Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Wednesday, July 8, 2009

The Market - She's Dead, Jim. Or is She?



You may have noticed Digital Stardust has gone mute for several months now. This is no accident. The intent of DiS is to comment on the game industry as a whole, with a focus on trends and topics affecting large portions of the community - developers and gamers alike - but when the industry stagnates, there is only so much you can say before you have become a broken record. Rather than become a site riding a dead horse, we've simply gone quiet in the meantime. Plans are in the works to change the situation and provide engaging content, however these things take time, so your understanding is appreciated.

The time has come to momentarily break the silence and speak to the staleness that is slowly creeping through the industry, and possibly discover who could hold the blame for the situation the industry sits in. The results may surprise you, they may anger you, but they'll certainly get you thinking, even if you don't agree.

What is causing the video games industry to stagnate? Before you can answer this question it is important to note the industry as a whole has not come to a grinding halt. Companies such as PopCap Games are doing very well with their famous casual titles such as Peggle and Bejeweled. The stagnation does exist, however, with powerhouse companies such as EA and Activision reporting slower sales and releasing fewer blockbuster titles this year as compared to years past. But what is causing this? Console and software pricing? The poor economy? Or is it something else entirely?

The first argument in our discussion-gone-monologue sits squarely at the console price. Console price has become a hot topic of discussion among developers as available dollars to purchase consoles and increase total number of potential software buyers has decreased due to the poor economy. It just makes little sense to the unemployed consumer to purchase a pricey console, so the cost of entry has become of increasing importance to developers. Yet, the cost of entry has sat squarely in the same position since each of the current-gen consoles launched. The sorest point is named "PlayStation 3", exacerbated only by the moves of Microsoft as they position the Xbox 360 as the biggest bang for the buck on the block. Microsoft has done a good job of managing the 360 SKUs available to the consumer from the get-go, charging less for systems with fewer accessories and more for systems with more accessories, but keeping the basic console playability the same. Sony by comparison has removed functionality from their system in an effort to reduce cost, something the consumer is less concerned with when they see the system they've been eying does less for the same price. Nintendo makes a profit for each Wii sold, but they've attracted a market segment previously not known to exist, which allows the Kyoto-based developer to keep console prices the same due to their current market segment not being accustomed to price drops.

No matter where you sit in the console interest matrix, the fact remains the fun boxes are pricey machines. Developers know this and have been increasing pressure on manufacturers to drop the price, especially Sony. It is no small potatoes when the president of the company known for Guitar Hero and World of Warcraft delivers a clear threat of stopping console development for the PlayStation 3 if the console does not become more accessible to the average gaming consumer. Square-Enix has taken notice in North America and Europe, by developing the upcoming Final Fantasy XIII for the Xbox 360, breaking the PlayStation 3's exclusivity on the title and marking the first time in the franchise's history a title will launch on multiple consoles. The Land of the Rising Sun is also showing troublesome signs for the market, as console sales in general are down 25% year over year, with a large portion of this being attributed to the high cost of the PlayStation 3. Sony may have billions to recoup from the Cell processor, but their current strategy is strangling the market in general. To cope, current console lifecycles are being extended (newer hardware over time becomes older hardware, which becomes less expensive to produce and develop for) and older technologies are being extended (case in point, the Wii is a souped-up GameCube).

What about the global economic recession? Without a question this is a factor in the current equation adding up to the market situation. The average consumer is seeing a decrease in work or the same pay in a market where prices are higher than they ever have been, in effect creating less buying power power per dollar. What you could buy with a $1 now requires $2 or you get less for that same $1 (14oz. Coca-Cola, anyone?). Console prices are higher than they ever have been, but even those with the same total dollars available from before the recession are seeing their overall total effective buying power decreased, reducing the market's accessibility to them. This reduced buying power manifests itself through stronger sales of software for consoles already owned and fewer pieces of software sold for newer consoles. In short, consumers are getting more choosy about their games because they want the biggest bang for their buck. Developers often develop "throw away titles" - titles created with a small budget and a big license to generate sales with a high profit margin, which they use to fund their AAA-class blockbusting titles, however sales of "throw aways" are through the floor, reducing available R&D resources. This explains why only a handful of established franchises are turning out titles in the current market, as opposed to a more balanced mix of new franchises and established ones - with less money coming in developers are not as willing to risk their limited capital on a new franchise. Fewer new faces on the shelf create the impression of a stagnating market in the consumer's mind, leading to a circular effect of reduced interest in spending money on gaming as a whole.

So is the market stagnating? If you count the slower pace at which flashy new gaming consoles and technology driving them is being trotted out, the strategy of developers to "play it safe" by sticking to established franchises and invest in fewer new ones, and reduced console and software sales as a whole, yes. There are a few shining examples where the recession has not hit, such as the iPhone App Store and casual gaming provided by companies such as PopCap, but the market in general is down and slowing. Consoles are pricey, dollars buy less, and software sales are on a slow slide. But is there a possible underlying cause to even these reasons? Did something sew the seeds of market slowdown even before the global recession hit?

There might be.

What is this possible underlying cause? Us, the consumer. Let's back up to 2004, when the PlayStation 2 was in an intense battle with the Xbox. The PlayStation 2 was an established powerhouse with a massive install base in the millions and heavy hitting titles blowing even the highest expectations out of the water. The Xbox was making waves in North America by releasing titles so gorgeous, yet playable, even though it was never expected the console would beat the PS2 (that honor was saved for the 360 vs PS3 race). Developers were releasing titles to great, beautiful success coated in a layer of eye-candy.

If you have a good thing, doing more of it will be even better, right? This became a persistent cry from gamers - we want MORE beautiful titles, we want MORE powerful systems, and we want MORE fun. Manufactures responded by doing just that, creating powerful multi-core processors requiring billions in investment dollars. Gamers got what they wanted, but they had to pay the piper for it, and a lot of them weren't ready. The development investments needed to be recouped and the consoles were priced accordingly, bringing us into the pricey console era that exists today. The $400 console is a result of the demands of consumers and gamesmanship of the previous era, but at $400.

So the next time you're visiting your local game retailer, take some time to consider where you're going to vote with your money. Do you want the $60 title, or might it be worth waiting for the title to become less expensive? What console do you want to purchase it for? The less expensive ones, or the more expensive ones? Digital download or physical disc? Memory unit or hard drive? In an era when developers are watching the market closely, they have, they can, and they will know when sales increase due to price drops. If it becomes a recurring trend, developers will have to rethink what the public is willing to pay for their gaming fix. Instant gratification has its short term expense, for sure, but the long term effects may be more important than ever.

Thursday, February 5, 2009

Breaking Info on the Presidential Wii

Digital Stardust is normally a blog where we don't try to write the news of the gaming day - that's something you can go to BILLIONS of other places for. We just specialize in stepping back and writing about the larger picture, for the most part.

But when hot news about the Presidential Wii breaks, we talk about it.

Actually, we just link you to it.

I SO want his friend code.

Sunday, December 14, 2008

Where the hell is Reggie?

A few years back Nintendo retook center stage through the act of simply updating their executive roster. In May 2004 the iconic Reggie Fils-Aime blew the doors off the quiet Japanese company with a decidedly new face with a legendary introduction. "My name is Reggie. I'm about kickin' ass, I'm about takin' names, and we're about makin' games." It was simple, succinct, direct, and effected an aggressive attitude not seen since "Sega does with Ninten DON'T" was around.

Nintendo did become aggressive, and very quickly - the Wii was born, and Reggie was all over the networks, providing a distinctive face and manner that made any viewer instantly comfortable and more importantly, interested in his products. Reggie also appeared at many trade shows and events to keep shareholders and interested parties informed and excited about Nintendo and where it was headed. But most importantly, he made us all confident in the company's success by simply saying it would happen in a believable way. Success came and the Wii is still a hard to find Christmas item three years later.

But there's one problem.

The cornucopia of Nintendo prosperity and goodness is suddenly AWOL. For the first time in years, Nintendo does not have any A-List titles hitting the market while companies like Sony and Microsoft are raking in the dollars with huge releases like Little Big Planet and Gears of War 2. Where's a Mario, Star Fox, Fire Emblem, or Zelda release for the holiday rush? Common shares of Mario's company are trading at near half the value of their peak about 18 months ago (still up from the pre-Reggie days), reflecting a lack of investor confidence amidst a global economic downturn. And a downturn in confidence is an accurate position to be of when considering The Big N. Instead of launching a new franchise to a wider install base demographic, such as Mother or Stafy, Nintendo has kept silence on any plans.

This silence is detrimental to Nintendo's image in the quickly collapsing casual market. Beyond the fact a "casual" gamer plays different titles when compared to a "hardcore" gamer, Nintendo has put their eggs in a basket that isn't dedicated to their console - "casual" gamers. Nintendo is slated to be victims by the very nature of the demographic they tried to hard to capitalize on. It really just feels like someone's going to walk into my church and invite people to the new mega-church down the street (and be quite successful because they're "casually" interested in the subject at hand). "Hardcore" gamers are what may likely carry a company in this hard economy and Nintendo is nowhere near satisfying the demographic currently more likely to fill their coffers. This brings us to our point: all these new gamers have bought their consoles and want more to do, the dedicated fans have nothing, and Reggie is nowhere to be seen. Where the hell is Reggie?



Reggie has not been out in the public spotlight for quite some time and the public interest/confidence level is starting to drift. Instead, Ye Olde Hanafunda is advertising this holiday for the DS...headlining with titles that are at least a year old. This simply does not jive with the image Nintendo has tried so hard to build over the last year. Reggie needs to get back out in the spotlight, announce some major titles, and restore confidence in both shareholders and gamers alike. In an economy where perceived value of a product is carefully scrutinized, silence simply will not make a consumer feel their investment is worthwhile and this is no time for that high pitched Italian plumber to silence his whoops and hollers.

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, September 24, 2008

Samba De Doom?



Sega has finally released Samba de Amigo for Wii and yes, it's fun! Digital Stardust loves our readers and we love our Sexy Mexican Dancing Monkeys™ and want their success. That being said we've discovered how to overcome the game's one flaw - the controls. Simply calibrate and go? No sir, that's not it. Here's the secret - don't move your whole arm when playing. The maracas are based on the pivot of the Wiimote, not their location in space. Move your arms a little, but pivot your wrist a lot more. (Eg. Don't be throwing your entire arm in the air - just raise it a little but rotate your wrist so the Wiimote points straight up.) It worked for us and the game is much better.

Happy Dancing!

Saturday, September 6, 2008

Somari Team Presents: The Ocarina of Piracy


For a small portion of my life I lived in Turkey. The first thing you learn about video games as an expatriate is they're notoriously hard to get for your foreign system and games on the market in Europe are disgracefully delayed in coming to market. The second thing you learn is you need a multi-system TV with automatic switching. Seeing NTSC running on a PAL TV for the first time is a nightmare that causes a mental breakdown, once you consider the thought of needing repair on your console from a foreign region. The third thing you learn is to cherish and love the Sony hologram, the Sega Swirl, and the official Nintendo Seal of Quality as piracy runs rampant.

In North America, it is not very common to walk into a Wal-Mart or Toys-R-Us and see pirated games sitting on the shelf. I was blown away in Turkey to see Super Mario 64 for Game Boy. How cool was that? Well, as it turns out, it was not cool at all. Super Mario 64 for Game Boy was some sort of hacked Super Mario Land 2 with Mario's hat carrying some sort of funny wings on it constantly. They weren't the carrot hat ears from the source title but instead I think they were some sort of ruddy ear thing inspired by the wing cap from Super Mario 64. At the time I thought it wouldn't matter that these obviously faked cartridges exist - people knew better, right? The biggest shock of all came when I visited Toys-R-Us once.

Toys-R-Us had always carried legitimate Dreamcast titles and accessories, many of which I wanted after playing them on the in-store demo. They even had some Super Nintendo titles sitting around with some licensed controllers. Nintendo 64? Obviously someone had not gotten the Ocarina of Time gospel and come to the light of Miyamoto. I chalked it up to regional differences and some launch thingie things that needed to be worked out. Fast forward a few months and Nintendo had thrown a few Ocarina of Time ads on TV to promote the launch of the console. I decided I'd pop into Toys-R-Us to check to see how the European box art would be different. There were no Nintendo 64s. Instead I was greeting with the "Super Game!" or some such named thing. I examined the box curiously and saw "Cool 3D graphics!" depicting some sort of FIFA-type game along with some miscellaneous fighters. For $30 I figured it might be worth checking out and managed to procure one after nagging my parents.

After getting home and eagerly sitting in front of the TV, I pulled out my shiny new console and realized it looked a LOT like a Playstation. Except there was no CD drive. There was a cartridge slot under the supposed disc drive cover. I knew something was wrong by now but I took the pack-in game "1,000 in 1" cartridge and stuck it in. The shock set in as soon as I hit the power button. Apparently "Cool 3D graphics!" in Chinese means "8-bit". Pirated, clunky Mario titles lived inside the cartridge along with heinous hacks of Popeye and Excitebike, among many others. I knew something wasn't kosher for sure (bright kid, wasn't I?).

I managed to return the console to Toys-R-Us thanks to not being able to speak much Turkish. Nevertheless, my eyes were opened. What was all this junk out here? I kept an eye on Toys-R-Us for a while, watching as they stocked a large amount of consoles, quickly replenishing stock when running out. After a few weeks I was fed up and contacted Nintendo of America since there was no real central number for Nintendo of Europe I could find.

Despite being overseas, Nintendo was keenly interested in listening to me and forwarded things onto their teams in Europe for handling. I kept tabs on the store, surprised when suddenly one day the entire stock of "Super Game!" was gone without being replaced for a few months. I took a small portion of satisfaction out of it, thinking maybe I had made a small difference in the video game world.

I didn't win. The next summer Toys-R-Us started to carry more "Super Game!" while never picking up the Nintendo 64. Again the pattern continued of sell and restock. I called NoA again and reported once more. I was left on my own to conclude Nintendo had followed up with Toys-R-Us corporate in Turkey and had pressured them to stop carrying the console. Ostensibly this worked for a time but had ultimately failed. I was later informed via major game news outlets Nintendo would be withdrawing distribution of the Nintendo 64 from Turkey along with titles sold there due to the extreme piracy in the area.

As a gamer, I felt sad at the news. Many titles Nintendo has published over the years are frequently considered great works of art that push the human sense of emotion. At the time I felt it was like being denied the opportunity to see a Van Gogh or Picasso. I was also angry at the pirates for using "Cool 3D Graphics!" to lure people falsely into purchasing a fake product. As I thought more about it I became outraged at piracy. It wasn't just a little here and there - it was a lot of little heres and theres that combined to drive a great product out.

I never did keep tabs on the gaming scene in Turkey when I left. I do not know if the Wii ever made a successful launch there or if the Vii did. But now you know the story of a little black console that was driven out by piracy, despite a legitimate launch effort. Next time you consider grabbing a pirated copy of some title, stop and consider this little story. Maybe you'll change your mind.

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.

Monday, May 19, 2008

WiiFix: The Wii Hospital


My Wii broke. Specifically the GameCube memory card slot A. I verified this by using the card in other ports and systems without an error, but everytime it visits the Wii in slot A, the system asks to format it. Tired of this, I called Nintendo, arranged a repair, and bid bon voyage to my Wii for the next few weeks. The good is the repair is free but there are downsides.

First downside - the console may not be able to be repaired. This means potential loss of large amounts of data - there are a few games, like Super Smash Bros Brawl that have their saves locked and uncopyable to SD for some asshat reason I cannot determine. Should the console be replaced - POOF! Not to mention, my Internet Channel favorites go, and worse - Miis. You can certainly placed your cherished Mii on a Wiimote and copy back later, but at the expense of loss of editing. Hey Nintendo, you need to get your data transfer abilities down and stop locking saves to the console! Did I mention I'd also be getting a new friend code for the console, meaning I'd have to get everyone to re-register me? (And some of you didn't make it easy).

Second downside - the repair time. Nintendo has started to slow their repairs down to multiple weeks versus a week or less prior. Part of this can certainly be chalked up to increased hardware penetration but this follows in the cascade in changes made by the Big N over the last two years (post coming soon on this). Two to three weeks isn't terrible, so I guess I'm just whining too much.

Either way, I will be able to enjoy GTA 4.

Saturday, May 10, 2008

WiiWare: Now with 100% More....fun?


Nintendo of America has finally managed to release a new channel for the Wii - the Everybody's Nintendo channel. First I was excited about the channel and then I realized it's just stealthy way for Nintendo to collect usage data on their console and market to you. How lame is that? Digressions aside, one of the videos on the channel was a WiiWare video, intended to drum up interest in the upcoming feature. I was sorely unimpressed. Most games look fairly...well...boring. The only things that grabbed my passing interest were the Dr. Mario Online RX and the Final Fantasy title. Dr. Mario holds little interest because I've played it before and as for the Final Fantasy title.... Sorry, but the WFC has provided crappy service at best, so I'm hardly going to actually PAY to use it. No sir, the two remotely interesting titles have mitigating reasons to keep me from playing. If this is what Nintendo is going to offer for their original software downloads then I'm certainly glad I didn't go popping out for an SD card recently, my internal space will be plenty enough.

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.

Sunday, March 30, 2008

Wii Shortage Caused by Weak Dollar?



Dallas News writer Victor Godinez thinks he may have stumbled onto the golden reason behind the Wii Shortage.

"With a weak dollar, foreign companies that sell their goods in the U.S. for dollars and then convert those dollars to their native currencies get a smaller profit than if they sell their products in countries with strong currencies of their own (such as Europe with the euro). In other words, Nintendo makes a bigger profit on Wiis sold in Europe than on Wiis sold in the U.S."

We think this could possibly be the most insightful piece of finance-game related news in years....except who knew Europe had an excess of Wii?

Thursday, March 13, 2008

Review Postponed


I've been working my through the Subspace Emissary mode of the game for quite a while now, and I've come to realize there is a LOT more to this game than I've ever seen compared to most other games. Because of the sheer amount of content in the game I'm being forced to delay my review so I can accurately review all the content instead of partially review some content.

My impression of Subspace Emissary? WOW. Just WOW. And long!

Tuesday, March 11, 2008

No Smash Day

I've been playing Brawl so much I feel like I'm rushing the game. With that in mind today I am taking the day off the game. I will be back full force tomorrow.

Monday, March 10, 2008

Brawl Impressions: Day 2 (Spoiler Alert!)



Actually, it's still techincally impressions from day 1 but the day changes when I go to bed, so I feel like I've had Brawl for two days.

The game is coming along now, I've accessed some newer content (Luigi, Snake) and gotten some serious multiplayer in, which has greatly alleviated my initial concerns about the game. I'm currently avoiding playing in WiFi in order to avoid spoilers, but it's tempting. So far I haven't accessed any unknown characters, but I'm sure they're there.

What is with the super hammer in the game? Does anyone know? It's bizarre!

The game's killing me with it's sleep absorbing powers but I'm having a kick-ass time! And the soundtrack is simply murderous!

Saturday, March 8, 2008

Super Smash Bros Brawl Week



Who is ready to play Smash? "After one soul crushing delay" and months of waiting, tonight (or tomorrow, if you like) at 12:01am, Super Smash Bros Brawl will be officially unleashed on the North American public.

Personally, I'm stoked like crazy and somewhat upset at the same time. I have a syndrome that periodically pops up - it doesn't have a name, but it is where I go spin crazy with anticipation of a release I've waited multiple years for. In recent years this has included Super Smash Bros Melee, Kingdom Hearts II (and Kingdom Hearts II Final Mix+), New Super Mario Bros, and The Legend of Zelda: Twilight Princess. These are games that I get incredibly excited for - and with Brawl, I'm going to be taking some time off work (a first). Tonight one more title can be checked off the list. So why am I upset? I work tomorrow at good ol' 0800 - and it's time to kick the clock forward an hour to celebrate daylight savings time. The vacation kicks in half way into my day. But this is Brawl - so screw sleep - I have some asses to kick.

To help celebrate the release of Brawl I will be posting daily this week with small random thoughts, impressions, and tidbits that strike my fancy, culminating with a special full review of the game on Friday. If you want to get in on the action, feel free to comment on any posts (including this one) letting me know what your take is, or what you want to see through the week. The only rule: Do NOT discuss spoilers. So let everyone know - how excited are you? Are you having any parties to celebrate? Taking time off? Do you just not care at all? Are you buying a Wii for this game? Get excited!

Monday, March 3, 2008

Guess What I'm not Doing?

Oh Nintendo, why did you eschew marketing practices today and refuse us the original Super Smash Bros on the Virtual Console? Yup, yours truly is NOT playing it, despite wide expectations.

Turning to Smash Bros Brawl matters - anyone preordered it? Are you going to a midnight launch party? Excited?

Feel free to comment here on the DiS blog (RSS and LJers, please jump over to DiS proper) with your thoughts - but remember - no spoilers!

Thursday, January 10, 2008

Super Smash Bros. Brawl - A Prayer

Oh wise Nintendo Gods, we the followers of Wii, come before you today to beg your mercy. We present a sacrifice to you as a sign of our devotion and plead that you do not announce that Smash Bros Brawl is being delayed to March. 

Oh Gods, we grow weary of waiting and of the delays. Our Japanese counterparts receive your blessings so much sooner and after so much time we were true believers in your scripture of closely timed releases.

Please Gods, do not withhold your mighty blessings of ass kicking and face bashings. We understood the need for Galaxy but the time has passed.

In the name of Miyamoto, Amen.

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.

Friday, December 7, 2007

Cruis'n with the Fast and the Furious

And now I shoot my blog's credibility in the foot.

Every gamer has their guilty pleasure - some game that somehow is considered terrible but they love and are a sucker for. Mine? Besides Space Channel 5...I love the Cruis'n franchise. USA was good, World was the best, Exotica sucked. Now comes Cruis'n for Wii.

Cruis'n for Wii is not a great game. The production values are extremely low. The game is a quick Wii port of The Fast and the Furious from the arcade with a Cruis'n label slapped on. It's $29.99 at retail. Don't expect great things.

Is it fun? Oh hell yes. It's classic the Cruis'n cheese that I love. Random objects in the way that explode without reason, mad car tricks, nitros, girls with fake boobs handing you trophies, and the screams of "watch out!" are all here. Even better - the cars are all licensed! Your Firebird is now going to be doing barrell rolls. Sometimes "crappy" is fun, too.

So should you get it? That depends - set your expectations low. This game is like playing a great B-rated movie (any game that has a course called "China Town X" has it going for them). If you're a fan of the series or just enjoy EXTREMELY whacked out arcade physics in your racing games, Cruis'n is your best best.

Feel free to share your thoughts below. (I also now can take OpenID commenters, too.)

Tuesday, November 13, 2007

Hot Game: Super Mario Galaxy

The point of DiS is NOT to replicate IGN or Gamespot. No sir, the main point is to share opinion and commentary on the industry. That being said, I still maintain a soft spot for exceptionally high profile games or games that aren't normally available in the rest of the world except Japan. 

Today I would like to alert you to the exceptionally high profile Super Mario Galaxy. I didn't follow much about this game after the exceptionally poor Super Mario Sunshine, presuming that Nintendo would take a crappy formula and do it again. Mario is known for JUMPING, not playing with some piece of shit jetpack. Yeah, I said it - FLUDD sucked. I digress - Galaxy is NOT Sunshine. It is as far from Sunshine as you can get. 

I played the game a few weeks ago as a one-off demo trial at GameStop and within 5 minutes knew it was going to be the new Mario 64. I did not get that impression at all from SMS. Now that I have the full retail version of SMG I can confirm that Galaxy is definitely the new Mario 64 and is worth every penny. It lives up to the hype. Go get it. Now.