SOCOM: U.S. Navy SEALs
SOCOM: U.S. Navy SEALs is a third-person shooter title exclusively for the Nintendo Wave. Like OTL's game, it centers around an elite team of Navy SEALs who go around the world fighting terrorists and other belligerent entities. It also has a focus on online multiplayer, with a heavily team-based focus. The OTL version of the game was released in 2002, and originally, Nintendo and Sony planned to release the game in 2002 ITTL, as a way to push a potential online system for the Ultra Nintendo as a response to the success of the Katana's online play. However, Sony quickly realized that the Ultra Nintendo wouldn't be capable of handling the game, and that the current state of online console multiplayer on the Ultra wouldn't make it worth publishing an online-focused title. The game was retooled for the Ultra Nintendo, while being refined and fine-tuned to optimize the gameplay experience. Like in OTL's game, the player can give commands to squadmates, both AI and human controlled, and there's an emphasis on realism, with players taking very few shots to die. Also, there are five missions instead of four. The Alaska, Congo, and Turkmenistan missions from OTL's game appear in TTL's game and are fairly similar to those in OTL, and there are two missions original to TTL's game: China and Antarctica. In the China mission, the SOCOM team must stop a rogue American squad from killing a kidnapped Chinese political leader and his family, which would spark World War III. In the Antarctica mission, the team investigates a secret weapons project being carried out at a secret base on the frozen continent. The online multiplayer is noticeably more complex than TTL's multiplayer, with multi-round matches that simulate different parts of a mission. For example, there's a mission where a hostage must be rescued, and then in part two of that mission, the hostage must be extracted. There's another online mission where the SEALs must smoke out the enemy team, while that enemy team attempts to fortify and protect their base. Once smoked out, the enemy team must still be hunted down. Parts of the single player missions have also been made into multiplayer modes so that teams can re-enact these missions with human-controlled opponents.
Like OTL's game, SOCOM puts a heavy emphasis on the online aspect of its multiplayer mode, and all copies include a headset for the Wave, making the game cost $69.99. There is a version without the headset that's released alongside the game, but the headset version is the one that's hyped up in advertising and commercials, and a lot of players actually buy the game for the headset. While the headset isn't supported for the online modes of a lot of first-party Nintendo games such as Mario Kart or Ken Griffey, it IS supported for most third-party shooter titles. The SOCOM headset has somewhat of a residual popularity affect on other games such as Tom Clancy's Delta Force, raising sales of those games amongst players who own the headset. The review scores for SOCOM are about on par with what they were IOTL, averaging about an 8/10, largely on the strength of its multiplayer mode. The game's popularity strikes a blow for Nintendo in the online multiplayer battle with Apple and Microsoft, a battle they're still lagging somewhat behind in. Sales for the game, which is released on April 26, 2004, would top 100,000 in the first week, and while they would drop off somewhat quickly afterwards, the packed-in headset keeps sales for the game from bottoming out for a long period of time, ensuring at least a few thousand sales per week for the remainder of the year.
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Ace Combat 4
Developed by Namco exclusively for the Nintendo Wave, Ace Combat 4 had a very long development cycle, due to the low sales and poor critical reception for Ace Combat 3 on the Sega Saturn. Namco decided to shelve the series for a few years before retooling it for the graphical power of the Wave, and the result is a complete reboot of the series utilizing some of the best graphics yet seen in a console video game, far superior to those of OTL's Ace Combat 04 for the Playstation 2. The game also features a complex storyline, featuring a number of characters with colorful personalities in an effort to capture a sort of Top Gun-like feel for the game. The game itself plays much like OTL's Ace Combat 04, a fairly realistic flying combat sim that allows for the player to engage in both aerial dogfights and battles against targets on the ground. As the missions play out, the protagonist is in communication with both friend and foe, giving battles a highly cinematic feel that's enhanced by an epic musical score by Junichi Nakatsuru (who helped compose OTL's Ace Combat 5). The protagonist, Ether 11, starts out as a trainee at an elite flying academy and befriends a number of people there, some of who will become his wingmen, others who will become commanding officers, and a few who will become enemies. While Ether 1's training is ongoing, a war breaks out, forcing him and his friends to engage in a trial by fire as the enemy's planes attack the academy directly. Ether 1 will ultimately become a reluctant hero as the war changes the world forever. Ether 1's wingmen include Ether 2, a brash pilot who starts out as Ether 1's rival but later becomes his most trusted wingman, Ether 3, a serious but respectable pilot who will ultimately betray his squadron, and Ether 4, a beautiful woman who secretly hails from an aristocratic family and had to run away from her overbearing father to get into the training academy. Other notable characters include Jureiya, a stern female general who becomes a sort of mother figure to the Ether Squadron, Grand 7, a member of the Grand Squadron, the elite strike force of the enemy nation, who fights with honor even as he commits reprehensible acts, and King Sternborne, the leader of the enemy nation, whose ambitions hide a secret past.
Ace Combat 4 is received extremely well, being especially praised for its graphics and storyline. It was highly anticipated before its release due to the efforts of Namco to seriously hype it up as a revival for the series, and it's a game almost five years in the making, one of the longest development cycles yet seen for a game, with magazine articles appearing as early as 2001. It's one of the best reviewed games of the year thus far, and is released in Japan in January 2004 to outstanding sales, topping the charts for three straight weeks. In North America, it's released on May 17, 2004, and while it's not nearly as big a hit here as it is in Japan, it's still the best selling game in the series to date, and manages to be the #1 game of the week in sales, topping the second week sales of Codename: Messiah, a bit of an upset. It also has excellent sales in Europe, where it sees release the last week of June.
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Victor Lucas: Ace Combat is back, and take it from me, we're happy to see it back.
Alex Stansfield: This is a fantastic game, and an early candidate for Game of the Year. I was impressed with the storyline and I was especially impressed with the graphics, which demonstrate that there are things the Wave can do that other consoles just can't.
Victor: I think the Xbox probably could've done this game, but I'm not sure it could've done it at 60 frames per second like the Wave. Those planes move!
Alex: I'm going to say this: some of the dogfights in this game would've been really frustrating without the super-responsive controls. You can really feel just how smooth the game runs when you make those complex moves.
Victor: By the time you've beaten this game, you'll feel like Maverick.
Alex: Ride into the danger zone.
*Alex and Victor's scores appear on the screen, Alex's 10 in a red circle and Victor's 10 in a yellow circle.*
Victor: How long has it been since we've seen one of these? A perfect score from both of us?
Alex: Um... was it, was it The Dark Tower?
Victor: I believe it was. This is number three. Gran Turismo 2, The Dark Tower, now this.
+ BREATHTAKING GRAPHICS
+ REALISTIC CONTROLS
+ THRILLING DOGFIGHTS
- NO.... ONLINE?
Alex: On a positive note, this game has spectacular, beautiful graphics, that, to quote another song from Top Gun, take my breath away. The controls are incredibly responsive and very intuitive, which keeps the game's difficult and thrilling dogfights from ever getting too frustrating.
Victor: The only flaw we could really find with the game was that the multiplayer is local only, you can't go online and shoot down your buddies from across the country, but even so, that's a tiny nitpick with what's otherwise the definitive aerial combat game.
-from the May 24, 2004 episode of G4's Judgment Day
SOCOM: U.S. Navy SEALs is a third-person shooter title exclusively for the Nintendo Wave. Like OTL's game, it centers around an elite team of Navy SEALs who go around the world fighting terrorists and other belligerent entities. It also has a focus on online multiplayer, with a heavily team-based focus. The OTL version of the game was released in 2002, and originally, Nintendo and Sony planned to release the game in 2002 ITTL, as a way to push a potential online system for the Ultra Nintendo as a response to the success of the Katana's online play. However, Sony quickly realized that the Ultra Nintendo wouldn't be capable of handling the game, and that the current state of online console multiplayer on the Ultra wouldn't make it worth publishing an online-focused title. The game was retooled for the Ultra Nintendo, while being refined and fine-tuned to optimize the gameplay experience. Like in OTL's game, the player can give commands to squadmates, both AI and human controlled, and there's an emphasis on realism, with players taking very few shots to die. Also, there are five missions instead of four. The Alaska, Congo, and Turkmenistan missions from OTL's game appear in TTL's game and are fairly similar to those in OTL, and there are two missions original to TTL's game: China and Antarctica. In the China mission, the SOCOM team must stop a rogue American squad from killing a kidnapped Chinese political leader and his family, which would spark World War III. In the Antarctica mission, the team investigates a secret weapons project being carried out at a secret base on the frozen continent. The online multiplayer is noticeably more complex than TTL's multiplayer, with multi-round matches that simulate different parts of a mission. For example, there's a mission where a hostage must be rescued, and then in part two of that mission, the hostage must be extracted. There's another online mission where the SEALs must smoke out the enemy team, while that enemy team attempts to fortify and protect their base. Once smoked out, the enemy team must still be hunted down. Parts of the single player missions have also been made into multiplayer modes so that teams can re-enact these missions with human-controlled opponents.
Like OTL's game, SOCOM puts a heavy emphasis on the online aspect of its multiplayer mode, and all copies include a headset for the Wave, making the game cost $69.99. There is a version without the headset that's released alongside the game, but the headset version is the one that's hyped up in advertising and commercials, and a lot of players actually buy the game for the headset. While the headset isn't supported for the online modes of a lot of first-party Nintendo games such as Mario Kart or Ken Griffey, it IS supported for most third-party shooter titles. The SOCOM headset has somewhat of a residual popularity affect on other games such as Tom Clancy's Delta Force, raising sales of those games amongst players who own the headset. The review scores for SOCOM are about on par with what they were IOTL, averaging about an 8/10, largely on the strength of its multiplayer mode. The game's popularity strikes a blow for Nintendo in the online multiplayer battle with Apple and Microsoft, a battle they're still lagging somewhat behind in. Sales for the game, which is released on April 26, 2004, would top 100,000 in the first week, and while they would drop off somewhat quickly afterwards, the packed-in headset keeps sales for the game from bottoming out for a long period of time, ensuring at least a few thousand sales per week for the remainder of the year.
-
Ace Combat 4
Developed by Namco exclusively for the Nintendo Wave, Ace Combat 4 had a very long development cycle, due to the low sales and poor critical reception for Ace Combat 3 on the Sega Saturn. Namco decided to shelve the series for a few years before retooling it for the graphical power of the Wave, and the result is a complete reboot of the series utilizing some of the best graphics yet seen in a console video game, far superior to those of OTL's Ace Combat 04 for the Playstation 2. The game also features a complex storyline, featuring a number of characters with colorful personalities in an effort to capture a sort of Top Gun-like feel for the game. The game itself plays much like OTL's Ace Combat 04, a fairly realistic flying combat sim that allows for the player to engage in both aerial dogfights and battles against targets on the ground. As the missions play out, the protagonist is in communication with both friend and foe, giving battles a highly cinematic feel that's enhanced by an epic musical score by Junichi Nakatsuru (who helped compose OTL's Ace Combat 5). The protagonist, Ether 11, starts out as a trainee at an elite flying academy and befriends a number of people there, some of who will become his wingmen, others who will become commanding officers, and a few who will become enemies. While Ether 1's training is ongoing, a war breaks out, forcing him and his friends to engage in a trial by fire as the enemy's planes attack the academy directly. Ether 1 will ultimately become a reluctant hero as the war changes the world forever. Ether 1's wingmen include Ether 2, a brash pilot who starts out as Ether 1's rival but later becomes his most trusted wingman, Ether 3, a serious but respectable pilot who will ultimately betray his squadron, and Ether 4, a beautiful woman who secretly hails from an aristocratic family and had to run away from her overbearing father to get into the training academy. Other notable characters include Jureiya, a stern female general who becomes a sort of mother figure to the Ether Squadron, Grand 7, a member of the Grand Squadron, the elite strike force of the enemy nation, who fights with honor even as he commits reprehensible acts, and King Sternborne, the leader of the enemy nation, whose ambitions hide a secret past.
Ace Combat 4 is received extremely well, being especially praised for its graphics and storyline. It was highly anticipated before its release due to the efforts of Namco to seriously hype it up as a revival for the series, and it's a game almost five years in the making, one of the longest development cycles yet seen for a game, with magazine articles appearing as early as 2001. It's one of the best reviewed games of the year thus far, and is released in Japan in January 2004 to outstanding sales, topping the charts for three straight weeks. In North America, it's released on May 17, 2004, and while it's not nearly as big a hit here as it is in Japan, it's still the best selling game in the series to date, and manages to be the #1 game of the week in sales, topping the second week sales of Codename: Messiah, a bit of an upset. It also has excellent sales in Europe, where it sees release the last week of June.
-
Victor Lucas: Ace Combat is back, and take it from me, we're happy to see it back.
Alex Stansfield: This is a fantastic game, and an early candidate for Game of the Year. I was impressed with the storyline and I was especially impressed with the graphics, which demonstrate that there are things the Wave can do that other consoles just can't.
Victor: I think the Xbox probably could've done this game, but I'm not sure it could've done it at 60 frames per second like the Wave. Those planes move!
Alex: I'm going to say this: some of the dogfights in this game would've been really frustrating without the super-responsive controls. You can really feel just how smooth the game runs when you make those complex moves.
Victor: By the time you've beaten this game, you'll feel like Maverick.
Alex: Ride into the danger zone.
*Alex and Victor's scores appear on the screen, Alex's 10 in a red circle and Victor's 10 in a yellow circle.*
Victor: How long has it been since we've seen one of these? A perfect score from both of us?
Alex: Um... was it, was it The Dark Tower?
Victor: I believe it was. This is number three. Gran Turismo 2, The Dark Tower, now this.
+ BREATHTAKING GRAPHICS
+ REALISTIC CONTROLS
+ THRILLING DOGFIGHTS
- NO.... ONLINE?
Alex: On a positive note, this game has spectacular, beautiful graphics, that, to quote another song from Top Gun, take my breath away. The controls are incredibly responsive and very intuitive, which keeps the game's difficult and thrilling dogfights from ever getting too frustrating.
Victor: The only flaw we could really find with the game was that the multiplayer is local only, you can't go online and shoot down your buddies from across the country, but even so, that's a tiny nitpick with what's otherwise the definitive aerial combat game.
-from the May 24, 2004 episode of G4's Judgment Day