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News updates
GTA:CW EXCLUSIVE FIRST MAG. SCREENSHOTS
Posted by valentinedpg
New Details of GTA:China town wars for DS
Posted by valentinedpg
The new issue of Nintendo Power contains first official details on Rockstar Games' youth corrupting Grand Theft Auto: Chinatown Wars , reported to be a cel-shaded, M-rated 3D journey through Liberty City with an isometric view. According to NeoGAF poster botticus, Chinatown Wars looks to adopt GTA IV 's use of a cell phone for portions of the game's UI, with a PDA controlling your "email, contacts, map, music player, GPS, [and] stat-tracking." Those stats can be uploaded via Wi-Fi to the Rockstar Social Club, supposedly, to keep obsessive-compulsive track of your in-game progress.

Gameplay-wise, Chinatown Wars will feature D-pad aiming and auto targeting via the R button, as well as "tasteful" mini-games — no lap dances? The arsenal is said to include a flamethrower and chain gun, and the wanted system looks to be modified to maybe shun GTA IV 's "out of sight, out of mind" mechanic for one that requires the player to "disable police cars any way possible."

More details after the jump.

- True GTA game - sandbox gameplay, open-world environment, gritty crime narrative.
- M-rating
- Isometric camera angle
- Cel-shaded polygons w/ black borders
- good touch-screen implementation - "tasteful" minigames, streamlining interface
- UI based on a PDA - hub for email, contacts, map, music player, GPS, stat-tracking
- stats uploaded to Rockstar Social Club website via Wi-Fi
- finger-sized icons
- missions designed for shorter periods of play, arcade quality
- aiming with control pad, auto targeting with R button
- subtle autosteer
- if you fail a mission, you can jump back to the action sequence
- chain gun, flamethrower
- good portion of Liberty City is modeled in the game (different routes than console games)
- no probems with load times, draw-in or frame rate
- lots of pedestrians, cars, etc on screen
- Wanted system - objective is to disable police cars any way possible
- real-time weather effects, 24-hour day/night cycle
- lots of radio stations to listen to (more instrumentals than vocals)
- 800,000 lines of hand-optimized source code (hey, the people like the info, right?)
- no details yet on multiplayer/Wi-Fi features

Unfortunately, we don't have the new November issue of Nintendo Power on hand to verify these details, nor do we have scans of the magazine at the ready (because that's naughty), so we should consider this rumor for now. We'll be checking in with Rockstar to see if this is all legit while we wait with breathless anticipation for our copy of NIntendo Power to show up.

source:kotaku

Phantasy Star Zero Coming soon Exclusively for the DS
Posted by valentinedpg
Have any of you ever heard of this game before? Well if you have not , now its the time.

From wiki
Phantasy Star Overall Gameplay

Phantasy Star was one of the pioneers of the traditional console RPG format, featuring fully traversable overworld maps, complete with interactive towns, and sprawling dungeons. The player engages in random enemy encounters both on the overworld map and in dungeons, which saw a change from the top-down perspective to a first-person view . Unique amongst all games of the time was the faux 3-D graphics of Phantasy Star's Dungeons, a widely praised technological feat. Also notable were the animations of the enemy sprites , which featured considerably more frames than were common at the time. Battles featured the now standard turn-based format, with each players using a combination of weapons and magic to destroy enemies. The option to talk - which would be scrapped in later games in the series - was sometimes a useful alternative.

A new entry in the Phantasy Star universe, Phantasy Star Zero expands on the adventure gameplay mechanics of Phantasy Star Online and Phantasy Star Universe with a complex offline/online multiplayer mode as well as a general story mode. One of the coolest new features for the multiplayer mode is visual chat. Players have access to a scratch pad on the bottom screen, which they can fill with doodles and send to fellow players. The drawings appear in bubbles above the characters inside the game.
Genre: RPG
Local Play: 4 Co-Op
Online Play: 4 Co-Op
Exclusively on Nintendo DS
Release Date: Unreleased

Publisher: SEGA
Developer: Sonic Team
Release: Winter 08
- Character Designer : Toshiyuki Kubooka (IdolMaster, Lunar)
- Scenario : Tooru Shiwasu (formerly in charge of the online quest on the original PSO, now a writer)
- Scenario : Teru Arai (mystery novels writer)
- New in the PSO series
- Multi play over Nintendo WiFi connection
- Chat system supports sending of stylus sketches (Pictochat?)
- Huge Dragon: Rayburn

+PURE 3D GRAPHICS
 
+EXPLORE FREE ROAM OVERLAYED WORLD FULL OF HUGE DUNGEONS

 
+FIRST MMORPG (well Limit to 4 players) ONLINE for the DS

 
+FIRST EVER ONLINE PICTO CHAT IN GAME ONLINE

img src="http://media.share.ovi.com/m1/extralarge/0376/c4ea2f2d7f1548768dd580171230d17b.jpg" a
Mass Effect Making its way to the Nintendo DS?
Posted by valentinedpg
MASS EFFECT ON THE DS?.....

 If you're going to make the move from PC and console epic RPGs to handheld titles, testing the waters with someone else's property is pretty smart smart way to do it. That's what BioWare is doing with Sonic Chronicles: The Dark Brotherhood, according to the game's lead designer Miles Holmes. The Sonic RPG will launch BioWare's handheld division, which could then explore the possibility of bringing Mass Effect, Jade Empire, and Dragon Age to the handheld.

"We have a lot of big plans for Mass Effect. Having a DS version would be an awesome way to keep interest alive and keep it going in addition to the next one [Mass Effect 2]," said Holmes.

   While I myself am partial to their big production numbers, having handheld versions to keep me occupied between their larger efforts is a rather attractive prospect. Plus, the Nintendo DS can only make hot alien sex that much better.
    Seriously  I think Developers are now taking this too far. Just because the Nintendo DS is a money printing machine does not mean you can just make out games that only suppose  to be playable on poerful consoles to a low powered machine.
Just like Assassins Creed DS. Taking the concept of a full experience and watering it down is a bad idea.

What do you think?



E3 2008 - Castlevania Order of Ecclesia
Posted by valentinedpg

E3 2008: Castlevania: Order of Ecclesia Hands-On

Dracula is running amok again as we go hands-on in the latest Castlevania adventure.
By Tom Mc Shea , GameSpot
Posted Jul 15, 2008 5:21 pm PT

The Belmont family has held Dracula at bay for centuries, but what happens when the noble family disappears? The newest Nintendo DS spin on the classic Castlevania formula introduces a few new characters to counteract the nasty moods of the vampiric count. Factions to fight against the undead have sprung up all over; you are fighting with the titular Order of Ecclesia to finally shove a stake in Dracula's heart. As Shonoa, you have to fend off Dracula until the Belmonts finally surface from wherever they've gone off to. We went hands-on with the beginning of Order of Ecclesia today, and found a few gameplay twists along with a rather large graphical overhaul.

Visually, Ecclesia looks quite different from the previous two NDS Castlevania titles. The lighthearted style has been replaced by a dark and gritty (though still anime-based) look. Coupled with some fancy 3D effects, this game looks much better than prior offerings. Floating ghosts and bone-chucking skeletons still try to torment you, but the experience looks much sharper this time. Enemies stand out much clearer from the background, and the environments have much more variety.

From a gameplay perspective, Ecclesia actually borrows from Castlevania 2: Simon's Quest. You can travel from haunted forest to haunted monastery to other haunted places using the map screen, so you'll no longer be restricted to just one castle. When you come across towns, you'll have a number of necessary quests to partake in as well as a few optional tasks for extra treasure and items. For instance, one quest has you searching for potion ingredients, which, when obtained, will let you make a more potent drink. Another has you scouring for hidden cats; these are accompanied by a loud, mournful meow so they are difficult to miss.

Item collection borrows a page from Dawn of Sorrow. Each enemy drops a glyph, which you can equip with either of your hands. These serve as basic weapons such as rapiers and daggers, as well as magic attacks. Every weapon requires a certain amount of energy to pull off, so though you can rapidly slash with your sword for a few hits, you'll be stuck without any way to attack if you don't pace yourself. The subweapons are also tied to whatever glyph you currently have equipped. You'll no longer be able to pick up holy water or throwing knives and use them whenever you please, but having a unique subweapon tied to every attack glyph will ultimately mean more attack variety.

Details about a two-player mode are still unclear, but we were told that there would be some sort of connectivity. The quest should take as long as previous Castlevania titles--mixing the backtracking sections with more optional quests and environmental diversity to keep things fresh. Stylus controls, like symbol-drawing aspects found in Dawn of Sorrow, are nowhere to be found.

Order of Ecclecia is shaping up nicely for fans of the RPG-infused Castlevania adventure games. It will be interesting to see how many different environments are in the final version and how much travel between them is required. We'll find out soon enough, as this game is scheduled for release this fall.

IPHONE VS NINTENDO DS VS SONY PSP
Posted by valentinedpg

iphone_gaming.jpg

We’ve covered gaming here a few times already. Now Roughly Drafted Magazine’s Daniel Eran Dilger chimes in with another of his highly detailed (and highly partisan) articles, this one looking at Apple’s iPhone and how it compares to, and seems poised to disrupt, the established portable gaming platforms:

The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.

Dilger covers whether or not a convergence device like the iPhone can even compete against dedicated gaming handhelds. He runs down the current console market and Apple’s thus far discreet approach to gaming on iPods.

From unit pricing to hardware specs, Dilger makes his case that while the iPhone is expensive, its also a generation ahead in terms of performance, and despite the price, offers features above and beyond gaming.

Potential smart phone rivals, including Micrsoft’s XNA and Nokia’s N-Gage 2.0 are also discussed.

What’s Dilger’s conclusion?

As Apple migrates its 150 million iPod installed base toward the iPod Touch and iPhone, the company will pair a large user base with enthusiastic development efforts. Users will get the gaming environment as a free addition to the phone, media player, and web browser they purchased. Conversely, that also means that lesser phones with plodding web browser capabilities and simplistic media playback–as well as dedicated games consoles that really only play games–will have a hard time competing against the new platform. That should make for an interesting 2008.

Personally, I’ve considered a PSP in the past but could never justify the (then very high) cost for something I wouldn’t use all that often. But I have my phone with me all the time, and if I could get games as innovative as the DS (or Wii!) and as high quality as the PSP on my iPhone, it would be a no brainer. And maybe Apple’s counting on that as a way to “trojan horse” its way into gaming.

On a very deep level, using the accelerometer to fly an X-Wing into the Death Star is something I think the iPhone was forged to do.

Comment what you think ?

Guitar Hero DS: Hardware Design
Posted by valentinedpg

Hardware Design

Guitar hero DS hadrware prototype design :

Guitar Hero: On Tour Developer Diary
“Hardware Design”
Jesse Booth – Producer


Once we realized that we were onto something with the modified GBA cart “Edge Connector”, we went back to the lab, errr... team room and Brian cooked up another one. The 2nd hardware prototype was a more polished version of a butchered GBA cart this time with 4 pushbuttons. You could really feel the rumblings of a Guitar Hero experience when using this 4-button Edge Connector. Granted there was a huge Nintendo DS development cartridge sticking out the back of the DS which made gripping the unit pretty challenging.

Even though we were onto something, we didn’t really know what the reaction would be from Red Octane, Activision, or Nintendo. There was a great deal of risk involved with the creative process of bringing Guitar Hero to the DS. It turned out Activision and Red Octane were both fully committed to giving us the proper time and support we needed to create the genuine Guitar Hero feel on the DS. Red Octane invested significant time and effort iterating on the hardware. Nintendo also offered their extensive expertise in hardware design helping us tune the electronics and form factor.

Yet the team was still divided – half the camp felt we truly needed a mini-guitar as a secondary option for the true experience. And thus “Ukulele Hero” was born. And on to hacking yet another unsuspecting consumer device. This time we tackled a kids electronic toy guitar that had oversized light-up buttons on the guitar neck and a funky scroll wheel in place of the strum bar. Brian wired up the big ol’ buttons and scroll wheel and ran a series of wires back to a dissected GBA cart. An odd experience playing Guitar Hero on a DS propped up on a desk with an undersized toy guitar in your hands.

As much fun as “Ukulele Hero” was, we realized that toting a mini-guitar around with your DS wasn’t practical for a game whose key feature was portability. We decided to proceed solely with the Edge Connector, as we were calling it, but wanted to see what other innovations might be possible with peripheral gameplay. We looked to playing an actual guitar and the mechanic of reaching your finger across multiple strings. This led to a concept of a chord bar button that would be pressed with or without a normal fret button. That way we could double the number of potential button presses in-game and thus the 6-button prototype was born.

Red Octane’s hardware team worked closely with us to get the 6-button prototype created. After providing a basic sketch of the button layout we were looking for, Red Octane took the lead and constructed our first prototype. A few weeks later we had our grand unveiling of the prototype arrival. Unfortunately the 6-button prototype was simply too large and the motion of moving fingers back and forth between the chord bar and fret buttons was impractical.





Next up we went with a 5-button prototype. Again, the buttons ended up being not quite
Wii is still sold out
Posted by valentinedpg

Believe it or not, the actual Wii console is still in short supply, a year and a half after its release. If you're like us, you figured that after the holiday season the overwhelming demand for the Nintendo Wii would finally let up and you'd finally be able to buy the console easily online and in stores. However, the Wii is still essentially sold out online; It's  impossible to find the console available to buy from major retailers like Amazon.com , Best Buy , and Circuit City . Though there are still some  few places where you could buy a Wii, but they required you to buy an expensive bundle, like GameStop's $400 bundle or Wal-Mart's $500 bundle . According to Wii Tracker.com , you can't buy a Wii online for less than $390.

  Here is a Reply from Nintendo about the persistant Wii shortages:

"No home console has ever sold so fast for so long. We planned for big numbers--but not necessarily historic ones. We're doing everything we can. In fact, Nintendo recently forecast that for the fiscal year that began April 1, 2008, worldwide shipments for Wii will increase to 25 million from 18.61 million this past fiscal year. This summer, Nintendo will raise production to 2.4 million systems per month."

That extra production should help the shortage, but who knows if it's enough to handle demand. And while Nintendo claims it is doing everything it can, that's a little hard to swallow now that the company has had plenty of time to ramp up production. For what it's worth, other consoles are readily available online, with both the Xbox 360 and PlayStation 3 available at Amazon. And Nintendo's other popular platform, the DS, can be ordered in a variety of colors.

When do you think the Wii will be in ready supply? Does anyone think Nintendo is purposely creating an artificial shortage? (We don't.) Does anyone have any tips for Wii seekers?

First Look at Castlevania: Order of Ecclesia
Posted by valentinedpg


May 15, 2008
- We all knew it was coming, but that didn't taint the experience one bit. The third Castlevania DS has arrived, and it's just as beautiful, innovative, yet classically grounded as we'd hoped. It didn't matter that Konami limited the game to eyes-on only (well, it did, but we'll take what we can get), and it's apparent that we weren't the only people out there that thought the Castlevania series needed a gentle nudge in the butt to move away from its all-too familiar footing. The series isn't in need of a total redesign, but Order of Ecclesia may be exactly what the doctored ordered to complete the DS trilogy, as it mixes just enough old with a lot of new.
Castlevania: Order of Ecclesia takes place in a time after the great Richter Belmont has vanished from the lands. With the once-mighty clan of vampire hunters extinct, the world has been thrown into chaos. Dracula and his armies still thrive, so it's up to mere mortals to face off against the legendary vampire on their own. Thus, the Order of Ecclesia was born.

Made up of the most proficient magic users in the world, the Order of Ecclesia harnesses magical elements in the world known as "glyphs." These glyphs – taken from random power in the world, the souls of monsters, and other mysterious sources not yet revealed – can be controlled and transformed by only the most powerful humans, and at the top of the list is Shanoa, a girl so adept and magically enhanced that she is buttumed to be the one final hope of the world. With the aid of her order, she takes up arms and wages war on the now cursed land around the legendary Castlevania.

It seems like a lot of back story to go through, and with Castlevania not being the most story-driven franchise out there, you may wonder why we (or Konami) went to so much trouble detailing it. The reason is that this glyph system ties the entire world of Order of Ecclesia together, as all weapons and magic have a tie to the unnatural powers that lie within the bones of Shanoa. The general Symphony of the Night-inspired gameplay runs per usual, including two hands for attacks (X and Y), a skills button assigned to R, large sprawling worlds charted by a top screen map system, double jumps, health and magic point meters to watch, and never-ending hoards of monsters to smash through as you grind though an action/adventure 2D quest to Dracula's door. It looks, acts, and truly feels like a Castlevania sequel.

That's where familiarity ends though, as the glyph system has serious depth to it not found in the majority of Castlevania titles thus far – with noted exception to the soul system in the "Sorrow" games, which was both deep and imaginative. By holding up on the d-pad Shanoa sucks in glyphs from around the world, which then unlock new skills that can apparently be upgraded or used from there on out as players see fit. A few examples of these include sword glyphs, bow & arrow glyphs, dark and light glyphs, and dozens upon dozens more. If it was a weapon, spell, or skill in the world of Castlevania, chances are it's a glyph that can be found within the world of Order of Ecclesia. As another interesting example, one glyph known as the "magnes" sends out a circular zone of magic around Shanoa. If it comes in contact with metal gears or posts, Shanoa will be instantly sucked to it, and with a combination of d-
Another Upcoming Castlevania for DS Confirmed
Posted by valentinedpg

Famitsu confirms new DS Castlevania, Igarashi at helm

Famitsu have confirmed the speculation, as well as given a couple of details on the forthcoming new game. Namely its title - which is Castlevania: Order of Ecclesia - and also that it will support two players. Although it's unknown whether that'll be via local play or the Nintendo Wi-Fi Connection.
Read Full Story >>    
dsfanboy.com
Movie Guide added
Posted by valentinedpg
Movie guide added
Check theSite navigation, Now you can watch  the upcoming blockbuster movies trailer s

Rumor or Not; GTA coming to DS
Posted by valentinedpg

´Grand Theft Auto´ coming to DS


´Grand Theft Auto´ is coming to the Nintendo DS, I can exclusively reveal. The latest rumours regarding this title are, however, wrong in a number of respects.

French gaming news site Game-Class has posted images which apparently show a retailer´s list with the following entry:

Title: GTA IV
Platform: DS
Genre: Action
Release: 15/06/2008

Here is the image:




My inside sources have confirmed that this story is not true. ´Grand Theft Auto IV´ will never be released on the DS. However, an installment of the ´Grand Theft Auto´ series will make it to the DS. This title is still in an early development stage, though. A launch date of June is illusory. My guess is that we will have to wait until next year.

I can say no more than that. Just remember that I exclusively revealed that Rockstar´s ´Table Tennis´ was in the works for Wii .

While we are on the subject of ´GTA IV´ , by the way, noone has yet revealed which celebrity voices over DJ Karl from the game´s K109 - The Studio radio station. Highlight the next sentence if you don´t want to take a guess yourself. DJ Karl is actually German fashion guru Karl Lagerfeld .

Also, I have to ask you for a little more patience regarding my in-depth article on ´Crossbeam Studios´ . I am waiting for some company documents I requested from the Illinois Secretary of State. The article is almost finished, it should be up in a few days.

Source: Game-Class
DS Guita hero Pre-Review
Posted by valentinedpg
From IGN
May 8, 2008 - Can't get enough Guitar Hero? The upcoming Nintendo DS entry in the franchise -- Guitar Hero: On Tour -- allows gamers to take the cross-over hit with them wherever they go, and in a financial call by publisher Activision, the company gave GH fans two new reasons to be excited for the DS launch.


First off, Activision announced that it is working with Nintendo to offer a bundled package that will pack together a Nintendo DS along with the Guitar Hero game and its corresponding peripheral. This means that all those first-time gamers who came around with their first play of a Guitar Hero game (your girlfriend, your mom ... maybe even you?) and who don't have a Nintendo DS handheld can now get everything they need to kick out the jams in one complete package. This is the first time a Third Party publisher has arranged with Nintendo to pack in a game with a DS bundle, so Nintendo and Activision must be expecting big things from this game.

The Guitar Hero: On Tour peripheral in action.


Second, don't expect the Guitar Hero good times to end with just one game. In the call, Activision confirmed that the future Guitar Hero (aka Guitar Hero 4) will be released in 2008, and planned platforms include Nintendo DS as well as Wii, PS2, PS3 and Xbox 360. Essentially, an add-on pack of new tracks will be released for Guitar Hero DS this very year -- portable fans are not being getting the new Guitar Hero: Aerosmith, but between those two DS games, there should be plenty of music to keep the party going. The Nintendo DS Guitar Hero peripheral included with Guitar Hero: On Tour makes the game a little bit more expensive than your average DS game (stores are listing the title right now for $49.99), so the promise of a second game compatible with the hardware may make the price tag a little less intimidating for those with tight wallets.


Look for more coverage of Guitar Hero: On Tour and first details on Guitar Hero 4 later this year.


DS skate it
Posted by valentinedpg
From IGN
May 9, 2008 - Last year, Electronic Arts and Black Box literally reinvented the skateboarding videogame design with Skate, an Xbox 360 and PlayStation 3 experience that put heavy focus on dual-analog stick control for its gameplay. What were once automatic button presses in games like Tony Hawk now had to be worked for by flicking your thumbs to pull them off.

Because of the dual-analog focus, it wasn't surprising to see that the original game didn't make it to the Nintendo Wii or the Nintendo DS – two systems that lacked the "standard" control offered by the Xbox 360 and PlayStation 3. But that hasn't stopped the publisher from trying – in 2008, Electronic Arts will release Skate It, a spin-off of last year's console design that will focus on utilizing Wii remote and Nintendo DS touch screen for its skateboarding control. The Wii version will also support the Wii Balance Board that will ship with Wii Fit in two weeks.

Skate It will be officially announced and revealed by the company next week at the company's press event in San Francisco, but we were given the opportunity to grill Skate It's executive producer Scott Blackwood and get some details regarding the Nintendo spinoffs on the Wii and the Nintendo DS.

IGN: What does the title "Skate It" refer to? What is "it"?

Scott Blackwood: "It" can be anything you want it to be. Rails, pools, ledges, banks, mega-ramps, gnarly downhill streets…you make the call. Just like real skateboarding the answer as to what "it" is…is…fun. We're sure once you skate it, you'll get it.

IGN: Why have you decided to make a spin-off instead of bringing the Skate 360/PS3 game to the Wii and DS?

Scott Blackwood: We know a growing number of gamers have more than one next-gen system and we wanted to make sure that skate fans who have already played Skate got a new, quality skateboarding experience re-imagined for their other favorite game systems… much like what the team sought to accomplish on the other gaming systems. It gave us a whole new challenge to take on and the opportunity to turn up the good even further.

Skate It on Nintendo DS.


IGN: Who's the development team that's responsible for Skate it on the Wii? And the DS? If it's not Black Box, what have the teams done in the past?

Scott Blackwood: To start off, there's a core team at Black Box made up of some of our more senior folks from Skate. They are working co-operatively with partner studios to make Skate It. In the case of the DS, we've teamed up with developer extraordinaire - Exient in England. They have done a number of DS games for EA over the past few years including Need For Speed and many others. When I saw the very first build up and running months ago I was floored that a DS could look that good. More importantly, the feel is definitely there, just as it was on Skate – it's a totally new way of controlling your skater yet somehow very familiar... it feels right.

Skate It Wii is a co-development between Black Box Studios and one of our partner studios - EA Montreal. Again we have a small team at Black Box working directly with a killer team of Wii experts. This match up could not have worked out any better to be honest - we have Wii experts, skate experts and a hell of a lot of straight-up talent. I've work
Nintendo DS first hands-on Lego Indian Jones
Posted by valentinedpg
Source
May 7, 2008 - With the success that Lucasarts and Travelers Tales had with the LEGO Star Wars series, it's not surprising to see that the two companies are looking to branch out into additional Lucas properties. Of course, it doesn't hurt that there's a new Indiana Jones movie hitting screens this year, too. That said, if you enjoyed LEGO Star Wars II: The Complete Saga on the Nintendo DS, you should be keeping your eyes out for LEGO Indiana Jones: The Original Adventures. It's pretty obvious that the same team that worked on last year's LEGO Star Wars II: The Complete Saga is the same team responsible for LEGO Indy. In fact, like the console editions, it's also pretty obvious that the same engine that the team used for LEGO Star Wars II: The Complete Saga is the same one that's in use in LEGO Indy. But instead of laser blastin' and lightsaber swooshin' endless armies of stormtroopers, you're now taking out jungle natives and Nazis using Indy's good ol' trusty whip and any weapons he manages to pick up along the way. And in our first hands-on with the DS game we found a huge buttortment of items to use: blowdarts,and tommiguns have been the highlights so far. But one of the big differences between LEGO Star Wars and LEGO Indy is that up-close hand-to-hand combat is a huge focus in the action. The core game mechanics also remain similar to LEGO Star Wars, though it seems that the gameplay in LEGO Indy puts a lot more focus on exploration and puzzle solving than the Star Wars rendition. You'll have to constantly search every nook and cranny of this LEGO world to find switches, triggers and hidden doors that'll move you to the next area in the level. Of course, there will be a variety of areas that can only be accessed by specific character types, and chances are you won't be able to pass through to these areas the first time you see them. You'll have to note any character doors you find for when you finish the level and unlock the Free Play mode, then bring in any unlocked character that belongs to the character type that can unlock that door. Because there may be a lot of hidden treats to snag. The Nintendo DS version is not a port of the console versions – though the levels are designed around the same three films, the environments and challenges are completely different. The Nintendo DS edition also has the same touch-screen focus as LEGO Star Wars: the game will ask the player to perform a stylus motion on the lower screen to activate a specific function. Picking up items or using the whip as a vine swing are a few of the elements. Luckily, just like LEGO Star Wars, you can choose to simply hit the A button instead for most things. Some specifics, like turning a crank or blowing out a torch, have to be performed with the context sensitive touchscreen or microphone. There are also locks that have to be unlocked by playing touch-screen mini-games. And if you collect a red LEGO block in a level, you'll open up a mini-game in the title's level hub where you're rotating and piecing together LEGO blocks to form objects. The Nintendo DS version of LEGO Indy will be available day and date with the console versions in the first week of June, just in time for the theatrical release of the fourth movie in the series. We'll have a full review of the game when it hits shelves.
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