Need For Speed Gets A Movie… And Nobody Cared.

Before we get into it, here’s the source article of the news… and the Moviebob blog post in question.

So, according to Moviebob, there’s going to be a Need For Speed movie under development and Bob is apparently pissed that it’s not a “classic” video game franchise getting the movie treatment. Because, you know, the world is clamoring for a poorly made Metroid movie or something. Then again, I don’t think anyone was clamoring for another car movie to be made. What does Need For Speed have exactly that you can’t already find in other films such as, say, The Fast And The Furious?

Considering the movie industry’s track record in converting a largely interactive medium into feature films, I like to think that a lot of these franchises that are far more “worthy” of being adapted are fortunate not to suffer such a misstep. Aside from that, some franchises simply wouldn’t work as high-budgeted Hollywood productions considering their fantastical nature and the limited scope and vision of some of these producers. Ask yourself this; is it really worth turning Zelda into a Lord Of The Rings knockoff just so we can get a movie based on it? Is it really worth watching a Castlevania film degrade into depths that isn’t worth exploring?

Comic book movies are sort of reaching that level of respect to the source material that they’re true to the spirit of the original comics – the recent string of Marvel movies are good examples. Video game movies still have a long way to go if they’re going to get that same respect, especially if duds like DOA: Dead Or Alive, Legend Of Chun-Li, and the endless stack of Uwe Boll travesties are anything to go by.

TMNT Games?

A friend was asking me the other day why I haven’t touched any of the TMNT games I owned for review, especially one that has been the subject of a past Grumble, Grumble commentary. The only answer I gave him is that I’m waiting for the right time… whenever that happens to be. For those who are wondering what games I have, here’s a quick list off the top of my head.

  • Teenage Mutant Ninja Turtles (NES and PC MS-DOS)
  • Teenage Mutant Ninja Turtles II: The Arcade Game (NES)
  • Teeange Mutant Ninja Turtles III: The Manhattan Project (NES)
  • Teenage Mutant Ninja Turtles IV: Turtles In Time (SNES)
  • Teenage Mutant Ninja Turtles: Tournament Fighters (SNES)
  • Teenage Mutant Ninja Turtles: Tournament Fighters (Genesis)
  • Teenage Mutant Ninja Turtles: Fall Of The Foot Clan (GB)
  • Teenage Mutant Ninja Turtles II: Back From The Sewers (GB)
  • Teenage Mutant Ninja Turtles (PS2)
  • Teenage Mutant Ninja Turtles II: Battle Nexus (PS2)
  • Teenage Mutant Ninja Turtles III: Mutant Nightmare (PS2)
  • Teenage Mutant Ninja Turtles: Smash Up (PS2 and Wii)
No guarantee that all of these games are up for review anytime soon, but I am going to do some of them… when the time comes.

Random Thought About… Tournament Fighters.

Recently popped in TMNT: Tournament Fighters for Super NES… holy crap, is the AI in this game hard. Even on the easiest setting, the CPU’s offense is almost relentless, but that’s not why I’m here. Anyway, a random thought occurred while I was playing Tournament Fighters… where did the character Aska come from?

As I recall, the game is sort of a mishmash of elements from the various TMNT properties. Primarily based on the TMNT cartoon that started in 87, but contains a number of characters from other sources. For example, Shredder’s appearance is based on the original comics rather than the animated series. Also, the final boss of the game is Karai, whose only prominent appearance was in the 13-part “City At War” storyline that brought a close to the original Mirage Studios comic run that would make way for a color series. And then there’s War and Armagon, two characters from the Archie Comics series run.
And then we have this Aska character… apparently an original character that was made for the game… and I’m wondering… why?
Funny thing is that I don’t think Aska has been seen since in any other TMNT (or Konami) property since Tournament Fighters. So I gotta wonder about that… or maybe I don’t.
Anyway, just a random thought.

WWE 12, Wii Differences

GameFAQS user Jason Hart Maivia has posted a rather comprehensive list of items regarding the Wii version of WWE 12. From what I understand, it’s more like an incremental update to last year’s WWE Smackdown vs RAW 2011 game than a re-invention of the wheel like the more powerful console versions. I guess I shouldn’t be too surprised all things considered. I may still pick this one up because I’ve got all the other ones… so why not.

The full (mostly unformatted) list can be seen after the break.

A LOT of info, personally tested.
Played on the Legends difficutly, because the other difficulties are too easy, and the CPU don’t do as much.

-Graphics are the same as 2011 on the Wii.

-There are NO graphical “enhancements” whatsoever, which is more proof that I am correct about incorrect info on Nintendo-specific websites and magazines.

-The same ugly audience as 2011.

-Some wrestlers have the same character models as 2011 on Wii (like Mark Henry…by the way, he’s still not the right size)

-There is no weight detection that affects gameplay. So, someone, like Christian or Cody Rhodes can still lift and suplex the Big Show just any other superstar, but it does show you “struggling” by having the move executed a tiny bit slower. It looks like another idea that was left incomplete that could be used more effectively in WWE ’13 probably.

-Commentators still says a lot of the same stuff from 2011, but there are new bits thrown in, which is nice.

-No Create an Arena

-No Superstar Threads

-No ring rope physics (they don’t move when someone gets slammed, etc.)

-Only a handful of wrestlers have the Comeback ability and are the only ones featured on the short list in Create A Move-Set mode

-“Updated” Titantrons and MiniTrons are in, but they’re really pixlated and ugly, like 2011 on Wii

-Wrestlers do fight a bit more aggressively, but only because they don’t stay on the ground as long. The game is still easy as pie on Legendary difficulty mode.

-Wake Up taunts are in, but only work when you have a Finisher. You can choose your Wake up Taunt in Create a Move-Set.

-Not every move can be interrupted, like the majority of the top rope/turnbuckle moves.

-No Highlight Reel replays

-No custom trons

-It has the same Create A Wrestler mode that’s been present since SvR 2008 (same parts). I really don’t understand why they won’t update this. You can pretty much recreate your 2011 Wii CAW. There are no new parts added.

-There’s new crowd signs to choose from when creating your wrestler.

-You can now choose 4 parts for your announced name during your entrance. So, if you choose “Cloud”, “Sofia, “X”, “14”, then that’s what the announcer will say, but it’s pretty bad… “CLOUD!!…SOFIA!!..X!!..14!!”

-Commentators can also call you by a few new names, but it’s mostly just some new ones added to the 2011 list.

-Layla also looks pretty bad. Did they not try to match her face to the real thing??

-No Online modes of any kind

-No Superstar Threads

-Cody Rhodes does have his mask

-You only need to press the A button on Classic Controller to do pins when your opponent is lying on the ground.

-Sadly, top rope and springboard flying moves do not pin

-A few new moves and animations added (FINALLY, a decent Brainbuster), but it’s mostly the same as 2011. For some reason, they’ve added a lot of newly animated Spinebusters. Some of these were probably just DLC moves from Xbox360 and PS3. Some of the new animations still look kinda bad.

-Alberto del Rio looks nothing like him in real life. He looks and moves like a wacky cartoon character.

-Weapons (chairs, ladders, tables, etc.) still doesn’t have physics applied, so it’s the same as 2011 on Wii.

-Titles still aren’t the correct sizes

-You can change shows brands and the arena that’s used for every week, but you have to do it on the Edit Brand and Edit Schedule screens. It will save, so you only need to do this once. (For example: You can change Raw’s Logo to WCW, set roster and championships, set the name of the brand and the show, choose the Nitro arena…now every week on Mondays, it will be WCW (the new brand) at the Nitro arena (the new weekly show).

-In Universe Mode, after a match, you have the option to rematch, quit, or jump straight into the next match on the card.

-C.M. Punk does have his new tron and music. He has no alternate attire – just his Black and Yellow trunks. No shirt.

-Gamecube support is in.

-There’s a glitch where sometimes the reversal icons (R Button) don’t pop up, so a lot of the time, you’ll just be guessing when to press the R button.

-A lot of wrestlers still have moves that they should have, and you will still see a lot of running spinning DDTs.

-Created Moves are sometimes really glitchy. They will sometimes warp your character into position. For some moves,you’ll sometimes see your opponent clipping through the mat or your wrestler. Needs to be fixed for WWE ’13

-The sound effects sounds a bit downsampled and of lower quality, especially the audience and announcer, but nothing major, though it may also be the same on Xbox360 and PS3.

-Even though you can break some moves, a lot of times, it will not work and you’ll just go right through them. You’ll still hear the sound effect of you connecting a strike, but the move will sometimes still continue as if nothing happened. It’s nothing at all like the Day of Reckoning games on Gamecube.

-Sometimes, weapon strikes will go through your opponent.

-Most of the time, the CPU just stands there and stares when you do a Custom Finisher in a match with more than 2 wrestlers, but they can be broken with a human player.

-You no longer trip and fall when low on stamina. Instead, your wrestler simply walks instead of run. You can still trip and fall if your legs are critically injured.

-If your head is in a critically injured state, there’s a chance that you may stand up groggy.

-AI is still dumb at times. They’ll irish whip you into the turnbuckles, put you in the tree of woe, or set you on the top rope, and just stand there… They be also irish whip you into the ropes, but do nothing on the rebound and let you run past them.

-Everyone seems to have a Side Russian Legsweep. I mean EVERYONE. It’s probably the most used move in the game along with the Running Spinning DDT

Overall, this game is just a minor upgrade to 2011 with a roster update. There’s still a bunch of problems present, and the missing modes and graphics makes it feel like it’s only half the game that it should have been. I don’t expect to see the Wii version getting any 9s.

Capcom to release Super Street Fighter II on Virtual Console… AGAIN

Source Article: http://www.joystiq.com/2011/11/12/super-street-fighter-ii-coming-to-virtual-console-with-online-mu/

In a nutshell, Capcom Unity announced that they would port the Sega Genesis/Mega Drive version of Super Street Fighter II over to Nintendo’s Wii Virtual Console at a future date. I find it pretty laughable that Capcom would consider releasing ANOTHER version of Super Street Fighter II onto the Virtual Console, especially a port of a game that has already been on the VC for a couple years already.

Oh well, I guess if you care about the possible inclusion of online play, it might be worthwhile… but then again, there’s already a very good fighter on the Wii with online play. It’s called Tatsunoko Vs. Capcom.

Just saying…

PETA Targets Mario For Murder… Two Decades Late

Source article: http://www.lensoftruth.com/peta-targets-mario-for-murder/

Animal rights group PETA claims Mario promotes skinning of animals with his Tanooki Suit.  Here are a few quotes that speak out against Nintendo’s legendary trademark plumber straight from their website.

“When on a mission to rescue the princess, Mario has been known to use any means necessary to defeat his enemy—even wearing the skin of a raccoon dog to give him special powers.  Tanooki may be just a ‘suit’ in Mario games, but in real life, tanuki are raccoon dogs who are skinned alive for their fur.”

“By wearing Tanooki, Mario is sending the message that it’s OK to wear fur. Play Super Tanooki Skin 2D and help Tanooki reclaim his fur!”

To us, this seems to be a bit silly to say the least.  I mean of all of the problems in the world that they could address, why bother with a fictional game character that has been harmless to their cause for well over a decade?  Are they hurting for publicity so bad that they actually have to make ridiculous spins on such pointless topics just to get attention?

Is it a valid complaint? What are your thoughts?

Facepalm Central indeed… I think animals would rather die than be represented by a bunch of whackos. The really sad thing is that they waited two decades to piss on Mario for Tanooki slaughter; Super Mario Bros. 3 was the first game to introduce that ability, as well as frog slaughter… wait, dude. Don’t give them any more ideas.

However… according to this article, PETA claimed that the dig was a joke… right. The only joke in this thing is the organization that came up with it.

I Killed The Gaming Community

December 2012 notes:
Around the time of this video’s recording, there have been many videos produced talking about how the gaming community on YouTube was dying, possibly due to channels being shut down or people moving on, or some other reasoning that escapes me, because I certainly didn’t agree with that mentality. Still don’t.

I don’t recall what specific video drove me to toss this thing together, but I DO recall uploading this video and taking it down. For what reason? I don’t remember…