It even works on paid professionals. You think that's acting? No, that chimpanzee is totally feeling it.
Posts with tag gearbox
Start your morning on a high note: Samba de Amigo trailer
Samba de Amigo is one of those things that will always inspire happiness. Even if you're not a huge Sega fan, the bouncy music, bright colors and manic monkeys will probably make you smile. And if you are all about Sega, few things represent everything great about the Dreamcast era like a game about a maraca-shaking monkey. While we may have criticized the new version recently for overdoing the onscreen clutter, we can't deny that this trailer made our morning a lot better. It's just joyful.
It even works on paid professionals. You think that's acting? No, that chimpanzee is totally feeling it.
It even works on paid professionals. You think that's acting? No, that chimpanzee is totally feeling it.
Headache de Amigo: busy screenshots, possible maracas
We aren't sure if we've got our Dreamcast Goggles on or if we're remembering accurately, but while Samba de Amigo was always colorful and festive, we don't remember it being so headache-inducingly busy. Do not look directly into the new screenshots in our gallery-- we suggest a pinhole projector. Don't get us wrong: it's still Samba, and it's still yay, but we honestly didn't think that the Wii could produce so much brightly-colored clutter on one screen.
Speaking of brightly-colored clutter, a Sega rep told Kotaku that they are looking into maraca attachments for the Wiimote, to enable accurate rattling. They've gone so far as to contact potential manufacturers. We hope it works out; what's Samba without loud controllers? A cover for the Nunchuk seems like it would be pretty awkward, however.
Speaking of brightly-colored clutter, a Sega rep told Kotaku that they are looking into maraca attachments for the Wiimote, to enable accurate rattling. They've gone so far as to contact potential manufacturers. We hope it works out; what's Samba without loud controllers? A cover for the Nunchuk seems like it would be pretty awkward, however.
Samba de Amigo features some kind of pay-to-play online content
The boxart for the Wii version of Samba de Amigo has now been revealed in tiny form on Gamestop's site. It is, as far as we know, the first game to feature the new red Nintendo Wi-Fi Connection Pay-to-Play logo, which was first shown at GDC this year.Either this means that you'll have to pay a subscription fee to play Samba online, or (infinitely more likely) that downloadable songs will be available over Nintendo Wi-Fi Connection. Which, if true, makes the Wii version of Rock Band (with its new lineup of expansion discs!) just that much more insulting.
[Via NeoGAF]
Samba de Amigo missing some much-needed shake
Samba de Amigo on the Dreamcast was the most relentlessly cheerful game ever, and the Wii version won't be toning down the exuberance -- just looking at this latest batch of art and screens from Sega's shake-'em-up almost brought light to the recesses of our dark, cynical hearts. But there's something gnawing at us, something that prevents us from getting all giddy over Wii Samba: the controls.
Apparently, we're not alone in this respect. A number of the recent "hands-on" articles that have appeared in the wake of the Nintendo Media Summit mention how Gearbox hasn't yet nailed this aspect of the game.
We've already discussed Joystiq's experiences (choice quote: "[...] the Remote and Nunchuk just don't feel the same as the original maracas."), and Go Nintendo felt similarly ("Unfortunately, there are still some control quirks. There are times when the Wiimote/Nunchuck will lose your positioning. This didn't happen too often, but it happened enough to make note of it.") Meanwhile, GameSpot's Ricardo Torres was perhaps the most forgiving, claiming that "the control is on its way toward being solid." Call us demanding little so-and-sos all you like, but we want solid! Not "on its way toward being solid."
The general feeling seems to be that the title is shaping up well, but that the maracas are sorely missed. If you're reading this, Sega, you know what to do.
Read: Joystiq's hands-on impressions
Read: Go Nintendo's hands-on impressions
Read: GameSpot's hands-on impressions
[Screenshots via press release]
Samba de Video
- Gearbox, we're loving the maraca sound effects that emanate with each shake of the Wii Remote and Nunchuk. Given the Wiimote's in-built speaker, this is a feature we'd have totally expected (and even the Dreamcast maracas managed this, albeit with a more low-tech solution), but it's still great to see it in action.
- New level ahoy! A fairground really does seem like the perfect place for a spot of maraca-shaking.
- It's been a while since this blogger recklessly coughed up $250 of his student loan for the Dreamcast version of the game, but one thing I don't recall is Amigo being entirely detached from the levels. On the Dreamcast, the maraca-wielding monkey would dance his way through each stage, his colorful entourage in tow. Here, he simply floats free of the levels. This seems like a fussy/picky point to raise, but we're very fussy/picky people. Especially when it comes to Sega stuff.
- It pleases us immensely to see the return of both Samba de Janeiro and bouncing scenery.
Samba de Former Director
Play.tm's interview of Samba de Amigo (the first one) director Shun Nakamura reveals the depressingly cynical genesis of the game. With something as joyful as Samba, you'd expect the director to be motivated by love of Latin music and cartoon monkeys (and the universe), but as Nakamura puts it: "To tell you the truth, I'm not really a huge music fan. However I do like soccer, so I'd often hear Latin music/chants while viewing matches and thought it could work well in a rhythm game." As he describes it, Samba was born from an interest not only in soccer-related rhythm, but a directive from Sega to diversify the Dreamcast's library, and a need for accessible titles. Nakamura continues not to be a fan of non-Samba music games.
Nakamura isn't in charge of the new Samba Wii game, though developer Gearbox consults with him regularly. In this case, it seems that the new developers, who begged for the project, may actually like the game more than the original director.
Nakamura isn't in charge of the new Samba Wii game, though developer Gearbox consults with him regularly. In this case, it seems that the new developers, who begged for the project, may actually like the game more than the original director.
Gearbox kind of talks about Samba maraca controls
Kotaku's Brian Ashcraft interviewed Gearbox Software's Randy Pitchford about their upcoming games for 2008, which include a bunch of shooters or whatever and also Samba de Amigo! Apparently Pitchford and the rest of the Gearbox folks approached Sega, hat in collective hand, begging to be allowed to create a version of the festive rhythm game for the Wii. "We totally told SEGA they had to let us do it. People want a Samba Wii game," Pitchford said, answering the question of why the developers of Brothers in Arms got assigned to a very Japanese rhythm game for the Wii.
Pitchford briefly, and obliquely, broached the topic of potential dual-Wiimote maraca controls, which everyone talks about in relation to a Wii Samba. In a blanket statement about both the Wiimote/Nunchuk maraca scheme and the possibility of a dual-Wiimote scheme, Pitchford said "It's possible. You just need a lot of smart people who can do a lot of math." Like computer programmers, maybe?
At least we know that the idea has been brought up at Gearbox. We'd like to see as many control schemes implemented as can be.
Pitchford briefly, and obliquely, broached the topic of potential dual-Wiimote maraca controls, which everyone talks about in relation to a Wii Samba. In a blanket statement about both the Wiimote/Nunchuk maraca scheme and the possibility of a dual-Wiimote scheme, Pitchford said "It's possible. You just need a lot of smart people who can do a lot of math." Like computer programmers, maybe?
At least we know that the idea has been brought up at Gearbox. We'd like to see as many control schemes implemented as can be.
First Brothers in Arms game to be updated to Wii this November
We can't imagine why Ubisoft and Nintendo would want to put a game that is creeping up on 3 years of age onto the Wii. Seriously, we can't think of a single reason for Brothers in Arms: Road to Hill 30 to be on the Wii other than it might reach a new audience on Nintendo's platform, having never released on the GameCube (it was available on PC, Xbox and PS2). Regardless, it's still an older title.Now, it's a given the game will feature motion-sensitive controls, but what other improvements could Ubisoft hope to make to the title to validate it on the Wii? Maybe there will be Wi-Fi play, considering the game enjoyed online mutliplayer?
Nintendo Power confirms Samba de Amigo
GoNintendo readers spotted something interesting in this month's Nintendo Power. And it would have been hard for them not to-- it's right on the cover there. Samba de Amigo is indeed coming to the Wii! As card-carrying Sega fanboys (with a specialization in Dreamcast-era Sega, to be exact) we couldn't be more thrilled. What a perfect game/controller combination-- almost as perfect as the real Samba controllers.
Oh, but wait. According to the GoNintendo post, the new game is being made by Gearbox Software, who we can assure you is not Sonic Team. In fact, their history features nothing but FPS games and one Tony Hawk port. A very interesting choice to develop your bouncy, cartoony rhythm game, Sega. A very interesting choice indeed. Gearbox employees-- if you're reading, here's a special message from us to you. Please don't screw up the game about a monkey shaking maracas in time to Ricky Martin songs. We're not saying you're not good developers-- far from it-- but this is about as different from Counter-Strike as a game could be.
Oh, but wait. According to the GoNintendo post, the new game is being made by Gearbox Software, who we can assure you is not Sonic Team. In fact, their history features nothing but FPS games and one Tony Hawk port. A very interesting choice to develop your bouncy, cartoony rhythm game, Sega. A very interesting choice indeed. Gearbox employees-- if you're reading, here's a special message from us to you. Please don't screw up the game about a monkey shaking maracas in time to Ricky Martin songs. We're not saying you're not good developers-- far from it-- but this is about as different from Counter-Strike as a game could be.















