Title: Super Galaxy
Publisher: Nintendo
Developer: Nintendo
Platform: Wii
Release: June 2007

Nintendo's eponymous Italian plumber and the videogame world's long-serving hero extraordinaire needs scant introduction - there probably isn't a gamer drawing breath today not familiar with the revolution of Super Mario 64. Therefore, 2007's highly anticipated Super Mario Galaxy, which will see the moustached marvel making his Nintendo debut, comes as anything but a major surprise; although his environment certainly might.

As the game's title clearly dictates, Mario's latest adventure takes a decidedly galactic turn, although Mario is still embarking on the typical Princess Peach search and rescue mission - albeit in space. So, rather than charging all over the Mushroom Kingdom in order to secure the affections of his favourite wayward princess (you think he'd lock her up himself after all these repeat abductions), Mario this time gets to go planet hopping instead.

Advance previews and hands-on tests of Super Mario Galaxy have generally revealed its content to be as excellent and intuitive as earlier Mario editions, with one (or rather two) rather significant exceptions: Super Mario Galaxy is delivered via the Nintendo Wii's Wiimote and Nunchuk control combo, granting gamers a whole new gameplay approach to a franchise that they 'thought' they knew. Moreover, Mario lovers can look forward to performing Mario's spinning attack by flicking the Wiimote from left to right. Other established control elements, such as Mario's flying butt-attack are still assigned sequentially to the Wiimote's 'A' button and 'Z' trigger, while general movement (much like in The Legend of Zelda: Twilight Princess) is delivered via the Nunchuk's control stick.

Despite the galactic environmental changes, core gameplay in Super Mario Galaxy remains faithful to the core of the series, with Mario progressing toward the game's next boss encounter by collecting the obligatory stars and coins. However, once he's finished rushing about upside down on planetary bodies, whereas in Mario 64 he'd move from level to level through dimensional transportation mirrors, here he launches himself into space, where players can then direct the Wiimote at the TV screen and use it to blast stars.

Naturally, the lack of 'genuine' next-gen power generated by the Nintendo Wii means that Super Mario Galaxy isn't likely to arrive as aesthetically evolved as games appearing on the and PlayStation 3, but its graphics do look to be bright, crisp, and attractive. And, when added to the trademark Nintendo design and styling, Galaxy should still rank as one of 2007's premium Wii releases - it being an absolutely huge commercial seller is, of course, a total no brainer.

It remains to be seen whether the Wii-specific controls really deliver a convincingly new experience (the standard-issue rescue Princess Peach, collect coins and stars, defeat bosses content isn't especially solid proof thus far). Yet, Twilight Princess doesn't venture far from the successful formula and its Wiimote and Nunchuk controls certainly imbue it with superb gameplay moments, so judgement is perhaps best reserved at this juncture. Come on! It'll be great! Guess this writer's feelings are clear.

Title: Assassin's Creed
Publisher: Ubisoft
Developer: Montreal
Platform: PlayStation 3
Release: Sept 2007

If there's a publisher and developer that can be relied upon (usually) to produce standout titles that exude quality across the board, then it's Ubisoft. With the likes of Splinter Cell, Ghost Recon, Prince of Persia, and Rainbow Six all swelling the studio's list of impressive benchmark achievements, it'd be hard to conceive that Ubisoft's first PlayStation 3 offering - an thriller set during the crusades - could do anything less than draw on that wealth of skill and experience to craft a memorable next-gen creation.

Set in 1191 A.D. in the time of the Third Crusade, Assassin's Creed revolves around a sect of assassins said to have existed during that period who were employed for covertly swaying or avoiding conflicts by eliminating specific targets. The player assumes the role of Altair, an assassin assigned to eradicate key figures abusing and prolonging the flow of murderous conflict for their own evil gains.

Typically for Ubisoft (and despite the fact the game's not even released yet) Assassin's Creed is only the first in a projected series, and it would appear that the opening episode's ancients settings are not concrete in terms of portrayal - with a more futuristic plotline existing in the background. More specifically, eagle-eyed gamers who've studied the gorgeous Assassin's Creed trailer, which sees Altair dispatching targets in glorious next-gen elegance while evading pursuant forces, will have noted that the screen sporadically distorts as the trailer plays, hinting at something more ominous behind the simple brutality of devolved swordplay and shadowy death.

However, regardless of anything that may happen beyond Assassin's Creed's debut, the first game sees Altair embroiled in stealthily delivered infiltrations and executions in a variety of Middle Ages cities, including the likes of Damascus and Jerusalem. Importantly where unique gameplay approach is concerned, rather than tracing pre-determined paths to targets, players are able to control Altair's progression throughout a free roaming mission structure, with Altair pretty much unrestricted in his in-game movements. Further to that freedom - and another relative first - players can also use the environment to evade capture by grasping, vaulting, climbing, and clambering up and across buildings via even the smallest piece of jutting masonry rather than just Ubisoft's standard pole and platform combos (see: Prince of Persia).

And, staying with the inspiration of Prince of Persia, players won't be surprised to learn that Altair moves with the animated poise and grace of a lithe cat; although it's worth noting that his successful progress is partly reliant on interaction with the game's contingent of NPCs. Moreover, crowds will gather to watch Altair scrambling up a building in plain sight (never a good idea), while they'll also jostle and shove him around should he move through them with too much aggression. But the crowds aren't just a potential hindrance, and Altair can also lose himself within the ebb and flow and divert the probing attentions of his pursuers. All in all, it sounds like Tenchu meets meets Hitman meets - and that's just fine with us, thanks.

With truly stunning graphics wrapped up amid undeniably atmospheric gameplay originality, free-roaming intrigue, stealthy tension, open action and excitement, and the promise of unfolding mystery via further instalments, all bets are off as to whether the PlayStation 3 will shine brightly with the inclusion of Assassin's Creed - you'd be well advised not to waste your breath, or your money, on anything else.

That's the first part of 2007's 'what to look out for' feature done and dusted, we hope it's provided some insight into titles you're curious about. Either way, keep your eyes peeled for part two, which will include the likes of...well, that'd be telling wouldn't it?

By Stevie Mostyn