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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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THE LATEST NEWS BELOW
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February 25th, 2007, 21:46 Posted By: wraggster
Papafuji has released a new version of DS Frotz for the Nintendo DS.
DS-Frotz is the port of Stefan Jokisch and David Griffith's Frotz, based on the GBA version from Jonas Minnberg. It can play the majority of Inform files in z3, z5 or z8 format (up to V6 Inform format)
Heres whats new:
- built with the latest DevKitPro, including libFat support and DLDI compatibility. Data are no more saved in SRAM, but in files on your card...
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February 25th, 2007, 21:39 Posted By: wraggster
New GBA Homebrew release from Lasse Öörni:
Hi, I updated my Metal Warrior 4: Agents of Metal game to version 1.1.
Changes include:
- Added autosave on level change
- Added automatic health regain up to 1/3 health after taking near-fatal damage
- Fixed actor lower part getting displayed only partially when overlapping the
bottom border
- Fixed actor animation while reloading the flamethrower & moving
This is a port of my 2003 C64 game "Metal Warrior 4 - Agents of Metal" that runs on GBA. It runs by creating a sort of virtual machine enviroment (6510 CPU and SID sound chip emulation) with API hooks for the rest of the stuff like graphics & file access.
Controls & smaller screen size had also to be accounted for, and lastly I actually did some graphics & gameplay improvements to the original, like visible bullets.
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February 25th, 2007, 21:35 Posted By: wraggster
via wiifanboy
European Wii Shop users got a pleasant surprise: a secret area inside the Virtual Console section! To access it, follow these simple steps:
Be European (depending on your circumstances, this is either the easiest or hardest step).
Download the latest update.
Click on the little smiley emoticon.
So far, there's not much other than a blurb about Kirby (a "blurby"), but it's going to be a trivia channel about Nintendo characters! An encyclopedia of gaming! Between this and the Virtual Console, the Wii is on the way to becoming the premiere console for librarians.
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February 25th, 2007, 21:17 Posted By: JKKDARK
New release of the Nintendo DS emulator for PC.
Fixed a bug in EEPROM management.
Fixed in layer 3d.
Fixed a bug in Firmware management.
Fixed a bug in LDR opcode.
Fixed a bug in BLX opcode.
Fixed a bug in ROR opcode.
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February 24th, 2007, 21:26 Posted By: wraggster
Tails an experianced Homebrew Coder for the Nintendo DS has released a new application called Dj Portable DS, which as you can guess is DJ Software for the Nintendo DS.
Heres a few screens:
 
SPREAD THE NEWS BY DIGGING THIS RELEASE
Heres the translation from French to English of the info:
Presentation:
This play is inspired by Dj max Portable on psp.
You must type the notes with the good button when those touch the red line.
It uses bookshop FAT in order to safeguard the songs on the memory board.
History:
Version Beta 1.0: 24/02/07
[+] Release initial
How to play:
Copy the files songX.sav with the root of your chart and the play anywhere.
If bookshop FAT returns an error, you can nevertheless publish/play of the songs but not give the responsability nor to safeguard.
Play included an edition part and a play part.
The slots 1 and 2 are already used. Test the play with those if you want nothing to publish.
Later will come from the “complete” songs with a final release.
Editor:
Choose a track to be published then modify with your suitability.
The keys are explained on the higher screen.
Pre-listening starts since your cursor, and stops while supporting again on select.
The safeguard is done automatically on the selected slot, you thus crush the old song.
Play:
The goal is to carry out the best score and the best possible precision on a song.
The track which load is to be published last.
You thus must, to charge a music, to go to publish it then to leave the editor (with or without safeguard).
The notes ravel, and you must play them when they approach the red line.
% of precision is allocated to you at this time, his average appears on the line of the screen.
Your score and your max combo are also with this position.
Other information:
Known Bug:
editor:- Attention not to go all in top of the track (the top of the screen is not the top of the track, the top of the track is much further) when you are in pre-listening, if not that shifts the notes.
- To place several notes on the same line will make only play 1st in pre-listening.
play:
- Several notes on the same line will only play 1st if you press exactly on the keys at the same time. The various notes are nevertheless validated.
- If you removed a note placed very high on the track in the editor, this point will be preserved like end of song.
It can thus that the play puts much time to turn over to the menu, thus rest on start+select to leave prematurely
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via tails
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February 24th, 2007, 21:12 Posted By: wraggster
Robert Durbin has released 2 new versions of his Yahtzee game for the DS,
Heres the info:
Version 1.03 (02-24-2007)
fixed a small bug that let you play on the same item twice you can now play a game again without restarting your nds
Version 1.02 (02-23-2007)
changed code around a little to make clicking more responsive made it so your upper bonus and yahtzee bonus are now shown.
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February 24th, 2007, 20:50 Posted By: wraggster
Some of us have been waiting for the DS release of The Settlers for quite a while! And for those of you who are, like us, eager for some PC-style RTS action on the go, then there's just one more hoop to jump through: Gamestop. According to this week's circular, the game is coming out on March 28th ... but as a Gamestop exclusive. We guess you could also go to EB if you wanted.
The upside to a game being exclusive to one retailer is that you'll at least know where to go to find it. Think positive!
We hope that The Settlers turns out better than the last Gamestop-exclusive DS game.
via dsfanboy
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February 24th, 2007, 20:41 Posted By: wraggster
Amponzi's has released a new build of DeSmuME the DS emulator for Windows.
Heres whats new:
Redundant code removed resulting in slight speed increase
Minor bugfixes
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February 24th, 2007, 20:36 Posted By: wraggster
via wiifanboy
Must ... resist ... urge to use "Thwii" pun ...
Now that we've sufficiently girded, here's the news: the PS2 Romance of the Three Kingdoms XI is getting an enhanced port on the Wii, to be released in Japan on March 21st with the enhanced title Romance of the Three Kingdoms XI with Power-Up Kit. Along with the obvious Wiimote functionality, the game will be getting some new gameplay modes and scenarios.
After trying to figure out the first NES Romance, we swore the series off forever. Kudos to those of you who managed to play these things.
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February 24th, 2007, 20:34 Posted By: wraggster
via ign
There are some potentially crazy-awesome games coming down the pipeline for Wii, by the way. You guys have no idea. I know that's vague -- has to be, but I've seen some stuff that you simply have no idea even exists and frankly, if you did, you'd flip out. Comments like these have a way of backfiring on me and i'm sure some people will be annoyed that I've even brought up, since I'm unable to give even a hint about the projects in question. Others will undoubtedly say that I'm merely making crap up because there's no way anybody can disprove statements that are intentionally so unrevealing. But whatev. I know that if I was in your position, I'd be happy just to know that some very cool, unexpected stuff is brewing somewhere way behind-the-scenes. I swear, when this stuff finally shows up, I'll let you know that I blogged about it way back when.
lets hope hes right
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February 24th, 2007, 20:14 Posted By: wraggster
Some one has got a heck of a load of Rubiks Cubes and made a Pic of Mario with them.
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February 24th, 2007, 07:44 Posted By: gunntims0103
news via cubed3
Eidos have released a selection of shots from the upcoming Touch the Dead first person shooter for DS, as players go head to head with sinister zombie creatures in a bid for freedom.
Touch the dead is an interactive FPS designed for the DS, and follows a similar concept to other survival horror titles in the genre. Rob Steiner, a sole survivor in a zombie-filled jail equips himself with some weaponry and attempts to break out by rekilling everything in his path.
A few gruesome shots that'll bound to give you a nightmare or two...

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February 24th, 2007, 07:42 Posted By: gunntims0103
news via nintendojo
According to the latest Friday sales figures from Media Create Co., the Nintendo DS Lite was the top selling hardware in Japan for the week of February 12-18. The sales number was 136,846 units sold but was lower than the previous week's 201,177 units. Still, this fared better than other consoles including 63,600 Wii units, 20,600 PlayStation 3 units, and 5,200 Xbox 360 units. The DS also landed six of the top ten weekly software sales including Layton, Beach DS, and Picross DS.
So far, Nintendo has sold 35 million DS units worldwide.
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February 24th, 2007, 07:40 Posted By: gunntims0103
news via kotaku

Jaime, from the Kotaku Reader Hall of Fame, was the lucky winner of the MTV sponsored trip to play a Nintendo DS under zero gravity conditions. We said, "Send photos." So Jaime did! He even recounted the weightless adventure of trying to play the Americanized version of Ouendan without vomiting all over his Star Fox playing buddies.
The goods:
I won the contest and was able to attend the flight a few weeks ago, and the awesome folks over at MTV got the whole thing on tape and finally put it on their website. I'm not going to lie, playing a touch screen based game in zero gravity is extremely difficult (I had to set Elite Beat Agents down to easy in order to get anywhere) and my friend had an equally hard time with Star Fox Command. If anything, the trip should have been a testimony as to how many beatings the DS lite can take, as it was stepped on and knocked out of my hands countless times and still works perfectly. One interesting note was how our flight instructor, Steve Steiner, actually brings his DS with him on these trips to kill some time.
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February 24th, 2007, 07:19 Posted By: gunntims0103
news via worthplaying
At home or on the go, challenge the world's top golfers in all-new PGA TOUR Mode, featuring training sessions, practice, and The FedEx Cup, the new PGA TOUR championship playoff system. Hone your skills in the all-new Shooting Gallery, then play as or against 11 players, including John Daly, on 12 championship courses.
Earn respect and climb the ranks with the Tiger Challenge in Tiger Woods PGA TOUR 07. The top-selling golf video game franchise is packed with new content, including 18 championship courses and 35 pro and fantasy golfers. Use the cutting edge Wii controller to swing the clubs like the pros. Perfect using the Wii-mote interface for enhanced interaction with the game.
key console Features
* The power and control of every swing are literally in your hands. Whether you tilt the Wii-mote to hook and slice the ball or swing away for a long straight drive, the Wii’s innovative game controller provides the most realistic golfing experience that has ever been felt or seen. The Nunchuk can also be attached for the traditional analog swing.
* With new True Aiming, survey the layout and weigh the risks before each shot, then hit away with life-like Wii Remote swing system, making the quest for the perfect ball just a little tougher.
* Use the Wii-mote’s point and click interface to move the new golf glove, grab the True-Aiming circle and position your shots for true-to-life accuracy.
* Put your skills to the test with eight Arcade games, or challenge your friends in 12 multiplayer game modes.
* Travel the globe in a single player tour to 18 Championship courses, take on PGA TOUR Pro golfers through the new Arcade Modes and unlock the fantasy golfers as you climb the ranks to take on Tiger Woods himself.
* The race to become the top golfer in the world is based on FedExCup points earned at every tournament during the season.
* Train yourself and your character to hit like the pros. Use the instructional tutorials to learn how to effectively use the Wii-mote or flip on the Practice Mode during course play to dial-in your swing.
* Featuring 35 of the game’s best pro and fantasy players, including Tiger Woods, John Daly, Vijay Singh, and Annika Sorenstam, the most decorated golfer on the LPGA TOUR®.
* New PGA TOUR licensed courses include Pebble Beach, St. Andrews, The Ocean Course at Kiawah Island, and many more.
* The innovative character creation tool is revamped with deeper modifications, more apparel, equipment licenses, and specialty items.
* The announcing dream team of David Feherty and Gary McCord provide commentary and irreverent observations during every round.
* Challenge yourself with the new adjustable difficulty levels and golf as a novice to a championship pro. Change the swing sensitivity for enhanced draws and fades.
* With 480p Widescreen support and improved texture resolution for skydomes and greens, the courses are sharper and more realistic than ever!
* Swing away and hear the crack of the club as it impacts on the ball through the Wii-mote’s integral sound system.
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February 24th, 2007, 07:15 Posted By: gunntims0103
news via engadget

Apparently not content with simply selling other company's wares, Gamestop has decided to get in on the Wii accessory madness itself, introducing its own line of Wii add-ons of varying utility. Sure to attract more than a few stares is the company's Afterglow Cooler (pictured above), which promises to keep the already cool console even cooler, with some blue LED lighting adding some justification for the $15 price tag. The rest of Gamestop's accessories take on the ever-expandable Wiimote, including a $10 silicon grip that replaces the controller's battery cover to reduce slippage (check it out after the break), and a full compliment of now-familiar Wii Sports accessories (also viewable after the break), available in a bundle for $20. Look for the whole lot to be available sometime before the end of this quarter.
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February 24th, 2007, 02:58 Posted By: wraggster
As Pipeworks cranks down on the Wii version of Godzilla: Unleashed, Santa Cruz Games, the development studio that worked on Superman Returns for the dual-screen handheld, is hard at work on a Nintendo DS version of Atari's giant monster franchise. Atari was in the office today showing off Godzilla: Unleashed, and while the Wii version's more of a fighting game, the DS edition's taking the form of an old-school arcade-style action game. The Wii version was way early, but the Nintendo DS version was even further away from "not quite ready for Prime Time". At least in this early stage we could see the concepts that the designers at Santa Cruz are aiming for as their game's working through its development cycle.
Godzilla: Unleashed is a side-scrolling game that puts focus on two monster cooperative play -- the scrolling environments spread across both screens vertically, with flying monsters taking care of the upper-screen and ground creatures marching along the bottom. It's almost like a cross between a horizontal shooter and Double Dragon, and players are encouraged to swap between their two selected characters to wipe out enemies that wander across both screens.
Though the game is strictly a 2D affair, at least in its action, the game pushes a 3D engine across both screens of the DS. The visuals are more stylized for this handheld-outing -- creatures are a bit more "deformed" with larger and more exaggerated body shapes, and the addition of a cel-shade across the characters, enemies, and environments jazz things up a bit. Boss creatures can be half-screen, full-screen...even two screens tall.
Because the game has a huge multiplayer focus, the developers have enabled the Nintendo DS system's Download Play feature so that only one copy of the game is needed in the networked two player cooperative option.
The Nintendo DS version is clearly in more of a "conceptual" pre-Alpha stage at this point since only one stage could be played and the multiplayer wasn't enabled quite yet. And though the style of the 3D in Godzilla: Unleashed, with its cel-shaded look and huge monsters, certainly looked impressive, the framerate was not. Hopefully this less-than-fluid frame rate is an area of focus as the game's worked on back at the studio.
We'll have more on the Nintendo DS version of Godzilla: Unleashed as we creep closer to its Fall 2007 release date. Click the links below for the first screens and artwork of the handheld game in action.
via ign
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February 24th, 2007, 02:56 Posted By: wraggster
via ign
Playing something like Spectrobes just serves to highlight how incredibly boring real-life pets are. Rabbits can't find ancient magical fossils hidden deep in the ground. A parrot is unlikely to be able to stop an alien invasion. And, last time we checked at least, a hamster couldn't unleash powerful lightning attacks that shake the ground and send bolts of electricity crashing down from the sky. But, in Spectrobes, the animals you collect and train can do all this and more - something that will no doubt be familiar to anyone that's ever tried the Pokémon games.
It almost goes without saying, some might find it easy to dismiss Spectrobes as yet another Pokémon clone. After all, it's possible to see the creature collecting and monster fighting Poké-DNA running right through the game. You almost expect some of the cuter critters to say "pika". However, after just a few hours' play, it's clear that the Pokémon comparison is relatively unjust. Spectrobes takes the "gotta catch 'em all" ethic of Pokémon and runs with it. Even if the direction it runs isn't always the best.
For the majority of the game it runs - with teeth bared and claws extended - into scrap after scrap. Thankfully, Spectrobes loses the frustrating random-battle mechanics of Pokémon titles. Enemies appear as black swirling whirlwinds on the map, which it's possible to run past instead of fighting, if your Spectrobe is low on health. When you enter the eye of the storm, you're faced with three aggressive alien invaders known as Krawls. Normal weapons are useless against the Krawl and the only way to kill them off is by using an assembled team of - gasp - Spectrobes.
It's only possible to take a pair of creatures into battle, so it's essential that you've formed a decent team. Once the fight begins, orders are given to your Spectrobes in real-time while running around the battle arena. Pressing either L or R tells a particular Spectrobe to attack. Once they've attacked, it'll take a few moments before they're ready to strike again. Some Spectrobes even have more complicated moves, such as the samurai-like critter that's able to guard and distract enemies, alongside its standard attack. This adds extra depth to tussles because, in this instance, it's possible to have your samurai distract enemies while his partner readies for another round.
What's more, as Spectrobes fight alongside each other, they actually develop bonds. So, the more they engage in a bit of rough and tumble, the more powerful their combined attacks become. Combined attacks are essentially "special moves" that can be charged up and unleashed during a fight. Depending upon the element of your combatant creatures, combined attacks can see lightning shoot down from the sky, meteors shower towards enemies or massive shards of ice pierce through the ground. They're certainly spectacular to look at. However, the fact that your combined attacks are limited only by how quickly you can recharge means that Krawl encounters can be over within a few special moves. We're hoping the difficulty ramps up when coming across more powerful Krawl because what we've played so far has been a breeze.
As well as fighting with your Spectrobes, you also have to collect them. Unfortunately it's quite a long and complicated process. First, using a young Spectrobe's ability to sniff out fossils, you must locate a dormant creature. This involves standing still, tapping an accompanying Spectrobe, waiting for it to scan the area and then jumping for joy when flashes appear on the ground to indicate something's waiting to be unearthed. The fossil locating process has to be repeated a lot because it's also used to find special minerals that Spectrobes eat to level-up. The novelty tends to wear off after about the 40th time.
However, your quest for new Spectrobes isn't over once you've managed to locate the fossil… oh no. Now it's necessary to excavate it by using the touch screen. Rather like an extreme version of Time Team you take to the soil armed with a series of drills. "Digs" last a few seconds as you chip away at the ground with a large drill until the fossil is exposed, then use a slightly smaller drill to carefully extract the fossil. It's no good just wildly scratching at the touch screen either because the fossils are quite delicate and it's possible to break them. This makes the whole process quite tedious and, although we've managed to snag a device that automatically excavates minerals, we've yet to acquire a similar tool to retrieve fossils.
So with fossil in hand it might seem like your Spectrobe gathering quest is over. Well, not quite. Next, it's necessary to head back to your spaceship and "awaken" the Spectrobe with a special machine. Developer Jupiter seems to have taken the idea of awakening something fairly literally, requiring that you bellow into the DS's mic to rouse the fossilised Spectrobes. Depending upon the Spectrobe that's being awakened, you're required to keep shouting at a particular volume for three seconds. This makes the process of getting Spectrobes with sensitive ears extremely difficult if you're on a train or bus because the background noise sends the microphone into overdrive.
Spectrobes is doing some interesting things and we still stand by our comment that it's not just another Pokémon rip-off. Jupiter has clearly invested a lot of time into the game and there are some aspects where the attention to detail shines through. However, we're still concerned by some of the game's more cumbersome mechanics, as well as that non-existent difficulty curve. Although, we concede that's probably down to Spectrobes target audience of kids brought up on a steady diet of quick-fix TV and additive-packed turkey twizzlies, who can't stand anything remotely challenging. At the moment though, we're just not sure there's a great deal of depth for anyone over the age of eight - with or without a casual interest in Time Team.
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February 24th, 2007, 02:54 Posted By: wraggster
There are two types of Wii games. There's the "now that we have our Wii dev kits, let's start making a Wii game kind of game," and there's the "now that we have our Wii dev kits, let's take this GameCube game we've been working on and put it on the Wii instead since you'd have to be crazy to release a new GameCube game now" type.
Usually, developers of the latter group make an attempt at hiding the hardware switch by adding Wiimote controls, or maybe even a 16x9 mode. But Nintendo is being quite open with Fire Emblem Akatsuki no Megami (Goddess of Dawn), which just hit Japan this Thursday. This first Wii Fire Emblem game, and the celebratory 10th entry in Nintendo's much loved strategy franchise, is really a GameCube game that just happens to be on a DVD. I bet if the disk were smaller, it would run just fine on that old purple box that's gathering dust in closets everywhere.
Akatsuki no Megami is missing a lot of what one might expect from a next generation, or even a new generation, Fire Emblem title. Looking for Wiimote waggle or pointing controls? Look elsewhere. Says so right on the box: "The entire game is played with the Wiimote's buttons." Ironically (I'm pretty sure this is irony), Akatsuki no Megami is one of the first Japanese Wii releases to include a pamphlet warning users against waving the Wiimote around too hard (in Japan, Nintendo actually has public service commercials showing proper use of the controller).
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February 24th, 2007, 02:53 Posted By: wraggster
It seems that comic book licenses are a permit to print money these days. Even if the comic books themselves don't quite have the mass appeal they once did, the characters are American icons guaranteed to generate sales. Look no further than the recent success of Ghost Rider for proof. It almost goes without saying that the upcoming Spider-Man 3 movie will have videogames released on nearly every conceivable platform to accompany it. We recently had the opportunity to see a guided demo of the hi-def iteration running on Xbox 360, courtesy of publisher Activision and developer Treyarch. From the looks of this first in-game demo, Spider-Man 3 appears to be a refined version of the last movie-inspired Spidey game, capitalizing on its successes while scrapping some of the more ill-conceived ideas.
As the demo opened, we were given a rooftop look at the new and improved vision of Manhattan that will serve as your playground. Running in HD, this is easily the best looking Spider-Man we've seen on a console with a nice draw distance and slick animations. Spider-Man himself is looking good, especially in his black suit and Treyarch did a good job modeling the villains to look just like their movie counterparts. The city looks crisp, though we were a little let down at the lack of visual tricks such as the windows not having reflective surfaces. Still, the transition to new and more powerful consoles looks to be a smooth one.
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