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"Nintendo DS: Initial Impressions"

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Fri 26/11/04 at 23:11
Regular
"bei-jing-jing-jing"
Posts: 7,403
Nintendo DS: Initial Impressions

Managed to get hold of my DS this morning at 9.30, and have been playing it on/off since. If any of you guys have any questions feel free to take aim. Here’s some general rambling thoughts I’ve decided to share with you, along with some pictures (more to follow).

The Unit

So after ripping off the several layers of FedEx packaging, I retrieved the new handheld baby from its box. Mind you, I should hardly call it a baby; it’s actually fairly big, larger than I had anticipated at least, and also pretty heavy too. The two screens are nicely sized, with both being marginally bigger than an SP screen, and the touch screen seems to be extremely durable. Despite pictures not showing this, the A and B buttons are a different colour to the X and Y buttons, the latter being slightly darker. Oh, and it’s a very welcome return for the larger, original GBA-like shoulder buttons. Good stuff.

The screens are nice and bright, even more so than the SP. You can’t turn them off whilst in game although there is an option on the menu screen. Also impressive is the sound quality; you’ll have to really hear it for yourself to gauge an accurate reaction, but it’s miles better than previous portable Nintendo consoles. And before you bombard me with questions about whether it charges using an SP charger and what have you; yes, it does indeed.

It’s nice to hold, and probably suits those with larger hands. You certainly feel less cramped with it, and I’m yet to have my hands go numb because they’re far more stretched. The stylus is a bit on the small side, but okay to hold, and slots nicely in behind the DS so you don’t have to carry it around separately. It’s a nice little set-up, there’s no doubt about it. You’d hardly call it pocket-sized, but it’s a joy to hold, hear, watch, and “Touch!”

Oh, and Pictochat is good for a laugh.

Metroid Prime Hunters: First Hunt Demo

Before moving on to the slightly more problematic elements of First Hunt, I think I should first pass on my satisfaction upon seeing the opening credits for this game. Honestly, you’ve seen the movie a load of times before, but having it right in front of you, staring back, just makes you realise the graphical potential of this machine. Then when you play the game, that previous feeling of amazement begins to etch out somewhat.

The annoyance is glaringly obvious, and you’ll all know the next two words I’m going to say are “control system”. It’s not without effort from Nintendo; there are five control systems in place. The problem is not one of them really captures the pace or exploration requirements the game seems to set. Option number one is using no touch sensitivity at all; and this is completely hopeless. Without some kind of analogue it feels controlled and scroll-ish; entirely unnatural considering the game’s roots. Then there’s using the touch screen and thumb strap to turn and observe your surroundings, but then there’s the problem of having to use the ABXY buttons to strafe and move forward/backwards. Again, this doesn’t feel comfortable. And then you can choose to tap the screen with the stylus where you want to fire AND look using the stylus also. Again, this proves troublesome as you try to look and end up firing a round you didn’t intend far too frequently.

The control system is flawed, and feels desperately in lack of an analogue. Sure you’ll warm to the controls over time, but it’ll never be the same as having a stick there ready to push in whatever direction you feel necessary. I feel like I’m moaning at this game too much, it’s not poor and if it’s released it will be a success. The graphics and sound are spectacular and it bares considerable resemblance to it’s ‘Cube counterparts. Nintendo do need to do some serious thinking about the whole analogue touch screen idea for First Hunt at least, because it feels like a potentially brilliant game forced into an incapable control set-up.

Super Mario 64 DS

So the controls letdown Metroid, but do they let down the Nintendo mascot too? Yes, but you’ll be glad to hear it’s not to the same extent. Indeed, Mario 64 DS has a control set-up that is suited to what it needs to achieve, whereas Metroid needs some evaluating.

First off let me say how awful using the d-pad is in 64 DS, it’s slow, it’s unresponsive, it’s like controlling Mario with a friggin’ compass. Second off let me say how pleasing it is when you finally get to grips with using the touch screen in combination with the thumb strap to control your character. At first it will seem unforgiving, flawed, and you’ll find your thumb slipping off the edge of the screen. I can safely say after cracking on at this game that there is a large reduction in frustration with the controls as you progress. Indeed, it will never match the perfect N64 set-up, but Mario DS feels worth playing every inch of the way.

As well as this, the graphics are really quite remarkable. They surpass the N64 original in terms of smoothness and polish, no question, but you’d definitely have to place them closer to the N64 end of things if you look beyond this. The audio effects are nice too, many sound ripped from the N64 but it doesn’t matter; it means all the more treasured memories.

And there’s new stuff, a lot of new stuff. This isn’t a port in the slightest. As well as multiplayer, which I haven’t been able to try yet, there are mini-games and brand new objectives from the word go. Even the very first boss requires a different strategy to kill him, and you start the adventure out as Yoshi. The mini-games will keep you amused as well, and there seems to be quite a selection as you continue on your journey.

I’m really pleased with this. The controls are never going to feel spot on because you haven’t got an analogue there, but Mario 64 DS is as close as Nintendo could have come. The new mini-games and alterations breath new life into what was already an incredible platformer. Bare with the controls, master them, and you’ll hardly be able to tear yourself away from this.

Asphalt Urban GT

I booted this racer up. Took it for a couple of spins. Turned off my DS, took out the teeny-weeny-itty-bitty cartridge, and stuck Mario back in. It seemed absolutely dire.

Then, a little later after a little more Mario, I gave it another shot, and to my surprise it wasn’t nearly as bad as the first time. In essence, it’s an extraordinarily average racing game, that doesn’t make use of DS’ features. However, you do warm to the boosting function, the pretty accurate handling, and the nicely designed tracks to. It looks good, it sounds rather annoying, but it sets its stall out as a decent racing game and waits for competition. Has it got any? No. What is its next piece of competition? Ridge Racer, and that looks utter crap.

It has good points; the break away from such games as Burnout where rivals sit on your ass until you crash. The one-upmanship of rivals and nicely designed steering are also pleasing inclusions. However, there are also parts of the game that aren’t delivered, that will at some point be bettered. There’s no major use of the second screen, or the touch screen function, and the action camera angle changes that occasionally pop up as you race are not only under whelming but hinder your progress as you lose concentration of direction as they roll.

It’s not bad, and I’m not disappointed with my purchase as it’s decent fun to play, but it’s just crying out to be surpassed by somebody.

Pictures

[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds1.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds2.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds3.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds4.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds5.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds6.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds7.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds8.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds9.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds10.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds11.jpg[/URL]
[URL]http://img107.imageshack.us/my.php?loc=img107&image=nds12.jpg[/URL]

So there you go, folks. Like I said, if you have any more questions or want me to take a picture of something I will do (with obvious exceptions ahaha). I'm looking to try and pick up a copy of Feel The Magic so if I do I'll lob my impressions up here too. Oh, and I'll probably add to this post with new thoughts/pictures/general ramblings.

Hope you enjoyed reading and all that malarkey.
Sat 27/11/04 at 00:12
Regular
Posts: 2,048
What does using the stylus feel like Ash?

It will work for some games {Wario Ware) and not so good for others (Prime Hunters)

The biggest problem I feel is that games companies will use the stylus too much in some games, and that will completely destroy the game. The stylus should be used for certain aspects, but not all the time.
Sat 27/11/04 at 00:11
Regular
Posts: 18,185
The analogue stick was the same. Don't underestimate the younger generation.
Sat 27/11/04 at 00:09
Regular
"bei-jing-jing-jing"
Posts: 7,403
I think this "third pillar" business rules out any chance of a DS: SP.

The analogue stylus idea is good in theory but if Nintendo were going to do that they would have needed to change the stylus design, they're too flimsy to act as an analogue stick
Sat 27/11/04 at 00:03
Regular
Posts: 2,464
True. What they should have done is made a little port that the stylus could have been plugged into to form a makeshift analogue controller.

MMmmm.

There's always DS: SP I suppose.
Sat 27/11/04 at 00:00
Regular
"bei-jing-jing-jing"
Posts: 7,403
Iccy - Thanks, am doing now.

gerbil man - I thought the exact same thing whilst writing my Mario impressions. What on the surface is hard to master can open up to be a truly great game. It would be a shame if people didn't give it a chance, but there are always going to be games available that are more "pick-up-and-play". Wario Ware, Mario Kart and Animal Crossing are examples of this. Nintendo have a hell of a lot of things to look at here. I still think they are wrong for not including an analogue stick.
Fri 26/11/04 at 23:53
Regular
Posts: 2,464
The thing is with this apparently troublesome control system though, will most people (especially the younger generation) be bothered to master it. Or will they just put it down in some dark corner for being "too hard"?
Fri 26/11/04 at 23:45
Posts: 15,443
Only the first three pics work, post them on a free image host.
Fri 26/11/04 at 23:43
Regular
"I'm busy"
Posts: 392
just googled it...

How long does the rechargeable battery last before it needs to be charged again?

Battery life largely depends upon the game being played, but it can last about 10 hours, which is comparable to the Game Boy Advance SP.

Fun Fact: The Nintendo DS's power light will change from green to red when the battery life is around 30%.

How long does it take to charge the battery?

The battery requires four hours of charging. You will know when it is fully charged when the amber charging light shuts off. It is okay to continue to play the Nintendo DS while it is charging, though the unit will take longer to charge.

Will I ever need to replace the rechargeable battery?

The battery will last for several years (or about 500 charges) before battery life starts dropping.


Sorry, dont know how to do a Click here!!!!
Fri 26/11/04 at 23:40
Regular
"bei-jing-jing-jing"
Posts: 7,403
It takes four hours to fully charge the battery, but nowhere in the manual does it say how long it takes to drain it. A bit stupid really.

Anyone know?
Fri 26/11/04 at 23:40
Regular
Posts: 18,185
What I get about the DS is that it uses such a new control system that it may take everyone a good while for them to come to terms with it.

What I mean is that one day perhaps touch screen control is all we'll be using.

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