Tag Archive for 'Nintendo'

‘Chrono Trigger,’ ‘Final Fantasy,’ And More At E3

SquareEnix spilled some juicy news at this week’s E3 with heavy implications for the console front. Their game line-up indicates a shift away from Sony and the Playstation consoles. AgtFox at Evil Avatar has the press release.

First on the list is a re-release of the RPG classic Chrono Trigger for the Nintendo DS, with a new dungeon and wireless play. That game never gets old, and I look forward to playing it when its released towards the end of the year. SquareEnix is also porting Dragon Quest IV to the DS in September.

The release also provides more information on the strangely titled Infinite Undiscovery, an Xbox 360 exclusive tailored to more Western RPG sensibilities. The game, to be released in September, boasts a medieval setting and real time combat, as well as a dynamic world and situational battles that change depending on player choice, an unusual feature for SquareEnix.

The Last Remnant also differs from the classic RPG formula and centers around large-scale battles. This game will come out on both Xbox 360 and Playstation 3, although the PS3 release date has yet to be announced.

Two Star Ocean games appeared in the missive with 2009 release dates: Second Evolution for the PSP and The Last Hope, a prequel that sticks to the franchise’s traditional mechanics and is exclusive to the Xbox 360.

Earlier this week, it was announced that Final Fantasy XIII will be released on the Xbox 360, and on the same day as the Playstation 3 release. There has been no other news about the upcoming game so far. The loss of exclusivity is a severe blow for Sony, for whom Final Fantasy has been a core franchise since the birth of the Playstation.

With major releases scheduled for the DS, PSP, and especially the Xbox 360 and an absence of Playstation 3 news, other than the loss of exclusivity, SquareEnix appears to be moving away from their classic ally, or at least going multiplatform. This is good news for anyone who wants to enjoy J-RPGs without a Playstation.

‘Xenogears’ Veterans Back Together For New Game

Three key members from the staff that made the 1998 cult classic Xenogears have reunited to develop the upcoming game World Destruction for the Nintendo DS, says Wired blog Game | Life.

Writer Masato Kato, character designer Kunihiko Tanaka, and composer Yasunori Mitsuda are all heavily involved in the development of the new game. All three are Square veterans who held similar positions on the staff for Xenogears.

World Destruction is a fantasy RPG developed by Image Epoch and produced by SEGA. It will be released, along with an accompanying anime series, this summer. The Japanese language site is already up with a few pictures, and the current issue of Famitsu also has screenshots.

The game follows Kyrie and Morute, two revolutionaries who join an organization out to destroy the world, where humans have been enslaved by monsters, according the Wired blog.

Head Tracking Display Possible with Wiimote

Tycho at Penny Arcade posted a video demonstration on creating a head tracking display using a Wiimote by Carnegie Mellon student Johnny Lee.

Setting technical details aside, this sort of display creates an image that moves as you move. When you move closer, you see more, and you see less when moving farther away. When you duck or move to the side, the screen compensates and moves with you.

This isn’t perfect. You can’t actually turn your body to turn the display, and only one person can use the setup at a time. But for that one person, as Johnny Lee points out, it will be like looking through a window at something real rather than at a picture.

You will look like a wonky dork wearing infrared lights on your head, but this is a great direction to take Wii technology and make some truly immersive games. Just couple some Johnny Lee infrared LED glasses with one of those curved Alienware monitors, and we have virtual reality.

If that’s not up your alley, Lee also has a how-to video to make your own interactive whiteboard and iPhone like touch screen using your Wiimote on his Web site.

The ‘Essence of Mario,’ According to Creator Miyamoto

Nintendo President Satoru Iwata and Shigeru Miyamoto, who needs no introduction, had an interesting conversation about the nature of Mario, readable on Wii.com.

This is the fourth in a series of transcribed queries by Iwata regarding Super Mario Galaxy. The game is released in Japan, and the North American release is only four days away. On a side note, such transparent production is an increasingly popular trend used to build community interest.

The two Nintendo gods discussed co-op play, new technology, the significance of Super Mario Galaxy and the “Essence of Mario.” Miyamoto described this essence as “form around function,” unique and original objects and obstacles that look like what they are.

“If you look at the Boos for example, and their peek-a-boo reaction when you turn the other way, you’ll see that they’re very shy, and they blush too. I think it’s aspects like these that point out the importance of designing things with functions that can be easily understood,” he told Iwata.

Even the now ubiquitous turtle was developed this way. “I remembered an experience I once had when I was working on Mario Bros. [Gunpei] Yokoi-san asked me, ‘What’s something that wouldn’t be able to move if I hit it from underneath?,’ and I replied, ‘A turtle, of course,’” said Miyamoto.

Miyamoto’s definition of Mario does not include the cutesy art style that’s become so common. Instead, this art style is the result of his attempts to make things in the game simple and easy to understand.

“Because people believe that the characters should be that way, they make assumptions on their own, like how the eyes should be always big and bright. But I don’t really draw my characters like that,” Miyamoto said. “I think it’s perfectly OK for Mario to be drawn in a cool way, and by that I don’t mean drawing him specifically to be cool, but that the overall design treatment turns out looking cool. So in the past, I’ve always tried to not design anything that looks childish, and change the design depending on the game.”

Wii and DS In Hand, Nintendo Focuses On Multiplayer

Is Nintendo becoming a multiplayer-only developer? MTV’s Steven Totilo postulates that they are.

“Nintendo’s console is a party console, destined to mark the end of Nintendo-crafted single-player game designs,” Totilo wrote on his blog earlier today. “I fully expect the next Zelda, the next Donkey Kong, even the next Mario role-playing game to be designed in such a way that at least two players will be able to enjoy the main game mode simultaneously.”

Totilo backed up his theory with a look at Nintendo’s marketing, sales and upcoming games, as well as comments by top industry personas.

Whether or not Totilo is correct, Nintendo is clearly taking the road less traveled. Both the Wii and the DS went in radically different directions than their chief competitors, introducing new approaches to gameplay rather than upping the ante technology-wise.

Satoru Iwata, Nintendo’s president, recently called the current console business model, with 4-year generations, “too inflexible,” according to Next Generation. “When we will be able to launch a new kind of hardware will actually depend on when we can change entertainment completely,” he said.

Totilo concluded his analysis. “Where I’m going with all of this is the idea that The Legend of Zelda: Twilight Princess may be a relic of a previous era. When the Wii is old, I expect that game to look like an aberration: a freakishly lonely experience offered in a library of titles designed primarily for group indulgence.”

Multiplayer is becoming more and more of a draw to games, inviting casual gamers to play online or with friends. The Wii especially, with its simple and enjoyable controls, has always been a party system. And given Guitar Hero III’s success, the multiplayer trend clearly is not limited to Nintendo. These games are easier and cheaper to develop, sell like hotcakes and produce sequels like rabbits.

With all this going against them, I certainly hope we won’t see an end to top-notch, big budget single player games, as Totilo envisions. Let’s hope Mass Effect will stick it to the multiplayer competition this Thanksgiving.

I Finally Take a Side in the Console War

I finally broke down and bought an Xbox 360 — BioShock was the last of many convincing reasons (expect a review within the month). I want to steer clear of the Console Wars on this blog, but my purchase warrants a detour.

I admit to some Nintendo bias last generation. The SNES was my first system, and I’ve always loved their franchises, creativity, ingenuity, and their Miyamoto. I’ve since revised my fanboy ways. This generation for me is all about the games, and Xbox 360 simply had more games that I desperately wanted to play either out now or coming soon.

Dead Rising, Gears of War, and most recently BioShock are all fantastic titles, and with Halo 3, Mass Effect, and Call of Duty 4 just around the corner, Xbox 360 fans are set for life. PS3, on the other hand, has Resistance: Fall of Man in terms of exclusives. Heavenly Sword and Lair, arguably its two biggest fall releases, haven’t scored particularly well. Wii has several fun party games, but I can play those at a friends and see no point in shelling $250+ to play them on my own.

But to be honest, I still hope Nintendo wins.

REVIEW: The Legend of Zelda: Twilight Princess (Pt 3)

Twilight Princess’s final dungeons and climactic challenges are a blast, with well-designed and distinct levels and situations.

One complaint I do have is about the narrative. You spend the first half of the game pursuing Fused Shadows in three dungeons. This is sort of like Ocarina of Time, where you spent the first act as a kid collecting the three stones so you could get the Master Sword. Except after collecting the three Fused Shadows, you don’t get anything.

Zant, the game’s preeminent antagonist, knocks you down, grabs your Fused Shadows, calls you a dumbass and walks off. Meanwhile, your catty companion tells you to collect another fractured artifact and assures you that this one will in-fact work. You do get the ability to turn revert to a wolf at will after this point, but only because Zant wanted to punish you for being an idiot.

The Fused Shadows plot does eventually resolve itself and make sense, but initially it seems disposable and unnecessary. Completing this task progresses the plot in a way and provides an excuse for a bit of good old fashioned, and notably well-crafted, dungeon crawling. However, it does not come with the sense of accomplishment that is so important to video games, in which the viewer is responsible for keeping things moving.

I do love Twilight Princess despite this narrative flaw. The characters are likable, and the plot is very intriguing, especially at the end. The dungeons and the intermittent tasks are well-designed. It sticks with Zelda tradition while breaking new ground. And, most importantly, it’s a lot of fun.

So pick the thing up. Even if you don’t have a Wii, you can find a GameCube for next to nothing now, so there’s no excuse not to.

REVIEW: The Legend of Zelda: Twilight Princess (Pt 2)

The story of Twilight Princess follows after the events of Ocarina of Time and Majora’s Mask, led by either a heroic heir of Link or the OG himself. All grown up — this time without the assistance of magical swords — he sallies force to save the world from evil, one dungeon at a time. (Are you a bad enough dude to save Princess Zelda?)

While Twilight Princess’s plot is as old as the franchise, some noteworthy additions add a lot to the gameplay.

Slight tweaks and additions include: new sword techniques Link learns over the course of the game that keep standard combat fresh; a rotating item menu that makes finding the right tool much quicker, although it can get a little crowded; and the run speed, both on foot and on Epona, seems to be increased. I still roll everywhere anyway.

Of course, new items are to be expected, but Twilight Princess goes above and beyond the previous 3D installments, adding a dearth of unique weapons and gadgets to the core kit established by Ocarina of Time. Much of the items in the first half are straight out of the previous games. The bow, the slingshot, the hookshot (now clawshot) and the boomerang all find their way back in Link’s hands. Once the second act starts, though, new and unique items appear regularly, although their uses are often limited to their dungeon of origin. My personal favorite: A giant ball on a chain, which you use to smash the shit out of everything.

Continue reading ‘REVIEW: The Legend of Zelda: Twilight Princess (Pt 2)’

REVIEW: The Legend of Zelda: Twilight Princess (Pt 1)

I finally picked up the latest iteration of one of my favorite series, renting The Legend of Zelda: Twilight Princess at Blockbuster. (No late fees for the second week? Two week rental!)

The delay is surprising, as I’m a huge fan of the Nintendo 64 Zelda games. In fact, I was a seventh grade authority on Ocarina of Time: My comrades would phone in after school with queries regarding a specific Forest Temple obstacle, and I would often surprise myself by knowing the exact solution, from “push the block” to “light the torch”.

Lacking a Wii, I’m playing the GameCube version. The graphics look better than anything else I’ve seen on the venerable system, and I’ve loved the realistic, adult style since Nintendo first showed it in a tech demo seven years ago. The controls are tight and easy to use. They stick to the scheme set by Wind Waker and the Ocarina of Time re-release.

While this is perfectly familiar, I have unexpectedly found myself wishing I were playing Twilight Princess on the Wii. I played a little of the game on my friend’s Wii, and nothing really stood out as special. It seemed more that Wiimote support had been added after the fact and that no aspect of the game had been designed around the Wii’s unique style of controller. Besides, I was already used to the GameCube style of play, so what reason did I have to pick up this novel, unfamiliar and pricey (I’m on a modest budget!) new controller?

But playing through the first dungeon of the game, where Link snags a whirling boomerang that can hit multiple targets in one throw, I realized just how much better the Wiimote would be.

As I slowly fenangled my crosshairs across distant targets for an impressive boomerang combo, all I could think of is how much quicker things would go if I could just point and click. Not to mention how much more fun I would be having.

I imagine myself swinging my whole body in an exaggerated throw and holding the pose until Link’s boomerang returns to his waiting hand. I sigh as if my boomerang assault was an Olympic event and glance warily around the room to make sure nobody saw my immersive escapades.