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

Monday, August 1, 2011

Deepak Chopra Makes Boring Game

Actually, I've only seen the trailer, but I believe it is metaphysically certain that a forthcoming game from contemptible New Age quack Deepak Chopra will be blindingly boring and spiritually nugatory. THQ spent a bundle last year to nail down the rights to the Chopra ouvre, and the first fruit of that deal is named Leela. (I thought she was still working for Planet Express.)

The game includes things like "Chakra-based meditations." These "task players with moving their bodies to control graphics onscreen set to a soothing soundtrack ... the root chakra exercise, for example, directs players to tilt their hips to seed a virtual planet." It seems to be a motion control thing aimed at the Wii and Xbox Kinect markets. I shall be waiting by my mailbox every day until it arrives.



Here's my favorite D-Pak moment:


Exit quote from Deepak: "Hope is a sign of despair." And people have made this fool a multi-millionaire for peddling this tripe.

Wednesday, July 27, 2011

Consoles Now Only 40% Of the Videogame Market Says ...

... the CEO of Electronic Arts, John Riccitiello. It used to be 80%. In an interview with Industry Gamers, the big boss of the biggest game company on the planet says that iPad is their fastest growing market, the Wii U is just fine, and people need to basically get a grip on the seismic changes in the electronic entertainment industry:
We have a new hardware platform and we’re putting out software every 90 days. Our fastest growing platform is the iPad right now and that didn’t exist 18 months ago. So the idea that we’re categorizing the industry as being [cyclical]... Nintendo is off cycle with what? I mean, the point of reference is gone. And so Nintendo is bringing out a new platform that brings together some of what we’re learning from new media and new platforms like the iPad and then integrating that with a console. It’s the perfect time for that in the industry."
As I've been saying. Somehow videogame analysts got locked into this idea of cyclical hardware updates (PSX, PS2, PS3, etc..., every 6 years) driven by a demand for more processing power. Nintendo blew the second half of that equation out of the water with the under-powered Wii, and they're about to blow the first half out of the water with the "off-cycle" Wii U.

I'll say it again: the old patterns are dying. The next dinosaur to get a comet upside the head is the militaristic FPS genre. If Activision thinks they can spin Call of Duty sequels out to infinity, they're in for a rude awakening. I'm in the process of surveying the entire electronic industry for the Games 100, and I can tell you without hesitation that the only consistently creative and innovative platform is mobile gaming.

Wednesday, July 20, 2011

LostWinds Coming to Mobile Devices

Eurogamer is announcing that LostWinds, a really clever little puzzle/platforming game, is coming to mobile devices later this year. This charming fantasy from the creators of Kinectimals features the adventures of a young boy who conjures the wind with gestures. It was originally published in the WiiWare store, where it got buried in the service's notoriously crowded marketplace. It seems like a great fit for iOS and Android, and should help this great little item get the audience it deserves.

Wednesday, June 8, 2011

The First Look at the New Wii U

The Electronic Entertainment Expo (E3) is an annual trade show where game companies roll out new hardware and software. The biggest news so far is that a new Wii is on the way in 2012. It's finally hi-def, and has a crazy new wireless controller with a screen. Check out the official launch trailer:



And here's a closer look at that touchscreen controller:

And here it is functioning as a supplemental control screen for the new Zelda game:
I'm not at E3, but the word is that game journalists are scoffing at the new system. Maybe it's good or maybe not, but try to remember that these are the many of the same people who scoffed at the Wii. I read some article complaining that Nintendo was trying to jam an iPad into the Wii experience, as though the stupidity of that idea was self-evident.

Look, dedicated gamers hate the Wii. Except for a few titles, I'm not a huge fan of it myself. But it's not made for me or for people who go to E3.  It's made for everyone else.  It's a perfect family machine. It will not appeal to the teens or to the adult hipsters who cover games for a living, and it's not meant to. So, if you read a lot of negative comment on the Wii U in the upcoming months, take it with a grain of salt.

Frankly, I'm intrigued. Nintendo has been trying to work some handheld-to-console support into some games for years. As far back as 2004, The Legend of Zelda: Four Swords Adventures connected a GameBoy Advance to a GameCube via cable, with the GBA functioning as a supplemental controller and screen.

Nintendo is going to sell this as a chance to buy a new Wii and get a portable iPad-style experience in the bargain. The controller can function independently of the Wii U, which means people get two game platforms for the price of one.

I showed this video to my resident ten-year-old and got four exclamation of That is sooo cool! and a concluding That looks awesome! All of the opinions you'll read about the Wii U are irrelevant in the face of that kind of reaction. Nintendo knows how to sell their product to kids and families. Guys who write about games are not their intended market.

Wednesday, January 26, 2011

REVIEW: Epic Mickey for Wii

Epic Mickey
Wii: $50, Rated: E (Everybody)


Note: This is an expanded version of a piece called "Through a Glass, Darkly, With Mickey Mouse," which I wrote for the National Catholic Register, and as such not only tackles narrative and gameplay, but also offers a religious interpretation of certain themes.

Mickey Mouse didn’t start out as a pleasant, smiling corporate icon, but as a bit of a mischievous trouble-maker, and not above the occasional bit of anti-social behavior. He wasn’t the first child of Walt Disney’s craft. He was only created when Disney lost the rights to Oswald and had to start over. This time, he created a cartoon mouse, started his own studio, and the rest is history.

At least, that’s real history. But there’s also cartoon history, which is a little more interesting. In cartoon history, Mickey and Oswald are half-brothers, and Oswald felt forgotten and betrayed by Mickey’s sudden rise to fame. 

And Oswald’s not alone. Over their long history, Disney’s studios have created many characters who either never made it to the screen, or were forgotten when they faded from popularity. In his magical workshop, Yen Sid (the titular magician of the “The Sorcerer’s Apprentice” segment in Fantasia) is working on a special place for these lost characters to call home.

This is the premise of Disney’s bold new Wii game, Epic Mickey. The story begins with a scene directly inspired by the 1936 short Thru the Mirror, as Mickey steps through a mirror into a magical dimension. He finds himself in Yen Sid’s workshop, just as the sorcerer is leaving. Mickey begins to play with the paintbrush used to create the new world, and in the process unleashes the Shadow Blot, who is obviously inspired by the Disney Comics character the Phantom Blot. Although Mickey narrowly escapes the Blot, the world for the forgotten is consumed by darkness. 

Mickey returns to his own reality, and becomes a famous movie star, oblivious to the destruction he has wrought until he Blot reaches through the mirror and drags Mickey back. The world that was supposed to be a haven is now called The Wasteland. Unloved and forgotten, no one in this land has a heart anymore, and even Oswald now hates his half-brother. The Blot wants to escape, and only the heart of Mickey Mouse can set him free.
Armed with Yen Sid’s magic paintbrush, Mickey embarks on a quest through this dark and ruined land in order to set things right and atone for his sins. With the brush, he can both create and destroy. When he uses it to spread paint, the world is restored, enemies are turned into friends, and things are set right. When he uses it to spread thinner, everything it touches is destroyed. The paintbrush is controlled via the Wii-mote, allowing the player to paint the world back into being, or tear it down with a flick of the wrist.

Guided by Gremlins (lifted from an unmade wartime movie collaboration between Disney and Roald Dahl), Mickey sets about rescuing allies and either destroying or converting foes. It’s certainly possible to play through with the thinner button pressed, washing the cartoon characters away to oblivion. But it’s more practical (and satisfying) to turn them into friends who might be able to help. 

Good Mickey, Bad Mickey?
It’s easy enough to ignore the pleas of characters who need Mickey’s help and take the easy (even cruel) path. But the game is designed to nudge you towards the higher road. It may be more difficult, but it’s almost always more rewarding. Help a gremlin now, and he may get through a sticky spot later on.

The ethical choices do affect the world: good choices restore it and make it bright and colorful, while bad choices degrade the world and sap it of color. Unfortunately, these changes aren’t permanent, and resuming a previous level resets the world to its prior state. This seems like an odd element for a game that stresses the importance of ethical choice.

The levels themselves are based on and inspired by various cartoon and theme park imagery, and overall they’re very appealing, with plenty of hidden details and attractive visuals. The goals for each level, however, are often rather perfunctory, and rarely lift the game above the level of a standard platformer/action game.

Part of this is almost certainly the result of the difficult balance designer Warren Spector is trying to maintain. The game was billed as a kind of dark, revisionist Mickey, and the initial concept art showed an amazing, complex world that would have looked wonderful rendered with, say, Unreal or Source.

But that really wouldn’t have been a Mickey Mouse game for the masses. Spector needed to create a complex take on Disney lore in general and Mickey in particular, while still providing an E-rated game that could be played by a 7-year-old. Amazingly, he succeeds, sounding depths you don’t usually find in this material, while also keeping things light and easy to play. In other words, the deeper levels are there for adults who tend to note some things, but kids can still fly through the game just spraying paint all over the place.

Technically, the experience is somewhat hampered by poor camera controls and finicky aiming. The camera never quite defaults to the best location, requiring fairly constant manipulation to get just the right angle on the action. There are places where it certainly seems like you have a clear line of sight at an enemy, but when you fire a stream of paint or thinner, it’s blocked by the scenery.

There are also some 2D platforming sequences that are used to link levels. These feel like filler, and are generally getting a thumbs-down from reviewers and games. I liked them, however. They draw heavily on old Disney shorts, which I adore, and provide a brief change of pace from the main 3D game. They’re not brilliant examples or 2D gaming—no one will mistake them for Super Mario Bros.—but they’re a nice way to link levels.

The Religious Angle
As the narrative proceeds and the relationship between Oswald and Mickey develops, it’s hard not to see Biblical themes emerging. Oswald feels forgotten and betrayed by his “father” (Walt Disney) and jealous of his half-brother (Mickey), whom he obviously feels is loved better. Oswald tries to kill Mickey several times, with fairly obvious echoes of the story of Cain and Abel.

The religious themes become more pronounced as the game’s central dilemma plays out. The characters in The Wasteland are not naturally cruel. They are literally “heartless” because they feel forgotten and unloved. Mickey shines a little brighter because of his big heart, which is why the forces of darkness are pursuing him. In the end (big spoiler alert) Mickey simply gives himself up to the Blot in order to save his brother and his friend, the gremlin Gus. The Blot takes Mickey’s heart, and destroys The Wasteland.

But as the Blot attempts to escape, Oswald, Mickey and Gus team up to destroy him and recover Mickey’s heart. With the Blot gone, the world can return to what it should have been before Mickey’s thoughtless act, and the Wasteland can flower into a kind of Eden for the cartoon characters. Since these characters are “dead” to the outside world, it’s almost as though Mickey has harrowed hell and brought them to paradise.

The story plays out like a classic tale of good versus evil, redemption, sacrifice, and the triumph of love. Mickey Mouse may well be one of the few fictional characters never to have been seen as a Christ-figure, but in Epic Mickey that changes. The world is saved by his redemptive sacrifice and his love: literally, by the blood of his heart. Determined to undo the effects of his sin, he “dies” and is reborn, and in the process makes all things new.

Were these conscious thematic elements on the part of the designers? That’s unlikely. The game industry, like the movie industry, is simply using the culture capital built up by 2000 years of Christianity. It is, to use Flannery O’Connor’s famous phrase, not so much Christian as “Christ-haunted.”

Yet in spite of itself, amidst all the cartoon silliness and Wii-mote waving fun, Epic Mickey reaches some real depths. A being of joy and light enters a world twisted by sin, and using all the colors of the rainbow he paints it back into existence, and in the process redeems the world and himself.

Friday, January 14, 2011

REVIEW: GoldenEye 007 for Wii

In 1997, GoldenEye for the Nintendo 64 brought the first-person shooter experience to console systems. Up until then, the FPS had largely been the province of PC games. GoldenEye changed that, creating a gripping console action game with superb design and multiplayer deathmatch that would set the pattern for years to come. It was a best-seller and remains one of the most highly regarded videogames of all time.

Reinventing a classic such as this for a new system could have led to all sorts of unfortunate results: it could have been a mere rehash, a pale imitation of the original, or a relic of a time when FPS design was quite different. GoldenEye 007 for the Wii is none of those things. In fact, it’s rather startling reboot not only of the original game, but the original film as well, creating a contemporary shooter that honors the original while offering something all its own.

The original GoldenEye had the odds stacked against it, since movie tie-in games were of notoriously low quality and it shipped a couple years after the movie’s release. The film, however, had introduced Pierce Brosnan as a strong new James Bond for the 1990s, rejuvenating a series that had slipped during the final years of Roger Moore and the misbegotten tenure of Timothy Dalton. In retrospect, it’s one of the strongest films in the series, and the game set a standard for subsequent 007 games that, by and large, has been maintained for the past 13 years.

First-person shooters have evolved a great deal since 1997. Health and armor packs have been replaced with the ability to recover health by staying out of the line of fire for a few seconds. The use of covering terrain has become commonplace, along with the ability to pop-up and fire off a few shots before returning to cover. Multiplayer has become far more sophisticated, with multiple play modes and online matchmaking over high-speed internet connections. Level design is more elaborate, and the ability of consoles to show larger spaces and longer distances has led to more lavish visuals. 

All of these changes are reflected in GoldenEye, making it a true game of 2011 and not a retro blast back to 1997. Activision hasn’t abandoned the fans entirely, however. There’s a special difficulty level that returns the health packs and the pacing of the original, and it’s actually quite hard to play. The game also offers three control schemes: original N64, GameCube, and the Wii-mote/Nunchuk combo.

I tried to make it work with the Wii-mote, really I did. I stuck with it for several levels, and then just gave up and went with the GameCube controller. Although some people have adjusted to the point-and-shoot nature of the Wii controller, I’m not one of them. It simply lacks the speed and responsiveness I need for a game like this.

The first transformation for the new GoldenEye is the rather unceremonious replacement of former Bond Pierce Brosnan with the voice and likeness new Bond Daniel Craig. This affects the entire tone of the game, making it more gritty and intense, in keeping with Craig’s two outings as Bond. Dame Judi Dench returns as M (a role she took over starting with GoldenEye), but the rest of the original film’s cast has also been replaced, and their characters updated or eliminated altogether.

It’s actually rather intriguing to see how GoldenEye is reimagined for Craig’s more brutal, less debonair Bond and a more high-tech age, complete with cell phones and digital photography. The plot remains largely the same, hitting most of the major action set-pieces of the film as Bond deals with the betrayal of a former MI6 agent and the threat from a new EMP weapon. But the whole thing feels very different due to the changes and updates.

The gameplay itself is a nice mixture of stealth and gunplay, and you control which to emphasize. If you play it quiet and slow and stay out of the line of cameras and guards, you can get through many levels with minimal shooting. Or, you can charge in guns a’blazin’ and just shoot the heck out of everything. There are plenty of secondary tasks and puzzle-like challenges that require the use of Bond’s multipurpose cell phone, as well as a couple of driving sequences. Altogether, it offers a satisfying mix of gameplay styles and a solid 10-12 hours of solo play.

The multiplayer remains outstanding, and it’s a real treat to be able to take GoldenEye online at last. Multiplayer includes a huge roster of Bond characters and villains to choose from, and some have special powers, such as Oddjob’s killer bowler. If you’re a fan of the series, it’s going to be a real treat facing off against Rosa Klebb or Jaws, or entering Nick-Nack mode, in which everyone is Herve Villechaize-sized. There are several new types of play, including Golden Gun mode, in which people vie for control of the one-shot/one-kill golden gun.

It’s good to have GoldenEye back for a new generation, and with so many new features and novel elements. Is it as good as the original? Well, since it preserves what made the original good and expands upon it, then yes: in fact, it’s better. The original is fondly remember because it was new and different. The remake isn’t new or different, but by any measure of quality it’s a better game.







Saturday, September 4, 2010

The Opening Video for Epic Mickey

I'm a big fan of classic Disney, so Warren Spector's Epic Mickey has been very high on my "must play" list ever since I heard about it. Now that I've seen the full opening cinematic and understand the story a little better, I'm even more excited.

In the game, Mickey has to save a world full of forgotten or rejected characters from throughout Disney's history. Both the Phantom Blot and his long-lost half-brother Oswald (yes: Oswald the Lucky Rabbit!) are key characters.

I think this is may be one of the best games this year. Spector (the creator of System Shock and Deus Ex) was given a high degree of creative freedom by Disney, as well as access to their extensive archives. Spector has been mining that history to create a game environment right in Disney lore.

Since the entire gameplay is based around Mickey "painting" with his magic paintbrush, Epic Mickey will be  Wii exclusive.

Check out the opening movie on YouTube.

Gamespot also posted a lengthy interview/walkthrough with Spector from E3, and it contains a lot of gameplay footage.

Tuesday, July 27, 2010

Why My Job is Never Dull

The FedEx guy always brings me something fun; for instance, Arc Rise Fantasia, a new Japanese-style RPG game.  Not only did I get the Wii version of the game, but also this handy guide to help me duplicate the hairstyles of the game characters.

If anyone has ever seen a character from a Japanese game, then they'll understand that such a thing will remain impossible as long as the laws of gravity are in effect. Still, that didn't keep the publisher from rounding up staffers and giving it their best shot, with helpful tips like "Obtain gooey styling substance to run through hair and pinch chunks of hair together to achieve piece-y look" and "relentlessly check various drugstores until you can find the hair color 'flamingo pink'."

I have to give the PR team kudos for creativity: it beats another t-shirt.  I will now always remember Arc Rise Fantasia.