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Messages - Vandomar

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TalkBack / Is Open World Enough for Zelda?
« on: June 23, 2014, 03:47:32 AM »

The new Zelda game on Wii U will have an open world. Is that all the franchise needs to do to truly evolve?

http://www.nintendoworldreport.com/editorial/37902/is-open-world-enough-for-zelda

E3 2014 has come and gone, and with it we've received news of a new open world Zelda title. A fresh entry in the Zelda series is always exciting, but the announcement of this new direction holds many exciting prospects. The question, however, is how can Nintendo's star franchise stay relevant in a world that already has sandbox games such as Assassin's Creed, Skyrim, and will have Dragon Age: Inquisition and The Witcher 3? Is being open world enough, or is there something more than draws people to these games? Is the freedom of a sandbox with enemies and dungeons what draws us to fall in love with franchises... or is it something less tangible?

After all, Watch Dogs has an open world full of things to hack, but the response to that game was lukewarm at best and apathetic at worst. Watch Dogs may have sold well thanks to initial hype, but as a franchise it seems to have missed the qualities that will give it longevity. So, how can the new Zelda avoid that pitfall and breathe new life into Nintendo's star franchise?

I remember the exact moment I fell in love with The Legend of Zelda series. I had finally convinced my parents to buy me a Game Boy Pocket and a game my friend recommended: Link's Awakening. I had never heard of the series before, as I never had a NES or SNES growing up, but I trusted my friend's advice.

After slapping the cartridge in and hitting the power button, I can only describe the mental state of my 10-year-old self as "enchanted." As the hours passed, the island of Koholint won me over with simple, yet eccentric characters. Marin's morality, Tarin's unhealthy love of mushrooms, and Mamu the frog's renown singing ability are just some examples of what made the setting compelling.

Koholint Island was a world I could believe in... and more importantly one I wanted to save.

And boy did I try to save it. Even though Link's ultimate goal in the game is to return home by waking the mythical Wind Fish from his slumber, it's clear from the beginning a shadow hung over Koholint.... and as the reigning champion of Hyrule it was my job to snuff it out.  However, as I progressed deeper into the game's story, I learned a terrible truth.

Koholint wasn't real. It was a dream of the Wind Fish given life. The price I would pay for returning home was robbing these people of their existence. Marin, Mamu, and even the shopkeeper who kills you with a laser beam for stealing would be gone forever.

So what did I do? What could I do? I kept playing. I finally came face to face with the Wind Fish. He asked me to awaken with him, reducing Koholint into nothing more than a memory. All I had to do was press a button to trigger the last cut scene.

I immediately put the Game Boy on the table and left it there for an hour. With a tumultuous mix of excitement and remorse, I finally watched a final montage of the characters I had grown to love before they were gone forever. I felt regret, but also solace knowing that those characters would live on in the memories of their dreamers, which is maybe where they had been all along.

All of those emotions came from black and white pictures on a 2.6-inch screen. Before that moment, games to me were nothing more than entertainment. They were a fun distraction or a mental challenge, but never emotionally engaging.

Nintendo wisely carried on their character-oriented tradition with the Zelda series. If you notice, the way the Sages in Ocarina of Time are designed to emotionally tether you to their respective regions on the map. Even if you didn't care about the Goron, surely you wanted to help your honorary brother Darunia. Majora's Mask took the concept a step further by designing the entire game around helping people who have their own quirks and desires. You didn't want to just save Termina, you wanted to help its citizens solve their tribulations of love and loss.

Zelda games weren't just fun to play, they were emotionally involving. You didn't just save the world because it was fun, but because it was worth saving. Hyrule, Koholint, and Termina were full of details that rewarded the player for delving deeper into the game. They had a degree of verisimilitude that was remarkable given their hardware platforms and more that gave us reason to come back to them time after time.

Other series in Nintendo’s library have also succeeded at this. Donkey Kong 64 may not have had a complex narrative, but the new additions to the Kong family were teeming with personality that only added to the franchise. Even the Metroid series accomplished similar goals with barely any characters to compliment the protagonist. Each game has Samus alone with only her wits and a constantly malfunctioning suit to rely on. You feel isolated and overwhelmed in alien worlds home to a fantastic atmosphere holding the promise of deadly secrets. It's impossible to deny a sense of wonder playing Metroid Prime, but with that wonder comes the palpable need to escape the danger hiding just under the surface.

Now, not every game needs to be emotionally engaging on the level of Ocarina of Time or Final Fantasy VI. Super Smash Bros. and Mario Kart are examples of franchises that are known purely for their exciting gameplay. Indeed, Super Mario 64 is an amazing game that only wished to be a fantastic platformer. Those games have their lauded place in our hearts and indeed the industry would not exist without them. However, over the last generation Nintendo put more emphasis on pure gameplay without the emotional motivation to compliment it. If they make an open world with those tenets in mind, it may not be enough to make us believe in the newest Zelda's open world.

For example, The Legend of Zelda: Skyward Sword exists in a setting that is conspicuously empty. Many of the gameplay mechanics, from flying to swordplay, were fantastic, but I felt myself oddly detached while playing the game. Link was fighting to save the world... but what world really existed to save?

Skyloft was home to a knight academy designed to police three or four dozen people.  The surface of Hyrule fared even worse, mostly bereft of civilization save for a conveniently scholarly Goron or small population of woodland creatures. Yes, Groose and Batreaux were compelling characters, but that doesn't make up for an otherwise empty setting.

Yes, on the surface Skyward Sword proved fun to play... but underneath that lied a world lacking in the details of the series' earlier installments. Companies such as Naughty Dog, Bethesda, Irrational Games, and Bioware have only expanded upon what Nintendo and Square pioneered in the 16 and 32-bit eras. We've been given new worlds to explore and new characters to fall in love with. The Wii era placed more emphasis on gameplay and the allure of motion controls, resulting in a stagnation in the emotional involvement of some of Nintendo's most beloved worlds. The simple truth, however, is that emotionally involving narratives and revolutionary gameplay aren't, and shouldn't be, mutually exclusive.

Gaming as a medium is evolving to compete with movies and television. If there is one lesson Nintendo should take away from the last generation, it's that gaming is driven by the passion of the players. Sometimes having nothing more than fun with a game isn't enough; people want fall in love with it. Pure gameplay experiences with quirky visuals aren't always enough to sell a system. Gamers want something or someone whom they can relate. Skyrim became the first Elder Scrolls game to break into mainstream media because it created a believable fantasy world in which people could invest themselves. Mass Effect earned a large and devoted fanbase by populating their universe with thoughtful lore and interesting characters. Nintendo franchises in the current era have struggled to tap into those kind of devoted fanbases. The new Zelda, however, has the potential to remedy that. Nintendo has a chance to make a world that we can fall in love with, and in turn, be excited by... and that approach needn't be confined to the new Zelda.

Should Nintendo begin exclusively making sweeping and complex epics featuring Mario? Certainly not. Many times, less is more (I'm looking at you, Metroid: Other M), but a new narrative-driven franchise could be just what Nintendo needs to gain interest again. Imagine an RPG in the vein of Kingdom Hearts with Nintendo's mascots coming together like they did in the Subspace Emissary. Games like Wii Sports are important, but many gamers are looking for an emotional experience that stays with them long after they put the controller down. They're looking for that moment of hesitation just before waking the Wind Fish. They're looking for a sense of love that tells them to play just one more level. If the new Zelda can give us that... the possibilities going forward are endless.


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TalkBack / GameCube Controller Adapter Announced for Wii U
« on: May 29, 2014, 07:30:00 AM »

Get ready for Smash Bros. by breaking out your old GameCube controllers or possibly buy new ones.

http://www.nintendoworldreport.com/news/37559/gamecube-controller-adapter-announced-for-wii-u

A GameCube Controller Adapter is coming to Wii U to be used with Super Smash Bros. It also appears that Nintendo will release new GameCube controllers with a Smash Bros. logo on them, too. We have reached out to Nintendo for confirmation.

The controller adapter will allow four GameCube controllers to be plugged into a USB-powered device. The adapter, however, will take up both of the front USB ports on the Wii U.

It is unknown if this device will only work with Super Smash Bros., but it seems likely that the addition of this device could open the way for GameCube controller functionality in Virtual Console games.


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TalkBack / The Origins of Mario Kart
« on: May 28, 2014, 06:01:00 PM »

You have F-Zero to thank.

http://www.nintendoworldreport.com/feature/37549/the-origins-of-mario-kart

Last year during E3 2013, some people compared Mario Kart 8's anti-gravity addition to F-Zero. What most people might not have been aware of is that the Mario Kart series owes F-Zero a lot more than you'd expect. The 1992 Super Nintendo debut of Super Mario Kart actually originated as a two-player version of F-Zero.

A Super Nintendo launch title, F-Zero was a wonderful proof of concept for racing in sweet Mode 7 graphics. For its time, F-Zero was a graphical achievement, and even today it still holds up to a degree (you can see for yourself on the Wii U Virtual Console). The one thing that held back F-Zero's debut was that it was just a single-player game. The team behind F-Zero couldn't work in any multiplayer before the game's debut.

Following F-Zero's launch, part of that same team, now led by Tadashi Sugiyama and Hideki Konno, went back to work with a new goal in mind: create a two-player mode. Sugiyama was fresh off of directing Pilotwings, bringing his own unique experience with Mode 7 to the table, while Konno just led development on SimCity, another SNES launch game.

With the framework of F-Zero available to build on, the team created a kart racer that used a split-screen view to display two racers at once. This new game was meant to focus on brand new characters, but a few months into development, the team inserted Mario into the kart on a lark, and determined it looked better with previously defined characters behind the wheel. Thus, Mario Kart was born.

This wasn't Mario's first foray into racing, though. Mario and Luigi appeared in a pair of Japan-only Famicom Grand Prix games, both made for the Famicom Disk System. Naturally, those two games were directed by the same man who led development of the first F-Zero, Kazunobu Shimizu. He didn’t work on Super Mario Kart, oddly enough, and while he continued to work on other Nintendo racing games, he never touched the Mario Kart series.

Mario characters and items were inserted into this new Mario-themed racing game over the next few months of development, turning the previously nameless kart racer into the Mario series-celebrating Super Mario Kart. Around that same time in development, Battle Mode was added. The goal in Battle Mode was to add something that would create a stronger one-on-one experience with more player interaction.

From there, the rest is history. Super Mario Kart was released in 1992, becoming a beloved series. The games continued to appear on Nintendo platforms and now, we're mere days away from the latest entry: Mario Kart 8 on Wii U.


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TalkBack / Giana Sisters: Twisted Dreams Patched
« on: May 05, 2014, 08:22:00 PM »

Let there be sound.

http://www.nintendoworldreport.com/news/37340/giana-sisters-twisted-dreams-patched

The European version of Giana Sisters: Twisted Dreams has been patched to add sound to the game's off-TV play.

Black Forest Games stated that the patch was also submitted the to Nintendo of America at the same time, but is unfortunately still in QA.


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TalkBack / How Perception Is Key to Nintendo's Survival
« on: August 05, 2013, 10:49:05 AM »

In which someone decrees that Nintendo needs a Halo, and they're probably right.

http://www.nintendoworldreport.com/editorial/35059

These are interesting times, aren’t they Nintendo fans? Transitions always are. People are used to the status quo of the current generation, giving next gen consoles a tricky balancing act. Do companies stick with their proven formulas or do they try something new? Both Microsoft and Sony have showed gamers their respective hands… and they are interesting to say the least.

So what does this mean for Nintendo? To understand what Nintendo needs, we need to look at the lessons learned from their competition. In other words, we need to do a little opposition research.

The Wii showed us that Nintendo doesn’t necessarily want to play the same game as its competitors, a perception backed by their understated but confident presentation at E3. If we were discussing Nintendo’s position in 2007, then the musings of Sony and Microsoft would be irrelevant. But we also know that the casual market that made the Wii a massive success isn’t coming back for the Wii U as strongly as Nintendo anticipated.

The surprises of E3 have been picked apart for weeks. For one, we’ve learned that new ideas aren’t always better. But more importantly we’ve learned that perception is everything. We’ve had the Xbox reversal, Sony’s PR dominance, and a look into the next gen titles Microsoft and Sony have in store for us this fall. The one question everyone is asking is “Who will win?”

But perhaps the more important question should be “Who does everyone think will win?” After all, Sony managed to pull a massive victory out of E3 simply by creating the perception they weren’t like Microsoft, who had painted themselves as arrogant and greedy with their initial Xbox One policies. Nintendo, unfortunately, has also had something of a perception problem lately. The general view of the Wii U is that is that it lacks software support and is missing the power of the Xbox One and PlayStation 4.

The good news is that Nintendo has avoided the pitfalls into which Microsoft has recently fallen. After all, being seen as antiquated and aloof is better than being vilified. Better yet, they are far more easily remedied. Even now, the Wii U has several promising titles on the horizon including Pikmin 3, Sonic Lost World, Donkey Kong Country Tropical Freeze, and The Wind Waker HD. Every one of those titles will most likely be strong and up to the standards we’ve come to expect from Nintendo.

But none of them necessarily say why we need a Wii U. That, by their own admission, is Nintendo’s biggest problem. They have an interesting idea with the Wii U GamePad, but haven’t convinced developers why they need it. In 2006, we needed a Wii because of motion controls. This year, people want the PS4 because Sony is promising a next generation console that respects them. In 2001, gamers adopted the Xbox because of one word: “Halo.”

Halo. Many see it as the last true killer app that alone could sell consoles. 12 years later, the idea of the killer app seems old fashioned with so many multiplatform games. But Nintendo has had some of the most shining examples of the term. Many bought an N64 for Super Mario 64 and GameCube for Rogue Leader (Editor's Note: Aaron is a huge Star Wars fan. We all know everyone bought GameCube for Melee). Both games convinced consumers of the virtues of Nintendo’s consoles. The Wii had Wii Sports, which was a brilliant PR tool because it was an entire game devoted to explaining why we wanted the Wii and its motion controls.

Sony won E3 because they very simply showed everyone why they needed a PS4. Microsoft lost because they tried explaining why the Xbox One wasn’t as bad as you originally thought. Microsoft showed some impressive games, but not one justified the DRM restrictions they were championing. In business and politics, if you’re explaining you’re losing. Nintendo has been trying to explain the benefits of asymmetric gameplay and their new controller for months. If Nintendo continues to produce diagrams or explain that the lack of games is due to the cost of HD development they will only sink deeper. Ubisoft's Yves Guillemot revealed the company is backing out of a ZombiU sequel due to lack of sales. EA has also backed out of supporting the console in response to a lack of an install base. What consumers and developers need is simply confidence, a quality they aren’t receiving.  The problem is you can’t receive confidence from others without projecting it yourself. It’s a vicious PR cycle.

What the Wii U needs is a Halo. The need a game that says: “It doesn’t matter if other people make games for us, because we made this.”

It could be a Zelda, a Mario, a Metroid, or a new IP, but like Wii Sports it should show us why the Wii U is worth having. It needs to be simple, innovative, and soon. For all the problems the 3DS suffered at launch, the handheld is prospering in a world of smartphones because it successfully showed us that its software (both physical and digital) was a commodity we wanted.

Nintendo is out of the blue ocean of casual gamers now, pulled back into the stormy waters of the console war. They cannot afford to hold themselves to a separate standard from their competitors when their future lies with the hardcore gaming community. In truth, the Wii U’s situation is, when stripped down to its basics, not dissimilar to the late era of the N64 and the GameCube. Nintendo had third-party support problems then as well, but they and their affiliates responded with some of the most amazing games to have ever graced the medium.

Majora’s Mask. Perfect Dark. Eternal Darkness. Rogue Leader. Donkey Kong 64. Super Smash Bros. The Wind Waker. Metroid Prime. The Resident Evil remake. These games moved systems. They showed us that Nintendo had experiences we needed to have that weren’t available anywhere else. Nintendo, more than Microsoft and Sony, has a history of providing these experiences. The only difference now is that before, the consoles were more or less on an even playing field in terms of power. Nintendo has a steeper uphill battle due to the power of its competitors hardware.

Microsoft’s online features for the Xbox One met backlash because they never showed us a piece of software that illustrated why we needed them. All they did was explain. That is a lesson Nintendo needs to take to heart. In the past, they’ve shown developers and gamers across the world why they needed a Nintendo console and in response they were followed with enthusiasm.

They can do it again.

…but it might be best to do it before November.


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TalkBack / Nine Things Nintendo Needs To Do With Wii 2
« on: May 19, 2011, 12:53:16 AM »

Guest Writer Aaron Edwards tells what he thinks Project Café needs.

http://www.nintendoworldreport.com/editorial/26348

For the last console generation, the Wii has stood apart from its competition. Where Microsoft and Sony pushed the boundaries of graphics and processing power, Nintendo stuck with a simple but noble motto: gameplay comes first. As a result, we received the Wii: a console with power just above that of the GameCube and a motion controller. At first, the gaming community met the Wii with a reserved marvel at the prospects of motion-controlled gaming. But now Nintendo’s console is often met with eye rolls and weary sighs. Despite its reputation, the Wii has become an enormous success and helped shape the generation as we know it. Nintendo’s affordable hardware and family-friendly approach have captured a market thought unreachable en masse: the casual market. Grandparents and non-gamers bought Wiis for Wii Sports and Wii Fit...and little else. Still, as far as console sales go, the Wii has had almost unprecedented success in the current generation.

Indeed, both Microsoft and Sony have tried to capitalize on the Wii’s success with their own peripherals, the Kinect and PlayStation Move. The Kinect has done pretty well for itself by mimicking the aesthetics of the Wii, which seem to resonate very well with the casual crowd. Both Microsoft and Sony are holding steady in sales, with their motion controllers designed to extend their life cycles to up to 2015. It’s a smart move by Nintendo’s competitors, as the present economy wouldn't allow for another $500 machine to be accepted by the average consumer. Microsoft and Sony are also enjoying steady game sales from a great deal of titles, something the Wii always lacked.

Enter Project Café, Nintendo’s rumored successor to the Wii. The rumored capabilities of the console are supposedly superior to that of the Xbox 360 and PS3. In addition, Project Café is rumored to have a sizable touch pad on its controller as well as the ability to stream games in some capacity. Obviously, we’ll know more when Nintendo rolls out the red carpet at E3. But for now, given what we know of Nintendo’s past, present, and rumored future, we can think of a few approaches Nintendo can take in the coming days that will allow it to dominate its competitors in more than just console sales.


1. Give Project Café The Power It Needs

Nintendo often touted a mandate that graphics aren’t as important as gameplay, despite the fact that for some time, their consoles had some of the most powerful graphics among their peers. For years, Nintendo claimed simply that not enough people had HD TVs, so having impressive graphics and HD output weren't essential for them.

While graphics certainly aren't as important as gameplay, what Nintendo conveniently fails to mention is that graphics aren't the only aspect of a game to suffer from lack of processing power. The gameplay suffers because the console can't process things such as draw distance, physics, open worlds, or even atmosphere. The storytelling and gameplay that Naughty Dog pulled off in Uncharted would simply be impossible on the Wii. Games don't need to be shiny to be good, but they do need resources: something the Wii never had.

Project Café can’t simply be AS powerful as the Xbox or the PS3 or gamers won't migrate to the new system. Furthermore, Nintendo is going to find itself in the same boat as the Wii or worse (think Dreamcast) when Microsoft and Sony release their new powerhouse consoles a few years later. If Nintendo doesn't have a noticeable bump in power from the PS3, then they're going to find themselves in last place with the very audience they're (supposedly) trying to win back: the hardcore.

Unfortunately, it seems a little unlikely Nintendo would ever be willing to pay for the power the console needs, as doing so would most likely mean selling their product at a loss – a move unknown to Nintendo’s playbook. Still, the company has made a great deal of money on the Wii, so it could be they're in a position to try something new in the interest of future gains.


2. Online or Bust


Microsoft had a stroke of genius when they launched Xbox Live a generation ago. With Live, gaming evolved from sitting around with three friends playing GoldenEye to the online sensation that is the Call of Duty franchise. In addition to multiplayer, PSN and XBLA have had a bevy of innovative and affordable games for download, which has allowed independent developers to give us titles such as Braid and Limbo. While the Wii did have World of Goo, the game didn't gain true popularity until it released on PC, iPad, and iPhone. Nintendo has had WiiWare, but the service has only really re-released titles from Nintendo's past (Editor's Note: Someone never played much WiiWare...) and slowly dried into a ghost town.

Downloadable content has also been a mainstay among gaming developers that have extended the lives of games in order to ensure the audience is present for their sequels. Game patches are also important and Wii games have been robbed of them.

What Project Café needs is its online plan free of friend codes and slow connection speeds. Gamers need to have the same quality of experience playing a game online on the system that they can get on XBLA or PSN. These days, online is no longer a luxury, it's mandatory.


3. Storage Space. Lots of Storage Space


With a good online plan, you have gigabytes of data at your finger tips, so you’ll need a place to store it. The hard drives for modern consoles and computers have grown a great deal over the last five years. It wouldn't be surprising to see Microsoft and Sony have terabyte hard drives for their next consoles. Nintendo needs a hard drive.

While solid state would be nice, its high cost wouldn't mesh well with Nintendo’s economical strategy, a regular HD would do. But gamers need at least 250 GBs of space. 500 GB would be better. Like online, storage space on a home console is a must.


4. Court the Third Parties Back


Nintendo has a troubled history with third parties, from content restrictions to being plain overbearing. Such a watchful philosophy served them well in the NES and SNES days, when the industry crawled out of the crash in the early '80s due to the abundance of terrible games available for the Atari. But now, it takes a lot of resources to create a decent game that not just anyone can do. Sure, plenty of bad and tasteless games are made, but it isn't anywhere near the level it used to be. Nintendo knows it needs the third parties back to make a system (especially one trying to get the core gamer back) work. As a result, Nintendo needs to promise to give the third parties free reign like their competitors. Sure, we may not be seeing something like Manhunt on a Nintendo console (Editor's Note: We did), but would Grand Theft Auto V really kill them? A console needs to sell more than just first party games.


5. Acquire More Second Parties


Remember the days of the N64 and GameCube, where Nintendo fans had exclusives such as Perfect Dark and the Rogue Squadron series? Rare, Factor 5, and Silicon Knights delivered great and memorable games for Nintendo consoles. The Wii has been missing such titles. The fact of the matter is that the best sellers on the console (aside from the odd exception like Monster Hunter Tri) have been mini-game compilations and first-party Nintendo properties. Having more powerhouse exclusives will ensure a greater likelihood of Nintendo dominance.


6. Make Peripherals Relevant


The Wii MotionPlus came to upgrade the original controller and give it the capabilities we all thought it would have in the first place. While it's nice to know that Nintendo realized its fans wanted to do more than waggle to control their games, painfully few games used the peripheral. Wii Sports Resort, Red Steel 2, and not much else. Sure, we have The Legend of Zelda: Skyward Sword on the way, but three major titles isn't very strong backing by Nintendo. To be fair, Microsoft and Sony haven't done the best job with supporting their motion controllers with software, but hopefully all the companies will do a better job in the future to support their add-ons. The last thing we need is another vitality sensor joke.


7. More Original IPs

One of the reasons Nintendo became such a dominant force in the gaming industry is their amazing franchises. From Zelda, to Metroid, to Pokemon, Nintendo has created symphonies of game design that have been the paragon of their genres even as we move into the twilight of the current gaming generation. Unfortunately, the Wii hasn't seen any new properties. Wii Sports and Nintendogs don't count. Really, the last new attempt by Nintendo to create something was Pikmin back on the Gamecube. What we need is a new, exciting, and innovative property from the minds at Nintendo. With the alleged power behind Project Café, Nintendo could create a new game on the level of Zelda or Star Fox. The Xbox and PS3 have been home to a ton of new IPs over the course of the generation. Mass Effect, Assassin’s Creed, Uncharted, and Gears of War are just some of the new sensations we've seen that have taken advantage of modern hardware. Nintendo needs to match those franchises blow for blow with their own original material.


8. Don’t Screw Up the Launch


The 3DS hasn't done as well as Nintendo hoped. Whether you argue that the 3D is a gimmick or not, the launch really just didn't excite people. The system has Metal Gear Solid, Final Fantasy, and Star Fox on the horizon, but none of them came out with the system. Instead, the best games they gave consumers were Street Fighter IV and Pilotwings. Steel Diver was met with general apathy and lukewarm reviews. Ocarina of Time should have been a launch title.

Project Café needs the killer app. Halo singlehandedly propelled the Xbox into the running against the GameCube and PS2. Super Mario 64 helped the N64, as Rogue Leader helped sell the GameCube. Nintendo needs to have that game that uses the technology perfectly and makes people NEED to buy the system to play it. Also, an HD title of a classic title wouldn't be amiss. The point is, have a starting game line up that's too good to miss.


9. Don't Forget the Nintendo Touch


Despite any missteps Nintendo has made, deep down we still love them a little bit. The reason why people flocked to the original Nintendo is because they had great and exciting properties. That same group kept the GameCube alive when it began to wane. Despite their creative stagnation as of late, the family-friendly approach still brings in a passionate fan base. In addition, the little touches Nintendo adds to their consoles can make a great deal of difference in making them special. Project Café’s possible controller touch screen could lead to several unique gameplay experiences you can't find anywhere else. In implementing more modern approaches, Nintendo can't forget the original tenets that made them such a success: quality, innovation, and a cunning business strategy.

Originally Posted Here

In one glorious week at the age of four, Aaron Edwards played his first video game, Super Mario Brothers, and saw Aliens, which created an incurable love for gaming and movies. Ever since, Aaron has been a gamer with aspirations to become a screenwriter. Currently, he works as a creative executive at Young Indies in New York City. He also writes editorials and reviews for his blog, Media Rushes, and The Faster Times.


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