Showing posts with label Accessories. Show all posts
Showing posts with label Accessories. Show all posts

Saturday, September 27, 2008

Samba De so Close, Wii!



I think it's absolutely fantastic Sega has revived several of their more unique franchises - I'm a staunch fan of unique games that promote creativity in games and show me new ways to experience my hobby. I've found far more cherished gaming memories and creative stimuli in games like NiGHTS and Space Channel 5 than I do titles like in the Battlefield series, which play in the same general sort of sense as many other games. It isn't that those titles are any less enjoyable or solid - it's simply a case of unique memorable moments and inspirations. In today's competitive market, there are less and less companies that can afford to be a "Working Designs" type company that are willing to bet it's business on bringing you unique products, which is why Sega's willingness to risk capital on more unique titles draws far more of my attention and hope for success than franchises like Smash Bros, which will always serve as a license to print money.

Sega's current risk on the market is the revival of Samba De Amigo for the Wii console. A unique title bristling with crazy animal characters and dancing EVERYTHING, it blazed unique territory in 1999 by being a game based entirely on the shaking of maracas. Nothing else had been done like it before, and save for a similar Sega-produced tambourine game, nothing has ever been since - until now. With Sega seeming to not be in the best financial position, especially in a slowing world economy, releasing a title like this requires it to be developed, produced, and marketed in just the correct way so as to maximize the potential purchase dollars of the niche market it caters to. Despite being only two days into release in the North American market, I've clocked quite a few hours (killing my arms in the process), and it is painfully obvious Samba De Amigo will need a lifeline faster than the failing banks of Wall Street. The good news is that this CAN happen with the current release situation, the bad news is Sega's track record of responsiveness doesn't lead one to a conclusion in positive territory.

So what's broken? Gameplay, production, and marketing. Let's examine each and how they can be fixed:

Gameplay
In the original Dreamcast release Samba De Amigo came with a sensor bar and two red maracas, the fruit of Sega's extensive research into near-perfect duplication of the title's arcade counterpart. The game requires the maracas to be shook based on rhythmical notations on the screen in a high, mid, or low position for each hand. It worked very well and is often praised as among the best translations of perfect arcade style controls to a home console.

The Wii version is based on the Wii's wiimote and nunchuck technologies, not visual reflection as on the Dreamcast. This creates a situation in which a similar, yet entirely different mechanic is used to determine the wiimote, or virtual maracas', placement in gameplay. Instead of being able to triangulate positioning through infrared, the virtual maracas' position is based on the pivot of the wiimote. This goes completely against the human tendency to place the wiimote in a higher space or a lower space like is logical - instead one must make sure the wiimote is pointing in the appropriate direction instead. You can use your arm to help simulate a "dancing" feel but in the end most will throw their arms up, pointing the wiimote backward, causing a missed shake of the maraca. Repeated unintentional misses when following logical steps leads to frustration. Ever hear of a game that wasn't designed to be frustrating selling like hotcakes? I sure haven't in a long time, and the word of mouth this game generates based on this factor alone could be a deadly blow. The fix? This fix lies in correcting the game's production.

A good deal of the problems could have been solved with the Wii Motion Plus, a device that should have been built into the WiiMote. This marvelous upgrade Nintendo held secret, causing a number of new titles to play worse then they could have, with Samba being a prime example. The WiiMote can't track the movements and shakes, when comparing how much accuracy could have been programmed into this game had Nintendo let developers know about the add-on. Samba is simply a victim of Nintendo screwing the pooch, er, monkey.

Production
A game where you pretend to shake maracas should, well, come with maracas. It only makes sense. I recognize Sega had no need to create an entirely new peripheral for Samba De Amigo on Wii when the controls were motion sensitive to begin with. Nevertheless the game positively screamed for some sort of maraca peripheral or add on to help make the game experience more authentic.

Believe it or not authenticism is not the only reason for including a maraca shell with the game. Having played with a third party maraca shell for the Wii, I can confirm this simple plastic shell goes a long, long way in correcting the game's flawed basis for detecting maraca position. Having the ability to see and feel a large maraca in your hands inherently guides you to position the wiimotes accurately for position and shake detection. The difference was nearly night and day! On the hard difficulty level I was initially feeling frustrated and spending more of my mental processing power on making sure the game thought the maracas were in the place I wanted them to be, instead of focusing on actually playing. The second I snapped those shells on I was automatically in the right place due to how I had to hold it, and I shifted from focusing to actually being able to play the game, increasing my enjoyment ten-fold. Having the shakers in play also helped to sharpen my timing. Simply put, imaginary maracas don't lend themselves to easily being played with.

Sega's out-of-the-box impression to consumers would have been sharpened so much had they simply included a maraca shell for the wiimote for the aforementioned reasons. The best part? They still can do this! Creating a bundle with a slightly higher price tag is not unheard of and has been known to happen from time to time. Making this sort of shrewd move could single handedly save the game from the path it is rolling down without abandon, as dropping $15 extra for a set of maracas as a separate purchase can deter a consumer while bundling would create a better impression of value while ensuring the gameplay goes according to plan at the same time.

What happens if this is not done? Samba De Amigo on Wii will likely go down amongst Sega's worst DC to Wii conversions in history thanks to the lack of "built in" guide to shake your maraca just right. Even if it is actually corrected (a Sega first), they still need to get the word out.

Marketing
Some companies don't get marketing or aim for the wrong market entirely. Sonic needs to go fast, yet Sega slows him down and markets the title to the 18-40 year old demographic that purchases games, instead of marketing that sort of title to the senior population playing Wii Sports. Unfortunately Sonic is doing better than Amigo - and that's saying something. Sega needs to get the word out about this unusual title if they hope to sell it. The average casual, and even hardcore gamer, simply isn't going to fully understand a title of this nature based on the box alone - especially when the box has a bizarre looking monkey wearing a sombrero while holding maracas. Sega needs to get the word out about what this game actually is and how it is played. 30 seconds works for ordering some crap bug remover through voodoo, so why not a dancing monkey?

Couple a marketing ploy with the maraca clasp bundle and suddenly you have a game that really works straight out of the box, letting you reach the hardcore market, but also the casual market that so many companies are so desperate to break into (and Sega really needs to break into something). It's a sure-fire recipe for success!

Let me be clear - I'm not declaring Samba De Amigo to be dead two days into release. To make such a declaration so soon is not in the speculative nature of any well-informed gamer. What I am saying is the clear level of production values and effort that go into such a well-loved title are about to go the way of Sega's other recent failures - and that is what probably is the biggest loss of all. Let's all hope some Sega PR person googles for "Samba De Amigo" or "Samba De Amigo Review" and finds my page of suggestions. I know they'll go a long way.

Wednesday, July 16, 2008

Rockband(s)


I sincerely hope at some point Activision and Harmonix get back in touch with the gaming public soon - we are TIRED of buying instruments in this area of $4.20 per gallon gas. Besides destroying available real estate within my house, I simply cannot afford to drop $200 everytime a new version of Rockband comes out. What happened to the good old days of allowing a peripheral to be used with several games before a new version is even considered? Is Dance Dance Revolution the only holdout that doesn't require me to buy a new dance pad with yodeling ability with every new mix released to the public?

I speculate, but perhaps the developers of these hugely grossing games have massively large houses they purchased at the cost of a few mil. This could explain why they're able to justify the high cost of the "Mary Poppins Box of Band Instruments" with each new version of the game. Not to mention their massive houses could actually store all these toys, unlike my fair size apartment (as far as apartments go). If this trend continues buying an iPhone could actually be cheaper than buying a video game!

As "authentic" as these games are trying to be, it's getting gimmicky to the point of ridiculous. A drum set that is velocity sensitive and can adjust the volume for the sound it makes in the game? Adding more things to hit instead of something manageable to a newer player? Excluding bands who won't provide master tracks? At what point do you throw down the controller and go start an actual rock band? Have we reached this point already? Guitar Hero: World Tour allows for a full electronic drum set to be used in place of the drum peripheral. Next the publishers will just provide sheet music, right?

Activision and Harmonix - most of us like your companies and definitely get into your music games, but for the love of pete, will you stop with the oneupsmanship in the instruments and let us actually ENJOY them for a while? I don't think I'm the only one who is becoming turned off by these iconic titles due to the high cost of entry. You stand to make a lot more money by simply releasing a new version of the game that uses my current peripherals, instead of making me choose between money for groceries and a game.

Sunday, April 27, 2008

Do you Snort at the Wii Wheel?

Back when Nintendo introduced Mario Kart Wii and the Wii Wheel to the public I was interested in the game, but not so much in the cheesy new shell for the Wiimote. How many of these lameass shells have I seen for the Wii and associated controllers? Even the Wii Zapper looked like it was poorly thought out with the cords and sliding doors involved. It just seemed like Nintendo had really gotten the whole Wiimote down, but everything else after detracted from the experience. Third party addons were just cheesy shells that often did nothing to enhance gameplay. So is anyone ever going to get it right?


After picking up Mario Kart Wii at midnight last night, I've been taken from one extreme end of the spectrum to the other. The Wii Wheel is indeed just a plastic shell for the Wiimote, but the very nature of its design and the meticulous programming on the game software makes for a completely new way to play - the way Nintendo has been trying to push for a while. The fact is holding the Wiimote sideways makes you feel like you're holding a TV remote and you won't drive with the finesse of a real driver - the Wii Wheel drives this finesse. No, I'm not kidding, the Wii Wheel creates a brand new, more fun experience that I've been begging for a while. It takes the tacked-on feel of Wii controls and integrates them as tightly as possible. And it feels natural. The game feels as responsive as ye olde joysticks of yore and you honestly don't look like as big an idiot as you think playing with this new method. In other words - the Wii Wheel is an essential part of the new Mario Kart.

Personally, I'm kicking myself for only taking the wheel in the game package. I hope I can find some today before this peripheral's sales take off like mad and you'll have an easier time finding the Wii itself. I was a hard, hard skeptic and now I've been made a believer. If you've doubted as hard as I have when it comes to Wiimote accessories, try the Wii Wheel once and you'll be made a believer.

Tuesday, January 1, 2008

Farewell Wavebird, We Knew Ye Well

With the Wii supporting most GameCube hardware it certainly came as a big surprise today to find out Nintendo has changed their Customer Service Center scripts to inform customers they do not intend to restock supplies of the best accessory of the last generation.

If you're anything like me you certainly are not a fan of corded controllers and can fondly remember the revolution brought on by the sudden freedom from worry and cords. No longer would anyone trip over the cord and bring your console rushing to meet the carpet (or worse, hardwood). Gone was the knot of cord formed by switching controllers in many multiplayer games. The Wavebird spelt a huge step forward for peripherals because not only was it sanctioned as a first party item, but it WORKED and damn well.

This only fit in better with the Wii. I popped the white panel off the console the day I bought it and firmly planted my three Wavebird receivers in the control ports. They don't go anywhere. It leaves me scratching my head as to why Nintendo would kill the Wavebird over the corded controller, which they state is still shipping, or at least wait for the Super Smash Bros Brawl rush to end. I'm left with once choice - get a fourth Wavebird while I can. Super Smash Bros Brawl will certainly kill off existing stock.