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It's a very minor issue though, and the overall gameplay demo was pretty dang fun. There was only one mission (and one difficulty) available, but the game mixed up plenty of bullet-hell moments with huge foreground melee enemies, swarms of flying creatures, mini-bosses that would scatter before being destroyed, only to return again later in the level, and a conclusion "boss rush" of sorts with three heavy opponents at the end. As a few other random notes, I haven't seen any real reason to not fly around the whole time (your jetpack is infinite in the demo, though that might just be the stage itself) and the demo level today was very wide open, giving it a half Sin & Punishment feel, and an almost Star Fox-like backdrop. I can't wait to play more ? or see if there are any punishingly difficult modes included outside of the main game ? but with a Q1 2010 release date it may be a while before we see more on Nintendo's ode to the hardcore.
A portion of a 4cr interview with intendo of Canada?s Senior Supervisor of Communications and Advertising, Matt Ryan...4cr: After playing the E3 demo, I was earnestly impressed by how smooth the Wii control scheme made the gameplay. Beyond the hardcore fanbase, do you think the game has a legitimate chance at expanding it?s reach with the Wii?s audience?MR: Sin & Punishment franchise fans as well as experienced and advanced players are going to be the first to pick up Sin & Punishment 2 for Wii. While there are levels of complexity in the game that are most redeeming for this type of player, others will pick it up as well because of the intuitive controls and sheer fun you get out of the run ?n? gun shooter experience. Is Sin & Punishment for grandma and the little kids? No.
Treasure changed Sin & Punishment 2 so it feels like a light gun game. Maybe too much like a light gun game for fans of the original. But, you don?t have to snipe ruffians with the Wiimote in this game.Sin & Punishment 2 supports the Classic Controller, Classic Controller Pro, and Gamecube pad ? the best setup for the Virtual Console version of Sin & Punishment on the Wii. Like motion control? Nintendo also created a Wii Zapper set up for Sin & Punishment 2.
Maegawa touched upon why the sequel exists after so many years. Despite the original's ending, he explained that Treasure wasn't necessarily thinking about a sequel. The original game was made with the idea of using the N64's controller in a unique way. Similarly, they decided to make the sequel once they saw the Wii's controller. "We thought, 'This is the Gun Sword,' isn't it?", recalled Meagawa of having first seen the Wiimote.It turns out that the game we're seeing as Sin & Punishment 2 may not have actually started off as a sequel to the original. Nakagawa explained that the team was making the game as they pleased, and it slowly ended up resembling Sin & Punishment.In addition to the shooting mechanics, Sin & Punishment 2 inherits something else from the original: a deep story -- or "very deep," to quote Yamagami. Maegawa joked that he should instead say "hard to understand," but Yamagami added that the scenario has, to a certain extent, become something that can be more easily understood by general users.Those who are into the Sin & Punishment story will be pleased to know that a good amount of the interview concerns this area of the game. The sequel takes place int he same universe as the original, but on a different planet. You play as Isa Jo, son of the original's main characters, Saki Amamiya and Airan Jo. The Isa character actually appeared in the original, but as Isa Amamiya. According to Maegawa, something happened that made him switch to his mother's name.Also featuring in Sin & Punishment 2 is Kachi, a mysterious girl. Isa is actually under orders to kill Kachi at the start of the game, but he ends up helping her for some undisclosed reason, and now both are being targeted.On the gameplay side of things, Nakagawa offered some good news as he said the number of stages has seen "a considerably increase." The game is more than double the length of the original, added Yamagami.We touched upon some of the basic gameplay concepts in our E3 preview. Unlike the original, where you moved your character just on the ground, the sequel allows for air-based movement as well. You have access to two playable characters now; each character has different capabilities.Maegawa and crew also commented on difficulty. The gist of his comments are that easy mode has been made easier and hard mode has been made harder. It seems that players at both ends of the skill spectrum will be pleased. However, Yamagami noted that the game is being made specifically for game fans. He said this as he joked that the Wii isn't just about family-oriented titles.Elsewhere in the Famitsu story, the magazine confirmed something that we heard from Nintendo at E3. Sin & Punishment 2 will feature a Wi-Fi score ranking, allowing players to show off their shooting skills to the rest of the world.Sin & Punishment 2 is set for Japanese release on October 29. With just a few weeks to go, we're happy to see it enter the headlines again! We'll be sure and bring you as much as possible as the Japanese release approaches.
Sin and Punishment 2 (Wii) ? 8/8/8/7
- developing the original title on the N64 was a hellish process- game runs at 60fps- devs were convinced they could pull off 60fps when they learned that Super Mario Galaxy did it- demo stations in Japan in order for gamers to test the framerate smoothness themselves- Suzuki Yasushi had retired from doing video game art, but Treasure lured him back for this project- Treasure originally developed this sequel with the Cube controller in mind- Nintendo told Treasure to make the game tougher, as aiming with the Wiimote made the title much easier- Cube and Wiimote controls have different advantages at certain points in the game
There is a 2 Player ?Tag? mode, however it?s kind of a wash. It?s only allows the second player to grab a Wii Remote and point at the screen to fire at objects. They?re more or less helping the main player and not appearing as a character on screen. To make it even less interesting the second player can only fire a constant onslaught of bullets by pressing any button at all on their Wii Remote. This means no using the charge up, no fighting with a weapon or even taking advantage of the other character?s special ability. It?s the type of boring co-op we see far too much in Wii games where the additional player just points and shoots, not actually feeling that they are playing the game. It?s OK for what it is, but why not allow Player 2 to be the other character and do all the things Player 1 is allowed to? Let?s hope this tacked on style of Co-Op one day disappears from Wii games.I assume it?s safe to say most people who pick this game up will be those who played the original. As I said earlier I haven?t tried the N64 version but after studying video footage it?s very clear that Sin & Punishment 2 is much faster, more difficult and obviously boasts more impressive visuals. At least double the amount of enemies will be attacking you in the Wii version. Your character is also going to be hovering in the air much more than in the original game which for the most part had you walking on the ground all the time. Overall the game is very solid on all ends and I?m sure fans of the series will love playing through it. Stay tuned to the site we?ll have plenty more coverage on Sin & Punishment 2 in the near future.
Sin and Punishment: 8
Sin and Punishment is bold and testing and completely mad; like so many Japanese favourites of previous decades, it often seems to have arrived with us from a different planet. Treasure has crammed unbelievable variety into four-to-six hours of blistering action, never giving you more than five seconds to think before throwing the next insane, bullet-spewing child of its bizarre imagination into your path. It's inventive within a quite traditional template and weirdly anachronistic, at once comfortingly familiar and modern. It's greatly comforting that there's still a platform for it in this world.