Monday, December 24, 2007

Most Important Wii 3rd Party Games in 2008



Monster Hunter 3

Originally planned for the PS3, Capcom made the momentous decision to switch the game to the Wii. Capcom claimed this was primarily due to the high development costs of PS3 projects. Previous games in this series have sold very well in Japan, and its audience is seen as being more mature than a typical Nintendo title would have. Capcom will be expecting the Wii entry to be a million seller and Nintendo will be hoping the game will attract the core gamers it is missing in its native territory. So far the Japanese software market has favored casual titles over hardcore ones, so the sales of this traditional title will be tracked very closely by Capcom and every other Japanese 3rd party. The result will see Capcom regarded as either visionaries or fools.

Fragile: Farewell Ruins of the Moon

An original 3rd person adventure developed by Tri-Cresendo and published by Namco. The company's previous game was the lavish Xbox 360 RPG Eternal Sonata, which sold poorly in both East and West territories. From the early screens shown, Fragile appears to be fully utilizing the Wii to render a gorgeous post-apocalytic world, with some nice lighting effects. The Wii has found original IPs hard to come by, especially from 3rd party developers, so Fragile is especially unique in this list in that it is neither a port nor a continuation of a series. If the game sells well in Japan, it well help attract traditional gamers and secure Tri-Cresendo's continuing support.

Final Fantasy Crystal Chronicles: The Young King and the Promised Land


The support for WiiWare appears to be very strong, though while a lot of games look very innovative, it is likely most will be very simple and lightweight affairs. This is also supported by the fact that Nintendo wants developers to stay within a 40MB size limit. The screens and videos of FF make it clear that it is by far the most ambitious WiiWare game yet announced. It is no secret that the Wii is host to a lot of shovelware due to the platform's low barrier of entry and due to it being the sales leader. Wiiware lowers this barrier even further, so it is important that the Wii's digital distribution platform doesn't become flooded with poor shovelware-lite games and gain an early reputation as being a dumping ground. If FFCC:TYKPL proves to be a success, it will be a strong example to the industry that Wiiware rewards ambition.

Final Fantasy Crystal Chronicles: The Crystal Bearers

FFCC:CB has been overhauled by Square-Enix since its debut at E3 in 2005. It is being redesigned to feature a lengthy and deep single player game unlike the previous entry on the Gamecube that had a focus on multiplayer. Clearly as a result of the Wii's extraordinary sales, Square-Enix has been spurred to pour more money and effort into this project to try and create a genuine companion for the main FF series that is still exclusive to the PS3. The redesign has elevated this game from being a multiplayer curio, to a AAA system seller. 3rd party developers typically attempt to make their Wii games as cheaply as possible in order to maximize the meager sales they expect. Square-Enix have bucked this trend by ramping up the cost and ambition of this title, and the results could help change perceptions within the industry about how to approach Wii development.

Bully: Scholarship Edition

On the surface Bully seems like just a welcome port of an excellent PS2 game that could potentially do for Rockstar what Resident Evil 4 Wii edition did for Capcom. The title promises extra content and improved controls over the PS2 original. But it's really what Bully could lead to that is far more exciting: Grand Theft Auto. Rockstar went on record recently suggesting that GTA would be a poor fit for the Wii, yet that view contradicts the release of Bully as both games clearly appeal to the same mature audience. Whether Rockstar wants to admit it or not, Bully is the ideal title to test the waters and see if their is a genuine audience for the GTA series on the Wii.

Tales of Symphonia Knight of Ratatosk


Tales of Symphonia was the Gamecube's biggest RPG, with over a million sales worldwide, and managed to satisfy gamers and critics alike. The sequel/spin-off will arrive on a platform that will not be as starved of games as the Gamecube was, but the huge lines at Jump Festa 2008 suggest that anticipation is still very high. Namco are clearly putting a lot of effort into the game as trailers show a clear graphical improvement over the original, but question marks remain over whether development has been handed over to a less talented team within Namco, and whether the game is being simplified with the addition of a point and click over world map. Regardless, the game is guaranteed to achieve million seller status, and help attract core gamers in all territories.

Pro Evolution Soccer 2008

Soccer/Football games dominate sales charts in Europe and also do very well in Japan too. Aside from FIFA, Pro Evolution Soccer is the most popular soccer game in existence and if successful will hang around in the European sales charts forever. Konami has traditionally favored the International Superstar Soccer brand on Nintendo's platforms which generally is more arcade-like, so the decision to adapt Pro Evo to the Wii is a clear sign that Konami sees the Wii market as being larger and more diverse than the one Nintendo traditionally attracts. Konami are also taking a different approach to development than EA took with FIFA. The wii-pointer is being used to give the player a greater depth of control over positioning and passing as opposed to the over-simplification that the wii version of FIFA could be accused of. If Konami gets it right, they could simultaneously revolutionize the Soccer sim and have an enormous sales hit on their hands.

Okami

Okami was a critical darling but a sales dunce. It dominated Game of the Year lists in 2006, but somehow was ignored by PS2 owners. Whatever the reasons for it's failure, the game is perfect for adaptation to the Wii. It's sumi-e style is timeless and will help hide the fact that the Wii is not a powerhouse, and the celestial-brush interface has found it's real home with the Wii-pointer. The game may very well flop once more, but it will undoubtedly be adored by hardcore gamers that will greatly appreciate Capcom's fan service. Okami will not sell in the same numbers as other titles in this list, but it will be a title that hardcore gamers will look to when they become disillusioned by the shovelware that the Wii has become host to.

Tuesday, December 18, 2007

Wii Boxing: Underrated hardcore gem

Wii boxing should not have been included in Wii Sports. Its controls are counter intuitive, it's poorly explained and gives a poor first impression. But if you're able to get over these initial hurdles you'll find an excellent, and surprisingly hardcore game.

The first thing to get out of the way is that real boxing does not work in Wii boxing. Neither does the game reward random flailing:



Unlike the rest of Wii Sports an understanding of the actual sport gives you little advantage in the game. That's not to say the controls don't work: they do. In fact they remain some of the best examples of pure motion based controls implemented on the Wii. There's just a little learning involved.

A huge but understandable mistake Nintendo made with Wii Boxing was to not include a tutorial mode. One that teaches gamers how to throw the various punches and how to block effectively. But if the game needs a tutorial in order to play it properly, what is it doing in Wii Sports? Nintendo must have been caught between a rock and a hard place; realizing the brilliance of the game and knowing that it was a little too demanding for the typical Wii Sports casual gamer. The end result seems to have satisfied no one.

To date no other game has attempted such an ambitious control scheme as Wii Boxing. Blocking and dodging are done through tilt recognition of both Wii remote and nunchuck. Gloves can be raised and lowered to block and punch different areas of the body. The punches are assigned to gestures, and their strength can be altered by performing the gestures at different speeds. All of these are tracked simultaneously, and once mastered can lead to bouts of thrilling and intense combat as players switch from defense to attack.

One fundamental problem the game overcomes is a natural lack of feedback. Obviously when a gamer throws a punch which connects, there is no real-life contact. This is countered in three ways. The first is rumble; a successful punch is accompanied by a buzzing right hand. The second is sound; the Wii remote's speaker is used to to tell the gamer his punch has landed. Thirdly color; the screen flashes brightly with each connecting blow. Many games since have failed to provide the feedback that is so necessary for Wii motion controls; they would do well to look back at this early example.

One key point that Wii Boxing detractors raise is: If the motion controls do not mimic real life, what is the point? Punches aren't really punches but flicks in different directions. Blocking isn't really blocking but subtle variations of tilt. Buttons worked perfectly well before, why learn this new non-boxing motion control scheme? My own answer to this is: Because it's fun. The game may not be exactly like real boxing, but it's a hell of a lot closer than bashing buttons.

I'd like to repeat my opinion that: to date no other game has attempted such an ambitious control scheme as Wii Boxing. A year into the Wii's life, games that are regarded as having good controls are ones that make good use of the Wii pointer, not the accelerometers. Blocking and dodging are that mythical Wii beast: 1:1. For a launch game it's truly a remarkable feat, especially for a game wrongly derided by so many.

Wednesday, December 5, 2007

7 Wii games that were overlooked

Some great games just don't sell. Here is a list games available for the Wii that didn't sell well for a variety of reasons, but are worth a look nonetheless. You may even find some of them at bargain prices.

Godfather: Blackhand edition


Why it was overlooked: The game was a port of an aging PS2 game and as such featured sub-par visuals with some serious aliasing.


Why you should care: The motion controls really work and add a visceral edge to the game's combat. This early effort from EA made great use of the wiimote and nunchuck to enhance an already solid game.

Elebits

Why it was overlooked: Releasing the game in time for the Wii's launch window lead to the game featuring spartan graphics and underdeveloped missions that ultimately felt a little shallow. The cutesy nature of the game also felt at odds with the game essentially being an FPS.


Why you should care: The game was and remains today, very unique. An FPS puzzle game with excellently modeled physics and well calibrated Wii controls. It's the type of unique concept that the Wii was designed for, and a sequel should fulfill much of the promise this early title showed.

Dewy's adventure

Why it was overlooked: The presentation. Konami decided to opt for an incredibly cute art style for this platform game, with a soundtrack to match. Combined with a tough overall difficulty, it left gamers wondering who this game was meant for.


Why you should care: The presentation. The Wii is clearly not a powerhouse, and outside of Nintendo few developers have made an effort to push it. Konami the developers of Dewy, have gone to great effort to ensure the game is a technical marvel. Aliasing is minimized and Normal Mapping is featured on some of the game's vibrant cast of characters. The boss fights are well designed too.

Mercury Meltdown Revolution

Why it was overlooked: The Wii already had it's share of tilting maze games, so it was easy to dismiss this enhanced PSP port. The chunky graphics and limited availability didn't help either.


Why you should care: MMR is still the tilt 'em up king on the Wii. The controls are perfectly judged, the missions are plentiful and challenging, and it's damn good value at $20. Definitely worth hunting down.

Zack and Wiki: Quest for Barbaros' Treasure

Why it was overlooked: Point and click adventures had long since gone out of style in the gaming world. Those with fond memories of games like Grim Fandango and Day of the Tentacle may have found the game's use of cel shading and primary colors a little embarrassing. Also, whoever thought of the name:
Zack and Wiki: Quest for Barbaros' Treasure, deserves a swift kick in the behind. The project's initial code name: Treasure Island Z, was far better and would have saved it from sounding like second rate Nick Toons show.



Why you should care: Capcom showed with this game how to use the Wii to create a game that would be impossible on any other console, perhaps even better than Nintendo themselves. It also features a bold and detailed cartoony style that may divide opinion artistically, but definitely not technically.

Geometry Wars: Galaxies

Why it was overlooked: Priced at $40, the game seemed rather expensive for what was essentially a souped up $5 Xbox Live Arcade game. It also works best with the Wii classic controller which potentially adds another $20 to the price if you don't already own one.


Why you should care: The game is fun. It also has modes that extend the experience far beyond what Xbox Live gamers have. Spending 20+ hours competing against yourself and the online leaderboards will leave you in no doubt that the game fully justifies a $40 price tag.

Fire Emblem: Radiant Dawn

Why it was overlooked: Fire Emblem along with the Metroid series of games are perhaps Nintendo's most hardcore franchises. Fire Emblem therefore by its very nature has a limited appeal. Intelligent Systems also made no attempt to update the graphical presentation over the previous game in the series, nor did they make use of the Wii's unique controls.


Why you should care: It is an excellent strategy game. Clearly not for people with short attention spans; this game rewards patience and intelligence. It is also hard, even when played on the easy mode, which will come as a refreshing change to those that feel that modern games are too easy.

Tuesday, December 4, 2007

Testing Gaming sites for Bias and Inconsistency

The Study

The integrity of gaming websites has come into question recently, so I thought it would be fun to turn the tables on sites such as 1UP and IGN and review them using some statistical measurements on their review scores. The study I conducted was to test if they were biased when it came to their Wii game reviews, and to test how consistent they were.

The sites I chose to test were:
To do this I used data from Metacritic to find the scores of the following 12 games, and their respective averages based on all the reviews collected:
  1. Super Mario Galaxy
  2. The Legend of Zelda: Twilight Princess
  3. Zack & Wiki: Quest for Barbaros' Treasure
  4. Resident Evil 4 Wii Edition
  5. Metroid Prime 3: Corruption
  6. Super Paper Mario
  7. Trauma Center: Second Opinion
  8. WarioWare: Smooth Moves
  9. Resident Evil: Umbrella Chronicles
  10. Mario & Sonic at the Olympic Games
  11. Mercury Meltdown Revolution
  12. The Godfather: Blackhand Edition
Bias was measured by calculating how the site's review score differed from the Metacritic average across all 12 titles.

Consistency was measured by calculating the Standard Deviation from the Metacritic average across all 12 titles.

The Results:

Bias

The sites are listed below ranked from first to last starting with the least biased. The positive and negative signs indicated whether the site had a positive or negative bias.
  1. Gamespot -1%
  2. IGN +2.1%
  3. Gametrailers +2.2%
  4. Eurogamer -2.6%
  5. 1UP -3.4%

Consistency

Next the sites are ranked from first to last, starting with the most consistent. The most consistent was the site with the lowest Standard Deviation; basically the site whose game scores varied from the Metacritic average the least.
  1. Gametrailers 3.3
  2. IGN 4.2
  3. Gamespot 5.2
  4. 1UP 6.6
  5. Eurogamer 9.8

Conclusion


What's most striking about the bias measurements is how little the scores vary from one site to another. The difference between Gametrailers' 2.2% positive bias to 1UP's 3.4% negative bias is a meager 5.6%. If a bias exists in these sites towards Wii games, be it positive or negative, it is negligible at best.

The consistency measurements were more interesting, with Eurogamer and 1UP coming up lowest on the list. They were the sites that differed most with the media's general opinion of these Wii games. The other sites held within about 5% of the average Metacritic rating, with Gametrailers showing remarkable consistency with the media's general opinion.

Overall IGN, Gametrailers and Gamespot appear to be very reliable places for Wii game reviews, with 1UP and Eurogamer not too far behind.


Talking Points

For the sake of this study I set the Metacritic average as the gold standard rating for each game. This only works under the assumption that the reviewer for each site is simply giving his opinion, rather than trying to guess what the Metacritic/GameRankings average will ultimately be. This may not be the case as a freelancer for Gamespot posted this on NeoGAF after the firing of Gerstmann:

As for the future, well... even if they don't get pressured to cut me loose because I've made a few posts here, I personally cannot write for a site that, for whatever reasons, wants to bring its review scores and tone more in line with the Metacritics/GameRankings medians, and is willing to pressure its writers to nudge in that direction. The point of an average is that there are highs, lows, and in-betweens. If every publication strives to be in the middle, then there's no point in having multiple publications anymore. Wasn't one of GameSpot's BEST aspects that it was tougher on games?

While review scores are interesting, one of the reasons I visit different gaming sites is that they have their own distinct voices and opinions. If they all begin to align their scores to what they think will be the media average, I know I personally will be visiting these sites less. It's definitely a fine balance.

Thursday, November 29, 2007

Existing IPs shackling Nintendo's creativity?

IGN have posted an interview with Super Mario Galaxy director Yoshiaki Koizumi. It focuses on the development of the game and even details Shigeru Miyamoto's influence. There was one exchange that struck me in particular:

IGN: So are these concept the natural evolution of the Super Mario franchise then?

Yoshiaki Koizumi: One of the best things about being able to develop a Mario game, is that the very concept of a Mario game is free and open. There are not that many fixed ideas.


Now there are no doubts that Nintendo has some of the most popular and cherished IPs in the gaming industry, but are those same IPs inhibiting Nintendo's creativity? As Yoshiaki Koizumi states, Mario's platform games are different as they have no basic requirement other than him being able to jump. Other Nintendo franchises seem to have a much more complex set of requirements that are set in stone before development even commences.

freedom

Take Zelda for instance. The license comes with so much baggage that it appears that even modest changes result in a backlash. Two examples of this are the use of cel shading in The Wind Waker and touch screen controls in Phantom Hourglass. Both of which were very successful in what they set out to achieve, but divisive nonetheless.

What this comes down to is that in order for Nintendo to operate at their creative peak, new IPs will have to be developed. Ones where fans have no pre-conceived notions about what should and shouldn't be in the game, and also much more importantly where Nintendo can start afresh too. It will mean the difference between making great games, and dictating the future of gaming.

So while Eiji Aonuma is pondering how best to make Zelda fit the Wii, maybe he should ask himself a different and more fundamental question; what can the Wii do for the RPG genre?

Tuesday, November 27, 2007

Which TV should I play the Wii on?

I've seen this question pop up many times when people first purchase a Wii and want to get the best out of it. The Wii is able to output a Standard Definition signal out of the box. This means a 4:3 ratio image that will not properly fill a modern widescreen tv. Component cables for the Wii will allow it to output a widescreen image that is better suited to todays LCD/Plasma screens.

The downside of component cables for the Wii is that the added clarity highlights the jagged edges and other imperfections seen in many games. This is especially true when playing on an inexpensive Plasma or LCD, but less so on traditional CRT and Rear-Projection televisions.

Unfortunately what this means is that in order to really see the Wii in its best light, you would need a Rear-Projection or CRT tv; both of which are considered aging technologies due to their large sizes. The upside of this is that they can be bought rather cheaply.

Rear-Projection, old hat but serves the Wii well

Playing the Wii through component cables on a widescreen Rear-Projection/CRT television can be quite a revelation. The crawling, jagged edges that were so prominent on the flat screen become smooth and defined. The effect is like seeing a once beautiful, but now aging actress put on her makeup.

So if you happen to have the space and the spare cash, indulge your Wii by splurging on a Rear-Projection TV and some component cables. Your eyes will thank you for it.

Monday, November 26, 2007

10 Questions for Sega...

...about Super Monkey Ball Banana Blitz
  1. Why did the game use the wiimote pointer grip rather than the NES grip?
  2. Why was there no visual/rumble feedback for when the wiimote was in the neutral position before a level started?
  3. Did testing really reveal no fatigue issues when gamers played with one hand?
  4. Why did the main game have have no multiplayer?
  5. Why were the bosses so similar to each other (apart from one excellent one)?
  6. Why was there quantity rather than quality in the multiplayer games?
  7. Why was a jump included when the camera was only designed for rolling?
  8. Why were there such a variety of characters to choose from when they added almost nothing to the main game?
  9. Why were twee and alienating cel shading style graphics chosen for a game with an old-school level of difficulty?
  10. Why have there been two console Monkey Ball sequels that have failed to recapture the elegant brilliance of the original?

The questions may come off a little harsh considering the game was a solid launch title, but it would be interesting to hear Sega's responses (not that we'll ever get them). I really hope that before the inevitable Monkey Ball sequel arrives on the Wii, at least some of these very basic issues are addressed.

Sunday, November 18, 2007

In praise of Capcom

By the end of the calender year Capcom will have released:
Of these only We Love Golf is yet to be released. It is published by Capcom, but developed by Camelot who have an excellent track record of golf games.

Capcom's sales projections for their Wii titles in 2007 look set to surpass their original predictions with the exception of Z&W. It's difficult to guess what Capcom projected for this quirky yet brilliant title.


For 2008 a port of the fantastic Okami is planned as well as an original sequel to the hugely popular Monster hunter series.

If 2007 saw Capcom release four titles for the Wii, 2008 should see them release even more. Speculation has been rampant that one of these will be a full 3D Mega Man game, but what intrigues me is what other original in-house IP's could be in the works. I feel that Z&W was merely a starting point for Capcom, and that 2008 and beyond will see Capcom fulfil a lot of what was promised in their Big 5 for the Gamecube that never really materialized.

Saturday, November 17, 2007

Opoona: A needless failure

On the face of it, Opoona seemed liked an excellently timed holiday release. Developed by ArtePiazza whose previous projects included the artwork and development of Dragon Quest games, it was to be a traditional Japanese RPG that used the Wii to simplify controls. The other most prominent feature of the game was the artwork created by Shintaro Majima; a Dragon Quest veteran who must shoulder the majority of the blame for Opoona's poor sales.



As seen in the screens above, the game has one of the most unattractive uses yet of cel shading. The main character is apparently a balding, overweight 10 year old in a flight suit. He and all other characters have been carved out in a thick black outline that further divorces them from the occasionally lush environments. It's difficult to understand how the art style of this game was ever approved as it has been universally derided. From my own experience on the IGN message boards, even fans of Japanese RPGs have been turned off this game based on the way it looks.

Despite the artwork, the game received 8,8,8,7 from Famitsu, confirming that beneath the ugly exterior existed a very good game. In particular the game's soundtrack was singled out for praise, as was its depth and difficulty.

Media Create sales figures for the week of Opoona's release shows that not only did it fail to enter the top 10, but it only managed to sell a paltry 3000 copies. A spectacular failure for an original RPG in Japan.

Thursday, November 15, 2007

October NPD sales figures

October Hardware Sales figures for North America:

Wii - 519,000
Xbox 360 - 366,000

September Hardware Sales figures for North America:

Xbox 360: 528,000
Wii: 501,000


Wii sales have stayed steady for two months, whereas the surge in hardware sales Halo 3 caused died down in October.

Halo 3 has experienced enormous success, and was clearly the biggest software release this year, but it it seems to have sold mainly to the Xbox 360's existing user base. If Microsoft want to seriously challenge Nintendo for dominance, it needs killer games outside of the FPS and Driving sim genres. Bioshock, The Orange Box, Halo 3, Project Gotham Racing 4; the quality of these games are not in doubt, but their variety is. They all appeal to the same type of gamer, and do nothing to widen the appeal of the Xbox 360.

I feel Microsoft bought Rare with this in mind, but so far they have failed to deliver. Viva Pinata, while excellent, had too young an appeal, and the rest of Rare's efforts have been well short of of AAA status. What is needed are games like Drake's Fortune and Super Mario Galaxy. If Microsoft doesn't overhaul the 360's image quickly, it'll doomed to rerun the same titles again and again, preaching to an already enraptured crowd.

An interesting question to finish with: if the Wii weren't supply constrained, how many could be sold in a month in North America? Is a guess of 1 million really that outlandish?

Crunch time for the Wii in Japan

In Japan, the DS's sales really began to take off after it had been on sale for a year. From that point on, it proved to be an unstoppable force, and went on to set sales records while redefining who videogames are targeted and sold to.

The Wii is coming to a similar critical point. Japanese hardware sales have been generally strong, although they have been lower in recent weeks. The Wii has also become easier to find, with anecdotal reports suggesting that Wii's are now sitting on store shelves rather than instantly selling out.

Christmas 2008 sees the release of Mario Galaxy, and Resident Evil Umbrella Chronicals for the hardcore gamer, and Wii Fit for the casual gamer. Will these titles match the success of New Super Mario Bros and Brain Age? Initial reports already suggest Mario Galaxy is going to struggle to reach the million mark let alone reach 5 million; yet the buzz for Wii Fit remains very strong.

Wednesday, November 14, 2007

Introduction

This blog will essentially be about the Nintendo Wii. It will include:
  • Game Reviews
  • Hardware/Software sales analysis in all territories
  • Editorials on the Nintendo Wii's past, present and future
  • Anything else Nintendo related that I feel is worth discussing
Having owned every Nintendo console since the NES, I've grown a strange affinity for the company that experiences such extraordinary highs and lows, and is always, always worth discussing.

Earlier today I eagerly headed down to the store to purchase my copy of Mario Galaxy. A game which looks to be challenging for Game of the Year status. An accolade that would be all the more impressive considering the competition is exclusively oriented toward teen and mature gamers.

One of my next posts will be a review of Mercury Meltdown Revolution. The review will compare the game to its nearest competitor: Super Monkey Ball: Banana Blitz, and have a focus on controls and game mechanics.

Great game, great value.