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.