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Topics - Kairon

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26
TalkBack / SouthPeak Games Announces Dementium II
« on: June 07, 2009, 05:08:48 PM »
Can M-rated titles succeed on the Nintendo DS? Well, this one's getting a sequel.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18808

 Nintendo consoles have been viewed with a skeptical eye when evaluated as platforms for M-rated titles. However, with a sequel to the horror title Dementium: The Ward in the works, publisher SouthPeak Games and developer Renegade Kid seem positively excited to buck the trend.    


"[We] knew we could do even more given the chance to develop a sequel," claims Jools Watsham, Owner and Creative Director of Renegade Kid. "We're upping the ante in a major way."    


And according to Richard Iggo, VP of Marketing at SouthPeak, "The original Dementium proved there is an audience hungry for a top notch handheld horror title."    


The sequel, which will continue the storyline of the original game, is slated for a first quarter 2010 release.    


  SOUTHPEAK GAMES ANNOUNCES DEMENTIUM II    


Renegade Kid Creating Sequel to its Handheld Horror Masterpiece
   


MIDLOTHIAN, VA – June 3, 2009 – SouthPeak Games announced today that it will be publishing Dementium II for Nintendo DS™. A sequel to Renegade Kid's Dementium: The Ward, the next chapter in this horrific story promises to take players even closer to the precipice of madness than its predecessor when released in Q1 2010.    


"We were extremely satisfied with what we accomplished with the original Dementium, but knew we could do even more given the chance to develop a sequel," said Jools Watsham, Owner and Creative Director of Renegade Kid. "With Dementium II, we're upping the ante in a major way. Be prepared to be too frightened to power on your Nintendo DS."    


"Regardless of what some say about 'M' rated games on Nintendo DS, the original Dementium proved there is an audience hungry for a top notch handheld horror title; we aim to feed this bloodthirsty crowd with Dementium II," said Richard Iggo, VP of Marketing at SouthPeak. "Our aim isn't for this title to be the best horror game on Nintendo DS; we want Dementium II to be regarded as one of the best horror titles in video games, on any platform."    


Continuing the storyline from the original, Dementium II will deliver better visuals, more haunting audio, and sharper scares than its predecessor. For more information visit www.southpeakgames.com. If you dare.


27
TalkBack / Black Wii, Red DSi Announced in Japan
« on: June 03, 2009, 10:04:00 PM »
The sizzling new hardware colors will arrive in Japan over the summer.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18761

 It's amazing what the prospect of simply offering the same hardware in a new color can do. Nintendo's handhelds have been using this tactic to re-attract consumer attention since the original Game Boy started exploring the palette in the mid-'90s. As a consequence, the announcement of a solid red model of Nintendo's DSi isn't much of a shock; in fact, the red DSi will become the sixth color variant of the system available in Japan when it launches on July 11.    


The announcement of a glossy black Wii, however, is far more surprising. The same goes for the unveiling of a black Wii Remote, black Nunchuk, black Classic Controller PRO (the new style which includes handles) and even a black Wii Remote Jacket.    


   


The line of black Wii hardware and accessories will hit the Japanese market on August 1. Also available on that date will be a special bundle of the new black Wii console, a black Wii Classic Controller PRO, and Capcom's much-anticipated Wii-exclusive, Monster Hunter Tri.


28
TalkBack / Tatsunoko vs. Capcom Arrives With New Features
« on: June 03, 2009, 01:54:41 AM »
New characters and online play will highlight the game's American debut later this year.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18700

 Capcom has announced that the American version of Tatsunoko vs. Capcom will not only feature five brand new exclusive characters, but that it will also feature online play that allows for worldwide matches.  The game's online mode will feature friend, rival, free, and ranked battles, with match-ups that extend beyond friendlists. Players can also earn points and titles for other players to see.    


Tatsunoko vs. Capcom also includes over 20 mini games starring its vast array of characters, and will offer enhanced controls schemes that make use of the Classic Controller and the Gamecube controller.    


Capcom will release Tatsunoko vs. Capcom in winter 2009.    


SAN MATEO, CA — June 2, 2009 — Capcom®, a leading worldwide developer and publisher of video games, today announced that Tatsunoko vs. Capcom is coming to North America for the Wii™ home video game system. Capcom's popular and critically acclaimed 'VS' fighting series is getting an all new next-generation introduction. Tatsunoko vs. Capcom pits Capcom's iconic characters against Tatsunoko Productions anime superheroes. This clash of heroes face off in two-on-two battles for the ultimate 2D tag-team battle.    


Originally released in Japanese arcades in the Fall of 2008, the original Tatsunoko vs. Capcom moved to the Wii console on December 11, 2008. This extraordinary fighter will blend these two rich universes by taking Capcom characters like Ryu from Street Fighter, Morrigan from Darkstalkers and the giant PTX-40A from Lost Planet and putting them against Tatsunoko fan-favorite characters from Gatchaman, Hurricane Polymar, Casshern and more. It's a battler oyale that delivers match-ups that only exist in fans wildest dreams!    


Unlike the more well-known six-button layout that the Street Fighter franchise pioneered, the VS line features a simplified four button system: "Weak", "Medium", "Strong" and "Assist" for the tag-team option of. The "Assist" feature adds another compelling element found Capcom's other "VS" series: allowing players to switch their character on the fly or call for help from their tag-team partner, allowing for spectacular super moves ("Hyper Variable Combination"). Successful execution of the Assist feature can turn the tide of battle on a dime. Historically the VS series excels in integrating the tag-team options by including customized moves like Variable Assist, Snapback, and the previously mentioned Hyper Variable combination that lets both characters on one team perform their Hyper attack.    


TvC enhances the above gameplay with new mechanics, including the Variable Aerial Rave that allows characters to be switched in the middle of an Aerial rave. More moves include the offensive Assault and defensive maneuver Mega Crash. Another new gameplay mechanic, titled Baroque, illuminates the character in a rainbow of colors, cancels the current attack and extends combos and damage.    


Featuring a robust line-up of characters, the console version added four mini-games and optional control schemes    


This "newer" version of TvC, currently dubbed Tatsunoko vs. Capcom, removes one character due to licensing issues, and adds five new ones, online gameplay, more mini-games and an enhanced story mode.    


Features:    


     
  • 26 fan-favorite characters from the Tatsunoko and Capcom universes face-off in this stylish 2D fighter
  •  
  • Tag-team battles and customized two-character fighting techniques produce a wild, dazzling spectacle
  •  
  • Wi-Fi Online gameplay allows worldwide matches
  •  
  • Four battle modes include Friend, Rival, Free and Ranked Battles
  •  
  • Match-ups are not restricted to just "Friends"
  •  
  • Earn Points and Titles (for Title Creation) for all to see
  •  
  • All-new VS gameplay mechanics creates a new way for fans to return to the series
  •  
  • More than 20 Mini-game provide additional multiplayer fun
  •  
  • Enhanced control schemes offer a simplified control scheme option and allow use of the Classic Controller and Gamecube Controller
  •  
  • Wii-exclusive
  •  


29
TalkBack / Iwata Financial Results Q & A
« on: May 23, 2009, 06:40:33 PM »
Nintendo's CEO talks about the company’s fiscal prudence despite its incredible success.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18511

 Nintendo CEO Satoru Iwata is at the helm of one of the biggest videogame companies in the world. He's overseen revolutionary hardware and software launches that have changed not just the industry, but its consumers as well, and his company has just posted record financial results in the wake of a worldwide economic crisis. But though he may be one of gaming's mightiest movers and shakers, Iwata was being very careful with what he said earlier this month.    


"Today, if I should make such comments like 'the next product we will launch will be great,' that other CEOs are often making, people would have extraordinarily high expectations toward it," he explained during a Q & A regarding the company's profitable fiscal year results. With Nintendo's most successful software this generation easily moving more than 10 million units worldwide, Iwata was worried that observers would find the company's other games "not up to their expectations regardless of whatever product we will have launched." For example, Wii Music is widely seen as a misstep for Nintendo despite having sold more than 2.5 million units worldwide.    


Despite his misgivings, Iwata still braved a range of topics in the question and answer session, providing insight into the challenges that Nintendo faced and their thought processes in tackling them.    


On the economic environment's impact on software forecasts:    


   


"I felt what had been affecting the environments surrounding us the most was that people in the distribution channels around the world were taking a very cautious attitude about holding inventory, and as a result, they were taking a conservative approach when it came to placing orders for products... When distributors and retailers become conservative, the type of the software which must be sold thorough in a short time period receive the inevitable impact... the situation today looks like it is calming down. So, I think such impacts will gradually weaken from now."  

   


On the strategy of cutting prices:    


   


"When I was referring to this subject the last time, it was in the context that it would not be a good idea for price cuts to be expected as a regular practice in the industry. Of course, I have never said that cutting the suggested retail price is not in the cards... price policy has become a global subject in the recent years. So, any price policy must be considered with the aim to maximize our global business... Also, while the price cut is said to surely increase demand, it must be clear from a variety of analysis so far that the effect cannot last very long. Accordingly, if we really do enact a price cut, it must be exactly when it can maximize the business. At least for now, I have no specific ideas about the price cut at all."  

   


On how Nintendo will balance the DS and DSi hardware and software releases later this year:    


   


"We still need some time before we can determine the sales ratio between Nintendo DSi and Nintendo DS Lite. In the U.S. and Europe, portable game machines can sell relatively well in June and first half of July. Sales last year during this period were high, and we expect the same level of sales this year."  

   


On the company's prediction of a 40 million unit increase in Wii software shipments over the next year:    


   


"I can say that it would be a mistake to think that the increase of 40 million units will be wholly attributed to first party titles. However, we can say that we are expecting the whole market to grow because Nintendo is preparing for its software."  

   


On Iwata's conciliatory tone in Japan's Wii-no-Ma Video-on-Demand Wii launch video:    


   


"My real intention was not to apologize but to make clear to the viewers that the company is openly accepting that there are problems in the current situation rather than deny them... Our Wii customers have kindly purchased our products by expecting new proposals to be made one after another. We must not be sitting back thinking that everything is fine because Wii is the best-selling hardware in the world today."  

   


On launching software according to a schedule:    


   


"Honestly speaking, whether entertainment software is good enough or not cannot be told until development nears completion... One of the reasons why Miyamoto is highly praised is because of his ability to stop, rethink about, and fix how he can convey the appeal of a software when he finds out during the latter phase of development that the software will not be good enough... However, he is not God and even Miyamoto himself cannot hit the mark every time nor always predict how long it takes to complete development."  

   


Why third parties have been slower to make their mark on the Wii than on the DS:    


   


"I understand that two things are different when compared with the situation of Nintendo DS. One is the time needed for development — it often takes longer to develop software for a home console than for a portable system. Another thing is that home console software development teams of third parties were more focused on making software for other companies systems until quite recently... Nintendo thought that the situation would change in about two years after launch. While our assumption turned out to be correct with the portable system, it did not progress as we anticipated for the [Japanese] home console market. Fortunately, the U.S. and Europe are showing completely different scenarios in this regard."  

   


On expanding to new worldwide markets:    


   


"we had the hardware supply issue last year, so we were not in a position to actively deploy our products into newly emerging nations even if we wanted to do so... developing business in newly emerging nations is becoming a bit harder than before due to the rapid change in economic circumstance since last fall... Having said that, there is no doubt that there is a business opportunity in the future. When we see the time has come for us to tackle this, just like we have done so in South Korea, we feel the possibility that we will be able to create a new market by pouring massive efforts in a short time period."  

   


On downloadable distribution:    


   


"About online sales in general, if people ask such extreme questions as, 'Do you think that 20 years from now, customers will still be visiting retail outlets in order to purchase the majority of software in packaged format?', I will then have to answer, 'well, perhaps, the situation will be different.' However, if I am told, 'within a couple of years from today, there will be no retail outlets which will be selling packaged software,' my reaction must be, 'there's got to be something wrong with that assumption because I do not believe people's behaviors can change in such a short time.'"  

   


On comparing Nintendo's DS with Apple's iPhone in the gaming market:    


   


"For the customers with whom we have the most strength, it must be rather difficult for Apple to reach, and for the customer base where Apple has the biggest strength, Nintendo products would have a hard time in receiving their appreciations... My impression as the person who has used iPhone is, it is very attractive but, frankly, I did not feel that it was designed to be appreciated by a wide variety of people like how Nintendo has been designing its products."  

   


On downlodable sales on DSiWare, WiiWare, and net connection ratios:    


   


"we had certain expectation as to the number of Wi-Fi connections for Nintendo DSi, but our expectation has not been met so far in Japan. On the other hand, in the U.S., relatively high connection ratio has been reported from the start... we have to wrack our brains in order to come up with smart ways to deliver our messages effectively to a wide variety of different consumers. This thinking applies not only to Nintendo DS but also to Wii... In case of Nintendo platforms, (because the company has been challenging itself with several measures), net connection ratios have gradually been increasing as time goes by. We are making efforts with the hope that it will someday reach and go beyond the tipping point. The current situation, however, is that we are observing only a gradual increase."  

   


On what topic or challenge most excites Iwata currently:    


   


"Therefore, if you ask me what excites me most today, I must answer that it is the increase in number of users per household. To put this in other ways, I get excited when we find out some ideas with which our products can be talked about more at home, or people feel like encouraging other family members to try out, or feel like talking about it... So, the answer to the question of what excites me most is not such simplistic answers, not categories like online business nor video delivery service... And the fact that we were able to [expand gaming's demographic] to some extent was the big factor behind the changes taken place in the U.S. and Europe."  

   


On staying involved in the development process:    


   


"Because I myself come from a developer background, I am making it a point to meet with development teams whenever I find any exciting ideas and sharing the reason why I am excited about it and where I can find the potential. Furthermore, I ask the developers to let me experience first-hand the products they are working on in order to tell them how I feel about it as a customer or how I expect my family members will feel about it. To be involved in this development process itself is the most exciting thing for me."  

   


On how Nintendo conducts the surveys that show use of their products:    


   


"First, I myself have been involved and concerned about the accuracy of the survey results with extreme attention. To tell you the truth, our U.S. subsidiary had conducted a different survey once, prior to the ones I showed you today, but it did not provide the accuracy that I was looking for... We have been checking the accountability of the survey with a variety of different ways and now have become able to come up with survey results with a certain level of accuracy. What I have shared today are the results of the surveys only after we thought that we were starting to come up with accurate ones."  

   


On people who start playing games and then stop:    


   


"You may have some vague assumptions that those who started playing video games with Brain Training or Wii Fit must have stopped playing with any video games as soon as they got tired of these initial software and that those who have been long gaming fans must continuously be playing one game after another... we have not been able to identify any particular software, of which its purchase discourages the player to play frequently or becomes the primary cause for the purchaser to stop playing."  

   


On games as fads:    


   


"As you might recall, when NES, Super NES or Sony's Playstation was leading the market, people brought out their game systems from the closet in order to play with a Dragon Quest software after its launch, just to put away the system after playing the game through to the end... it appears to be not as simple as you said that software dealing with health or brain training tend to be a short time fad with a big risk of going in and out of style easily. Video games are, or any entertainment commodities are, supposed to go in and out of styles easily so we must periodically make new offers."  

   


On how Nintendo approaches when to release new hardware:    


   


"The ordinary technology-driven companies would write the technology road map to anticipate what kind of technology will emerge in the future in order to determine a new hardware launch timing based mainly upon the convenience of hardware developers. In Nintendo's case, however, the more decisive factor is when the software developers will start demanding for new hardware as they cannot create any more software with surprise factors with the existing one. Nintendo has always been making the hardware in order to prepare for that day to come."  

   


On used game sales:    


   


"I have heard a strong sense of concern from management of overseas software publishers over the situation that the number of major retailers who are beginning to place more importance on the used markets is increasing and that Amazon recently started to seriously deal with secondhand products... If [selling second-hand games] were illegal acts like piracies, we could criticize them. But, however hard we may express our concern about the secondhand market, as long as they are not illegal, it does not do us any good... On the other hand, this is one of the changes in the social circumstance, and it is our job as publishers to think of how to cope with the changes... Nintendo must continuously craft ideas so that our consumers will feel like owning the purchased products or think about how to motivate the customers to purchase new products instead of used ones."  

   


On the bar being set higher for Nintendo than for others:    


   


"I think Nintendo must be the only company in the world that, immediately after announcing record sales and profits in all accounts, is criticized for a potential lack of new ideas. I think this is because the company has been continuously making new proposals one after another and has raised the bar so high. We understand that we are always challenging ourselves with higher hurdles in order to give more surprises to people than ever."  

   


On fostering new game creators within Nintendo aside from Shigeru Miyamoto:    


   


"Certainly, when it comes to identifying and verbalizing some of the important major findings, few people can easily succeed him. For example, few people other than Shigeru Miyamoto can declare that weighing yourself everyday must be fun for everyone. However, the fact that Nintendo software is always full of unique and fun ideas attest to the fact that there are many good game creators at Nintendo. Together with Shigeru Miyamoto, all of them have been making what are called Nintendo software. So, I have never thought that we have not fostered game creators at the company."  

   


On the company's practice of maintaining large cash deposits:    


   


"Several years ago, some people in the stock market used to openly announce that there was no need for companies to keep cash deposits because you could borrow them whenever necessary. I think I can today say that the situation in the last 6 months has proved that they were wrong. As long as we are doing business where we have great risk at times, my belief is that we have to be cash-rich if we commit ourselves to continuing our business. So, it is very hard for me to imagine that Nintendo will abandon its cash-rich position all together anytime soon because doing so will significantly narrow down the options we can choose from in the future, which will weaken the competitive edge of the company towards the future."  

   


For the detailed Q & A transcript, click here.


30
TalkBack / This Week in Nintendo Downloads
« on: May 18, 2009, 12:51:42 PM »
Majora's Mask becomes America's 300th Virtual Console title, an Art Style game arrives on DSiWare, and WiiWare gets both a tower defense sequel and a chess game.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18465

 North America has just received its 300th Virtual Console title, and in that landmark title you have just three days to save the world.    


However, those who've played The Legend of Zelda: Majora's Mask on the Nintendo 64 will remember that those three days are revisited and replayed over and over again. Majora's Mask features unique time travel gameplay that allows players to delve into the day-to-day of character's lives and attempt to change the fate of a doomed world. And for anyone who hasn't played what Nintendo hails as "one of the highest-rated Nintendo 64 games of all time," the classic is now available for download on the Wii's Virtual Console service for 1000 Wii Points ($10).    


Nintendo's other offering this week is Art Style: PiCTOBiTS on the DSi. This puzzle game has players clearing "bits" from the playing field by combining large clear blocks with smaller square ones of the same color. The game takes advantage of the DSi's touch screen to let players pick up and place the bits anywhere on the touch screen; this is a strategy that is said to be "critical to your success." Eventually, cleared game levels will reveal classic Nintendo characters, and players will earn coins to unlock additional DARK stages and access the game's soundtrack. Art Style: PiCTOBiTS is available for download on the DSiWare service for 500 Nintendo DSi Points ($5).    


Rounding out this week's downloadable releases are two WiiWare games from third parties. One is Square's Crystal Defenders R2, the second episode to their tower defense series. Players will have to defend their crystal supply from enemies by placing various units in strategic positions, accounting for the differences in map layout, unit abilities, and enemy strengths. Crystal Defenders R2 will introduce not just new maps, but new "jobs" for the player's units as well, such as "Flintlock" or "Tinker," thereby offering new strategies. The game also introduces three varieties of power crystals that can be used to enhance defender's abilities even more. Crystal Defenders R2 is available now on WiiWare for 800 Wii Points ($8).    


The other WiiWare title is Silver Star Chess, which originally released in Japan last August. Brought across the Pacific divide by Agetec, this chess game lets players square off against each other, or against one of several computer opponents. Players can redo their last move, or review the entire chess match after its ended. This lets Silver Star Chess allow players to replay the match from any point in its history, possibly to change a losing outcome. Silver Star Chess can be downloaded from WiiWare for just 500 Wii Points ($5).    


NINTENDO DOWNLOAD: ZELDA CLASSIC BECOMES 300TH VIRTUAL CONSOLE GAME    


May 18, 2009    


Every Monday for two and a half years, Nintendo has introduced new downloadable games and applications for the Wii™ console. Today marks a milestone for the Virtual Console™ section of the Wii Shop Channel, home of some of the greatest titles in video game history. The classic The Legend of Zelda™: Majora's Mask™ becomes the 300th Virtual Console title available for download. It's one of the highest-rated Nintendo 64™ games of all time, and its three-day time cycle and deeper, darker storyline offer players a different experience than a traditional Zelda game. People who played it years ago can relive their gaming roots, while those who never picked it up can discover its fun and charm for the first time.    


Not to be overlooked, the second Art Style puzzle game for Nintendo DSiWare™ makes its debut, along with the WiiWare™ games CRYSTAL DEFENDERS R2 from SQUARE ENIX and Silver Star Chess from Agetec, Inc.    


Virtual Console    


The Legend of Zelda: Majora's Mask (Nintendo 64, 1 player, Rated E for Everyone - Cartoon Violence, 1,000 Wii Points™): Link™ must save the world! This time, he finds himself trapped in Termina, an alternate version of Hyrule that is doomed to destruction in just three short days. Link must race to recover the Ocarina of Time (which allows him to manipulate time in multiple ways), defeat challenging bosses in dungeons spread across Termina and discover the key to the mystery of Majora's Mask. Along the way, he'll obtain new weapons and items and help other characters (some strangely familiar) in their everyday lives. In addition, Link must use a wide assortment of masks scattered throughout Termina, each with its own specific use or power. Never before have three days offered so much in the way of action, mind-boggling puzzles and depth. The Legend of Zelda: Majora's Mask is an adventure unlike any other!    


Nintendo DSiWare    


Art Style™: PiCTOBiTS™ (Nintendo, 1 player, Rated E for Everyone, 500 Nintendo DSi Points™): Your goal in Art Style: PiCTOBiTS is simple: clear large blocks that fall from above ("megabits") by combining them with "bits" (square blocks) of the same color. Add in the ability to pick up bits and place them anywhere on the touch screen, and you'll quickly find that strategy is critical to your success. By clearing the bits, you gradually reveal each stage's hidden game character - look for favorites from classic NES™ titles - and earn coins that can be spent to unlock DARK stages or to listen to the game's soundtrack in MUSIC mode. This grand mix of familiar elements and new game play leads to the uniquely enjoyable experience that is PiCTOBiTS.    


WiiWare    


CRYSTAL DEFENDERS R2 (SQUARE ENIX, 1 player, Rated E for Everyone - Mild Fantasy Violence, 800 Wii Points): In CRYSTAL DEFENDERS R2, you must deploy various units, such as Fencers and Black Mages, to stop waves of encroaching monsters from escaping the area with your party's crystals. There are many types of units to choose from: Some specialize in powerful short-range attacks, some wield far-reaching magicks and still others are equipped with bows, enabling them to bring down aerial foes. Deploy units in strategic locations to take full advantage of their traits. Each time an enemy breaches your defenses and reaches a map's exit, your party will lose crystals. When all your crystals are gone, the game is over. CRYSTAL DEFENDERS R2 offers several new, challenging maps containing multiple entrances and exits. It also introduces three varieties of Power Crystals, allowing you to enhance the abilities of your units, while new jobs, including Flintlock and Tinker, set the stage for even more complex strategies. Can you defend all the maps without losing a single crystal?    


Silver Star Chess (Agetec, Inc., 1-2 players, Rated E for Everyone - Mild Suggestive Themes, 500 Wii Points): Silver Star Chess has two modes: 1-Player and 2-Player. 1-Player mode allows you to play a chess match against the computer opponent. 2-Player mode allows you to play against another person. In 1-Player mode, you can select one of five different computer opponents, as well as turn the background music off, adjust sound effects and access in-game help features. Also, during the match, you can redo your last move, save the game at any point or resign from the game. After the match has ended, you can review each move made during the match. While reviewing the match in this way, you can resume that match at any point.    


Nintendo adds new titles to the Nintendo DSi Shop™ and the Wii™ Shop Channel at 9 a.m. Pacific time on Mondays. Users with broadband Internet access can redeem Wii Points or Nintendo DSi Points to download the games. Wii Points can be purchased in the Wii Shop Channel. Nintendo DSi Points can be purchased in the Nintendo DSi Shop. A Nintendo Points Card™ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Nintendo DSi Shop or the Wii Shop Channel. They are not transferable and cannot be divided between the two systems.    


Remember that both Wii and Nintendo DSi feature parental controls that let adults manage the content their children can access. For more information about this and other features, visit Wii.com or NintendoDSi.com.


31
Nintendo has described their strategy as "putting smiles on many people's faces." As their recent earnings report shows, this makes for great business.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18409

 With the currently poor state of the global economy, it's rare enough to find beacons of growth and optimism. Even in the videogame industry, generally considered "recession-proof," there have been reports of belt-tightening and layoffs. Nintendo, though, has a long history of rebelling against convention.    


The Japanese gaming company recently presented their fiscal year results for the year ending March 31, 2009, and despite all the economic issues that have arisen in the last 6 months, they reported record sales and profits. All in all, Nintendo reported sales of 1.838 trillion yen (about US $18.5 billion) compared to 1.672 trillion yen a year ago. They reported a net income of about 279 billion yen (about US $2.813 billion), compared to 257 billion yen a year ago.    


Nintendo's steady good fortune comes amidst more than just general global economic worries. The devaluation of the US Dollar has also affected Nintendo's bottom line, since overseas income gets converted to a relatively strong yen. Nintendo does a significant amount of its business in both Europe and the Americas, so dramatic changes in currency evaluation can affect the company's earnings significantly. Unfavorable currency exchange rates are believed to be a major reason behind Nintendo reporting a nearly unheard-of mid-year loss in 2003.    


However, those dark days of being relegated to third place seem so long ago compared with Nintendo's current position at the top of the gaming industry. Nintendo reports that 50.39 million Wii consoles have been sold as of March 31, 2009, and that they expect another 26 million to sell over the next twelve months. Even more impressive, Nintendo's handheld DS platform sits at 101.78 million units sold, and is still rapidly selling with 30 million more projected sales by March 2010.    


Nintendo's obviously enjoyed a lot of success, and their strategy continues to hinge on championing tenets of fun and accessibility. In a section on "Medium and Long-Term Management Strategy and Challenges" Nintendo describes the Wii as "a machine that puts smiles on surrounding people's faces", and expressed their aim to encourage communication amongst household families. With the DS, Nintendo's goal is to upgrade the machine’s reputation from "must-have for every family" to "must-have for everyone."    


Nintendo's claims of aiming to expand the gaming population to new consumers "regardless of age, gender, or gaming experience" isn't really a new message for the company, but their continued success in the face of critics suggests that there just might be something to the "smiles" that Nintendo keeps trying to put on their consumer's faces.


32
TalkBack / SouthPeak's Sled Shred Brings Downhill Sledding to the Wii
« on: April 30, 2009, 10:40:46 AM »
Players will be able to use the Wii Balance Board to train with and race against the renowned Jamaican Bobsled team.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=18332

 Did you know that there is a Jamaican Bobsled team? Perhaps best popularized by the 1993 Disney movie Cool Runnings, the team is now featured in SouthPeak Games' recently announced Sled Shred for the Wii.    


Sled Shred doesn't only promise bobsleds (both the two and four-person variety) though; the game will also feature downhill sledding on inner tubes and giant discs. It will allow for a trick system and the use of snowballs to slow down opponents. The game page also promises in-game achievements, unlockable characters and vehicles, and special abilities. Presumably players will have to master all these aspects to qualify for the Jamaican Bobsled team in the game's story mode.    


Featuring multiplayer for up to four players and support for the Wii Balance Board, Sled Shred is currently set for a fall release.    


SOUTHPEAK GAMES ANNOUNCES SLED SHRED FOR Wii™    


Battle the Jamaican Bobsled Team on the Wii Balance Board in Downhill Racer
   


MIDLOTHIAN, VA – April 29, 2009 – SouthPeak Games announced today that it will be publishing Sled Shred for Wii™. Focused on downhill sled racing on everything from tubes and toboggans to discs and bobsleds, Sled Shred promises to give players a thrilling experience as they try and earn their way into the World Winter Games, racing with and against the world-renowned Jamaican Bobsled team. Sled Shred is scheduled for release in fall 2009.    


"We are very excited to bring this unique racing experience to Wii with Sled Shred," said Richard Iggo, VP of Marketing at SouthPeak Games. "A sledding game is a natural fit for Wii owners, and we can't wait to see everyone using their natural body movements to steer their sleds down those slopes!"    


In Sled Shred, players form a team determined to prove themselves in a quest to compete at the World Winter Games. The Jamaican Bobsled team will be present in the game's story mode to coach and challenge players. Sled Shred offers a variety of different vehicles to race, including inner tubes and bobsleds, on more than 10 different snowy courses. Players can challenge one another or race together against the computer in free play mode, and have the option of using the Wii Balance Board™ accessory to control their vehicles as they race.    


Sled Shred is scheduled for release this fall. For more information visit www.southpeakgames.com .


33
This Director's Cut treads a thin line in preserving the original's gameplay and art style while at the same time adding new puzzles, story, and content to genuinely improve the experience.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=18299

 To call this game a port, or even a remake, of a 1996 classic adventure game doesn't quite capture what Revolution Software has accomplished with Broken Sword. As the cover clearly states, this is a Director's Cut. This means that the original art, gameplay, and story have been preserved despite the passing of thirteen years. Broken Sword for the Wii also contains new content, story, and puzzles. Both old and new, Broken Sword: Shadow of the Templars Director's Cut is a definitive version of a classic more than anything else.    


Of course, a classic point-and-click adventure game means it is full of classic point-and-clicking. Players use an on-screen cursor to move characters around, solve puzzles, and interact with objects. These simple (and therefore accessible) controls translate easily to the Wii Remote pointer, and only the A and B Buttons are heavily used. The Wii controls also work great when waving the pointer around and exploring the entirety of the screen to find puzzles and objects to examine—a necessary habit when working through some of the game's puzzles and challenges.    


In this sense, Broken Sword honestly proclaims itself as a game from a bygone era of point-and-click adventure gaming. Its puzzle and exploration elements, which required players to think through what they needed to solve and who they needed to talk to, were enough to garner a following in 1996, and these elements still hold up today. On the other hand, like most classic adventure games, it rarely conveys a sense of immediacy and action, and it's possible to get stuck in a puzzle for a long stretch of time before uncovering the item or action that pushes the story forward.    


This is one of the area's where the Wii game's improvements really come into play. Players have the option of accessing a hint system at almost any moment, which means the days of getting stuck at a puzzle for hours before looking up the solution in a guide are over. If you ever need help on what to do next, the game can gently guide you with relevant hints that start out subtle but can get more specific if necessary. Those who wish to tackle the game completely on their own can simply keep the hint system off, though some of the game's more obscure solutions are especially challenging in that they require a burst of lateral thinking, or a lot of experimental trial and error.    


Another extremely worthwhile addition to the game is new playable sections of story and new puzzles to accompany them. These new sections put players in the shoes of the game's female lead, Nicole Collard, for the first time, casting a whole new light on the story. Far more serious than plucky male lead George Stobbart, Nicole's sections help to both preface and contextualize the conspiracy surrounding the mystery of the ancient Knights Templar. The new sections also present Nicole in far more active light than the original game, where she was unavailable for play and remained cold and aloof most of the time, in her apartment doing "research." These additions meld together very well with the game's original segments, and in fact it's hard to picture Broken Sword without them. They also help to push the game's length to a respectable 10 to 12 hours.    


One aspect of the game where the developers opted to make no drastic changes were the graphics. To be fair, Broken Sword has some new art, but much of the game stays as faithful as possible to the hand-drawn style of the original 1996 release. As a result, the game's visuals are inescapably dated, for better or for worse. Astute fans can relish in stylized Western 2D background and character art that's almost impossible to find in modern games, and some of the game's visuals do seem to recall those of classic animated film maker Don Bluth (An American Tail, Anastasia). However, at many other points in the game (Ireland, especially) the character design and animation falls much closer to the realm of commonplace Saturday morning cartoons.    


Another element from the original game that has been preserved is Broken Sword's voice acting. All of the dialogue in the game is voice-acted, and much of the observation and narration is also given voice. And where the developers have added gameplay or chosen to edit old dialogue, new speech has been recorded. This does wonders for playing through the game, and it's an immense help in identifying with George and Nicole. The performances do sometimes teeter over the edge, with stereotypical interpretations for certain side characters, but even these lesser instances are performed confidently. Strangely, a few of the voice samples differ significantly in quality and seem to play at a louder volume, or with a slight echo.    


Another thing that must be mentioned is the existence of one or two game-stopping bugs that may occur when speaking to certain characters at certain parts of the story. These don't crash the game, but they prevent you from doing anything other than opening up the Wii's home menu, resetting the title, and continuing from your last save with a knowledge of what to avoid. Unfortunately, the game does not have an auto-save system, so it's possible to lose significant progress if you run into one of these bugs.    


In the end though, there are reasons, new and old, for both adventure fans and newcomers to the genre to enjoy Broken Sword. The game isn't ashamed of displaying its roots, whether they are in the form of point-and-click gameplay or 90's animation. And as its characters unearth the early medieval mysteries of the Templars, Wii owners who play Broken Sword are likewise challenged with reliving a genuine adventure game, circa late 20th century.

Pros:
       

  • A hint system to alleviate the frustration of getting stuck in puzzles
  •  
  • Voice acting that keeps the game interesting and enjoyable
  •  
  • The game's original art and animation has been lovingly preserved
  •  
  • New playable segments that meld with the original experience and improve the story


  •        Cons:
           
  • A couple of bugs that force the player to reset
  •  
  • Sometimes the game's original art and animation comes off as dated
  •  
  • Some voice samples have inconsistent quality
  •  
  • The story's climax doesn't play out quite as excitingly as the rest of the game


  •                Graphics:  6.5
           Broken Sword should be commended for preserving a lot of its original hand-drawn art and animation, even though this results in low graphical fidelity. It's a testament to the style that some of the art still holds up after all these years, but there are also examples of the exact opposite outcome.

                   Sound:  7.5
           Voice acting does much to increase the game's appeal, though some of the quality is askew and some character portrayals are decidedly stereotypical. The game's soundtrack is both subdued and mysterious, but limited.

                   Control:  7.5
           The controls are simple and work well with the Wii Remote. The tilt functionality in specific puzzles works but is not as smooth as it could be. A second player can control a pointer on the screen, but this is mostly cosmetic as only one player has control at any time.

                          Gameplay:  8.0
           Broken Sword features the adventure and puzzle gameplay that made it a classic, as well as brand new puzzles. The addition of a hint system goes far in reducing the frustration that the genre is capable of inducing.

     


           Lastability:  6.5
           At 12 hours long, give or take, Broken Sword will last more than a few play sessions. But aside from reliving the story, there's no real incentive to replay the game.

     


           Final:  7.0
           The definitive version of a classic, Broken Sword for the Wii is definitely well-suited for adventure game fans. However, Broken Sword's faithfulness to its original graphics, gameplay, and style could present a challenge to anyone not ready for a little bit of history.      


    34
    TalkBack / Wii Achieves Eight Million Sold in Japan
    « on: April 25, 2009, 09:03:20 PM »
    But despite being far ahead of the competition, there's reason to agree with Nintendo's president that the Wii is in an "unhealthy condition" in its home market.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18282

     Two years and four months after its launch in the Japanese market, Nintendo's Wii system has crested eight million units sold in its home market. This places it millions of units ahead of its competitors, a triumph given the fact that Nintendo was a distant second in the last era of gaming consoles.    


    However, revolutions are never a smooth ride. Earlier this month, Nintendo President Satoru Iwata declared that despite leading the pack, his company's console was "in the most unhealthy condition since it hit the Japanese market" and that this was "not the position we wanted to be in more than two years after launch and after selling almost 8 million consoles."    


    Though the eight million unit sales mark is a significant achievement, Iwata must be watching the weekly sales figures of his console, which have been in the doldrums as of late. For the past several weeks, weekly Wii sales have hovered below the 20,000 unit mark. This is low enough to allow Sony's PlayStation 3 to lead the home console hardware charts in weekly sales, and even Microsoft's anemic Xbox 360 managed to outdo the Wii during one seven-day sales period.    


    However, Nintendo's sudden slowing could be indicative of shifting business conditions in the company’s console market, which Iwata described as "not very strong right now overall." Rejecting the possibility of a price cut, Iwata claimed that it was key software titles that drove the Wii's growth, probably referring to the same games that Famitsu has recently revealed lead Wii lifetime-to-date unit sales in Japan:    


    Top Five Wii Games by LTD Sales in Japan    


       
    • 1. Wii Sports - 3.5 million units*

    •  
    • 2. Wii Fit - 3.3 million units

    •  
    • 3. Wii Play - 2.7 million units

    •  
    • 4. Mario Kart Wii - 2.2 million units

    •  
    • 5. Super Smash Bros. Brawl - 1.8 million
    •  
       


    *Note: Wii Sports is not packaged with the Wii in Japan, and is sold separately.    


    With Wii Sports at the top of that list, could Iwata be hoping that titles like upcoming sequel Wii Sports Resort (which has been given a June launch date in Japan) could revitalize sales for the little-console-that-could? And where will Nintendo's major fall 2008 releases, Wii Music and Animal Crossing: City Folk, measure up when their sales data is revealed in Nintendo's upcoming fiscal year report?    


    One thing's for sure, Nintendo's CEO is talking about the situation as if it's an immediate and pressing challenge. This could, however, be more a show of prudence than defeat. Despite Iwata's statements that suggest doom and gloom, Sony's second-place PlayStation 3 sits at only three million units sold in Japan, a full five million consoles behind Nintendo.


    35
    TalkBack / Deca Sports Sequel Due This Fall
    « on: April 14, 2009, 03:57:17 AM »
    The first sports compilation game shipped two million units, so the sequel is upping the ante with online multiplayer, new sports, and other enhanced features.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18204

     What happens when you create a game that ships two million copies? When you work in the game industry, you gear up for a sequel. That's exactly what Hudson is doing with Deca Sports 2, which the game maker's North and South American publishing arm has pegged for a fall 2009 release. However, with so many copies of the first game already out in the wild, Hudson is making sure that there are new features that set the sequel apart.    


    To start with, Hudson is claiming that the sequel will be the "only Wii sports compilation game with Nintendo® Wi-Fi Connection online multiplayer," a feature that hasn't been connected to Nintendo's upcoming Wii Sports Resort title yet. The sequel will also do more with the characters and teams that the first game introduced by letting player create their own teams and customize the athlete's uniforms, skill sets, and appearance.    


    Deca Sports 2 will also continue the first game's mission of bringing a variety of different and sometimes obscure sports together under one roof. This time Hudson is promising synchronized swimming, motorcycle road racing, speed skating, darts, ice hockey, dodgeball,  tennis, and mogul skiing. The game will also feature kendo swordfighting and pétanque, a sport with the same origins as lawn bowling.    


    Deca Sports 2 is shaping up to be Hudson's next major move on the crowded-but-popular sports compilaton market on the Wii. It's unlikely that any of its competitors will have such a zany mix of features, gameplay, and athletic events.    


    Hudson Entertainment's DECA SPORTS 2 Warming Up for Wii    


    DECA SPORTS 2 Expands on Popular Franchise as the First Sports Compilation Game to Offer Online Competitive Play
       


    San Mateo, Calif. – April 13, 2009 – Athletes of all shapes, sizes, and skill levels wanted!  Hudson Entertainment, the North and South American publishing arm of HUDSON SOFT, announced that DECA SPORTS™ 2 will be released in Fall 2009, following the landmark success of DECA SPORTS, the exclusive title for Wii™ that shipped two million units.    


    "Due to the massive popularity of sports games on Wii, the demand for in-game variety and online gameplay has never been greater," said Mike Pepe, Director of Marketing at Hudson Entertainment.  "With online play and 10 new sporting events, we believe DECA SPORTS 2 will delight fans and new players alike."    


    As the only Wii sports compilation game with Nintendo® Wi-Fi Connection online multiplayer, DECA SPORTS 2 will allow players to compete against other 'DECAthletes' from around the country.  Featuring diverse sports such as synchronized swimming, motorcycle road racing, speed skating, ice hockey, mogul skiing, dodge ball, tennis, and darts, as well as lesser known international sports such as pétanque and kendo, DECA SPORTS 2 will continue the original game's credo of "the Everybody Sports Game." Besides the new play, gamers will also be able to design their own teams, customizing uniforms, athlete skill sets, and even the looks of the athletes themselves.    


    For more information on DECA SPORTS and other titles, please visit Hudson Entertainment at www.hudsonent.com.


    36
    Sega VP of Marketing Sean Ratcliffe hopes that Mario & Sonic at the Olympic Winter Games will "exceed the original," says House of the Dead: Overkill has met expectations, thinks that MadWorld could become a franchise, and claims his company was "confident about [the Wii] right from the start."
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18149

     Based on the interview Sean Ratcliffe gave Venture Beat, the ongoing success of Sega's Mario & Sonic at the Olympic Games franchise requires keeping a lot of people happy. "It's quite a long list of people who are involved in making that game," explained Sega of America's Vice President of Marketing, "from the IOC (International Olympic Committee) to ISM (International Sports Multimedia) to Nintendo to Sega." And of course, he acknowledged the single most crucial group of all: "Are consumers happy with it?"    


    The answer must be a resounding yes. The first game, Mario & Sonic at the Olympic Games, has accumulated 10 million units sold worldwide since its release over a year ago near the end of 2007. Sega has noted that their sports games tend to do relatively better in the European market compared to America, but in both markets Mario & Sonic performed "incredibly well."    


    Obviously, the company is hoping that the sequel, Mario & Sonic at the Olympic Winter Games, will "exceed the original." Like the first game, this game will involve Nintendo's master designer Shigeru Miyamoto, and feature mascots and characters from both legendary gaming companies. It will also include new features, like balance board support and four-player cooperative gameplay. Ratcliffe has an additional reason to think the sequel will do well, saying that he thinks "the events of the Winter Olympics are actually more relevant to gaming" with sports like snowboarding, downhill skiing, bobsledding, and speed skating. However, the DS version of the game won't be able to take advantage of any of the recently released Nintendo DSi's new features since the development team "was already deep into the development cycle" when that possibility came up.    


    But what about Sega's other offerings on the Wii, like the recent Mature-rated titles House of the Dead: Overkill and MadWorld? According to Ratcliffe, Overkill "has done very well and has absolutely met our expectations" and describes the initial data for MadWorld as "very encouraging." He says that if the brawler from developer Platinum Games resonates with consumers, they would "absolutely want to make [MadWorld] into a franchise."    


    Talking about Sega's general place among the Wii's third parties, Ratcliffe boasted that his company was "confident about that platform right from the start" while "a number of [other] publishers were less so." In fact, he claimed that "Sega does incredibly well with a lot of its games on the Wii platform." Beyond that, he claimed that the company had taken the view that "the audience for the Wii fits firmly in the heartland of Sega's consumer base."    


    Ratcliffe also considered the company's plans for Nintendo's newly released DSi hardware and whether that would change their approach with DS games. "You probably have to believe that ultimately the DSi is going to be the platform that continues and the DS will probably die out," admitted Ratcliffe. Still, he didn't think it likely that Sega would need to change course drastically. "Nintendo platforms tend to have a long tail," he pointed out. "It took Game Boy years before it completely died out." Ratcliffe imagined that they'd work on "incorporating functionality for the DSi" for "key titles," but that Sega would cater to the previous DS and DS Lite audiences "for a long time."    


    Ratcliffe had more thoughts on the DSi and the future of the Mario & Sonic franchise, so be sure to read the full interview.


    37
    TalkBack / REVIEWS: Safecracker: The Ultimate Puzzle Adventure
    « on: March 23, 2009, 07:08:04 PM »
    The puzzles in Safecracker lack instructions and hints. That's why they're so satisfying to conquer.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=18012

     Don't be fooled: this is a game about puzzles, not safes. In fact, there's not one traditional safe in the whole game. Instead, Safecracker: The Ultimate Puzzle Adventure for Wii features over thirty contraptions that need solving, most of them involving unique and intriguing brain teasers, all in the quest to recover an eccentric billionaire's will. That could very well be enough of a setup for puzzle lovers to tinker out the game's entertainment, but most others will find the game's worth the biggest mystery of all.    


    It's a good thing then that the puzzles in the game are so mentally engaging. Except for a few key or password based locks, Safecracker: The Ultimate Puzzle Adventure offers a menagerie of different puzzle concepts, each one unique to the device it unlocks. And each time you discover a new puzzle, you'll need to start from square one in discovering its unique mechanisms with no hints or instructions—only your own problem-solving skills. This means that given an array of buttons with arrows on them pointing in seemingly random directions, it's completely up to you to deduce the correct order in which they must be pressed. Even an ordinary sliding puzzle takes on a whole new light when you have no visual reference for the image you're reconstructing, only your own intuition.   This not only increases the challenge, but the feeling of accomplishment as well. Overcoming the lack of instructions or guidance to discover a pattern or solution is where Safecracker: The Ultimate Puzzle Adventure feels genuinely rewarding.    


    The other components of the game exist merely to tie those moments together for the five hours it takes to complete the game, assuming you don't get stumped. The graphics are entirely two-dimensional, though the game offers the illusion of a three-dimensional environment using what looks like screenshots of a pre-rendered environment that are stitched together at their edges. The effect resembles techniques like Quicktime VR. The end result is fairly believable, except that the lighting and shadows never change, mirrors don't show accurate reflections, and there's a slight fish-eye distortion when looking at the seams. It's an admirable  and economical solution.    


    But despite the unambitious graphics, there are noticeable load times whenever players move from one location to another. The waits are short, but they add up when you're trying to move across the entirety of the mansion. Additionally, clicking to move around can be disorienting because the game preserves your original viewing angle when you move: in the real world, you would instead turn to face in the direction you're traveling. The end result is an experience that ultimately feels crude.    


    The game's sound is also underwhelming. The tunes in Safecracker: The Ultimate Puzzle Adventure are appropriately mysterious and low-key, but they're so short and there are so few of them that by the time you unlock a new melody, it almost seems like a glorious reward. The saving grace in this department is the main character's voice, a sort of puzzle-oriented Sherlock Holmes. Since you never meet another person in the course of the game, the English-tinted voice of the expert safe-cracker you're playing as is the one link you have to humanity. You only hear it occasionally, like when you find a note or letter, and the stereotypical accent won't win any awards, but it's a welcome companion in the loneliness of a mansion full of safes.    


    And in the end, that's all Safecracker: The Ultimate Puzzle Adventure is: the lonely home of an eccentric billionaire, with puzzles and safes to unlock in every room. There's enough in that set-up for a few hours of genuine do-it-yourself puzzling. But if you're looking for anything other than that, you may just find Safecracker unsolvable.

    Pros:
           

  • Solving puzzles on your own is extremely rewarding
  •  
  • The main character's occasional voice keeps you from getting lonely


  •        Cons:
           
  • Annoying load times as you move from room to room
  •  
  • Only about five hours long
  •  
  • Absolutely no replay value
  •  
  • No hint system to help rookie puzzlers


  •                Graphics:  5.0
           The graphics are an interesting blend of 3D art and 2D implementation, sort of like wrapping a painting all around you. They accomplish the job, but the load times and occasionally disorienting camera angles as you move from location to location drag down the experience.

                   Sound:  6.0
           The game's music is solemn and mysterious, but there's not enough variety to excite interest. On the plus side, the (admittedly stereotypical) main character's voice, which reads letters and dispenses small observations, goes a long way towards enriching an otherwise lonely experience.

                   Control:  7.0
           The Wii Remote pointer is used for messing with puzzles or looking for clues. The Nunchuk's analog stick rotates the view. Both do an adequate job.

                          Gameplay:  7.0
           The puzzles in Safecracker are the reason the game exists. Some are easy, but others are genuinely challenging. The wonderful thing is that the game doesn't really provide clues to how the puzzles operate, so the experience of intuiting a process and then working out a solution is all the more rewarding.

     


           Lastability:  3.0
           At approximately five hours, Safecracker lacks staying power. There simply aren't enough puzzles to be had, and you'll end up wishing that the mansion had more floors and secret rooms.

     


           Final:  6.0
           If you're a fan of innovative logic puzzles (and solving them without any help), it may be worth overlooking Safecracker's brevity in order to enjoy its unique challenges.      


    38
    TalkBack / Dead Space to Support Wii MotionPlus? Not So Fast
    « on: February 27, 2009, 10:13:11 PM »
    It looks like EA's next entry in the Dead Space franchise won't use Wii MotionPlus after all. UPDATED!
     <a href=/newsArt.cfm?artid=17831>http://www.nintendoworldreport.com/newsArt.cfm?artid=17831[/url]

     UPDATE    <P>
    News outlet IGN confirmed today that the apparent revelation of Dead Space Extraction using Wii MotionPlus was a misunderstanding.  While COO John Pleasants mentioned Dead Space: Extraction while discussing the use of WiiMotion Plus, it will not use the new technology.  It is still confirmed as a major gameplay element in the upcoming Tiger Woods PGA Tour 10 and Grand Slam Tennis, however. (JL)    <P>
    The original story follows.    <P>
    Dead Space: Extraction is slated for release later this year, and when it comes out it will support Nintendo's Wii MotionPlus peripheral.    <P>
    According to EA Chief Operations Officer John Pleasants, the Wii-exclusive Dead Space spin-off will be "taking advantage of the MotionPlus controller." Announced last year at the Electronics Entertainment Expo, Wii MotionPlus is an attachment for the Wii Remote controller that aids developers in pursuing more accurate motion recognition in their games.    <P>
    Pleasants also said that Dead Space: Extraction would feature zero-G dismemberment. The original Dead Space featured areas of zero gravity physics, so this announcement hints that the prequel's developers are implementing that feature for the Wii.    <P>
    Pleasants made these comments at the 2009 Goldman Sachs Technology and Internet Conference, but EA recently announced separately that two other games will support the Wii MotionPlus accessory. Earlier today, an EA press release indicated that Tiger Woods PGA Tour 10 and Grand Slam Tennis would both support Nintendo's gyroscopic add-on.    <P>
    Dead Space: Extraction is currently slated for a late 2009 release. Tiger Woods PGA Tour 10 is scheduled to come out in June, and Grand Slam Tennis is due in the summer. <P>

    39
    TalkBack / Nintendo Unveils New Classic Controller, the Classic Pro
    « on: February 26, 2009, 09:29:07 AM »
    Nintendo's Japanese website reveals a new form factor for the Classic controller that takes it even further in the traditional direction.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17822

     The classic controller has always been Nintendo's link to the past, a traditional input setup that's been supported in some Wii games, and necessary for many Virtual Console ones. Nintendo seems to believe that the controller's role is still an important one as their Japanese website has just revealed a new controller, the Classic Controller PRO.    


    At first glance it's easy to see how the Classic Controller PRO strengthens ties with earlier gaming systems. The most visible addition to the controller are two prongs in the style of earlier controllers like the GameCube controller or Sony's DualShock line. Another change is that the Classic Controller PRO is thicker than the original Classic Controller and can thus support larger ZL and ZR buttons. These buttons used to be small, circular, and positioned in-line with the larger L and R shoulder buttons on the original Classic Controller. On the Classic Controller PRO, they are almost equal in size to the other shoulder buttons and are no longer situated so far towards the center of the controller.    


    The Classic Controller PRO appears to still sport a wire, so it appears that the controller will still need to plug into a Wii Remote to operate. It is also not known whether this redesign will support rumble this time, or leave it out as the previous version did.    


    It has no announced price, but it is slated for a summer release in Japan. There is no news yet on a release outside Nintendo's home country.


    40
    TalkBack / Lower Budgets Drew Marvelous to Wii
    « on: February 25, 2009, 12:25:11 PM »
    Marvelous' CEO is interested in the "the more hardcore platforms," but the company has embraced the Wii due to business realities.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17818

     In a recent interview, Marvelous CEO Yasuhiro Wada explained that his company's projects were very Wii-heavy because projects on the other consoles "require a lot of technical skills" and because his company didn't have "enough money" to pursue them.    


    Marvelous, a mid-sized Japanese publisher, is responsible for helping bring gamers the Wii-exclusive No More Heroes. The company is also prepping the sequel, No More Heroes: Desperate Struggle, and simulation title Little King's Story for release in early 2010 and later this year, respectively. Both games are Wii exclusives.    


    But Wada told Gamasutra that he was "very interested in the more hardcore platforms," referring to Xbox 360 and PlayStation 3. However, Wada pointed out the difficulties of the videogame business. "I wanted to put a lot of money into development," he explained, "but at the same time, in the business aspect, if we put too much money in, then we can't make money." The Wii is widely regarded as vastly cheaper to develop for than either the Xbox 360 or the PlayStation 3.    


    Confronted with the possibility of licensing out their games for development on other platforms, Wada declined. "We want to make it ourselves," he said, pointing out how No More Heroes was loved so much by both himself and co-creator Goichi Suda that they couldn't let anyone else work on it.    


    However, Marvelous' Wii success has allowed the company to grow, causing Wada to ponder, "I think we're at the point where we can actually go into it and start thinking that we can actually do it." However, he also assured that "We do have a really good relationship with Nintendo, so we'll continue making games for Nintendo."  Despite his company’s recent successes, Wada knew that he had a narrow chart to course for the future. "One of the most important things, I think, is not to have one big hit," he suggested, "but to keep having successful titles, one after the other."


    41
    TalkBack / Resident Evil 5 Skipped Wii Due to Developer Ambitions
    « on: February 25, 2009, 10:19:52 AM »
    The urge to push the sequel "as far as it could be pushed" kept the game off of Nintendo's console.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17816

     After two major success stories on the Wii, the Resident Evil franchise is skipping Nintendo's console for Resident Evil 5. According to Producer Jun Takeuchi, the reason why is that the team "really wanted to push the next part of the series as far as it could be pushed."    


    As part of an interview with Joystiq, Takeuchi was asked why the game wasn't coming to the Wii despite Nintendo's market dominance, cheaper development, and the success of Resident Evil 4: Wii Edition. Takeuchi explained that the decision came "from the development team." Resident Evil 5 would arrive on the Xbox 360 and PS3, and not the Wii, because of the team's ambitions, including those for "the graphical aspect of the game."    


    Takeuchi also stated that "actual development time itself has been just about three years." Including planning, Takeuchi put the figure closer to four years. The Wii in comparison is only a little over two years old. When Resident Evil 5 was announced in mid-2005, the Wii was still known by the codename "Revolution," technical details were still scarce, and Nintendo's console was still over a year away from launch.


    42
    TalkBack / Wii Exclusive Dead Space Extraction Goes On Rails
    « on: February 19, 2009, 01:01:58 AM »
    Unlike the original game, EA's prequel will present its unique style of space horror in a first-person perspective.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17784

     No one can accuse Electronic Arts of giving Wii gamers a shoddy port of their Dead Space franchise, because Dead Space Extraction is being built from the ground up exclusively for the Wii. And as an all new game, Dead Space Extraction will feature a new perspective on the franchise's space horror tenets: a first-person one.    


    EA has revealed that, unlike its predecessor, Dead Space Extraction will be an on-rails shooter. This actually isn't the first time a third-person survival-horror game has transitioned to a first-person perspective for the Wii audience. In 2007, Capcom followed up their immensely successful Resident Evil 4: Wii Edition port with the on-rails shooter Resident Evil: Umbrella Chronicles.    


    But despite the change in genre, the developers have plenty that they want to accomplish. In an interview with IGN, executive producer Steve Papoutsis said that the team was working to retain "the core gameplay mechanics" from the original game, including "strategic dismemberment, weapon upgrades, stasis, telekinesis, alternate-fire modes, and more." Additionally, the game will include a new co-op mode, utilize the Wii's motion controls, and feature what Papoutsis described as a "guided and cinematic camera" that would help them enhance "tension and horror."    


    As a prequel, Dead Space Extraction will explore the events leading up to the first game, focusing specifically on a group of desperate space colonists, the freakish "necromorphs" that prey on them, and a mysterious heroine who may hold the key to survival. But despite a new story, new gameplay, and a new system, Dead Space Extraction is striving for the same violence and horror that marked the original. According to Papoutsis, "the team spends a lot of time trying to push the boundaries of what is acceptable in a mature game."    


    Dead Space Extraction is currently slated for a fall 2009 release.    


    EA ANNOUNCES DEAD SPACE EXTRACTION EXCLUSIVE FOR THE Wii    


    All-New Hero, Story and Characters Extend the Dead Space Universe
       


    Guildford, UK; February 18, 2009 – Electronic Arts Inc. (NASDAQ: ERTS) today revealed Dead Space™ Extraction, an all-new chapter from the studio that delivered the award-winning action-horror Dead Space game. Built from the ground up and developed exclusively for the Wii™, Dead Space Extraction is a prequel that reveals the events leading up to Isaac Clarke's mission on the USG Ishimura in the original Dead Space game released in 2008. Dead Space Extraction will marry the innovative motion controls of the Wii Remote with a frenetic first person perspective to create a new action-packed horror experience.    


    Dead Space Extraction tells the story of a handful of space colonists desperately struggling to escape from a horrific infection on the Aegis VII mining colony deep in the furthest regions of space. The game introduces a new heroine to the fiction and as the crew fall victim to a mysterious contagion aboard the ship, it becomes clear that protecting her may be their only hope for survival. Dead Space Extraction introduces all new characters, weapons, enemies, puzzles and co-operative multiplayer gameplay.    


    "We could not be more excited to extend Dead Space into an experience exclusive to the Wii. Nintendo has a wonderful history in the horror genre and we are thrilled to build on that tradition with Dead Space Extraction," said Glen Schofield, VP and General Manager of EA Redwood Shores studio. "As we were developing Dead Space, we realized that there was so much of the story going untold. Dead Space Extraction tells that story with all of the intensity, blood and gore that fans would expect."    


    Dead Space Extraction is an EA Redwood Shores title and is scheduled to ship in Autumn 2009. This product has not yet rated by ESRB or PEGI.


    43
    TalkBack / Capcom's Resident Evil 4: Wii Edition at 1.5 Million Sold
    « on: February 11, 2009, 12:01:30 PM »
    The game company is targeting global sales of 500,000 units for their upcoming Wii port, Dead Rising: Chop 'Til You Drop.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17743

     Capcom ported Resident Evil 4 to the Wii early in the system's life and the company is still being rewarded with sales of the M-rated title. Already a known million-seller, Capcom's third-quarter financial report revealed that the game had managed to eke out another 100,000 units in sales since Capcom's last report in September of last year. As of the end of 2008, Capcom now has sales of Resident Evil 4: Wii Edition pegged at a 1.5 million units worldwide.    


    Sales for Capcom's other Resident Evil Wii hit, Resident Evil: Umbrella Chronicles, remained unchanged at 1.15 million units.    


    The sales posted by Resident Evil 4 are especially impressive because the zombie horror game was first released in 2005 and has had versions available on the GameCube and PlayStation 2, as well as the PC, long before it reached Wii buyers. However, the game released at the budget price of $30 and enjoys a reputation as one of the few high-profile M-rated titles on Nintendo's system.    


    Capcom's next major contribution to the Wii library will be Dead Rising: Chop Til You Drop, slated for worldwide release this month. Supplementary materials to Capcom's report revealed that Capcom was aiming at 500,000 unit sales for the game worldwide. Chop 'Til You Drop is a port of the 2006 Xbox 360 game Dead Rising, which Capcom reports has sold 1.4 million units worldwide.    


    Capcom also reported that sales of Mega Man Star Force 3 on the Nintendo DS met their expectations. The company reported a net income of 179 million yen, down 95% from a year ago, and blamed this on a transition period in which the company's major franchises are releasing after the typical holiday sales season.    


    UPDATE:    


    Newly revealed NPD sales data has exposed the US sales of several of Capcom's games, including the Resident Evil Wii titles. Resident Evil 4: Wii Edition has sold 759,000 units in the US according to NPD estimates, and Resident Evil: Umbrella Chronicles has moved 398,800 copies.    


    Additionally, the Wii port of Okami is pegged at 165,900 units sold in the US, and Zack & Wiki at 116,600.    


    CORRECTION:
     The story originally listed Resident Evil 4 as first coming out in 2004. It was first released in January 2005. Also, the article described the XBox 360 version of Dead Rising as a 2008 game, when in fact it came out in 2006.


    44
    TalkBack / Hudson Reveals WiiWare First-Person Shooter Onslaught
    « on: February 04, 2009, 10:03:13 PM »
    The downloadable game will even feature online four-player co-op.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17674

     Who knew that the company behind the classic-but-cute Bomberman had a first-person shooter in the works? Hudson recently revealed Onslaught, a futuristic first-person shooter that promises not just "a horde of enemies to blast away," but also cooperative play for up to four people. Another surprise? It's for WiiWare.    


    Onslaught's setup is classic science fiction as Hudson explains it: "contact with a distant research colony is lost and your team is sent in to find out what happened." Since the game is on the Wii, it will feature unique controls. Players don't just take aim with the pointer, they also reload by shaking the Wii Remote, and throw grenades by shaking the Nunchuk.    


    And since the game is squad-based, Hudson claims that players will be able to "team up with a friend, or two, maybe even three!" This co-op aspect isn't enough though; Hudson is taking the downloadable title online so gamers can "play in four-person co-op." There is currently no confirmation of any kind of local multiplayer.    


    The first couple screenshots revealed the helmeted space marines and the insectoid space aliens. The screens also show several of the game's weapons, including an assault rifle with a visible ammo indicator on the gun, a rocket launcher, and what may be a whip. One screen even shows the character inside some sort of vehicle with two large Gatling guns on either side.    


    Hudson has not revealed any release date for the title, but their website shows that the game has already earned a Teen rating from the ESRB.


    45
    TalkBack / REVIEWS: National Geographic Panda
    « on: February 03, 2009, 05:35:30 AM »
    The pandas are enough to elicit your attention, but whether or not they'll hold it depends on more than cuteness.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=17669

     The panda cubs in National Geographic Panda easily rival the puppies in Nintendogs for cuddliness. But pets, even virtual ones, should be long-term commitments instead of passing infatuations. So while Namco Bandai's virtual pet game has the cuteness factor pegged down, the question remains: what other qualities does it bring to the table? A few, but not enough.    


    To start with, yes, the baby pandas in the game are extremely adorable. However, that's because the game really delivers with realistic visuals and audio. This goes beyond textured 3D representations of furry creatures. The panda cubs behave believably and, even better, adorably.  They roll and gallop around their environments and let out realistic yelps. They also work their way to the tops of climbing poles and attempt to use whatever new slide or seesaw is installed in their outdoor park area. They coo when caressed, pat their tummies when hungry, languidly fall over backwards when being rubbed, run into each other, and take frequent catnaps. Mine love to catch a few minutes of sleep whenever they can.    


    The DS touch screen is the avenue for all player interaction. The input method is used for more than just petting the cubs. You can't teach the cubs to explicitly perform tricks, but you can help them. For example, when a cub starts to perform a somersault you can assist it by dragging your stylus in the direction you want it to roll. Another nice interaction is how a cub will look at and then reach out and grab food you hold in front of it. And when a panda climbs onto a log swing, it's up to you to give it a gentle push. The touch screen also gets a workout when the cubs need washing: players must cover the baby pandas entirely in suds and then rinse them off with a detachable shower head. The only pitfall in this otherwise successful control scheme is that dragging the stylus across any non-interactive portion of the screen will rotate the camera in a sluggish and inexact manner. Thankfully, players can also use the superior D-Pad for this function, but since the camera can only display either a single panda at a time or a zoomed-out view of the play area, it can still be troublesome.    


    The entire experience comes together when the open-ended gameplay pays off. I decided on my own to scratch an itchy spot I saw one of my panda's scratching himself, and the cub's own efforts to address the itch slowed down, as if he'd forgotten what he was doing. This reaction surprised me and caused a warm satisfaction. The game didn't give me explicit instructions on how to get the pandas to play the drum either, but reading the cubs' body language and intuiting what it wanted from me was a rare experience that, for a moment, rose my relationship with the cub above that of food-supplier and belly-rubber.    


    However, the lack of structure also means that National Geographic Panda holds up only when played for just a couple minutes every day. This is especially the case early on, when you've got just one panda and very few activities and toys at your disposal. As cute as the little things are, there's just not that much to do with them before you start repeating yourself. Feeding, washing, and playing with a panda can all be done in a matter of minutes. Even later on with three or four pandas, more toys, more environments, and more interactions, it's hard not to exhaust the basic list of necessary activities within just 10 or 15 minutes.    


    To counteract this, the game encourages shorter play sessions over many days. Utilizing the DS internal clock, National Geographic Panda doles out funds each real-time day you play. Food, toys, accessories, decorations, and playground equipment are all purchased out of this budget. Play too long during any one day and the expense of feeding the hungry pandas can become prohibitive, meaning less money put aside for expensive toys or whimsical accessories.    


    Sometimes a new day brings with it a free toy or room decoration, which is invaluable for pandas on a fixed income. And after a couple days, new pandas start arriving, maxing out at four black-and-white bundles of furry joy. The game unlocks also new educational readings each day. One-day sales and other special rewards also help mix up the daily routine. There's even a mail-order store that delivers high quality items several days after they're purchased, meaning players will need to turn on their DS several days later to see if their order has arrived.    


    Unfortunately, these long-term features are unlikely to win over players who aren't already enamored by the daily routine of pampering young pandas. Until the player is allowed to adopt an additional panda, purchase more toys, and take advantage of more activities, playing National Geographic Panda remains a very bare experience.    


    It's worth noting that National Geographic Panda for Nintendo DS comes with Secrets of the Wild Panda, a 53-minute DVD. Of course, National Geographic Panda isn't actually intended as an educational videogame. After all, the game does involve buying funny hats and cute clothes for panda cubs that never grow up. But since the bonus DVD is included with the game, Namco Bandai's title makes for an interesting proposition. It's a light but undeniably cute virtual pet game, and it's also a little bit of an educational opportunity. Oh, and there are pandas.

    Pros:
           

  • The pandas are absolutely adorable
  •  
  • Touch screen controls are simple and easy to pick-up
  •  
  • Comes with an hour-long National Geographic documentary DVD


  •        Cons:
           
  • Extremely minimal daily playtime
  •  
  • Takes several real-time days, even weeks, for additional activities to become available
  •  
  • Unlike Nintendogs, you can't teach the pandas tricks


  •                Graphics:  8.5
           The environments in the game are a little bland, but the focus is where it should be: the panda cubs in all their 3D glory, complete with endearing animations and mannerisms.

                   Sound:  7.0
           The background music is muted, but pleasant. The panda sounds are adorable, even if there isn't much variety.

                   Control:  8.0
           The touch screen is excellent for not just interacting with the panda cubs in a variety of ways, but also for navigating the game's menus. The camera has some issues, but these amount to only a slight inconvenience.

                          Gameplay:  6.0
           National Geographic Panda has charming interactions that occasionally hint at a deeper experience, but ultimately the game doesn't offer enough compelling activities to make pampering the pandas more than a repetitive cycle of feeding them, playing with them a little, and washing them.

     


           Lastability:  5.5
           National Geographic Panda can last, but only when taken in small doses. The game unveils new activities, resources, and panda cubs over a period of weeks, boosting its longevity.

     


           Final:  7.0
           National Geographic Panda is a charming virtual pet title, but it amounts to just minutes of playtime a day. If you're a sucker for pandas though, caring for the little cubs can still be rewarding.      


    46
    TalkBack / Doubting Nintendo: Is Online Video Going Too Far?
    « on: February 03, 2009, 04:58:43 AM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=17667

      Nintendo's offered plenty of so-called "non-game" experiences with the Wii, from a news channel to a "hot-or-not" Mii channel, but these have been relatively straightforward endeavors. Nintendo needed them to pull new users into the Wii, and I dug all that. After all, creating Miis was sort of game-like, and even in the weather channel could be mistaken for a game when you spun the globe around. But stepping into online digital video delivery is nothing like that, and if Nintendo thinks it's a good idea, they have another thing coming.    


    Yes, it's true that Nintendo has been so wildly successful in so many new fields lately. Any company that can get 14 million people around the world to buy weighing scales and somehow see that as a fun thing deserves all the kudos the world can provide. But delivering video content to Wii users over the internet is a huge undertaking, one that I don't think will benefit the company at all.    


    Usually, everyone who has a Wii already has a TV and the programming to go with itUsually, everyone who has a Wii already has a TV and the programming to go with it
       


    First of all, people already have TVs. They already have iPhone video. They already have hulu.com and netflix. They already have flash movies on the web, and youtube, PS3 and Xbox360 movie downloads, and on, and on. People already have a plethora of choices if they want to watch something. Why should Nintendo get into that crowded marketplace filled with so many hungry, innovative, and established competitors? Nintendo's success today came because they've opted out of one rat-race (the HD rat race), why negate the smartest strategic move this generation by jumping right into another one?    


    Of course, Nintendo's done one right thing in planning to use all original, all exclusive content. If they were simply offering the same old movies and TV shows, the service would have even less marketshare than the Wii Opera browser. But that brings up another concern: who's going to manage this whole enterprise? Nintendo's current weather channel and news channel are nice, small, localized situations where very specific data is provided by very specific partners. But in an online video download service where all the content is unique, who's going to be in charge of buying that content from the dozens of different groups who'll provide it? Who's going to vet the programs for quality? And since all the content will be unique and therefore implicitly vetted by Nintendo, who's going to make sure that the material is Wii-friendly? There's a huge production process this enterprise would require, one that Nintendo has no experience in.    


    Yes, it was awesome, but it's also as close as Nintendo should ever get to the TV businessYes, it was awesome, but it's also as close as Nintendo should ever get to the TV business
       


    Now, that's another thing: Nintendo could probably afford to chase this, but wouldn't it be a colossal distraction to set up? Doing this small scale would be so niche as to not be worth the effort, so Nintendo would have to make a substantial effort. In fact, with online video content delivery already an exploited marketplace and the requirement to create some sort of broadcasting sub-division to handle specifically this, it'd be a herculean task to bring this to completion. That's energy that Nintendo would be better advised spending doing the one thing they do best: making some of the best games in the world, and the hardware to play them on. The Wii 2 is NOT going to make itself you know? The next-generation is not going to get handed to Nintendo on a silver platter, and there is a very belligerent set of people just waiting for them to fail. That should be a more pressing concern for Nintendo than streaming some exclusive anime or gameshow or melodrama to people who could instead be playing games.    


    Wait a sec, that's ANOTHER thing. Games. Remember the last company that made a huge hullabaloo about getting people watching movies and playing games on the same device? Yeah. Sony. With the PSP and the PS3. I think that track record speaks for itself. Learn from Sony's example Nintendo! Getting more people using the device is a good thing, but the entire thinking behind this is to get them to purchase games, and the market's already shown what happens in situations like these. No games bought, no licensing fees, no third-parties, and eventually everyone is going to claim that Nintendo's pulled a blu-ray. I'm a Nintendo fanboy, not a Sony one.    


    The PSP's UMD format is dead, and so are its software salesThe PSP's UMD format is dead, and so are its software sales
       


    And besides, aren't we supposed to be taking these lapsed gamers and non-gamers and new gamers and casuals and perform that mythical "up-market" push? I'm sorry, but I was under the impression that the movies and TV I watch are less interactive than the games I play, not more. We've got an entire generation of gamers who've just picked up a Wii Remote, why are we making them put it back down? I thought that this was the entire point of Nintendo's disruption and what Iwata's been saying: save the industry by making new gamers. Save games. Not TV.    


    Maybe Nintendo's drunk with success. Or maybe they're exploring all their options. Heaven knows that this sort of craziness isn't new: Nintendo tried to take the NES online so you could bet on horse races, and even before that I've heard that Nintendo was wrapped up in everything from love motels to taxis to instant rice. But online video distribution is a minefield for a company like Nintendo, and it's a minefield that lies exactly opposite the direction in which they should be traveling.    


    Nintendo's future lies AWAY from the couchNintendo's future lies AWAY from the couch
       


    Wii Sports was a revelation that exposed all this unexplored potential that videogames had never explored before. The last thing we need right now is Wii Couch Potato.


    47
    Nintendo's third quarter financial results suggest that Wii Sports Resort and Punch-Out!! will arrive in the first half of 2009. Also, Kirby Super Star Ultra and Wii Music join the list of Nintendo million sellers.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17664

     Nintendo's financial releases often contain data that can be of interest to game industry followers. Most recently, supplemental data for Nintendo's third quarter finances included a list of recent first-party million-selling titles as well as a rough forecast for future releases.    


    To begin with, Nintendo listed 15 first-party DS titles and 11 first-party Wii titles that classified as million sellers and received sales during the period of April 2008 to December 2008, the first three quarters of Nintendo's current fiscal year. While the list doesn't include games that may be million sellers but did not post million unit sales over the last nine months, it also includes 17 games that launched in one or more markets before April 2008. The presence of so many of these titles goes to show Nintendo's ability to exhibit what they call "evergreen" sales long after a game's release.    


    Recently launched DS titles that joined the million-selling club include Pokémon Mystery Dungeon: Explorers of Time/Darkness, Pokémon Platinum (currently available only in Japan), Kirby Super Star Ultra, Rhythm Heaven, Personal Trainer: Cooking, and Pokemon Ranger: Shadows of Almia. Recent Wii games to cross the sales threshold included Mario Kart Wii, Wii Fit, Animal Crossing: City Folk, Wii Music, and Mario Super Sluggers.    


    Nintendo Q32009 Million Sellers Highlight
       


    Nintendo also revealed a rough forecast of upcoming game releases. Though the list of games is by no means exhaustive and the dates and titles are subject to change, the report does indicate many upcoming Nintendo titles that are yet to see release or even extensive exposure. For example, Dynamic Zan (Dynamic Slash) and Cosmic Walker both were revealed at Nintendo's Fall 2008 Conference in October, but only through mere seconds of footage.    


    However, it is worth noting that Nintendo already seems to have plans to bring the Wii Adventure title Another Code R (the sequel to Trace Memory on the DS) and the diving simulator Endless Ocean 2 to Europe. There are no listings for the games yet under the section for North America. However, Nintendo has indicated an American launch for both Wii Sports Resort and Punch Out!! in the first half of 2009.    


    Long-time Nintendo observers should also note that Hoshi no Kirby, which started life as a GameCube title, is still on Nintendo's books.    


    Nintendo Q32009 1st Party Release Forecast


    48
    TalkBack / Iwata Claims Post-Holiday Wii, DS Sales Momentum Strong
    « on: February 02, 2009, 09:49:45 PM »
    In the face of economic uncertainty, Iwata shared data to show that Nintendo's products "are not seeing any decreased momentum."
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17663

     Nintendo just enjoyed a record-breaking holiday sales season, but would post-gift-season fatigue set in and dampen their new year? According to Satoru Iwata, the answer is no.    


    In fact, Iwata believes that, in the US and Europe, sales for Nintendo's products are actually increasing despite concerns to the contrary. The Nintendo President and CEO rolled out several charts at Nintendo's recent Third Quarter Financial Results Briefing to that effect.    


    For the Wii, Iwata explained the system's second week dip in the U.S. as related to a shortage of units, though the 2009 numbers fared noticeably better than last year's. However, in Europe Iwata said that Nintendo was able to take advantage of Spain's Three Kings sales period for the first time. In both regions, Iwata was happy to note that "sales so far are twice as much of last year's result."    


    N Q32009 USWii SalesTransition
       


    N Q32009 EUWii SalesTransition
       


    For the DS, Iwata said that an improved stock situation allowed Nintendo's portable to improve 70 percent over last year's sales in the first weeks of 2009. The DS was also able to take advantage of Spain's Three Kings sales period, giving European results a significant increase in the first weeks. Like the Wii, Nintendo's portable exhibited increases year-over-year in Nintendo's sales data for January.    


    N Q32009 USDS SalesTransition
       


    N Q32009 EUDS SalesTransition
       


    Iwata also showcased the December-January sales transition for one software title he claimed was "showing exceptional sales transitions." Nintendo's blockbuster Wii Fit has already shipped more than 14 million units worldwide, an amazing figure given its $90 price tag in the U.S. According to Nintendo's internal figures, the game hasn't slowed down in January, and instead posted 300,000 units in sales last week in the US, a rate that matched some weeks during the intense holiday shopping period. However, Wii Fit is the exception to the rule, as Iwata acknowledge that for typical Nintendo titles "January sales are often 20 to 30 percent of the preceding December sales."    


    N Q32009 WiiFit Sales Transition


    49
    TalkBack / Iwata Reveals Number of Global Wii, DS Million Sellers
    « on: January 31, 2009, 07:16:59 AM »
    You can count the number of third-party Wii million sellers on six hands! For DS third-party million sellers, you'd need ten.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17649

     There's little question that Wii software sells, but does it sell when it's not made by Nintendo? Satoru Iwata, Nintendo President and CEO, recently took the time to touch on exactly that issue at Nintendo's Third Quarter Financial Results Briefing and provided some numbers to prove it.    


    According to Iwata, 30 third-party Wii titles had shipped more than a million units worldwide by the end of last year. That's 18 more than just nine months earlier; suggesting that third-party developer performance on Nintendo's market-leading home console was accelerating.    


    For the DS, Iwata trotted out a similar drastic increase from 28 third-party million sellers at the end of last March to 49 by the end of last year. That's 21 new million-selling DS titles in just nine months.    


    Iwata noted that, for the past two months, the Wii had sold more third-party software than any other console in the US. He added, "As the hardware [expands] their installed bases, we are starting to see a cycle where more titles from the third parties are making the million sellers list."    


    Nintendo themselves recorded sales for 15 first-party DS titles and 11 first-party Wii titles in the last three quarters, but this information does not list million-selling titles that did not feature sales data for that reporting period.


    50
    TalkBack / Nintendo Third Quarter Results: Wii 45m LTD, DS 96m LTD
    « on: January 29, 2009, 07:32:16 AM »
    Nintendo's sales numbers are likely to be the highest ever for the company, but a strong yen is impacting their profits.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=17640

     Data regarding game sales is usually more readily available in the full fiscal year report, but Nintendo's third quarter report still contained a hefty amount of sales information.    


    For instance, Nintendo reported that Wii shipments through December 2008 have reached nearly 45 million worldwide. However, they revised their hardware shipments downwards, and expect to sell just 6 million more Wiis before the end of their fiscal year on March 31. This could mean that monthly Wii hardware sales in the US could return to the 600,000 or 700,000 level after the holidays. Over 312 million Wii games have shipped.    


    The DS hardware is reported to have lifetime worldwide shipments of 96.22 million. Of that number, 1.66 million come from the new DSi, thus far released only in Japan. Nintendo revised DS hardware forecasts up a bit, expecting to sell about 6 million more hardware units worldwide before April. Nintendo claims that lifetime-to-date shipments of DS software has reached 533 million units.    


    For specific titles, Nintendo reported that Pokemon Platinum version (currently only available in Japan) had sold more than 2 million units and that Kirby Super Star Ultra had performed well worldwide. They claimed that many third-party titles had also moved more than a million units in the last nine months. For the Wii, Nintendo reported that Mario Kart had shipped 13.67 million units worldwide, and that Wii Fit had shipped 14 million. Wii Play shipped 9.4 million units over the last nine months as well. Nintendo also reported favorable receptions for Wii Music and Animal Crossing: City Folk, and that "various genres of software have been well accepted by consumers" on the Wii.    


    Nintendo has recorded an increase in sales over the past nine months, but these gains were offset by the conditions of the global economy. Specifically, a stronger yen against the American Dollar and Euro means that Nintendo reports less yen for each overseas sale. Nintendo's last forecasts called for an exchange rate of 100 yen to the US dollar and 140 yen to the Euro. Now the Japanese company is calculating at 90 yen per US dollar and 120 yen to the Euro.    


    When Nintendo posted a quarterly loss in the GameCube era, a major culprit was a similar currency evaluation that did not work in their favor. However, despite Nintendo forecasting 200 billion yen in foreign exchange losses for the entire fiscal year, they still expect net sales and operating income to reach the highest level in the company's history.    


    NINTENDO REPORTS THIRD QUARTER FINANCIALS FOR FISCAL YEAR 2009    


    Global Sales Mark 17% Growth Over Previous Year    


    Jan. 28, 2009
       


    Despite nearly unprecedented strength of the yen against major foreign currencies, Nintendo Co., Ltd. on Thursday (Japan time) reported 9-month (April to December 2008) global sales of 1,536 billion yen, an increase of nearly 17% over the same period in 2007, along with 501 billion yen of operating profits, up 27% from a year ago. This marks the fourth consecutive year that Nintendo Co., Ltd. has exceeded the previous results for the same nine month period. At the same time, recurring and net profits for the same nine month periods each declined about 18% due to 174 billion yen of foreign currency reevaluation losses from assets held in currencies other than Japanese yen (such as bank deposits without forward exchange contracts).    


    For the full fiscal year ending March 31, 2009, the company revised its unit sales forecast for the portable Nintendo DS™ system upward by 3% to 31.5 million globally, while the DS software forecast was lowered by 7% to 193 million.  For the Wii™ system, with softness in the Japanese consumer market, full year global unit sales estimates for both hardware and software were revised downward by 3%, to 26.5 million systems and 193 million games, respectively, in spite of the overall robust sales outside Japan.    


    As a result, and with the changes in the anticipated foreign currency exchange ratios, Nintendo Co., Ltd. has revised estimates for fiscal sales and profit projections for the full year ending March 31, 2009.  However, the company remained on pace to set historic records for Net Sales and Operating Profit for the full 12 month period.    


    Other highlights announced by Nintendo today include the following cumulative shipment figures from launch through the end of December 2008:    


    * Total LTD shipments of Nintendo DS hardware were 96.22 million worldwide, along with more than 533 million games.    


    * Total LTD Wii shipments reached nearly 45 million worldwide, along with over 312 million games.    


    * The LTD shipment of Wii Fit™ reached 14 million, and Mario Kart™ Wii reached 13.67 million.


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