when it was still titled simply Fragile.  Newly billed as Fragile Dreams: Farewell Ruins of the Moon, at last we have English screens and a North American release date: March 2010 (exclusively for Wii).

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12005Now available for Guitar Hero 5 and Band Hero are three songs from alternative metal rockers Breaking Benjamin. The band made their debut in 2002 with their critically-acclaimed album Saturate. But you won’t be getting any songs from that album. Instead you will be getting a track off of their second and third album along with the band’s newest single. The Breaking Benjamin Track Pack features “Sooner or Later” from the 2004 album We Are Not Alone, “Until The End” from the album Phobia and “Give Me A Sign” from their recently released Dear Agony Album.

As an added bonus for downloading the new tracks, you’ll have the opportunity to play with the band over Xbox Live on February 20th from 1-3pm EST. You will have to download the tracks in order to play with Breaking Benjamin and those who do you’ll want to look for their Gamertag: BBGWF.  Click here for more information on the Game with Fame featuring Breaking Benjamin.

The Breaking Benjamin Track Pack is out now via Xbox LIVE Marketplace for 440 Microsoft Points, from the PlayStation Store for $5.49 and the Wii Shop Channel for 550 Wii Points.  The three songs are also available for  individual purchase 60 Microsoft Points, $1.99 and 200 Wii Points each.

traumateam_devfeaturette3_charliemalone_despair_2Atlus is certainly doing their fans service when it comes to information and media related to their upcoming Wii game Trauma Team.  Check out the latest screenshots in the gallery below, or visit the website to check out the latest developer’s featurette, “The Creation of Character”: http://www.atlus.com/traumateam/featurettes.html.

Although the release date has been pushed back into May (check it out on May 18, 2010, to be exact), fans certainly have plenty to look forward to.

[Source: Atlus]

30_Seconds_to_MarsReleasing this week on Guitar Hero 5 and Band Hero are three tracks from the Los Angeles-based band 30 Seconds to Mars. The DLC tracks features “Attack” and “From Yesterday” off of their platinum selling sophomore album A Beautiful Life along with “Kings and Queens”, the first single from This is War released late last year. 30 Seconds to Mars, formed by Jared and Shannon Leto, made their debut in 2002 and were met with immediate success with their “post-grunge” and “melodic hard rock” style.

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halftimeHalf-time during any football game, especially during the Super Bowl, is a great time to stock up on more booze, cook some more food or purge, but with The Who scheduled to perform you might want to actually stick around. I know I won’t be missing this year’s half-time show but if you happen to miss it don’t worry, you can play it on Rock Band immediately after the game. That’s right, Harmonix and MTV will be bringing you a “special version” of the performance which you will see on Sunday.
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sky-crawlers-innocent-aces-screenshotI came to Sky Crawlers:  Innocent Aces with an untainted perspective.  Basically, this is the first game even resembling a flight simulator that I’ve ever touched.  The genre has always been fairly intimidating, known for its unbelievably steep learning curve and a community, if not unfriendly to outsiders, not exactly reaching out.  The images of aircraft-worthy control decks and ultra realistic graphics only helped to keep me away.  Project Aces has attempted to bridge this gap over the years with a series of console-friendly flight games, and for the most part they’ve been well received.  Sky Crawlers tries to bridge the gap even further by combining a flight engine with an already established book and anime movie.  For many, particularly those who found the Sky Crawlers movie enjoyable, this gap was not difficult to traverse.  It’s a smart move, and for the most part it works because it not only adds a pleasing aesthetic to the game, but gets an enjoyable, while not uber-realistic, flight sim into the hands of those it might not otherwise have found.

The story of Sky Crawlers is perhaps its biggest flaw.  It’s not necessarily a bad story.  With a little research and investigation it’s actually fascinating and deep.  It involves an alternate history at a time when the great powers of the world decide to forgo wars and instead have corporations sponsor their own pilots for  mock competitions.  ”Mock” competitions doesn’t really fit, however, because the pilots are in very real danger and death is a common occurrence.  Nevertheless, it serves to sate people’s appetite for televised war.

image32Unfortunately, the story in the game does very little to explain what’s happening.  The manual offers some backstory, but it seems expected these days that in game cut scenes will do a better job.  Sky Crawlers does have some beautiful anime scenes, but they’re often confusing and aren’t a clear storyteller.  The player’s character, a pilot named Lynx, is also hard to sympathize with despite the fact that we’re always in his shoes.  He never says a word to anyone, and while we might be familiar with this from RPGs over the years, we also never even see him outside of a cut scene.  The gameplay is such that only his plane is ever seen, and thus it’s difficult to really find oneself in his shoes.  Add to this the fact that halfway through the game he gets an unexpected name change (or we’re thrust into someone else’s shoes, I was never honestly clear on this point), and it gets even more confusing.

I know this all sounds trivial to a game that offers flight simulated combat.  It’s not about the story, right?  Well, I disagree.  This game is taken from a very narrative source.  The Sky Crawlers name originally comes from a book series by renowned Japanese mystery novelist Hiroshi Mori.  It was adapted into a full length anime movie not long ago, which also received much praise.  Having watched that movie myself before playing the game, I can attest to its quality.  It boasts some of the best visuals of any anime movie I’ve ever seen, and while the story is subtle and requires a close eye for detail, it’s also very deep and heartfelt.  With all this in mind, I approached the game seeking something similar, and found it lacking in its storytelling elements.  Where other flight simulations might draw someone in purely with controls and realism, this game needed that story element to not only set it apart, but attract a larger player base.  I feel like it failed in this endeavor for the most part.

sky_crawlers__innocent_aces-wiiscreenshots26487mission06_01The controls for Sky Crawlers are new to the Wii.  It uses the nunchuck and Wiimote in an odd way.  The nunchuck serves as a steering mechanism, controlling directional movement up and down and tilt left and right.  The Wiimote is used for accelerating and decelerating, shifting it horizontal or vertical for the desired effect.  The nunchuck buttons are used for weapon selection and deployment, and the Wiimote’s buttons are usually just menu-based, though in combat the giant A button is also used for maneuvering.  I’m not entirely sure why Project Aces decided on the nunchuck for the directional control considering the amount of precision needed for that versus the lack of precision needed for speeding up or slowing down.  It works, but it’s not always perfect, and I often found myself full-body heaving to one side or the other just to get my plane working correctly.  For the most part, the nunchuk is fine, and for 90% of my playtime the controls all worked wonderfully.  Nevertheless, given the more precise nature of the Wiimote for these types of motion controls, one wonders if it might have worked 100% of the time.  The addition of the Wii Motion Plus could have added even more precision.

Gameplay has a very Valkyrie Chronicles style to it, which is certainly to its favor.  Players jump from mission to mission via menus, but are able to visit the hangar between each to check out new planes and new add-ons and even paintj obs.  Planes are fairly customizable and are available in multiple flavors.  The different nuances of each plane never really struck me, and thus picking one over another was generally a matter of speed and weapon availability (not all planes can equip the same weapon set).  The hangar navigation also gets frustrating.  In order to see what weapons any given plane has available, one has to go completely into that particular plane’s customization options.  For the simple matter of gaining information, this takes far too long.  An option for some type of table that listed weapons and which planes could equip them would have made plane customization considerably easier.

SKY-CRAWLERS-INNOCENT-ACESMissions have a fairly widespread variety to them, and while objectives may differ, the goal is usually to destroy things.  What things players destroy can vary a bit as there are both land and air targets, but destruction is the name of the game.  I enjoyed most of the missions, and a few of them even require some crack strategy and loadout customization, but there were a few that also nearly marred the entire game.  There is also an inconsistency in the checkpoint system they implemented, mainly that its completely non-existent in some missions.  Fighting for 20 minutes only to die to a stupid mistake on a mission that has clear stages is extremely frustrating.  When the mission has clear spots where checkpoints could have been implemented and weren’t, I have to question if logic was used.

Visually the game is nothing special, and expect to hook it up to a standard definition television to make it look its best (as with most Wii games).  It does boast some pretty scenery, and the cut scenes are well done in the anime style, but honestly are we really expecting much out of the Wii in terms of graphical prowess these days?  Only when developers take a unique approach like with Muramasa are we really going to get anything gorgeous on Nintendo’s outdated hardware.

Mission02_01-620xAnd then there’s what I suppose we can call the “BAMF” factor.  Personally, I found an enormous amount of satisfaction in gunning down enemy planes.  Maybe it was the freshness of the genre that most hooked me, having never played anything with real dog fighting in it.  Lynx/Cheetah definitely has advantages versus other pilots with the variety of maneuvers he can pull off, and often this makes fights very uneven in his favor.  But even if my own skill at flight is an illusion, it’s a good one because every time I would flip around and place myself behind someone for an easy kill, it felt good.  And the controls work in an almost child-like way, nearly mimicking those movements we might use when “air-gunning” down a Nazi plane while pretending to be a World War 2 hero in our rooms with our pillow-made aircraft and our grandma’s oversized glasses mimicking flight goggles perched atop our head…ahem.  So the BAMF factor is definitely there, and my whoops and taunts at the screen were definite evidence of this.

I really wanted to like Sky Crawlers, and honestly I did like it.  But at the same time, I couldn’t help but feel that if a few things were done different, if maybe they’d taken more time to flesh out the story or at least explain a little, that it would have been a fantastic voyage in flight simulation.  The game’s short, which I have no problems with as it has replayability both in fun factor and for the multitude of unlockable planes, plane parts, and medals, and it’s certainly a good time.  Add to this its BAMF factor and there’s no reason anyone with an interest in dog fighting and a Wii shouldn’t buy this at a mere 30 dollars.  I also do hold out some hope that it will sell well enough to warrant a sequel, one that might fix the mistakes of this “pilot” effort and give us a truly memorable and complete experience.  Were some issues addressed, controls tweaked a bit, and a proper localization team brought into the project, we could easily have a Valkyria Chronicles of the sky on our hands.  The more games of that caliber floating around, the happier we’ll all be.

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Title: Sky Crawlers: Innocent Aces
Publisher: Xseed Games
Developer: Project Aces
Platform(s): Nintendo Wii
Release Date: January 12, 2010
Doin It RIGHT:

-Fun introduction to an intimidating genre.

- Unique controls that work well most of the time.

-Lots of replayability.

Doin It RONG:

- Muddled storyline generally confuses.

- Certain missions can nearly ruin the fun of the other, better ones.

- Needs better navigation in certain menu areas.

FINAL SCORE: 7 / 10

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traumateam_screens_devfeaturette2_conceptartThe folks at Atlus don’t like to disappoint, so they’ve provided us with more screens and a video that gives you a sense of the flow of the game.  Check those all out below.  A word of warning, though: the video is all in Japanese (with no subtitles)!  For more details on the behind-the-scenes of Trauma Team, check out the full developer’s featurette here.
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Wii-Classic-Controller-ProThose of you whose aching hands have been longing for a more ergonomic controller when playing VC and other games on your Wii have some good news today.  Nintendo finally announced that the new version of the classic controller, the Classic Controller Pro, will be available for sale in North America in both white and black this April.  Each controller will retail for $19.99.

Of course, if you’re a really cool kid on the block, you can pick up one of the new (black) controllers with a copy of Monster Hunter Tri for some serious monster-hunting action.  This bundle will sell for $59.99, saving you a cool $10. (Of course, you can also buy the game separately, for $49.99.)

Monster Hunter Tri has made a huge splash in the Japanese market, and we’re confident the bundle with the Classic Controller Pro will give fans in North America plenty to get excited about,” said Steve Singer, Nintendo of America’s vice president of Licensing. “Gamers of all kinds enjoy playing games on Wii. Monster Hunter Tri delivers an incredible new experience on Wii, while the Classic Controller Pro gives players even more control options for their favorite Wii games.”

In addition to the grips that make the controller more hand-friendly, it also includes a second row of shoulder buttons, and that pesky cord has been moved from the front to the back (where it belongs).  While it’s not the sexy black Wii console bundle our friends in Japan received, it’s still not a bad deal.

Making its North American debut on Wii this spring, Monster Hunter Tri is one of the most strikingly beautiful titles developed for Nintendo’s Wii system. Pushing the hardware to the limit, Monster Hunter Tri depicts a living, breathing ecosystem where humans co-exist with majestic monsters that roam both dry land and brand new sub-aqua environments – a first for the series. Offering the player varied control configurations to suit their style of play, players can choose between the Classic Controller Pro, Wii Remote and nunchuck, or Classic Controller to slay the monsters that inhabit the world.

[Source: Nintendo]

new_zelda_teaser_picWii fan or not, one cannot deny the influence of the Zelda franchise in our gaming world. And, as we all know, the larger the franchise, the more rumors that seem to surround potential sequels. Joystiq has reported, based on information posted on Japanese message board 2Chan, some very interesting rumors that have led to much speculation. The most intriguing of these rumors were the inclusion of time travel and that the Link in this game is the Hero of Time from Majora’s Mask. This has led many to believe that the new Zelda may be a direct, or hell, indirect sequel to Majora’s Mask.

Other information that has been leaked is that the new Zelda may stray from the traditional overworld and dungeon gameplay. It is also probable that Link will be left or right handed based on the player, the sword used will develop and abilities will unlock as the game progresses, and there will be horseback combat. Oh, and Hey! Look! Listen! could be your sidekick, Adelle, Adella, or Aderu, (the female beside Link in the pic) probably won’t be with you during the whole quest but will communicate to you through your new sword.

So, what are we to make of these rumors? Pshaw, I don’t know! I do know that when this thing eventually releases, lord knows when, we’re going to be hearing so much about “If only it were in HD” and “Zelda Wii is a game that goes beyond the last-gen graphics” and “If only I could play this with traditional controls…” All I can say is enjoy the excitement of the potential of this game now because by the time it comes out, you might be too busy defending or downing it to care.

[Source: Joystiq]

shirenOftentimes when a developer tries to make a title more “accessible,” that means serious “hardcore” gamers are left in the dust with a dumbed-down experience.  However, Atlus, in its latest blog post on the upcoming Wii game Shiren The Wanderer, Scott Strichart, project lead, assures us you will find plenty of strategy and challenge, especially when it comes to the game’s bosses.

In the blog entry,  Mr. Strichart emphasizes the importance of preparation for these battles, especially the “escape scroll” item:

“There is no shame in going into a battle, testing the waters, and running away before you find one of the game’s hundred-plus ways to die. This allows you to throw yourself back into the fight armed with knowledge, and it’s a great way to pad your levels! If I could put a “theme” on all of the blogs for this game, it would be that caution will win the day.”

For those of you die-hard Shiren fans who laugh in the face of such claims, don’t worry: if the main bosses aren’t challenging enough, there’s always the post-game.  Hardcore players only, who know the game inside and out, have acquired the best gear, and developed a perfect strategy.  Less serious fans can skip these, of course, as finishing the main game is still a significant accomplishment.

Famitsu rated the game nearly perfect (9/9/8/9), and you don’t have long before you can try this incredibly addicting game for yourself.  Shiren The Wanderer comes to Wii on February 9, 2010.   For more on the game, check out the official website: http://www.atlus.com/shiren.

[Source: Atlus]

Miniclip Sushi Go Round Website Launched

Posted by m3talst0rm on January 21st, 2010

SGR_logo

For those of you who dream of rolling delicious virtual sushi with your DS or Wii, prepare for the Southpeak Games’ and Asylum Entertainment’s Miniclip Sushi Go Round and its delicious, freshly served website www.sushigoroundthegame.com. Though the site is jam packed with game details, screenshots, and downloadables, one reason why, no THE reason why you should visit the site is to experience the flash game that inspired the upcoming Wii and DS games. A few minutes with Sushi Go Round and I think you’ll agree that it should be a natural fit for the DS console. I’m a bit more skeptical about the Wii version, but I guess we’ll see how it plays out after the March 16th North America release date.