Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NdIGiTy

Pages: 1 2 [3] 4 5 6
51
TalkBack / Gaijin Games Talks Runner2, Wii U Ideas
« on: June 13, 2012, 09:05:46 AM »

Commander Video may benefit from an additional screen. 

http://www.nintendoworldreport.com/news/30724

Bit.Trip Runner's Wii U sequel, Runner2, might utilize the platform's unique control interface in some interesting ways.

In an interview with Official Nintendo Magazine, Alex Neuse of developer Gaijin Games specifically mentions the Wii U GamePad and its touch screen as a possible venue for Runner2's gameplay.

"For Runner2, we're thinking about how we can use the controller as an alternate world. For instance, what if CommanderVideo got warped down to the controller and had to do stuff different to what's going on in the main game. It's turning into a new canvas to paint on."

Neuse also proposed some ideas for future uses of the system.

"I'm imagining a game in which two players play co-op, with one using the Wii U controller and the other using a standard Wii Remote. What if the person with the Wii U controller could help the other person with the Wii U controller could help the other player out using, say, surveillance cameras, a bit like Theora Jones with Edison Carter [from Max Headroom]."


52
TalkBack / Kirby Anniversary Collection Games Revealed
« on: June 12, 2012, 09:46:57 PM »

Did your favorite make the cut?

http://www.nintendoworldreport.com/news/30719

Kirby's Dream Collection: Special Edition includes six games that span a portion of the character's history, according to CoroCoro magazine.

The list out of the magazine notes the following as included on the compilation disc:

- Kirby’s Dream Land (Game Boy)

- Kirby’s Adventure (NES)

- Kirby’s Dream Land 2 (Game Boy)

- Kirby Super Star (SNES)

- Kirby’s Dream Land 3 (SNES)

- Kirby 64: The Crystal Shards (N64)

The Japanese version of the collection comes out July 19, with a North American release (presumably with the same content) scheduled for September.


53
TalkBack / Castlevania: Lords of Shadow - Mirror of Fate Preview
« on: June 07, 2012, 09:57:38 AM »

The blood ties that bind.

http://www.nintendoworldreport.com/preview/30622

Though its story is rooted within the events of the console-only Lords of Shadow, released in 2010, Mirror of Fate borrows (mainly characters) from different points in the series.

While Mirror of Fate's main story thread involves Trevor Belmont (the son of Gabriel, from the first Lords of Shadow) looking to avenge the death of this mother—who was in fact slain by Gabriel after his eventual transformation into Dracula—the game ropes in three other members from the Belmont lineage and the series' history, including Simon Belmont and Alucard.

Each character carries some unique template of abilities (Trevor Belmont relies on the Combat Cross, for instance), and it appears players will be able to carry over powers in some fashion as they play through the different eras of the vampire/human conflict. Standard powers present among the characters include direct and area attacks, dark magic attacks, the ability to grab and attack enemies using the R button, blocks performed with the L button, and a variety of secondary attacks (a chargeable boomerang was shown in the 3DS Software Showcase event).

Players use standard platforming abilities (double jumps; swinging across gaps; etc.) to explore the ever-shifting environment of Dracula's castle, which they can track and take notes on using the 3DS touch screen.

Mirror of Fate is scheduled for a fall 2012 release.


54
TalkBack / Project P-100 Preview
« on: June 05, 2012, 06:44:35 PM »

Bland name, interesting game.

http://www.nintendoworldreport.com/preview/30526

Though it wasn't shown until Nintendo's press conference had already ended, Project P-100 (obviously a working title) is still one of the Wii U's most interesting games.

Developed by Platinum Games (of Bayonetta, MadWorld, Vanquish, etc.) and published by Nintendo, P-100 tells the story of the earth's invasion by massive aliens. While the heroes of the world are too underpowered to fight them off alone, together they can work to defeat the alien force—a reality that forms the basis of the game's mechanics.

Producer Atsushi Inaba noted in a gameplay demo that while the game's overhead perspective and group mentality may make it appear to be like Pikmin, P-100 is more about group actions than individual actions. Though the player selects a group of heroes (with names like Bonzai Man, Vending Machine Man, and Toilet Bowl Man), more can be found through the course of playing, and gathering more heroes leads to gaining new abilities.

The game uses plenty of touch screen input (players can slide to align heroes and create powerful, comically sized Unite forms, such as forward for a sword, from a corner edge for a gun, and in a circle for a hand) as well as the GamePad's traditional buttons for moving and attacking. The GamePad also displays the action on its screen when characters move into a building, tunnel, or other covered area. From video shown, it appears the player will be receive a ranking for segmented encounters (classified as missions), which Bayonetta did as well (Hideki Kamiya, who directed Bayonetta, is also director on P-100).

Project P-100 is currently schedule for a launch window release.


55
TalkBack / Wii Fit U Preview
« on: June 05, 2012, 05:51:10 PM »

Get fit, again.

http://www.nintendoworldreport.com/preview/30515

The third entry in Nintendo's Wii Fit series, Wii Fit U appears designed to mindfully incorporate the Wii U's GamePad controller into a number of new exercise activities.

Though it features most of the yoga and strength exercises introduced in Wii Fit and Wii Fit Plus (along with the ability to transfer previous save data), Wii Fit U comes with over 20 new fitness activities (selected in the trailer via the GamePad's touch screen).

In the trailer shown during the Nintendo press conference, activities included a trampoline bouncing game that used the GamePad to provide a first-person Mii view, a game that had the player turning the GamePad left and right while standing on the Balance Board to direct a water cannon, and a luge game where the player laid on his back on the Balance Board and twisted to steer. In addition, some exercises (a lunging squat was shown in the trailer) can be performed with the GamePad when the TV is occupied or off.

The game also features a bundled peripheral. Called the Fit Meter, the small, portable device is designed to be taken on the go to record a player's activity for the day in a variety of ways, such as number of steps taken or elevation climbed, then later synced to the Wii U via the infrared port on the GamePad.

Wii Fit U is scheduled for a launch window release.


56
TalkBack / New Super Mario Bros. U Preview
« on: June 05, 2012, 04:44:25 PM »

Mario on Wii U? Surprise!

http://www.nintendoworldreport.com/preview/30505

We caught a glimpse of it during the Nintendo Direct Pre-E3 event, but Nintendo gave full attention to New Super Mario Bros. U during their press conference today.

The gameplay shown confirms things we saw yesterday, including the return of star coins, a flying squirrel suit for Mario (as well as Luigi, Toad, or a player's Mii) that lets him glide through levels and grab walls, and Tiny Balloon Yoshis Mario can ride through the air.

As a counterpart to the upcoming New Super Mario Bros. 2, New Super Mario Bros. U features many similar elements, but with a completely unique control scheme. Using the Wii U GamePad, a player can participate (with up to four other players) by activating Boost mode, a helping mechanic that spawns platforms to aid the other players in reaching touch areas or collecting items. The mode also facilitates cooperative speed runs through the game's levels.

Players can choose to use either their television screen or the GamePad's touch screen to play, as well as track other players' in-game achievements (as noted during the Nintendo Direct event) and notes (and leave their own) when connected to the Nintendo Network.

New Super Mario Bros. U is targeted for release this holiday season.


57
TalkBack / Nintendo Land Preview
« on: June 05, 2012, 04:19:32 PM »

The home for Nintendo amusements.

http://www.nintendoworldreport.com/preview/30501

A large focus of Nintendo's main E3 press conference was Nintendo Land, a theme-park styled hub for mini-games based around game franchises.

Featuring 12 different attractions in all, Nintendo Land allows for up to five to participant in a variety of activities based around the Wii U GamePad and Wii Remote. Though it differs by attraction, players can play by themselves, against others, or group up for cooperative play.

Five of the 12 attractions were confirmed and shown at Nintendo's conference today:

Donkey Kong's Crash Course: Based around an course reminiscent of the original Donkey Kong arcade game, this single-player game has players using the GamePad's motion control functionality to steer a moving cart through obstacles.

Luigi's Ghost Mansion: In this competitive/cooperative game, the player using the GamePad controls a ghost chasing up to four other human players, who are outfitted with flashlights. The ghost, who is invisible on the TV screen to the other players, sneaks around in an attempt to capture them. The opposing players must use cooperation to alert each other of the ghost's whereabouts, as well as revive downed friends, as they escape and fight the ghost with their lights.

Animal Crossing: Sweet Day: One player, using the GamePad, controls a pair of town guards charged with keeping up to four other players (who use Wii Remotes) from entering a candy orchard.

The Legend of Zelda: Battle Quest: One player, who uses the GamePad to aim and shoot arrows, is joined by up to three other players, who use Wii Remotes as swords, in this cooperative game. Together, they fight different kinds of enemies in a cloth-like version of a Legend of Zelda game.

Takamaru's Ninja Castle: Inspired by an early Japan-only Famicom game, the single-player game has the player swiping on the GamePad's touch screen to launch ninja stars at attackers and earn points.

The other seven attractions available in Nintendo Land will be announced as the game nears release this holiday season.


58
TalkBack / Game & Wario Preview
« on: June 05, 2012, 03:58:07 PM »

Mini-games abound on Wii U.

http://www.nintendoworldreport.com/preview/30497

Game & Wario, the working title of Intelligent Systems' Wii U mini-game collection featuring the titular character, will feature a new slate of chaotic mini-games for players to partake in.

Up to five players can compete to earn medals and unlockable items by playing the assortment of included mini-games. Though many more activities will be detailed in the coming months, Game & Wario's current (mostly single-player) games include:

Arrow - A single-player game that uses the touch screen of the Wii U GamePad to control a mustache-shaped bow. Players will hold the GamePad vertically and use the device to shoot down swarming foes.

Ski - A single-player game in which competitors hold the GamePad vertically, tilting it left and right to steer to the finish line while attempting stylish moves.

Shutter - A single-player game in which players hold the GamePad vertically to take photos of criminals hidden about the town.

Fruit - Two to five players participate in this game, in which the main player controls one of many characters scattered about the game screen in an attempt to steal fruit. Once he completes the task, the GamePad is passed to other players, who attempt to figure out who the main player controlled.

Game & Wario is set for a launch window release on the Wii U.


59
TalkBack / LEGO City: Undercover Preview
« on: June 05, 2012, 03:35:04 PM »

Open-world LEGO action.

http://www.nintendoworldreport.com/preview/30494

In LEGO City Undercover, players assume the role of undercover detective Chase McCain, on a mission to curb the crime in the blocky LEGO City.

Using the Wii U GamePad, players can scan for hidden clues and criminals as they make their way through the open-world city. The controller is also used to manipulate and place markers on the game's real-time map, and receive missions and updates.

During play, players can take a number of disguises (firefighter, construction worker, criminal, etc.) and use the abilities gained through the outfits to solve puzzles and gain access to other parts of LEGO City. Along the way, they'll collect and use LEGO bits and blocks to build objects. McCain is also quite mobile; he can jump, swing, and do all sorts of urban parkour as he navigates the city, though players will also have access to more than 100 vehicles.

LG: Undercover also features fully voiced characters and cut scenes, done with the expected style of LEGO game humor.

LEGO City: Undercover is set for a holiday 2012 release.


60
TalkBack / SiNG Announced for Wii U
« on: June 05, 2012, 02:52:32 PM »

Dancing and singing for all.

http://www.nintendoworldreport.com/news/30488

SiNG, the working title of an interactive dance/karaoke game, was shown by Nintendo during their press conference today.

Developed by FreeStyleGames, who made DJ Hero, and scheduled for a holiday release, SiNG allows an unlimited number of people to participate in singing and dancing activities.

During play, one person will act as the main performer and hold the GamePad to view lyrics and receive cues for moves or claps, allowing them freedom from the TV. Other players use Wii Remotes to interact. The GamePad can also be used to mix audio and creates playlists in certain scenarios. Video of people playing the game showed the main performer using a microphone accessory that was not spoken about during the E3 presentation.

In "Sing" mode, up to two players can perform one of the game's dozens of songs and be evaluated in real time

SiNG is slated for a holiday 2012 release.


61
TalkBack / Trine 2: Director's Cut Coming Exclusively to Wii U
« on: June 05, 2012, 02:49:23 PM »

Wii U owners can experience the gorgeous platformer at launch.

http://www.nintendoworldreport.com/news/30490

Trine 2: Directors' Cut was revealed for release on the Wii U during today's Nintendo press conference.

A Wii U exclusive, the game features the original content from Trine 2 along with system-specific enhancements, a new mode known as "Magic Mayhem," and the yet-unreleased expansion pack.

Trine 2 is set for release alongside the Wii U's launch.


62
TalkBack / Mass Effect Jumping to Wii U?
« on: June 05, 2012, 09:12:12 AM »

Could there be an announcement at today's Nintendo conference?

http://www.nintendoworldreport.com/rumor/30460

A short post on the official German Mass Effect Facebook page caught the eye of some on NeoGaf this morning.

The post, which (translated) simply reads: "Don't forget: Tune into the Nintendo press conference today at 6 pm..." and links to the official E3 Nintendo site, has some wondering if BioWare's lauded series will come to Nintendo's newest console in some form.

Nintendo is expected to spend much of today's press conference showcasing games for the Wii U.


63
TalkBack / Ubisoft France Head Details Zombi U, Rabbids, Just Dance
« on: June 05, 2012, 08:30:32 AM »

It's all about the GamePad.

http://www.nintendoworldreport.com/news/30458

In an interview published by GamesBeat yesterday, Xavier Poix, the managing director of Ubisoft's three French studios, spoke about the company's dedication to the Wii U, its uses of the newly detailed GamePad controller, and its upcoming titles for the system.

On the topic of Zombi U, the first-person shooter born from the project formerly known and shown as Killer Freaks from Outer Space, Poix noted the game was, in part, designed around "what the second screen can bring to the experience of a zombie survival game." As detailed in a press release from Ubisoft yesterday, Zombi U uses the GamePad's touch screen to control the inventory, as an in-game scanner, and, according to Poix, "the tools for snipers for instance, it can be more accurate on the firing."

Poix also mentioned another mechanic ("It's a gimmick," he noted) of the game, which involves a tracking system that uses the GamePad's front-facing camera to watch the player's face, then applies a mask to it, "a zombie mask." He continued by illustrating an example of how players would use the game's scanner system: "So I hold [the GamePad] up to the TV [in a foggy situation], and the zombies will appear. It's the kind of scanner that you can use."

When asked if Zombi U is slated for release alongside the launch of the Wii U (the press release sent out later describes it as a launch game), Poix simply noted that the game would be shown at Ubisoft's E3 press conference, as well as Nintendo's.

In describing the Zombie Master mode in Zombi U, Poix explained that Rabbids Land and Just Dance 4 would include similar mechanics.

He noted that the former "is totally dedicated to [that gameplay style] as well, we have 20 mini-games dedicated [the] activity of asymmetrical gameplay [...] It's two kinds of gameplay in one. That's really what the Wii U can bring to players."

Poix illustrated how, in Just Dance 4, a fifth player using the GamePad can act as the "master of ceremonies" during a dance session.

"Now this [player] has the [GamePad] in his hand, he can select the next song, he can write on the screen, and that appears on the main screen [...] He can also use the [GamePad's] camera to film and send some video afterwards. We also have one mode that's really interesting, what we call the party master. The person on the GamePad can select, while you're dancing on the main screen, he can select new moves that are based on all the [Just] Dance games in the past. He can change the choreography in real time. Every 10 seconds you can choose new moves and send them to the other players.

"[The GamePad] adds a new layer to [gameplay]... which I think will be very interesting to hardcore gamers, because it really brings a new way of playing. But also, on the casual side, it brings some more depth to the game. It's a good move."


64
TalkBack / Skylanders Giants Detailed in June Nintendo Power
« on: June 04, 2012, 09:54:46 AM »

The cover may be Castlevania, but there's plenty of room for Skylanders.

http://www.nintendoworldreport.com/news/30417

The June issue of Nintendo Power features several new details concerning Skylanders: Giants.

The sequel includes 16 new characters, eight Giants and eight standard Skylanders. In addition, there are eight LightCore Skylanders (which light up, and have unique powers); four are first-generation Skylanders, and four are new, normal-size Skylanders. A LightCore version of Prism Break is the only confirmed LightCore character at this point, though the magazine will be revealing four new Skylanders in each issue until the game's release.

Other details include name changes for established characters (Tree Wrecks is now Tree Rex, for example), an increase in the level cap (from 10 to 15), and new upgrade paths.

Skylanders Giants is slated for release this fall on Wii and 3DS.


65

The NWR staff gathers around to decipher what Kirby games could be in the collection.

http://www.nintendoworldreport.com/feature/30227

2012 marks Kirby's 20th anniversary. To celebrate, Nintendo will be releasing a special compilation disc of Kirby's best games for the Wii. However, the only thing we know about it is that it exists and that it is coming. What games will be in there, how many of them will be featured, what extras can be expected and other details are not known at the moment (though we may see an official announcement with video at E3 2012). With Kirby starring on so many video games in his career of twenty years, the staff members at Nintendo World Report have dediced to try and figure out which Kirby games have the chance to appear on the collection, and which ones might miss the chance.

Note that this is a purely speculative feature and shouldn't be construed as an actual confirmation. With that in mind, let's see what we have to say about this collection.


66
TalkBack / Metro: Last Light Not Currently in Development for Wii U
« on: May 29, 2012, 04:17:57 PM »

A Wii U version of the game could still happen in the future, but isn't actively being worked on.

http://www.nintendoworldreport.com/news/30324

Metro: Last Light, the sequel to the bleak 2010 shooter Metro 2033, is no longer confirmed to release on Wii U, according to THQ Global Brand Manager Mark Madsen.

In an interview with Digital Spy, Madsen noted that while a Wii U port of the game "could" occur in the future, work on such a version is not happening at present.

"Not at the moment, it's not in development," he clarified.

"If it does happen, it won't sim-ship with the other SKUs, but if the opportunity arises we'll take a look at it."

Madsen also noted that the game's inclusion in Nintendo's presentation of third-party games on Wii U at last year's E3 was not an inopportune announcement.

"No I don't think it was a bit too early [to show the game at E3]. As we got along in the development process, we just really wanted to focus on what we knew, focus on PS3, 360 and PC.

"The verdict is out on what we can do to maximize the code for the Wii U, and we'll see [what happens]."


67
TalkBack / GDC 2012: Dave Gargan Talks Havok on Wii U
« on: May 28, 2012, 07:14:13 PM »

The middleware sets a standard for physics and animation on Nintendo's upcoming console.

http://www.nintendoworldreport.com/interview/29477

The announcement of an agreement between Nintendo and prominent middleware provider Havok, the terms of which will make the latter's physics and animation technology available to studios developing on the Wii U, came three months before Nintendo provides a closer look at its new console. While Havok has powered some games such as Super Smash Bros. Brawl, the inclusion of their middleware in the default Nintendo development environment is a major coup for the company. We spoke with Dave Gargan, Havok VP of Engineering at this year's Game Developers Conference to learn about the available resources and gauge just what they bring to development on the Wii U.

On the agreement with Nintendo:

"We have a worldwide arrangement with Nintendo, so developers get access to our physics and animation technology, which for us is actually something we've been trying and working for Nintendo to do for a long time. We're really excited about this. And I think it sort of reflects a long partnership that we've had with Nintendo for a series of years.

"[The relationship] started with Wii, which was a platform where we pushed a couple key titles, things like Epic Mickey, for instance, where we had physics and animation included in the title. And, particularly, we had a strong third-party portfolio… So Nintendo were eager to see us—they'd seen our technology and how it… enabled different types of fun gameplay—they were eager to see us work with them on the [Wii U]."

Though Gargan notes that the agreement between Havok and Nintendo is "unrelated" to the latter's license agreement with Autodesk, he admits that "without taking too much of the credit for it, I think we helped open the door for other third-parties [to enter into license with] Nintendo."

Havok engine capabilities:

"So, [in the demo shown] we have physics and animation, but the entire portfolio over time will be available on the platform, including things like the Vision Engine [a multi-platform engine acquired by Havok last year].

"What might be interesting to you is how we've taken our portfolio and integrated [the Vision Engine] with a couple of different types of focus. One type of focus is on making environment more dynamic, and the other focus is on characters, and making really believeable characters.

"Vision is a cross-platform game engine, and it allows artists and programmers to work in a single environment… and create content very quickly."

Gargan spoke about the engine's ability to make environments more dynamic, a development trend he noted. "That's something we're starting to see. There's almost been this progression through games as we pack more and more CPU power, we've been doing more and more interactive environments."

Gargan mentioned that many first-person shooters in the past were "wall-crawlers, where nothing moved and everything was static," and how modern games have increasingly broken down those constraints. "The things that we used to consider static, like walls, are now destructible, where designers want them to be destructible."

In addition to touching on the environmental capabilities of the engine, Gargan emphasized the importance of being able to create believable, well-performing characters, "especially on a platform like Nintendo, where characterization is very important... So, our entire behavior technology allows for these performances to be recreated in games, to make very controllable characters. For instance, you could do things like have [a character] walk sideways, walk backwards..."

Gargan also talked about how the animation suite will allow editing of characters' movements to suit complex environments. "So you have a motion-captured animation of someone jumping over a one-meter high obstacle. You need to be able to edit that animation on the fly so they can jump over a two-meter high obstacle... because the environment's constantly changing.

"I think that's probably the theme that we're starting—or we're continuing—to see, that environments are becoming more dynamic, and that's raising new challenges for animation systems, or for AI systems, or for any of the things where previous technology was all statically based."

While the software comes with several preset character settings, developers can bring in their own motion capture data to the engine to create their own style. "Our entire behavior technology will allow [a motion-captured] performance to be recreated in games, to make very controllable characters."

Havok on the 3DS:

'We've already shipped a title on 3DS [Tom Clancy's Splinter Cell 3D], and that was really pushing [the handheld] to its limits. I think because of the relatively limited capabilities the device has, there isn't a huge demand for [the use of Havok tools]."

Bringing the technology to the Wii U:

Gargan noted that all Wii U developers worldwide will have access to the Havok technology, the same way they would access Nintendo software tools, and that they have many cross-platform developer customers who can now easily add Wii U as an SKU for their projects. (None were explicitly discussed, though Gargan mentioned that several unannounced projects are actively in development).

In regard to the dual screen setup of the Wii U, Gargan stated that "with things like dual screens… most of our products are taken by game developers and then integrated, so dual screen [support] is something they typically worry about, rather than us."

Special considerations for the engine on Wii U:

"The platform has its own unique features, and has its own challenges as well. When we come across any new particular platform, we optimize specifically for some of the advantages that those platforms offer over other platforms, and Wii U has specific advantages that no other platform has, and we optimize directly for those, right down at the level of accessing the hardware.

"I think we'll see things done on the Wii U that we won't see on another platforms… I think people will be genuinely excited with the range of titles they're going to see come out."

The demonstration as presented at GDC can be watched in the following video. The demo shown used CPU-processed physics (as opposed to GPU), which, Gargan said, would be the case when the engine runs on Wii U. More Havok videos can be found on their website.


68
TalkBack / Better Living Through 3DS
« on: May 28, 2012, 07:10:46 PM »

Have you guys heard about this thing?

http://www.nintendoworldreport.com/blog/30303

As a writer and editor for a Nintendo-focused site, I have certain responsibilities: stay atop the company's endeavors, keep up with the latest wave of games, have a deep and intimate connection to the hardware, etc. Which is why, a good year after its launch and almost that long after I joined NWR, I picked up a... what are they calling this thing, a 3DS

I'd always meant to grab one, honest. Since the launch, though, I simply found every reason not to. First, it was too expensive, and lacked the games to sweet talk me into purchase. Then I missed the Ambassador boat. Finally, I solemnly decided to duplicate my consumer pattern with the DS, and wait for a sleeker, more robust revision to turn up, sweep me off my feet, and rocket me into Nintendo nirvana. 

As 2012 crept on, though, suppressing the urge to buy became more and more untenable. With an ever-expanding library of retail and downloadable games I felt inclined to dabble in, and frequent furor over titles like Mutant Mudds and Kid Icarus: Uprising, I knew my austerity couldn't last. So when my friend and colleague Scott Thompson let the staff know he had a unit to unload about a month ago, I sprang for it and a copy of Super Mario 3D Land. 

Fortunately, I think it's a fun little machine (and 3D Land is pretty fine, I guess) with some features uncharacteristic of Nintendo (4339-3484-4097—add me!) and plenty of potential. More importantly, though, acquiring the 3DS cleared up my long bout of Nintendo malaise; after sustaining myself for months on the occasional DS (or even Wii) title, I'm genuinely giddy about the crop of games coming down the 3DS pipe, which is more than I've been able to admit for too long. I want to snag ghosts in Luigi's Mansion 2, tap along in Theatrhythm, float and fight in Paper Mario—I want to do chores in Animal Crossing. 

So between the deep roster of upcoming games and the backlog I'll need to curb, I see a plentiful 3DS experience in my future. 

It's good to be on board.  


69
TalkBack / The Sound and Tone of Other M
« on: May 26, 2012, 06:11:23 PM »

Narrative flaws aside, this Metroid game creates a fitting atmosphere.

http://www.nintendoworldreport.com/feature/30207

Samus passes through the door and lowers her arm cannon. The camera pulls in to flank her as she takes slow, echoing steps through the abandoned civilian quarters. Her visor burns a bright, greenish yellow against the dark as it sweeps the room, confirming the space’s emptiness.

But there is something there, in one of Other M's taut, quiet spaces: a legitimate tension.

It's the last thing I expected to stumble across in a game that manages to foul up so many other world-building devices. When Samus wraps up an emotionless spiel, though, and finally sets off on her lonesome into the Bottle Ship, Other M can conjure a proper dread.

An initial part of this stems from the game's figurative and literal darkness. Before she remedies a power situation early on, the corridors and tight stretches Samus dashes through are almost prohibitively dark—the kind of dark that's paired with ominous drones and far off rattles, bangs, and organic skitters. Powerful as she is, these situations border on scary, encapsulating the sense of clawing isolation the series is closely associated with.

And when the tension breaks and enemies swoop in, their arrival is heralded by contextually appropriate music; low on melody, detail, and personality (a musical theme throughout Other M), it acts as a racing pulse for combat. These tracks, heard in the game's frequent kill room-type encounters, don’t let up until the threat is dealt with; afterward, they drop back down to a current of ambient noise under the clanks of Samus’ feet.

Unlike most other games in the series, Other M's music generally has one of two practical purposes: to heighten the state of vulnerability in loneliness, or to make sequences of combat as heart attack-intense as possible. No one atmosphere is ever made distinct or memorable because of music. A rumbling slurry of almost industrial tones backs most; there are no Norfairs, no Brinstars—no meaningful themes to punctuate the moment. And in this case, there doesn’t necessarily need to be.

If certain aspects of its presentation were stripped away, the atmosphere of Other M would make great fare for a purely 2D game. The dynamic of vulnerability and distance in playing as Samus from an outside perspective it creates isn't wholly unique to the series, but, unlike other parts of Other M, it is done well.


70

The visuals won't change, but the controller will play a big role.

http://www.nintendoworldreport.com/news/30259

Vigil, developer of the upcoming Darksiders II, says the graphics of Wii U version of the sequel are on par with those of the PlayStation 3 and Xbox 360 versions of the game.

"The visuals will be the same," associate producer Jay Fitzloff noted in an interview with Eurogamer, posted yesterday.

In an interview with Eurogamer from July 2011, the Austin, Texas-based developer said it had spent five weeks prior to that year's E3 making a working Wii U version of the upcoming action adventure game adapted to the controls of the system.

Fitzloff also spoke to the process of crafting an additional version of the game for Nintendo's new console and where the difficulties lay.

"[Getting Darksiders 2 working on Wii U] is not as challenging as you might think. Getting it working was not any issue on the Wii U. It's just the control scheme. It's new territory. It's a new frontier. The Wii, after a while, there's a lot you could have done with the Wii controls, but everybody kind of got into a groove, and it became, here's how you handle this or here's how you handle this. Now it's the wild frontier. There's no set system. You've got to think outside the box because there's no precedent."

Fitzloff continued his comments on using the Wii U controller by noting the importance of integrating the tablet to make a fluid experience.

"It's not getting the game working on the system. It's getting a cool control system that feels correct. And that's where we're at now."

"When we first got it up and running, you can have the game download to and run on the pad, and everybody was like, that could take a while, little worried. It took a programmer two lines of code and five minutes. Working with it is not difficult."

Fitzloff offered further insight on the impact of relegating lower level game mechanics like map and inventory to the tablet, a tactic several games—most recently Assassin's Creed III—look to employ.

"Any game would have their inventory on the controller screen. But even that little simple thing is a big difference because you never have to stop the game on the main screen. That will change people's perceptions because you've never had a game where you didn't have to. "They take you out [of the experience], whereas this just goes."

"And you're talking about the low hanging fruit. You're talking about the easy stuff. The rest of it is where the challenge comes in. What do we do beyond that that makes it feel natural and integral?"


71
TalkBack / Metroid: Other M Review
« on: May 22, 2012, 11:14:07 AM »

Its own odd preoccupations hinder this otherwise interesting take on Metroid.

http://www.nintendoworldreport.com/review/30213

Note: This is part of May 2012 Game Club on Metroid: Other M. For more coverage of the game, check out our event page.

Other M treads a strange middle ground of styles. The two distinct types the Metroid series works in—an iconic blend of 2D exploration and platforming, and, since the Prime games, a fully realized first-person rendition of that kind of atmosphere—both serve as points of inspiration for the Nintendo/Team Ninja collaboration, but the resulting combination is a hard experience to quantify.

The game's opening cinematic, a sharp, nostalgia-yanking recreation of Super Metroid's finale, sets several precedents in tone for the rest of the game. The scene brings a heightened level of drama and dark, visual flair to the event, and uses this style to broach the long-silent character of Samus Aran. In her post-encounter state, Samus begins what becomes a running self-reflection on the destruction of Mother Brain and the infant metroid, the past and present state of her own life, and any other sentiment that might have otherwise gone unsaid.

This attempt to quantify and humanize Samus—an almost knight-like character in the series' established fiction, defined by unparalleled ability and years of solitary adventuring—through the now-spoken content of her own mind, well-intentioned as it may be, falls flat early and often. Her simultaneous verboseness and awkward, flatline delivery undermine even the least personal of moments, creating a ponderous and off-putting interpretation of a character players have long been able to fill in qualities of by themselves.

However, the game's desire to push Samus' emotions across at all times through inane observations and tepid anecdotes is at its most offensive when it steps on the toes of moments of legitimate quality in its own presentation. By painting a bland word picture of her every thought, action, and real-time decision, Samus sabotages the tension or meaningfulness of scenes with prominent visual atmosphere that would benefit most from silence, or even just a few choice phrases.

Other M's narrative concentrates on Samus' personal past, as well as her growth as a woman and a soldier. This is arguably a worthwhile topic to explore: the human trials and experiences of a character with the qualities and past of one such as Samus are credible material to build on, and at times Other M weaves those threads with dexterity. Too often, though, Samus outshouts her own points as she makes them, turning her relevant explanations into story-stalling anchors. The story bits between moments of action and exploration are an equally hasty, sloppily written mess; the stabs at rounding Samus' personality and meshing the various angles of her life and experiences are painfully transparent, and Other M approaches them without a shred of the subtlety that has carried the series for twenty-five years. Though the narrative as a whole includes pertinent continuations of the Metroid canon, the game delivers them with a pervading and increasingly frustrating tepidness.

While the stilted narrative and awkward voice are uniquely Other M's own, its mechanics borrow directly from certain parts of the series. The game features the standard progression of Metroid weapons and abilities, but puts Samus into a 3D space with a pseudo-2D control design (and, frequently, a pared down interpretation of the Prime games' first-person mechanic). The skittish, imprecise movements of Samus in this structure are reminiscent of a hardline character action game, and are appropriately matched by kill room-esque enemy ambushes. Consequently, Samus carries a stylized move set punctuated with sharp dashes, timed dodges, and aggressive finishing actions. The core design and controls make for a baffling hybrid that never quite feels comfortable, and does little to advance any distinct Metroid style, but as ill-fitting as they may be, Other M's jagged combat and movement can work effectively. The way the game hits the series' signature mechanical points is never especially heinous—just awkward.

In style and substance, Other M is a sort of cubist rendition of a Metroid game, trying to introduce a host of previously unrecognized—and often superfluous—perspectives to the familiar structure. The game goes for more of a heightened, often unwieldy interpretation of series standards, and while the result is more or less negotiable, I can't help but wonder how a mechanically condensed, self-restrained cut of Other M might have turned out.


72
TalkBack / Mario Tennis Open Preview
« on: May 08, 2012, 04:32:54 PM »

Mario's return to the handheld court comes with a few changes.

http://www.nintendoworldreport.com/preview/30077

In an interview from 2008, Hiroyuki and Shugo Takahashi, the brothers heading up Camelot Software Planning, commented on the developer’s relationship with Nintendo and what it meant for Camelot’s future projects.

“We still do have a very close relationship with Nintendo. But one thing is, for example, if we would want to make a sports game that isn’t necessarily a Mario game—well, if we made a sports game with Nintendo that wasn’t a Mario game, players would immediately ask why it wasn’t a Mario game. So there is a lot of things like that which we consider.”



Starting with Mario Golf on the Game Boy Color and Nintendo 64, Camelot built a favorable reputation for its frequent, sports-based collaborations with Nintendo, often melding deep role-playing elements with a simple and cartoony interpretation of whatever activity the plumber and friends were added to.



The last Camelot Mario sports jamboree came four years ago in the form of a New Play Control! adaptation of the GameCube’s Mario Power Tennis. Since then, the Japanese developer—also known for the Shining Force series of RPGs on Sega consoles and handhelds, and the two Golden Sun RPGs on the Game Boy Advance—revisited to the latter series, releasing Golden Sun: Dark Dawn for the DS in 2010.


In an interview with 1UP in late 2010 following Dark Dawn’s release, Hiroyuki Takahashi touched on Camelot’s reasons for returning to the Golden Sun series, and how the decisions affected development of other titles.



“We knew there were many requests from fans, and Nintendo always requested a new Golden Sun game, but we simply could not find suitable timing; after the previous [Golden Sun] title, we were developing Mario sports titles. In fact, we were planning to develop a Golden Sun sequel right after Mario Tennis Advance.”



But, Takahashi noted, Camelot lost several team members before production could begin, and had to take time to train new hires.

“It wasn’t reasonable for us to try and develop such a huge game like Golden Sun at that time.”


After taking some time to expand, Takahashi said the company was finally prepared for the task of creating a new Golden Sun. The necessary delay in development on Dark Dawn had Camelot releasing the title at the end of 2010, just months before the release of the 3DS, a fact that might account for Mario Tennis Open’s release date.

“The fact is,” Takahashi noted, “that [Dark Dawn] took longer to create than we had originally planned, and we had no prior insight into when the Nintendo 3DS would be announced.”



Timeliness aside, Camelot is once again helming a Mario tennis game on a Nintendo handheld, though from everything we’ve seen and heard of Open, the game might resemble a console Mario sports experience.



At its core, Open works with the same sort of Mario-flavored tennis mechanics as previous games, with a few 3DS-specific conceits. Alongside basic movement and shot mechanics, Open takes advantage of the touch screen by assigning sections of it to pre-programmed shot types, giving players constant access to an arsenal of useful moves. A second method of directing shots is also available, which eliminates the need for control over character movement and employs the system’s gyro controls to aim shots.

The cast of playable Mushroom Kingdom regulars numbers 17 this time around, though a handful (including Dry Bowser, Baby Mario, Baby Peach and Luma) remain locked at the start; unlocking them requires players to complete Open’s four Special Games. Each series mainstay falls into a preset specialization category (e.g., All-Around, Technique, Defense, etc.).



In addition to the static characters, players can import and compete as a created Mii. Through participating in Open’s different modes, players acquire coins to spend on a number of stat-boosting rackets, wristbands, and other items. Each item imparts a different effect on the Mii’s stats in a few different categories, and wearing a matching set provides yet another beneficial bump.

When asked about Camelot’s inclusion of Miis in its 2008 game We Love Golf, the Takahashi brothers spoke about their use of Nintendo’s avatars.



“I think maybe the problem is that a lot of developers are having relates to how they are trying to use the Miis in their games. Of course, our games as well—we have characters that we provide that players can select, but we feel that maybe the way we use Miis is rewarding enough that Nintendo felt it was worth it.”

The quote highlights a few parallels between Camelot’s Mii use in We Love Golf to Mario Tennis Open, and illustrates what Camelot appears to be aiming to accomplish—player specialization of a Mii for a certain style of play—by including them as blank template characters.



To achieve that end, players accrue coins in Open’s assortment of mini-game style modes. Each of these skill-focused exercises teaches one or several tools of play (controlling high and low shots, for example, or working the ball around the court to make things hard on an opponent), and contributes to overall growth.



We’ve yet to see, however, if this cycle of playing the special modes to earn coins, purchase items, and apply those to the single player modes can work as a replacement of sorts for the RPG mode—a staple of handheld Camelot Mario sports games—Open lacks.



Speaking with Nintendo Power earlier this year, Hiroyuki Takahashi responded to an inquiry about the absent mode by declaring that, although Open is a handheld title, Camelot developed it as they might a console game.

“With aspects like download matches and online matches made possible by the hardware,” Takahashi added, “the game has a feature set more similar to console games.”



He continued by noting that an original RPG-style storyline might not support the inclusion of Mii characters, but touted the customization aspect of the avatars in Open as an RPG-like element.

In an interview from 2004, Takahashi commented on the lack of an RPG mode from Power Tennis on the GameCube, saying that those kind of elements “are best suited to a deep single-player experience.” While Mario Tennis Open features single-player experiences in its Tournament and Exhibition modes, Camelot’s main focus for the game might well have been making a fulfilling online component. Open features Exhibition and special mode multiplayer for up to four through local and download play, as well as online matches against friends and strangers, while its StreetPass functionality lets you play against or alongside AI representations of others and show off your Mii.



Mario Tennis Open releases May 20.


73
TalkBack / A Boy and His Hugs
« on: April 23, 2012, 01:06:49 PM »

I think there's something in my eye...

http://www.nintendoworldreport.com/feature/29823

The connection's there in the wording: A Boy and His Blob. Not some blob, or a passing blob, or that blob from down the street. His blob.

Even if the title of David Crane's imaginative 1989 NES game is more a clever turn of phrase than a direct description of friendship between a small, backpack-wearing child and a little white something from outer space, the tone of WayForward's 2009 version perfectly encapsulates the latter. While the original game portrayed the blob as an odd, shapeshifting tool, the Wii version goes out of its way to create just what the title suggests: a tender relationship between a young, adventurous child and an innocent, squeezable alien.

Much of this concept comes through in the game's visual representation of the two characters. In the soft, hand-drawn aesthetic of the game, the boy is visibly young—dressed in a t-shirt, shorts, and a backpack, he's clearly old enough to have the urge to explore on his own, but inexperienced enough to be helpless. When he finds the blob, though—a soft, ghost-like globule of a thing—he is the one to coax it over after they frighten each other away, a moment that establishes the blob as sort of an amorphous, age-equal version of the human character. In some ways, the creature is a similarly helpless, codependent partner to the boy—who is really just a boy.

From there onward, it's evident the blob is a companion in travel, not just a functional piece of luggage. The boy trots along, arms swinging with the anticipation of adventure and discovery, while the blob loyally bounces along close behind. Bound by a wordless connection, both are content and immediately fulfilled by the company of the other. The boy's vocal tone when addressing the blob—another humanizing act—is the kind of soft, faux-authoritative command a child might shout to a friend when he wants to share or be joined in something exciting. Hey, come look at this—me and you. Ready? This way!

Wrap Text around Image

Then there's the hug—the heart-melting and composure-breaking capstone of the relationship. There are tiers of hugs, and it's easy to discern those performed out of formality from the genuine article. In A Boy and His Blob, we're treated to the latter. When prompted, the boy bends down, and the blob stretches up. They meet and embrace in a multi-stage squeeze, the kind where, even after establishing contact, you keep going in deeper, wrapping yourself around the other person (or blob) to punctuate the emotion. The mid-nuzzle sound the boy makes is similar to the muffled murmur of a child burying his face in a favorite stuffed animal. Or a really good friend.


74
TalkBack / A Boy and His Blob: Trouble on Blobolonia
« on: April 16, 2012, 04:39:39 PM »

No hugs here.

http://www.nintendoworldreport.com/extralife/29812

In retrospect, playing WayForward's 2009 re-imagining of A Boy and His Blob before stepping back to examine the original NES game might have been a mistake.

Unlike the visually tender, hand-holding adventure found in the former, David Crane's 1989 creation is far from transparent in conveying how and where the boy should work with his new blob friend. Though both games employ a unique mechanic—feeding the amorphous alien creature different flavors of jelly beans to transform it into a variety of useful and comically alliterative forms—the original is more vague in communicating the properties of each of the blob's shapes, and how they relate to the structure of the environment. Parsing the individual properties of each and determining just what works where in the single-screen environments requires player experimentation, failure, and a healthy reserve of patience.

You're given instant access to the dozen-plus of jelly bean, but also a limited allotment of each. Some, like the ladder-creating licorice variation, are more plentiful than others, like the ketchup-flavored bean, which warps the blob to exactly where you throw it. Like Crane's Pitfall!, Trouble on Blobolonia has the boy and blob pair navigating a series of interconnected screens, using the blob's shapeshifting ability to overcome the environment's hazards (and the physical limitations of the boy) and collect treasure.

Given this structure, Trouble on Blobolonia is more an exercise in problem solving, compared to the tight focus on basic platforming found in the newer game. Through trial and error, the player has to learn to use this cute, organic multi-tool to work through the simplistic but undefined design of the world, a necessity that somewhat dulls the imaginative properties of the gameplay. While successfully deciphering and using the malleability of the blob can be particularly satisfying, the game's rigid margin for error and general opacity of design rarely allows for such moments to flow.

Trouble on Blobolonia's structure is almost opposite that of something like Mega Man, where the design of a level explicitly complements the abilities of the character, and powers are parceled out with time to adjust to and use each. Instead, A Boy and His Blob simply presents the whole assortment of jelly beans—the powers of which don't always directly correlate to the environment—leaving the player to improvise, and hopefully learn. With one-hit deaths and a limited number of player lives, failing to do so and understand the limitations quickly can create a cycle of frustration.

While inventive, and occasionally enjoyable in its diversity, the principle mechanic of A Boy and His Blob is bogged down by a structure that opposes and limits its effectiveness. The existence of an interpretation like WayForward's, however, proves the unique system has potential to be a functionally sound and quite special experience if given an appropriate, supportive structure.


75
Podcast Discussion / Re: Episode 30: PAX-oholics
« on: April 14, 2012, 01:20:58 PM »
Bowling World Report.

Pages: 1 2 [3] 4 5 6