Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Thursday, January 10, 2013

Surviving the dead: a review of ZombiU

No one seems to be interested in that sale back there.
The thick shadows press down on your field of vision. The flashlight is running out of batteries, and that means that even if you turn it on you'll only have a few seconds of bright relief before being thrown back into the inky blackness. Their heavy breathing can be heard practically all around you and the radar on your Prepper Pad is sounding off multiple targets so quickly that it is almost mimicking your heartbeat.

No more bullets, one medical pack, a candy bar and the trusty cricket bat that was given at the beginning of your long trek into the dingy London Underground. Hardly an arsenal. How much longer can you hold out against the pressing darkness and the thought of the fiends shambling towards you, invisible, before you crack and run back the way you came? Or how much longer before one of them sneaks up behind you in your moment of indecision and panic and ends it altogether?


"ZombiU" really throws you hard into the survivor role. It never lets up, never gives you a break and sure as hell never stops. All that sounds like the game is full of sprinting undead, like those of "Left 4 Dead." No, I'm talking about the speed of your heart and your thought process. The dead in Ubisoft's new game don't move that fast, but that slow gait makes for a tension that riles you up.

As you see them approach, you mentally gauge the distance between you and them, whether or not your bat can reach them or not. Are they too far away for the bat? Do you have time to switch to your gun? Do you have enough bullets in it? How good of a shot are you to put them down quickly? All of these questions run through a player's mind, all the while the zombies continue to move towards you.

Not only are items and inventory a worry when fighting the enemy, but health and damage must be monitored as well. There are really very few hits that a player can take from the zombies before they are food. Not only that, but a player can die instantaneously if the zombies are too close and grapple them.

This insta-death spawns you as another survivor who has been drawn in by the mysterious Prepper, a man who is bent on finding ways to survive the apocalypse and full of theories as to how it happened. This serves two-fold, though. The ability to lose your survivor so easily means that the attachment the player places on the character can either draw them to be reckless and take many risks or be severely cautious.

Knowing that if the survivor dies the new character can kill the previous's risen corpse and retrieve the lost loot seems to give the player a bitter-sweet taste, knowing that not all survive in these scenarios, but if you do for so long you feel extremely proud of yourself and accomplished.

It's scary when those fuzzy hat guys actually move, isn't it?
There's something to be said for a first-person perspective in a game like this. "Dead Island" had a more fast paced and open feel to it, so the player was able to take in the scope of their surroundings and plan out how they would tackle a situation. Of course, there are times when close-quarters combat happens, which is more the style of "ZombiU."

Enclosed spaces in apartments, the London Underground, a supermarket and on and on. There are very few places where the player can move back and regroup away from the oncoming hordes. Not only that, but the limited perspective heightens tension and freaks me out to no end in all honesty.

How does this compare to games like "Resident Evil?" Well the open field of vision allows for more zombies to be in the area, giving the player larger numbers to deal with. It helps that the game also gives the player much more ammo and firepower to deal with the hostile forces. "Left 4 Dead" does a similar thing, though their weapons and ammo are much more powerful and plentiful to compensate for the first-person perspective.

"ZombiU" is a solid game. With or without the story it has some very well put together mechanics, decent graphics and works well in compatibility with the Wii U gamepad. The survival gameplay is well done and many will find it enjoyable. There are some clipping issues, some confusion with how to read the radar and it did in fact freeze on me twice while playing. Sometimes the player will get lost or not know how to get to certain locations without a little help from outside sources.

All in all, the game is a 7 out of 10. An excellent launch title for the Wii U, lacking in some qualities but performing admirably when creating an environment of fear and tension. A very well-done zombie game.

Friday, December 7, 2012

Wii U sales after the first month

Seems a little cumbersome, right?
As of last month, around four hundred and fifty thousand Wii U consoles were purchased in the United States, with forty thousand units sold in the United Kingdom during the opening weekend alone. In just one month, and not even a whole month mind you, the newest console by Nintendo has sold almost a quarter of what the PS Vita's cumulative sales were in October. Just two months ago.

Not only that, but the website MCVUK.com has stated that the software attach rate for the Wii U is 2:1, giving it a higher rate than the PS Vita in another area. The GfK Chart-Track, which monitors the sales of video, music, and software through retailers, states that 60% of sales in the UK are the 32GB console, 30% are the "ZombiU" bundle console, and 10% are the 8GB console. With that being said, one need only look at the reviews of the system from globally recognized sites like Kotaku, IGN and even G4 to see that reviewers and industry buffs are impressed with the system.

While it may still lack certain features that many gamers have come to expect, the hardware itself may take some getting used to and the update download times are almost mind-bogglingly slow, consumers are warming up to the new console.

The tablet-style controller, of course, is the most unique feature and one that most people are curious about working out well enough for them actually play games with. Opinions here vary from "works well," "takes a while to figure out" and "gosh, I hate this thing." Thankfully, the system allows for Wii-mote and classic controller peripherals which can be used to adapt to the style of play for the owner. Choosing to use controllers other than the Gamepad means that some of the features in games requiring a touch pad are inaccessible.

One gimmick that has many people singing the Wii U's praises has been the ability to play full console games on the tablet while another person uses the television. Stories abound on Twitter illustrating ways in which gaming couples are able to share the same space finally and game at the same time in the same room. Kids are able to play while their parents watch TV and families are no longer divided to gaming rooms and living rooms.

If the Wii U did one thing right, it was this feature. Changing the entire atmosphere of the gaming room not only changes the way gaming is viewed, but it changes gaming to a more social enterprise without having to include many other people in the experience. In the past, a social experience was a party game or multiplayer. Now a gamer can lounge on the couch with their significant other as they watch their favorite show or play their own system, Wii U still plugging away.

Now, mobile and handheld gaming systems have been able to provide this experience for years. However, the quality of game has often not been on par with console gaming experiences, contrary to the PS Vita's tagline and sales. Gamers don't want to play "on-the-go" games at home unless, it seems, it's "Pokemon" or "Final Fantasy." Other than that, if they are at home, they'd rather play a title like "Mass Effect" or "Call of Duty."

You can't go wrong with basic black, it seems.
What does this mean for Nintendo? Well, they have continued their trend of creating a system or technology that raises the bar for their competition. I expect we'll see more streamlined, complex and sophisticated versions of the Wii U gaming pad in the future. But by that time I expect Nintendo will have announced another new technology like they always do when their competition catches up to their latest innovation.

Sunday, October 14, 2012

Wii U: too much money and too many promises?

Look! Shiny...

I know it was last month when this information came out, but it bears discussion. The Wii U's launch line-up has been announced and so has the price tag.

For $300 you get the Wii U console with an 8 GB hard drive and a gamepad. The $350 Premium Bundle comes with a console, a controller, an HDMI cable, power cradles for your gamepad, a 32 GB HDD and a subscription to Nintendo Network Premium, which offers 10% discounts on downloadable software, according to G4's article.

Not only that, but the system launch date has also been revealed. November 18th, 2012 will be what I call "The Big Show." Nintendo will have to put up or shut up at this point, and to be honest, I'm not entirely sure how it's going to do.

After playing with the Wii U twice, at PAX and E3, I've decided that I rather like the system. I've enjoyed everything I've played on it, and I admit that the novelty of playing on a controller directly is appealing since I live in a home where the TV is used by multiple people.

But, the entire industry isn't enamored with the system. They might be impressed, but some are still skeptical.

Check out this quote from Adam Sessler that was strung out over several of his tweets during September following the announcements about the Wii U:

"The novelty of playing on the gamepad screen is way too overstated. This 'assurance' on the launch line-up is deadly. This is their chance to make the best case for themselves. If they were so willing to show a substance-free trailer for 'Bayonetta 2' why not do the same for Zelda? Right now their best angle with the hardcore are promises, they needed more. The pricing makes the casual market much harder. I realize they didn't price the gamepad stand-alone. But is there any reason to have a second one? To clarify: I have great affection for Nintendo. my observations come from a place of concern. $350 is a fine price for core gamers, but Nintendo isn't making a strong case."

To an extent, he's correct. The price tag is high, even for Nintendo, which flaunted it's $250 price tag years ago with the Wii. That was part of the selling point and the mass appeal of the system.

If they are going to promise good things for hardcore gamers, they are digging themselves into a hole if they don't deliver after launch. Take a look at the titles that are slotted for release:
  • 007 Legends
  • Aliens: Colonial Marines
  • Assassin's Creed 3
  • Batman: Arkham City - Armored Edition
  • Ben 10: Omniverse
  • Cabela's Dangerous Hunts 2013
  • Call of Duty: Black Ops II
  • Darksiders 2
  • Disney Epic Mickey 2: Power of Two
  • EA Sports FIFA Soccer 13
  • Family Party: 30 Great Games
  • Funky Barn
  • Game & Wario
  • Game Party Champions
  • Jeopardy
  • Jett Tailfin
  • Just Dance 4
  • Lego City Undercover
  • Madden NFL 13
  • Marvel Avengers: Battle for Earth
  • Mass Effect 3
  • Monster Hunter 3 Ultimate
  • Nano Assault Neo
  • NBA 2K13
  • New Super Mario Bros. U
  • Ninja Gaiden 3: Razor's Edge
  • Nintendo Land
  • Pikmin 3
  • Rabbids Land
  • Rapala Pro Bass Fishing
  • Rayman Legends
  • Rise of the Guardians: The Video Game
  • Runner 2: Future Legend of Rhythm Alien
  • Scribblenauts Unlimited
  • Sing Party
  • Skylanders Giants
  • Sonic & All-Stars Racing Transformed
  • Sports Connection
  • Tank! Tank! Tank!
  • Tekken Tag Tournament 2
  • Toki Tori 2
  • Transformers Prime
  • Trine 2 Director's Cut
  • Warrios Orochi 3 Hyper
  • Wheel of Fortune
  • Wii Fit U
  • WipeOut 3
  • The Wonderful 101
  • Your Shape Fitness Evolved
  • ZombiU
  • Zumba Fitness Core 
That's a lot of games. Even for Nintendo. If you remember the Wii release, there were hardly any games to choose from. It seems like they're trying to pull out all of the stops to get hype for the system, especially since Sony and Microsoft are still behind on releasing their next-gen consoles.

The speed at which Nintendo is doing this could hurt them in the end. There's nothing wrong with perfecting things so that they perform well at launch.

What do you think about the launch titles and the price tag? Is this Nintendo's way of competing against the hardcore market that Sony and Microsoft have taken from them so long ago? Or is this a literal cost-of-living adjustment for Nintendo considering the amount of new tech and work they've put into the system and games?

Well those price tags are bright enough, but are they too high?

Wednesday, September 5, 2012

Hands on ZombiU

Aim for the head!
Ubisoft’s Wii U title that has been passed around and casually looked at by press and gamers is something of a mystery. At this year’s E3, I was able to watch some people play a mode of the game where a single player fought hordes of zombies that came in waves as they held a point down. What I got to experience first hand at the Penny Arcade Expo this weekend was an entirely different story.

Jumping into the shoes of a survivor, I had to escape Buckingham Palace and survive the zombie hordes within. Inside, I had to scrounge for ammo to go with my handgun and the Royal Guard carbine that I had looted off the ground. The people at the demo booth told me that the game relies heavily on survival and tactical instincts, making you really conserve your ammo and get down and dirty with the zombies if you have to.

That made sense as I only had eight rounds for my pistol and three rounds for my carbine. But what I did have was an unlimited supply of skull bashings thanks to my handy-dandy cricket bat. Very “Shaun of the Dead” if you ask me. And like Shaun, I aimed for the head and cracked a few zombies in the skull a few times to make sure they were good and double-dead.

That's pretty much how it looks when you play the game.
The game’s menu is on the Wii U gamepad, so instead of having to press pause, you just look down and slide the inventory in to view, and the game on the screen pauses while you rummage through your pack to figure out what you want to use or discard. Now, this is a really interesting use of the gamepad and I actually liked it. What was hard was that the mini-map was down there as well, and having to look at my hands while also running on the screen was a little difficult. Especially when little red blips show up on it to tell you where zombies are and you don’t immediately look at the controller to see if there’s danger. It’s going to take a lot for gamers to get used to that on Nintendo’s new system.

The graphics were good. They were passable for current-gen systems but nothing too impressive for a next-gen machine. I suppose that’s actually a compliment for a Nintendo console as they’ve never been the most graphically-intensive machines on the market. Often times, if you crack a shot off at a zombie’s head, you might actually give them a real close haircut and expose their brain.
Zombie John!
Something fun was that when I actually died in the demo, I was put in the place of another survivor and I actually encountered my past-self in game as a zombie. When I killed that version of me, I could loot myself and get all of my previous items back. That kind of reminded me of the old "Diablo II" mechanic where you could loot your corpse. Something fun they were doing at the booth was also allowing you to use the camera on the Wii U to zombify yourself and I was told that you could even put zombie-you in "ZombiU."

All in all I think that “ZombiU” might present an interesting experience for a title on the Wii U. The game isn’t anything new, but it utilizes enough of the technology available in the system for it to be somewhat interesting to people who pick it up for the first time. I’m equating it to “Red Steel.” Hopefully it is much more refined and well executed than the other Ubisoft flop. Keep your eyes out for this game to come out Dec. 31.

Wednesday, August 29, 2012

How do you sell a problem like Next Gen?

Games Industry International had a really poignant article written by Johnny Minkley that really began to dissect the next gen launches of previous systems and what might be necessary to sell the ever looming new systems on the horizon.

The article mentioned, of course, how tired consumers are getting of the current gen systems and the cyclical money machine that the industry has become. Whatever the next gen systems are like, Minkley hit the nail on the head when he said that "the first thing to say is it had bloody better be a 'quantum leap' from the creaking innards of today's systems."

A quantum leap would be nice. More processing power, graphical capability, memory and refined tech could really help those suffering from constant Red Ring fear. Not to mention some tighter online security. Yes, Sony, I'm looking at you. But even shiny bells and whistles will not really "sell" the consoles to consumers. Sure, people will buy the systems out of habit, but will we really see them as the next gen that we've been waiting for?

Minkley said "looking at every single launch title across PS2, Xbox, Xbox 360 and PS3, I see only a single, clear system-seller in there: the original Halo." I have to agree with him, despite my own indifference to the series. When "Halo" came out with the original Xbox system, that was what I associated Microsoft's gaming platform with, "Halo." I couldn't for the life of me tell you what came out with the PlayStation 2, and the only thing that stuck out for the PS3 was "Uncharted" due to its graphical glory and interesting story. The Wii, obviously, was heralded in with "Red Steel" and other such failures, much to Nintendo fans' dismay.


Remember this? Of course you do.
"Halo" stands strong as a game that really sold a system though. You could only play it if you had an Xbox and therefore, you needed one. There are some folks who never upgraded their Nintendos, PlayStations, and even Xbox's, but merely moved from one system to another's more advanced counterpart. We all know that person who has a PS2 and an Xbox 360 or that one guy that still has his Xbox but seven thousand Sony titles to fill his time on his PS3.

But hidden in the middle of the article and a little at the tail end is the real point that Minkley nailed. Microsoft may pull ahead if it begins to make deals with cable providers and offer some sort of package deal with the new next gen Xbox's to give television as well as gaming. This would be a brilliant move and that kind of diversification of tech is what is selling most frequently these days.

Many bought a PS3 solely due to the fact that it came with a Blu-ray player installed in it. Even Blu-ray, though, had difficulty achieving widespread success. Had it become the dominant form of in-home digital media, the PS3 would have trounced any sort of effort by Microsoft or Nintendo, simply because of the system's versatility.

Next gen systems may begin fighting to provide the consumer with a jack-of-all-trades rather than a quality gaming experience alone. Personally, this makes me weep for the future of gaming if we're just trying to make compact computers that display on televisions rather than machines built to provide us with the most streamlined gaming experience we can. Really, that's what these machines have become, and if I had wanted that I would have just upgraded my PC over the years and not cared about getting a system at all.

Minkley says that the war might be fought over contracts and who can give us more bang for our buck when it comes time for release. I think he's right. What the fight should be over, though, is who can make the next "Halo" type game and really make something that draws people to buying the system rather than just giving us a load of expected next gen titles and then waiting a year for something truly special.

Thursday, August 16, 2012

Tablets. Who knew?

Are tablets the future?
It seems in the past few years, that mobile devices with touch screens have been on the rise. From Android devices to the iPhone, everyone nowadays has one, and, because of that, mobile gaming has become more prominent.

But bigger is always better, so tablets were made. Okay, so maybe the tablets weren't specifically made for the mobile gaming group, but they did have them in mind. So much in mind that at this year's E3, tablets and mobile devices had a big presence on the show floor.

Companies like Gree held a huge part of the floor showing off their new games and applications for various devices including "Farmville"-esque building games and “Resident Evil: The Mercenaries VS,” some of which are exclusive to the larger tablets. With what’s already on the iTunes App store, tablets are slowly starting to take over mobile gaming as a whole.
Mobile-game developer Gree at E3 2012.

The tablet’s success can be drawn up like this:

Mobile gaming previously involved just having a Gameboy in your pocket and being able to pull it out whenever. Now, convenience has become a bigger issue.

Why have a brick of a Nintendo 3DS in your pocket, only meant for playing games, when you can have a thinner iPhone which can be used for practically everything? You can be sitting at home working on something on your tablet and with just a few taps of your fingers you can be playing "Tetris."

It’s a big thing to be able to do that when in the past you'd have to change a disc or cartridge.

Consumers aren’t the only ones who've noticed this. Big name gaming companies have too.

The PS Vita could help bridge the gap from tablet to handheld.
It can be argued that Nintendo was the first to start the touch era, but it’s pretty safe to assume that their new console, the Wii U, has been at least ever so slightly influenced by the tablet craze. I mean the controller is basically a tablet with thumbsticks and buttons, and, to tell you the truth, it actually works. But for more on that, go check out Mike’sopinion of the Wii U.

Sony is also taking part in this trend. With the PS Vita having the dual touch-screens and all the similar capabilities of a tablet, it’s not a far cry to say that this handheld was made to appeal to both tablet users and handheld gamers. Like I said earlier, it’s all about convenience.

With these options, people who are on the fence about either getting a tablet or a gaming device can now have both in one, and this is what the companies are aiming for. To bring the core gamers and the casual gamers to one device that everyone can enjoy.

Now the question whether tablets are the future of the gaming industry or just a fad. My personal opinion is that maybe it’s here to stay. Most people already have a tablet device that they can play games on. It's unlikely that people will want to shell out another $200 for a Nintendo DS when they already can play a touch screen game on their phone. That’s why so many companies are coming up with more mobile games and platforms that seem similar to the tablet.

There is a difference, though, if you play on a tablet and a handheld system. Most people who play on a tablet only intend to play for 5 minutes or so as a way to kill time. A handheld is meant to be an activity, spending hours and hours playing, but this could all change soon enough with the growth of the PS Vita and Wii U.

Monday, August 13, 2012

All together now: a look at micromanagement gameplay

A lot of games have you taking control of dozens - or possibly hundreds - of units at a time tasking you with overseeing them all like some omnipotent being from on high. Being able to move from one part of the map to another, then back to where you were to ensure your squad is not destroyed while you tell your peons to collect more gold has been a standard gametype and gameplay mechanic for years on the PC. Some might say that it has been used well enough on consoles with games like "Starcraft" and "Lord of the Rings: War of the Ring."

In "Pikmin 3" you'll get to choose specific areas in which to launch your Pikmin.
Few remember "Pikmin," though. One of the flagship titles of the now ancient Nintendo GameCube, it was quite possibly one of the most innovative and impressive titles to ever be a console launch title. The sequel, which was released in 2004, marked the last time we would see any of the adorable little plant-like creatures jumping on top of larger animals in a mass of color to overpower and destroy. No more would we get the pleasure of watching their flowers bloom to show their strength level, and gone were the days of enjoyable item collecting with the quirky little aliens.

Yet at E3 2012 the world was given a chance to once again return to the strange planet that fostered these adorable creatures.

In the eight years since "Pikmin 2" there haven't been many other games like it. The only one that springs to mind out of sheer similarity and startling hilarity has to be "Overlord" and it's own sequel. The game had players commanding minions of different color and ability and having them parade behind you until you thrust them upon unwitting settlers or elves in a cacophony of fire and Cockney accents.

The idea of commanding squads like this into battle is - as I said before - nothing new, but what is still fairly new is the idea of commanding them on the field of battle alongside your soldiers. Over the shoulder views can only grant you so much of a perspective as there still is no real danger to yourself. Squad-based combat systems like the ones used in "Star Wars: Republic Commando" and "Brothers in Arms: Hell's Highway" are closer to what "Pikmin" and "Overlord" achieve, though.

How many of you actually remember "Overlord?"
What I'm talking about is the idea of being in command of larger groups (20+ individuals) while still having to worry about your own safety and fighting the enemy with them.

"Overlord" allowed you to upgrade your magic and weapons so that you would truly feel like an all-powerful badass surrounded by scores of equally frightening critters. "Pikmin" was more toned down, but focused heavily on the strategic use of the Pikmin themselves whilst also protecting yourself from mortal danger.

In one word: Presence. That's what these games developed for the player, and that is sometimes what a game is lacking. The player often doesn't feel a part of the world, and there's no sense of danger or consequence when micromanaging. Just take the viewpoints as an example: over the top, distant, looking down on the action. "Pikmin" and "Overlord" put you toe-to-toe with monsters like other third-person role-playing games, but also gave you a ground perspective of the work you were having done. It's also a level of realism and survival that you normally don't see in a real-time strategy game.

Being present and aware of your surroundings while making sure something is collected. Constantly on the alert for what may lurk around the next corner, or what may even be stalking you at that very moment. That's good gameplay.

With "Pikmin 3" coming out for the Wii U, there's no doubt that the Vault will be taking a crack at it and seeing just how well Nintendo has perfected this style of gameplay.

When making your own games, don't forget about presence, and whether or not it matters to the gamer. See what you can do to make them feel invested in the environment instead of just the enemies and the goal. Make them fear for their safety as the character instead of knowing that if they just hide behind some rubble they'll be okay.

How much more dangerous and intense would any of the "Call of Duty" games be if you actually had to command the troops around you while fighting? What about leading troops into battle in "Skyrim?" Think about it.

Sunday, August 12, 2012

Will U buy Wii U?


I’m not sure if that whole “full-disclosure” thing applies to me or not, but I must admit that I’m a bit of a Nintendo fanboy. Plain and simple. I’m probably going to be getting the Wii U when it comes out. I mean, seriously, who can resist swinging the sword around a few times in "Zelda" or totally pwning your friends in "Super Smash Bros." every once in awhile?

Moving past that, I can still see that Nintendo is in a very vulnerable position right now with the release of their next-gen console. I went to Nintendo’s E3 press conference this year, and what I saw wasn’t exactly awe-inspiring. Immediately after the presentation I booked it over to the Nintendo booth on the show floor and played almost all of the demos available (yes, even Wii Fit U with the ridiculously fit staff members there yelling at you to "squat lower!”).
Some of what I saw on the floor, namely "Takamaru’s Ninja Castle," "Animal Crossing: Sweet Day," and "Luigi’s Ghost Mansion," were quite fun to play and are the mini games that are going to help sell "Nintendo Land" and the console.

The accuracy of my ninja stars using the Wii U GamePad was ridiculous, and the flat out fun that resulted from pitting several players against one single opponent were concepts that aren’t seen or just not well executed on other consoles.

Other demos like "Pikmin 3" and "Just Dance" were either too similar to their predecessor or were just not as good as their Xbox 360 or Playstation 3 alternatives.

Also absent from the floor were games for players who like to, well, play video games using a standard controller. Even with a couple of exceptions ("Assassin’s Creed III," "Mass Effect 3") there is not enough software availability to prevent anyone other than the casual gamer from jumping ship to Microsoft or Sony.

Gamers who aren’t fans of Nintendo’s overly-saturated, colorful games are not going to suddenly flock back because of the announced Wii U Pro Controller. But does Nintendo want to appeal to this type of gamer right now?

It's like a theme park without the sweating and lines.
From someone who loves seeing products evolve instead of simply upgrade, I applaud Nintendo for the advances that they’ve made with their hardware and some of their software. The Wii U platform has given developers a memo that says, “Go forth and develop!

Many of the feelings of inadequacy felt by visitors of the Nintendo conference are due to the fact that the games that are going to excite them and reinvigorate their trust in Nintendo have not even been shown yet. Instead of encouraging manufactures to simply put the latest GPU in their console to crank up the polygon count, we need to encourage developers to take a step back and develop a game that is an evolution from existing gaming methods instead of an incremental upgrade. Nintendo is making the radical move of trying to change gaming, and that takes a lot of guts.

Another big point of contention is the company's forthcoming attempt at a dedicated online service, Nintendo Connection. No one has been able to match Microsoft in terms of online playing experiences, and the Wii wasn’t even in the same universe when it came to online play.

At their E3 conference, Nintendo talked about all the communication that Nintendo Connection was bringing to the plate: video chat, message boards, etc. All of the things they talked about sound good in theory but I doubt how easily they are going to allow players to connect (Friend Codes, I’m talking about YOU!).

By being first out of the gate with Wii U, Nintendo has both a lot of power and vulnerability. Play their cards right, and Nintendo dictates early on what the playing field looks like when Sony and Microsoft release their next-gen consoles.

Releasing with a competitive price point, selection of 1st and 3rd party games and a Nintendo Connection that can compete with the likes of Xbox Live and the PlayStation Network are all crucial to a harmonious release that would put Sony and Microsoft back on their toes. Play their cards poorly, and competitors already have a favorable playing field when they release.

Wednesday, August 8, 2012

Kingdom Hearts 3DS: Dream Drop Distance review

Calling all Keyblade wielders!

It's time to take up arms and dive into the latest iteration of the "Kingdom Hearts" franchise. "Kingdom Hearts 3D: Dream Drop Distance" on the Nintendo 3DS continues the story of Sora and friends dealing with darkness in the worlds of Disney.



While the game is a continuation of what happens after "Kingdom Hearts 2", it is in no way the all-elusive, reportedly non-existent "Kingdom Hearts 3." It's more of a set-up to what will happen in "KH3."

This time, Sora and Riku are given the task of passing the Mark of Mastery and opening the seven keyholes of the slumbering worlds. All the while, a mysterious boy is causing havoc throughout the worlds, making Sora and Riku's test that much harder.

As simple as it all sounds, the inner workings of the story can make you scratch your head at times, but it's nothing a 2nd playthrough can't fix.

To help tell the story of both characters, the game incorporates the Drop system. After playing with a character for a while, the bar next to the HP bar will begin to empty. After it does, Sora or Riku (whichever character you are currently playing as) will fall asleep and the story will switch over to the perspective of the other character.

At first it can be a bit frustrating, but it becomes easier to handle as time moves on. The only big annoyance is when you're facing a boss and your Drop meter runs out making you leave the battle and focus on something else. Luckily you can force Drop at any time to go back to that boss fight and you can use the Drop-Me-Not item to prolong your play time as Sora or Riku. This is an intriguing way of going about the story, making sure that no character's story is neglected and it does a great job of it.

Players can link with Dream Eaters to boost attacks
If you've played any "Kingdom Hearts" games in the past, chances are that you'll be very familiar with the combat system this time around, and this is where the "Kingdom Hearts" series comes to shine.

With every new installment in the franchise new elements are added, but the basic concept of combat is kept the same. In "KH3D," You still have the same free-flow-esque type of combat that the series is known for while also bringing back the attack commands that "Birth By Sleep" brought to the table.

This time around, Flowmotion is the big star of the combat. Using the X button, players can send Sora and Riku flying through the levels, spinning on poles, jumping off of walls and leaping tall buildings in a single bound. This also adds to combat, and with that a new level of strategy and excitement.

Veering off a building, bouncing off a wall and then dash-attacking into an enemy makes you kind of a badass.

Another aspect new to the franchise is the story. Since it takes place within Sora and Riku's dreams, Donald and Goofy can't be part of your party, but in their place come the Dream Eaters. Sort of like Pokemon, players fight with these creatures by their side. Each Dream Eater has a different archetype - some heal and others attack with magic or physical attacks. Players gather items and synthesize new and more powerful Dream Eaters.

With the Dream Eaters, your characters can also grow stronger. Leveling them up unlocks new commands and stat attributes and abilities to help strengthen your characters, adding more to the level of depth. All in all, the gameplay aspect is solid and very fun, and will definitely bring you back for more if the story doesn't already.

Sora vs. Rinzler
Now, a big part of a "Kingdom Heart" game is the worlds and characters you meet along the journey. This time around, we're treated to worlds like The Grid from "Tron: Legacy" and The Symphony of Sorcery from "Fantasia" and their respective characters. So, Sora & Riku will meet the likes of Sam Flynn, Quasimodo, Esmeralda and many others.

The worlds and characters are represented well here and add to the experience. One group of characters to make exceptional note of is in Traverse Town. Riku & Sora meet the gang from The DS title "The World Ends With You." Neku, Rhyme, Shiki, Beat and Joshua are brought back to the spotlight with fully voiced monologues. After only being able to read their thoughts in their original game, it was great to hear the conviction they carry in their lines.

While the story may be a bit hard to understand and there may be some platforming issues here and there, the game is a note-worthy addition to a franchise fans have come to love. The game does a good job of adding to the rich story and set up for the final battle and the real "Kingdom Hearts 3." You know, if that ever comes out!

"Kingdom Hearts 3DS: Dream Drop Distance" gets an eight out of ten from me.

Now we play the waiting game for the next one to come out....

Friday, July 27, 2012

Rhythm and Motion


As the Nintendo Wii came out of the shadow of the Nintendo Revolution rumor, movement based gaming suddenly received a jolt of life on the home console. Games that were traditionally thought of as arcade titles and not feasible for the home environment were now entirely possible and encouraged.
However, the gaming community began to see this as a dilution of their hallowed pastime. Now that everyone was encouraged to play since the controller became as complicated as their bodily movement, gamers felt that their hobby was no longer unique and the hardcore games were fading away for more family friendly titles.

Those rabbids are...ravin'.
The first wave were games like "Red Steel" or the surprisingly popular "Rayman: Raving Rabbids." Simply enough, the tech focused on moving the controller in time with directions or beats to get the correct sequence. I mention these before the shameful peripheral that was the PlayStation EyeToy or even the home version of "Dance Dance Revolution" because the Wii games were actually considered triple-a titles.


"Red Steel" was shamed and hailed as a glitchy and bugged-out game that should never have been a launch title. Sad, but true for the game that was actually somewhat fun if it wasn't for the awful use of motion control. "Rabbids," however, was socially looked down on, but reviewers and consumers ate it up. The gaming community couldn't really see any interest in it, and yet copies sold.


It took time, but eventually Nintendo figured out a somewhat workable use for the Wiimote and it became commonplace and accepted to a degree to those who were fans of the company. Soon, Sony and Microsoft were announcing their own movement based peripherals that were eerily similar to Nintendo's design, except for the Kinect using everything but a physical item in your hand.


Now, motion-based gameplay is still a gimmick, but one that gaming companies use cautiously. "Ghost Recon: Future Soldier" used in in their weapon customization system, which was probably the best use for the Xbox Kinect in recent years. The Nintendo Wii's motion controls have been streamlined so much so that even a novice to video gaming can use the system to workout with. Oprah gave her entire audience Wii systems and copies of "Wii Fit" during a taping of her daytime talk show. Sony still remains an the back of the race, unable to truly garner the attention of their customers to the PlayStation Move, awarding it a mediocre place in history just like the EyeToy.



What with "Dance Central" and "Just Dance" on Xbox and the Wii, motion controls are becoming more sophisticated than ever, completely removing the need for the "Dance Dance Revolution" floor pads.


The fever pitch of dancing games and music-based gameplay would not have reached the fever pitch that it did without the success of Harmonix's "Guitar Hero" franchise, which has been taken over by Neversoft, or their other music-based hit series, "Rock Band." Gamers could now feel a connection to something other than cyclops evisceration and collecting coins by working to make the chords and notes of their favorite songs happen. They felt a sense of accomplishment, and there was even a feeling of skill as people began to master certain songs.


Of course, gaming companies felt that this meant they could make comebacks for lightguns and props. Who could forget the completely awkward and unusable attachments to Wiimotes for "Wii Sports" made by Nerf? Or the ineffective and cumbersome Wii Zapper? Let's not forget the serious piece of hardware that Sony made recently that looks almost exactly like the Wii Zapper for their Move controllers and shooter games.


As musical gaming became more sophisticated and mainstream, drum sets were added along with keyboards and microphones that detected correct pitch. An entire band could be formed in a living room instead of a garage. The logical evolution? "Rocksmith."





The Vault tested out the effectiveness of "Rocksmith" and proved that it is indeed a working learning tool for those players looking to strum a six string. Now the gauntlet has been thrown down, and gamer speculation rises as to what the next instrument or game will be to teach the masses rather than just entertain them.


Success in both movement and music simulators, a term used hesitantly now as "Rocksmith" actually teaches the player, is an excellent lesson in game development and market manipulation.


Nintendo took a chance with the Wii. One could argue that motion-based gameplay was the evolution of the industry, but nonetheless it was a gamble to be the first in the running with that. Again, we must acknowledge Sony's attempt with the EyeToy, but it's utter failure cannot be ignored. It was no competition for a system built around motion control.


Even the marketing focused on physical movement.
The idea of the player actually moving meant that they were invested in the action and the game more than if they were merely sitting in a chair and watching their character do all the action. It's the sense of accomplishment that one gets from actually killing the dragon instead of watching someone else do it as you press four buttons. Of course, games are not there just yet, but they are moving towards it.


To that same idea, however, a gamer getting a high score when playing "Guitar Hero" or "Rock Band" feels that they've actually done something because they've made the music. Yes, they are still pressing buttons, but "Rocksmith" and the pro peripherals for "Rock Band" change the playing field because at that point a gamer is using an actual instrument.


How do game makers achieve a sense of accomplishment and investment in their games? If a developer can get the player more involved in a game, surely they'll want to keep coming back for more That's half the reason conversation options exist in RPGs, so that the player feels that they are responsible for the choices and events that occur. If that could be translated into actions, then perhaps something big would happen.


Looking at the musical game evolution, the argument could be made for the idea that if the player is engaged in learning something, then they will be more invested and more motivated to play. The "Dance Central" games may teach someone nothing but line dancing techniques, but they do teach you something. There have been no recorded instances of people actually dancing like that in clubs, but it's really only a matter of time now.


From a handheld device, to a person.
Buttons no longer do the job of getting the player into the game. As gaming has become more social, mental and physical through multiplayer, engaging storylines and technological advancements, more is expected from a game. People are now used to epic storylines spanning several games like "Mass Effect." A multiplayer element that pits gamers against other gamers where stories and experiences can be shared is almost standard in any game that features a gun. If the game uses motion controls, the way to garner success seems to be teaching something actually relevant that can be used with others or to give a desired outcome like learning an instrument or getting fit.


The bar has been raised, expectations have been changed and just sitting on the couch doesn't cut it anymore. The industry has changed and it's time for games to reflect that.

Tuesday, July 24, 2012

Theatrhythm Final Fantasy Review


Gather, humans, moogles, & chocobos alike, for I have a review for you! It's been 25 years since "Final Fantasy" was introduced to the gaming masses, and what a glorious 25 years it's been. The "Final Fantasy" series has so much to love from the characters to the story - and even the music. That music is what Square Enix has based their newest 3DS game on.

"Theatrhythm Final Fantasy" is a rhythm-based game using the wonderful music tracks from the past 13 main "Final Fantasy" games. Each game is represented with five songs each adding up to a total of 65 tracks, not including the available downloadable content.


The visuals are very cutesy. The characters and monsters themselves look like little plush dolls with colored dots for eyes and blushing cheeks. It all looks very reminiscent of a mannequin or puppet show.

You can clearly tell that it was intended for a Nintendo audience, which is not a bad thing because its visual style alone lets the game stand out on its own from the franchise.

The game does a great job of making you feel like an orchestra conductor. You pick a party of four characters from the different iterations of the franchise, and then can pick a game in the "Final Fantasy" series (I-XIII) one by one and play it's music.


Playing is as easy as tapping, swiping or dragging your stylus across the screen.

The actual gameplay is simple: follow the command prompt, then scroll and tap,swipe or drag when it gets into the appropriate area. Its very simplistic, but can be very challenging when you up the difficulty.

The songs are split up into three different stages.

Field music stages, which pull their songs from instances in the series in which the characters are traveling in an open-world map, have the challenge of keeping the character running to the rhythm of the song while trying progress on the map. There are sections of the songs devoted to summoning a chocobo to help speed players along the map which add for a fun challenge.

Battle music stages are set to the battle music of the franchise (such as "One Winged Angel") and pit your party against monsters and bosses while trying to keep the party's health points up and attempting to perform a summon.

Event music stages treat players to cutscenes from a particular game in the "Final Fantasy" series spliced together to songs from that game. These do great justice in showing the series' growth from 8-bit to the high-definition games we have today. The only letdowns here are that the text in the cutscenes are not in English, and unlocking songs along with new characters takes a small eternity. Overall the gameplay is fun enough to keep people playing it.

"Theatrythm Final Fantasy" is great as fan service and as a piece of nostalgia for the "FF" veterans, but is also a great invitation to the series for newcomers.

I give "Theatrythm Final Fantasy" a 9.5/10.

Wednesday, June 6, 2012

The big three at E3 2012

John and Jesus round up the offerings from Nintendo, Sony and Microsoft from the E3 convention floor.

Tuesday, June 5, 2012

E3 2012: Nintendo Press Conference


Nintendo's E3 2012 press conference this morning was all about the games.

Shigeru Miyamoto opened the event with a look at the upcoming "Pikmin 3," which is being developed for the company's upcoming Wii U console. The game itself looks cute and colorful just likes a Pikmin game should. The big feature touted was the ability for players to take control of four leaders (none of which are Captain Olimar) and use them all simultaneously to change up the normal gameplay strategy.

A black model of the Wii U console could be seen on stage and the image popped up sporadically onscreen throughout the presentation.

Reggie Fils-Aime took the stage after Miyamoto and proceeded to show off a ton of games, all of which make use of the Wii U gamepads's touchscreen. Games shown included "Batman Arkham City: Armored Edition" and "Mass Effect 3" as well as "New Super Mario Bros. U."

A game called "Sing" was shown and appeared to bring all the awkwardness of karaoke to your living room. The promo video featured a few friends gathered around one girl who was facing toward the group and singing lyrics read from the gamepad.

The 3DS had a small showcase of games including "New Super Mario Bros. 2" and "Luigi's Mansion: Dark Moon." 3DS games were sparse during the press conference because Nintendo is hosting another event specifically aimed at showcasing game for their handheld tomorrow night.

"NintendoLand" will showcase the possibilities of the Wii U gamepad.
"Lego City Undercover" was shown to be a sort of open-world crime solving game. The game will feature voice acting and looks to feature the clever parodies Lego games have come to be known for.

The showcase was closed with a look at "NintendoLand," which seems to be a sort of Playstation Home for the Wii U in which players congregate in a central hub area and can play mini games together that are designed specifically to show off the versatility and usefulness of the gamepad.

Nintendo fans are likely to be pleased with the official announcement of a new installment in the Pikmin franchise, but there was no hardware information or a price and release date for the Wii U.

All the E3 announcements from Nintendo throughout the week can be found at e3.nintendo.com.

Thursday, April 5, 2012

Kid Icarus: Uprising Review



It's been an outstanding 25 years since the original Kid Icarus came out on the NES and fans have been longing for a true heir to the throne. I'm proud to say that Kid Icarus: Uprising takes on the legacy very well.

The story revolves around the main character, an angel named Pit, fighting off Medusa and her hordes of underworld minions. It takes place 25 years after the original game to humor the fact that so much time has passed between the two games, and that same 4th-wall breaking humor can be found throughout the game, which makes it more enjoyable. The story has some interesting twists and turns and just when you think it's over, it turns out its not! The saying "it's not over until the credits roll" does not apply to this game. The story runs for a good 10 hours, which is great for a handheld game and you'll enjoy every minute of it.

Air Assault mode lets players take to the skies for a few minutes.
The gameplay has changed considerably since the NES days. The original was a mixture of Metroid and Super Mario, while Uprising is more of a Star Fox-style space shooter combined with a third-person  shoot'em up.

 Every chapter is broken up into two sections - the first being an "Air Assault" in which Pit takes to the skies and fights the underworld horde. Pit, sadly, can't fly by himself and requires goddess Palutena to grant him the power of flight. The power of flight only lasts 5 minutes before Pits wings burn up so at most your flying around for five minutes. As mentioned before, the Air Assault parts play out like a Star Fox game in which players are on rails shooting anything that moves. This is the more fun part of the game and hooks you in - and the 3D helps a lot. The shoot'em up parts are fun, but can be a bit strenuous. The later levels drag on and can get annoying, but, overall, you'll still have a hell of a time.

The controls are the biggest gripe. The game comes packaged with a stand that can be used to prop up the 3DS to help feel more comfortable while playing it, but I haven't used it. The control breakdown is like this: the thumb stick is used for movement and the shoulder buttons are used to fire. Simple yes? But to aim you have to use the touch screen, and that's where it can hurt. Supporting the system without the stand and playing can lead to some serious arm/wrist strain. The game even warns you after two levels to take a break. You'd think that the developers would have found a different control scheme to help save the pain instead of adding a stand to the game.

The soundtrack to the game is damn good and has the player feeling incredibly immersed. The epic space battles feel like something straight out of Star Wars, and I'll be damned if that ain't adding to it. The environments are gorgeous and are always different from the ones before. Levels vary from outer space to ancient Grecian-inspired locals. There are also many different types of weapons and powers to acquire. Each weapon/power has its own feel and style, so different players can be happy with there own style of play. All these little things add up to a carefully constructed game for players.
Multiplayer allows players to duke it out against rival angels.

There is multiplayer too, but it is forgettable. There's only two multiplayer modes: free for all, which is pretty self explanatory, and a "Light VS Dark" mode which is basically team deathmatch in which the two teams have a health bar that whittles down until its empty. After depleting the enemy team's bar,  the last player on the winning team to die is turned into his team's angel - either Pit or Dark Pit (Pittoo if you play the game) - and then the match shifts into a assassination-type game in which the lead angel must be taken out to win. Fun, but, like I said, forgettable.

Kid Icarus: Uprising is an amazing game and strong recommendation for any 3DS player. This feels like a strong rebirth in what could be an amazing series if Nintendo chooses to explore the franchise further. The only things that really needs to be worked on are the controls. I just want a game that doesn't cause me physical pain when I play it. We at the Vault give Kid Icarus: Uprising get an 8/10. A damn near perfect game, but hurtful controls and forgettable multiplayer hurt the overall score.

Friday, March 2, 2012

¿Wii U a 299$?


Según fuentes internas de Nintendo, ya corren rumores de que Wii U podría comercializarse a 299$ y 24.000 Yens. Este precio es, al parecer, uno de los objetivos que se ha marcado Nintendo para el lanzamiento de la consola.

Ni que decir cabe que para el lanzamiento europeo ya nos esperamos una conversión uno a uno con el dólar de firma que se quede en 299€. ¿Y a vosotros que os parece este precio de lanzamiento?

Sunday, December 25, 2011

Nintendo presentará novedades el día 27 de diciembre.


Nintendo ha confirmado que el próximo martes, 27 de diciembre, dará una conferencia en la que anunciará novedades todavía por determinar. Al igual que hizo en octubre, la conferencia será retransmitida en directo por Internet a través del servicio UStream.

Por el momento no se sabe qué anunciará Nintendo este martes, aunque se espera que se presenten novedades para la consola Nintendo 3DS, que está obteniendo unas muy buenas ventas estas Navidades en Japón tras su lento comienzo a principios de año. Algunas fuentes apuestan por el anuncio de una revisión de la consola portátil, que añadiría un segundo stick analógico, mientras que otros aseguran que se tratará de nuevos juegos y fechas de salida del nuevo Animal Crossing ó Luigi´s Mansion 2.

Tuesday, December 20, 2011

¿Es posible un futuro Zelda sin control de movimiento?


Si hay que reconocer algo bueno a Nintendo es la calidad que le dio a su WiiMote que posteriormente evolucionó a WiiPlus. Este mando que todos conocemos y que hemos empuñado más de una vez, hace las delicias de una consola que siendo técnicamente muy inferior a lo que hay hoy en día en el mercado, ofrece grandes dosis de diversión.

El último caballo ganador lanzado por la gigantesca compañía japonesa es Zelda Skyward Sword, un juego que si bien gráficamente no alarde ni brilla por sus gráficos si lo comparamos con juegos “Next-Gen”, si ofrece una novedad que muchos esperábamos a los inicios de Wii: un control perfecto y una inmersión total en la aventura y particularmente con Link, el protagonista del juego.


WiiPlus detecta todo: los espadazos horizontales, verticales, oblicuos, estocadas, cuando usemos el arco el WiiPlus servirá para apuntar mientras que el Nunchuck hará que tensemos más o menos la cuerda de nuestra arma. Otra funcionalidad es la defensa sacando nuestro escudo con tan solo empujar el nunchuck hacia delante, o ya curiosidades varias, mantener la estabilidad mientras hacemos de funambulista por los altos barrancos de Celestea.


El control es tan perfecto y está tan sumamente bien ligado a nuestro héroe, que no veo cabida de cómo eliminarlo en un futuro juego de Zelda. Una revolución diréis algunos, quizás si. Aquí es dónde Zelda si se puede llevar un 10, ya que en Skyward Sword somos Link, empuñamos su espada y sentiremos cada uno de sus ataques. Un control tan bien atado que es imposible eliminarlo en su futura secuela.

No veo un futuro Zelda sin este control de movimiento ¿y vosotros?

Friday, December 16, 2011

Nintendo partner del museo del Louvre en Paris.


¿Que tendrán que ver un museo de arte como el del Louvre con una compañía de videojuegos como Nintendo? ¡Pues mucho! A partir de marzo, Nintendo pondrá a disposición del museo del Louvre 5.000 Nintendo 3DS como audioguías para los turistas que quieran visitar el precioso museo del Louvre en Paris.

De esta forma, los visitantes podrán alquilar el dispositivo y mediante un software educativo (que aún desconocemos), podran disfrutar de unos recorridos predefinidos por la consola traducidos además en siete idiomas.

Aún desconocemos más datos técnicos y precios del alquiler, pero desde luego nos parece una iniciativa muy acertada más sabiendo la increíble cantidad de gente que pisa día tras días los suelos de ese museo.


Como curiosidad, añadir que no es la primera vez que Nintendo y el Museo del Louvre unen fuerzas, ya que The Adventures of Super Mario Bros. 3 apereció el museo como guiño dentro del juego.

Fuente: TechCrunch y Mariowiki

Wednesday, December 7, 2011

Wii U se puede reservar en Carrefour por 450,20 euros.


La cadena de tiendas Carrefour de Francia incluye desde hoy mismo, la posibilidad de reservar la enigmática consola Wii U en su catálogo digital francés, por 450,20€.

Y he escrito bien enigmática consola puesto que apenas tenemos detalles reales sobre la próxima consola de sobremesa de Nintendo. Wii U está llegará al mercado durante el próximo año fiscal, es decir, a partir del 1 de abril de 2012, sin fecha, ni precio, ni especificaciones técnicas confirmadas a día de hoy.

Según las últimas informaciones, este sábado 10 de Diciembre, aprovechando la celebración del evento Video Game Awards 2011, Nintendo podría dar una breve conferencia especificando nuevos y suculentos detalles de la esperada Wii U. Seguiremos informando.

Wednesday, November 30, 2011

Nintendo y sus divertidos anuncios publicitarios.


Navegando por Internet he encontrado varios anuncios televisivos de algunos de los videojuegos más famosos de la compañía Nintendo. La verdad es que me he llevado una gran sorpresa al descubrir que todos ellos, tienen un aire muy desenfadado y que la mayoría, son muy divertidos incluso para aquéllos no familiarizados con la lengua de Shakespeare o de las tierras del Sol Naciente. Y es que… una imagen vale más que mil palabras. Prestad atención ante todo, al anuncio de Mario Kart 7. En dos palabras: IM-PRESIONANTE.

Mario Kart 7 – Anuncio Publicitario (EEUU).


Mario Kart DS – Anuncio Publicitario (Japón).


Mario & Luigi Partners in Time – Anuncio Publicitario (Japón).
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