<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8106634938279265520</id><updated>2011-11-27T16:25:00.926-08:00</updated><category term='Square-Enix'/><category term='lack of support'/><category term='tilt-shift'/><category term='support'/><category term='PS3'/><category term='Sony'/><category term='photography'/><category term='Ranking'/><category term='Wii'/><category term='Katamari Damacy'/><category term='Pikmin'/><category term='Developer'/><category term='King&apos;s story'/><category term='Publisher'/><category term='Resident Evil'/><category term='Factor'/><category term='WiiWare'/><category term='Burning Rangers'/><category term='3rd party'/><category term='exclusive'/><category term='Valve'/><category term='Factor 5'/><category term='Rez'/><category term='FPS'/><category term='GTA'/><category term='software'/><category term='5'/><category term='Nintendo'/><category term='grand theft auto'/><category term='Star Wars'/><category term='Jet Set Radio'/><category term='exclusivity'/><category term='Lair'/><category term='lightsaber'/><category term='Pilotwings'/><title type='text'>Planet Wii</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>19</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-1858118966425254629</id><published>2008-03-26T13:38:00.000-07:00</published><updated>2011-01-24T17:20:32.734-08:00</updated><title type='text'>Updates</title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;Thank you to everyone who has taken the time to visit my site. I am now an Editor at &lt;a href="http://thatvideogameblog.com/"&gt;that videogame blog&lt;/a&gt;, so if you have enjoyed Planet Wii, take some time to head over &lt;a href="http://thatvideogameblog.com/"&gt;there &lt;/a&gt;to check out my new stuff. I'll be writing Wii related articles on a weekly basis for that site, pretty much like I've done here.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.thatvideogameblog.com/2008/03/21/the-3rd-party-wii-games-that-sold-a-million/"&gt;3rd Party Wii games that sold a million&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.thatvideogameblog.com/2008/03/13/wii-vs-gc-vs-n64-the-first-16-months/"&gt;Wii vs. N64 vs. GC: The First 16 Months Compared&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As for Planet Wii, updates will cease for the foreseeable future.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-1858118966425254629?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/1858118966425254629/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=1858118966425254629' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/1858118966425254629'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/1858118966425254629'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/03/updates.html' title='Updates'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-3248940507789409640</id><published>2008-02-15T16:39:00.000-08:00</published><updated>2008-03-03T19:09:03.373-08:00</updated><title type='text'>10 Potential Sleeper Hits for the Wii</title><content type='html'>&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;Here's a list of some Wii games that you might want to keep an eye on. They may not be high profile releases, but they do show a lot of promise and have the potential to be sleeper hits. The pleasure of owning hidden gems offers unique satisfaction to true gamers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a href="http://wii.ign.com/articles/844/844908p1.html"&gt;De Blob&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;Developer: Blue Tongue/Banana Games&lt;br /&gt;Publisher: THQ&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/844/844908/de-blob-20080110040112436_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 164px; height: 129px;" src="http://wiimedia.ign.com/wii/image/article/844/844908/de-blob-20080110040112436_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;One of a triumvirate of THQ games on this list, De Blob is probably the most promising. It started life as a free downloadable P.C. game created by 9 students studying at Utrecht University. It impressed THQ so much that they picked up the game and decided to turn it into a fully fledged Wii release. The core of the game centers around using the main character to turn a drab gray city-scape into a vibrant, psychedelic version of itself.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/830/830066p1.html"&gt;&lt;span style="font-size:130%;"&gt;Blast Works: Build, Fuse and Destroy&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Budcat Creations&lt;br /&gt;Publisher: Majesco&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/803/803027/blast-works-build-fuse-destroy-20070710065424059_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 168px; height: 117px;" src="http://wiimedia.ign.com/wii/image/article/803/803027/blast-works-build-fuse-destroy-20070710065424059_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;On the surface Blast Works looks like a 2D Gradius style shooter, but delve a little deeper and it's the game's level/object editor that is really its defining feature. Previews suggest the editing tools are both flexible and relatively sophisticated, with the Wii pointer being put to great use. Users will be able to design, save and share their levels with other gamers, setting the stage for a dedicated online community.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/850/850811p1.html"&gt;Boom Blox&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;Developer: EA Los Angeles&lt;br /&gt;Publisher: EA&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/850/850811/boom-blox-20080208115432394_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 175px; height: 122px;" src="http://wiimedia.ign.com/wii/image/article/850/850811/boom-blox-20080208115432394_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;When Steven Spielberg first announced he was involved in making a Wii game, most gamers assumed the result would be a cinematic masterpiece. When a physics based block puzzler was subsequently revealed the disappointment was palpable. Boom Blox has since come on leaps and bounds, and has led to some proclaiming that its design and execution is Miyamoto-like. It also includes a level editor that allows users to generate their own content. If the game can live up to the industry buzz it has created, then EA will surely have a hit on their hands.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/852/852222p1.html"&gt;Deadly Creatures&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;Developer: Rainbow Studios&lt;br /&gt;Publisher: THQ&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/852/852222/deadly-creatures-20080214095839474-000.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 175px; height: 116px;" src="http://wiimedia.ign.com/wii/image/article/852/852222/deadly-creatures-20080214095839474-000.jpg" alt="" border="0" /&gt;&lt;/a&gt;Further evidence of THQ's increasing faith in the Wii is their recently announced title Deadly Creatures. Billed as an action/thriller, the game has you playing as realistic looking creepy-crawlies exploring a desert wasteland. The game clearly has a relatively large budget as the screens bugs that have been rendered with unnerving realism. Let's hope the press release stating the developer's intentions to push the hardware was more than marketing hype.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/850/850132p1.html"&gt;Battle of the Bands&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;Developer: Planet Moon Studios&lt;br /&gt;Publisher: THQ&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/850/850125/band-mashups-screens-20080206011405872_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 179px; height: 133px;" src="http://wiimedia.ign.com/wii/image/article/850/850125/band-mashups-screens-20080206011405872_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;It would be easy to dismiss this title as a an uninspired Boogie/Guitar Hero clone, but anyone who has had real hands-on time playing the title has come away impressed. While Boogie suffered because of its shallow and unstructured gameplay, Battle of the Bands takes its mechanics and bolts them onto a real game. The music announced so far also looks promising; this has the potential to appeal to Hardcore and Casual gamers alike.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a href="http://www.joystiq.com/2008/01/31/parappa-creators-bringing-marching-band-game-to-wii/"&gt;Major Minor's Majestic March&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;Developer: NanaOn-Sh&lt;br /&gt;Publisher: Majesco&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.anime.com/PaRappa_the_Rapper/images/01.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 177px; height: 133px;" src="http://www.anime.com/PaRappa_the_Rapper/images/01.jpg" alt="" border="0" /&gt;&lt;/a&gt;From the makers of PaRappa the Rapper, Major Minor's Majestic March is sure to be a rhythm action game like no other. If Masaya Matsuura can imbue his Wii title with the personality and charm as he has his previous work, and also make good use of the Wii controllers, then this game has cult hit written all over it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/848/848497p1.html"&gt;Monster Lab&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;Developer: Backbone Entertainment&lt;br /&gt;Publisher: Eidos Interactive&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/848/848497/monster-lab-20080129042551919_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 179px; height: 124px;" src="http://wiimedia.ign.com/wii/image/article/848/848497/monster-lab-20080129042551919_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;Apparently in development for almost 2 years, Monster Lab appears to be truly unique; a turn based fighter with a huge focus on monster creation/customization. The game's visuals are also distinctive with heavy use of rim-lighting and bloom. Being able to fight online is also planned. The recent showing of the game at GDC confirmed that the game has a lot of potential.&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=aEKXImWQOmg"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Oboro Muramasa Youtouden&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Vanillaware&lt;br /&gt;Publisher: Marvelous Entertainment&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.playmagazine.com/pictures/71daa87384184c3f65ae0b0d035a33ef.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 179px; height: 134px;" src="http://www.playmagazine.com/pictures/71daa87384184c3f65ae0b0d035a33ef.jpg" alt="" border="0" /&gt;&lt;/a&gt;As very little is known about the game at this point, this title's appeal largely stems from Vanillaware's heritage of excellence. Billed as a 2D action RPG, the game is sure to feature a lush, beautifully stylized look much like Odin Sphere, and a control scheme that has been tailored for casual and hardcore gamers.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://kotaku.com/gaming/clips/mushroom-men-trailer-271326.php"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Mushroom Men&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Red Fly Studios&lt;br /&gt;Publisher: Gamecock&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/792/792762/mushroom-men-20070530011854067_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 184px; height: 138px;" src="http://wiimedia.ign.com/wii/image/article/792/792762/mushroom-men-20070530011854067_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;Essentially a platformer, Mushroom Men places you in control of a diminutive fungi hero exploring the world from a 3-inch vantage point. The game's weapons are cobbled together every-day objects such as staple removers and paper clips; characters also have distinct abilities based on their designs. If the developer's execution matches their imagination, Mushroom Men could be worth keeping an eye on.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gametrailers.com/player/25428.html"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Rygar:The Battle of Argus&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Tecmo&lt;br /&gt;Publisher: Tecmo&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/816/816543/rygar-the-battle-of-argus--20070828050733875_640w.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 185px; height: 138px;" src="http://wiimedia.ign.com/wii/image/article/816/816543/rygar-the-battle-of-argus--20070828050733875_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;Rygar's appeal has fluctuated wildly since it was announced for the Wii. At first it was thought to be a genuine sequel to the excellent action/adventure on the PS2: Hype+1. It then came to light that the title was actually a port of the original with new controls and a new mode: Hype -1. The game has subsequently been delayed, and the signs are that the project's ambition has been increasing, with graphical upgrades and new character designs being announced. It seems that the Wii's popularity has lead Tecmo to invest some genuine effort on the title.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-3248940507789409640?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/3248940507789409640/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=3248940507789409640' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/3248940507789409640'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/3248940507789409640'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/02/10-potential-sleeper-hits-for-wii.html' title='10 Potential Sleeper Hits for the Wii'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-5152041969496734887</id><published>2008-02-02T13:13:00.000-08:00</published><updated>2008-02-14T18:04:30.713-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Publisher'/><category scheme='http://www.blogger.com/atom/ns#' term='Ranking'/><category scheme='http://www.blogger.com/atom/ns#' term='3rd party'/><category scheme='http://www.blogger.com/atom/ns#' term='Developer'/><title type='text'>Other than Nintendo, who makes the best games for Wii?</title><content type='html'>&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;How do the major publishers/developers in the world stack-up when it comes to Wii support? What follows is a ranking of 14 of the biggest players and their major releases, starting with the poorest. The factors taken into account are the volume and quality of their Wii games, as well as their commitment to future support.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;14.    Midway&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Cruis'n, Mortal Kombat: Armageddon&lt;br /&gt;Upcoming: Blitz 2008&lt;br /&gt;&lt;br /&gt;Midway's output is typically poor, but the Wii seems to have brought out the worst in them. Anyone who had the misfortune of playing or even buying &lt;a href="http://wii.ign.com/articles/840/840362p1.html"&gt;Crius'n&lt;/a&gt; has my sincerest sympathies.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;13.    Take-Two Interactive&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Fantastic 4&lt;br /&gt;Upcoming: Don King presents: Prizefighter&lt;br /&gt;&lt;br /&gt;More licensed fodder and sports games. Nothing to see here...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;12.    Activision&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Call of Duty 3, Marvel Ultimate Alliance, Spiderman 3,  Tony Hawk Downhill Jam&lt;br /&gt;Upcoming: Call of Duty 5&lt;br /&gt;&lt;br /&gt;The company's one platform exclusive was the passable Tony Hawk Downhill Jam, which was also a launch title. All other releases have been multi-platform games that have been handled with varying degrees of success; the lowlight being the &lt;a href="http://gamenationbase.com/?p=177"&gt;hilariously buggy Spiderman 3&lt;/a&gt;. While the Wii was overlooked for Call of Duty 4, the fifth in the series has been confirmed for the system. Activision doesn't appear to have any plans to truly support the Wii the way they have the Xbox 360.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;11.    Rockstar Games&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Manhunt 2, Table Tennis&lt;br /&gt;Upcoming: Bully&lt;br /&gt;&lt;br /&gt;Rockstar have typically maintained a healthy distance from Nintendo development, but the Wii is beginning to change that. The &lt;a href="http://www.1up.com/do/previewPage?cId=3166220"&gt;upcoming port of Bully&lt;/a&gt; looks to make excellent use of the hardware, but truly exclusive games still remain elusive. Grand Theft Auto: Pipe Dream...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;10.    Sci/Eidos&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Tomb Raider Anniversary&lt;br /&gt;Upcoming: Monster Lab, Tomb Raider Underworld&lt;br /&gt;&lt;br /&gt;The publisher's sole release on the Wii to date has been the competent port of Tomb Raider; a version of the next in the series has also been scheduled. In addition, &lt;a href="http://wii.ign.com/articles/848/848497p1.html"&gt;Monster Lab&lt;/a&gt;, an original 1 on 1 fighter has also been announced. A few more original games would help Sci/Eidos quickly move up the rankings.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/848/848490/monster-lab-20080129040554082_640w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/848/848490/monster-lab-20080129040554082_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Monster Lab: Looks like Galaxy's gorgeous rim lighting has a few admirers&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;9.    LucasArts&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Lego Star Wars: The complete saga,&lt;br /&gt;Upcoming: Lego Indian Jones, Star Wars: The Force Unleashed&lt;br /&gt;&lt;br /&gt;The ouput of LucasArts has confused and frustrated  many Wii owners. Using the Wii remote as a lightsaber seems like an obvious decision, and the perfect idea for a platform exclusive. But the closest the company has come is to announce a version of Force Unleashed with some Wii specific controls, levels and modes. Good multi-platform titles are fine, but they'll only get the company so far.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;8.    Ubisoft&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Redsteel, Rayman Raving Rabbids 1+2, No More Heroes, Nitro Bike&lt;br /&gt;Upcoming: Brothers In Arms, Prince of Persia (new)&lt;br /&gt;&lt;br /&gt;The one company to really buck the trend of improving support on this list is Ubisoft. Having started brightly with Redsteel and Rayman, the company's output has steadily declined, alienating gamers in the process. The company has since gone on record to state that it will be aiming for &lt;a href="http://www.next-gen.biz/index.php?option=com_content&amp;amp;task=view&amp;amp;id=7839&amp;amp;Itemid=2"&gt;Nintendo-like quality in the future&lt;/a&gt;, but there is little on the horizon to get really excited about. Their decision to publish No More Heroes in the west has counter-balanced some of their poor output.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/840/840130/no-more-heroes-20071206060055106_640w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/840/840130/no-more-heroes-20071206060055106_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;No More Heroes: If Ubisoft can't make good Wii games, they can at least publish them&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;7.    THQ&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: WWE: Smack vs Raw, SpongeBob&lt;br /&gt;Upcoming: De Blob, Worms: A Space Oddity, Destroy All Humans, Band Mashups, Dangerous Creatures&lt;br /&gt;&lt;br /&gt;THQ's support so far has consisted mainly of middling licensed games, but the future holds far more promise. Brand new exclusive games such as &lt;a href="http://www.1up.com/do/previewPage?cId=3166041"&gt;Band Mashups&lt;/a&gt; and &lt;a href="http://wii.ign.com/articles/844/844908p1.html"&gt;De Blob&lt;/a&gt; have been garnering universally  positive previews, and are great examples of Wii development done right. The recently announced &lt;a href="http://wii.ign.com/articles/852/852222p1.html"&gt;Dangerous Creatures&lt;/a&gt;, an original IP, also looks very promising.  THQ appear to be one of the few western publishers with serious ambitions for their Wii games.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/844/844908/de-blob-20080110040112436_640w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/844/844908/de-blob-20080110040112436_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;De Blob: Sleeper Hit?&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;6.    Namco&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Soul Calibur Legends&lt;br /&gt;Upcoming: Fragile, Tales of Symphonia 2, Family Ski&lt;br /&gt;&lt;br /&gt;Namco is perhaps the one company on this list that is most likely move up rankings very soon. They recently stated that they have up to &lt;a href="http://www.thewiire.com/news/554/1/BandaiNamco_30_Wii_Projects_Planned"&gt;30 games in development&lt;/a&gt; for the Wii, but for now all they have to show is the desperately average Soul Calibur Legends. While most of their schedule still remains a mystery, the titles that have been revealed look very promising.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;5.    Square-Enix&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Dragon Quest Swords&lt;br /&gt;Upcoming: Final Fantasy Crystal Chronicles, Chocobo's Mysterious Dungeon&lt;br /&gt;&lt;br /&gt;A very slow start has given way to a very bright future. The company is reworking their Final Fantasy Wii game to turn it into an epic, &lt;a href="http://wii.ign.com/articles/789/789057p1.html"&gt;big budget single player adventure&lt;/a&gt;. They are also supporting the WiiWare platform with the Final Fantasy brand. While the lineup is still a little sparse, what's on the horizon is is shining very brightly indeed and is enough to put them up to 5th.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;4.    EA&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Medal of Honor: Heroes 2, My Sims, SSX Blur, Boogie,&lt;br /&gt;Upcoming: Spore, FaceBreaker, Boom Blox&lt;br /&gt;&lt;br /&gt;EA have had a solid start to Wii development, with a good mix of &lt;a href="http://wii.ign.com/articles/850/850811p1.html"&gt;exclusive games&lt;/a&gt; and well chosen ports. Though missteps such as Boogie and some poor sports updates have dragged them down the rankings a little. Their forecasts show they expect the Wii's success to continue, so their support is likely to improve  through 08/09. What's missing is a true big budget, exclusive blockbuster game for the future.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/850/850071/boom-blox-20080206111208669_640w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/850/850071/boom-blox-20080206111208669_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Boom Blox: Will the comparison to Miyamoto made games really hold up?&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;3.    Konami&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Dance Dance Revolution, Elebits, Dewy's Adventure, MLB Power Pros, Korinpa&lt;br /&gt;Upcoming: Pro Evolution Soccer&lt;br /&gt;&lt;br /&gt;The innovative Elebits set an early tone for Konami, and their update of Pro Evolution Soccer may very well revolutionize the genre. Konami have offered Nintendo good support without offering any of their really big franchises; if this were remedied the company would really challenge for the top spot. Of particular interest will be what &lt;a href="http://www.gamasutra.com/view/feature/3468/konamis_wii_wizard_an_interview_.php"&gt;Shingo Mukaitoge&lt;/a&gt; has next up his sleeve, and whether he can marry innovation with sales success.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;2. &lt;/span&gt;&lt;/span&gt;   &lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Sega&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Released: Super Monkey Ball Banana Blitz, Nights, Sonic and the Secret Rings, Mario and Sonic at the Olympic games&lt;br /&gt;Upcoming: Samba de Amigo, House of the Dead, Sega Superstar Tennis&lt;br /&gt;&lt;br /&gt;Sega's commitment to releasing new additions to some of their most important IPs (Sonic, Nights), as well as solid ports and mulit-platform games has overcome their lack of true AAA titles to place them at the number 2 spot. While the quality of their games haven't reached &lt;a href="http://www.metacritic.com/games/platforms/wii/nightsjourneyofdreams?q=nights"&gt;Nintendo-like levels&lt;/a&gt;, they are by far the most consistent and committed 3rd party. Their position will come under increasing threat however as Namco and Square-Enix begin to match Sega's numbers with greater quality.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;1.    Capcom&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;Released: Devil Kings 2 Heroes, Resident Evil 4: Wii Edition, Resident Evil: Umbrella Chronicles, Zack &amp;amp; Wiki, Harvey Birdman: Attorney at Law&lt;br /&gt;Upcoming: Okami, Monster Hunter 3, Wii Love Golf&lt;br /&gt;&lt;br /&gt;What Capcom have done, they have done well. Their ports and brand new IPs show that they have an understanding of the Wii controller that perhaps only Nintendo can match. Future support also looks promising with the commitment of one of their biggest IPs; &lt;a href="http://www.joystiq.com/2007/10/10/monster-hunter-3-heading-to-wii/"&gt;Monster Hunter&lt;/a&gt;. With sales being robust, their Wii lineup will surely grow and help them protect their position against the rapidly improving competition.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://ps2media.ign.com/ps2/image/article/707/707250/okami-20060510020753166_640w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://ps2media.ign.com/ps2/image/article/707/707250/okami-20060510020753166_640w.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;Okami: Another great Capcom port, but will it help them keep the top spot?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;What's immediately noticeable is how the top spots are dominated by Japanese companies. Apart from EA and THQ, the other western players simply aren't favoring the Wii with quality games, and in some cases few games at all. If western publishers are really buying into the idea that only Nintendo games sell on Nintendo hardware, they'll quickly become in danger of missing out on the rapidly growing Wii software market. It's no coincidence that Capcom,  in my opinion the number 1 3rd party developer/publisher on the Wii, are also the ones posting the &lt;a href="http://xbox360.ign.com/articles/849/849990p1.html"&gt;best sales figures.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-5152041969496734887?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/5152041969496734887/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=5152041969496734887' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5152041969496734887'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5152041969496734887'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/02/other-than-nintendo-who-makes-best.html' title='Other than Nintendo, who makes the best games for Wii?'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-2768534166479101964</id><published>2008-01-28T18:22:00.000-08:00</published><updated>2008-02-04T10:39:11.994-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='WiiWare'/><category scheme='http://www.blogger.com/atom/ns#' term='Square-Enix'/><title type='text'>10 reasons why WiiWare will be great</title><content type='html'>&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:85%;"&gt;This year Nintendo is going to launch their own downloadable game platform called 'WiiWare'. Here are a few reasons why it's going to be awesome.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;1. Game sizes are not limited to 40MB&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Initially it was thought that Nintendo had limited titles to a &lt;a href="http://www.gamepro.com/news.cfm?article_id=147768"&gt;40MB file size&lt;/a&gt;, but Nintendo put this rumor to bed by stating that 40MB is merely a &lt;a href="http://kotaku.com/gaming/wiiware/nintendo-not-limiting-wiiware-sizes-322588.php"&gt;recommendation&lt;/a&gt;, and not an official limit. The Wii has about 512MB of memory internally, so it is really this which will restrict game sizes. More space will allow developers to approach development with greater ambition and to create deeper experiences.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;2. One game per month per publisher&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;We've already seen many publishers trying to cash in on the Wii's success with what has been termed 'shovelware'. Nintendo seem to be aware of this, and has made this rule to try and counteract publishers who would seek to inundate the platform with sub-par content. The &lt;a href="http://www.next-gen.biz/index.php?option=com_content&amp;amp;task=view&amp;amp;id=8604&amp;amp;Itemid=2"&gt;1 game a month rule&lt;/a&gt; will force publishers to be far more picky about what content they choose to sell, as the opportunities to do so will be restricted.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;3. Fresh Content&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Already the Wii is known as a platform which is cheaper to develop for; combine this with digital distribution and access to an audience that will soon be reaching 30 million and you have a platform that offers developers huge bang for their buck. With the barrier of entry so low, and potential rewards so high, WiiWare will see games from developers that would only have had access to the fragmented P.C. market until now. This will surely be a breath of fresh air to people tired of endless sequels.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;4. The Wiimote and Nunchuck&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="355" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Jd3-eiid-Uw&amp;amp;rel=1"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/Jd3-eiid-Uw&amp;amp;rel=1" type="application/x-shockwave-flash" wmode="transparent" height="355" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;The potential of the Wii's motion controls are only just beginning to be unlocked, but you have to feel that a lot of innovation and research is blocked through fear of poor sales and low returns. Perhaps with the punishment for failure now lowered, developers will truly allow their imaginations to run wild and use those controllers in some truly fantastic ways.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;5. Niche Experiences&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.tentakelvilla.de/grim/grim1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 172px; height: 128px;" src="http://www.tentakelvilla.de/grim/grim1.jpg" alt="" border="0" /&gt;&lt;/a&gt;Many genres don't see many games as their sales typically are not high enough to warrant new ones, but that doesn't stop them from having a small but dedicated following. For those gamers tired of the endless train of FPS and Racing titles, perhaps Wiiware will see the resurrection of the point-and-click adventure and 2D shoot-em-up genres? Much like the internet in general, WiiWare makes the access of niche markets possible and worthwhile.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;6. Square-Enix and Final Fantasy&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.qj.net/uploads/articles_module/105297/finalfantasychroniclestheyoungkingandthepromisedland2_qjgenth.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 171px; height: 128px;" src="http://img.qj.net/uploads/articles_module/105297/finalfantasychroniclestheyoungkingandthepromisedland2_qjgenth.jpg" alt="" border="0" /&gt;&lt;/a&gt;Having the backing of Square-Enix at the launch of a platform is one thing, but to have them come through with a unique Final Fantasy is quite another. &lt;span style="font-style: italic;"&gt;&lt;a href="http://wii.ign.com/articles/826/826640p1.html"&gt;Final Fantasy Crystal Chronicles: The Young King and the Promised Land&lt;/a&gt;, &lt;/span&gt;&lt;span&gt;amazingly looks better than 99% of 3rd party games released on the Wii so far, and looks to innovate and take the series in a different direction. Even Nintendo has yet to announce anything that looks as ambitious as this title.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;7. The Wii has no hard drive&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There I said it, now hear me out. The lack of a real hard-drive for the Wii may deprive it of many things, but what it also seems to have done is discourage developers from adding downloadable content for their existing franchises. No extra tracks for racing games, and no extra arenas and weapons for death-matches. What this means is that WiiWare will not be dominated by the same traditional titles that make up the charts. It will instead encourage developers to make brand new content knowing they are not competing with titles that have already sold millions of copies on disc.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;8. Nintendo&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.smashbros.com/en_us/characters/images/mario/mario_070906a-l.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 168px; height: 138px;" src="http://www.smashbros.com/en_us/characters/images/mario/mario_070906a-l.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span&gt;Nintendo are superb at making epic games; the recent Zelda and Mario games on the Wii are evidence of this. But what Nintendo are also great at is introducing new play mechanics upon which to base new games. Examples of this are the vacuum in &lt;a href="http://cube.ign.com/articles/165/165453p1.html"&gt;Luigi's Mansion&lt;/a&gt; and Fludd in &lt;a href="http://cube.ign.com/articles/368/368539p1.html"&gt;Mario Sunshine&lt;/a&gt;. The problem comes that sometimes these mechanics aren't quite deep enough to warrant an entire epic game, but would really shine in a smaller experience that WiiWare could deliver. If ever there was developer that can take advantage of a platform with low risk, it is Nintendo.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;9. Flexible Pricing&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The Wii's traditional games have already seen the appearance of games of exceptional value, Resident Evil 4: Wii edition and Mercury Meltdown Revolution being two examples. Consumers expect to only pay full price for brand new games, and less for what they perceive as budget or ported titles. This same attitude will also apply to WiiWare and will help to create a platform where gamers will get more than ever for their &lt;a href="http://kotaku.com/gaming/it.s-official/nintendo-announces-wiiware-272683.php"&gt;gaming dollar&lt;/a&gt;. If Square-Enix's new Final Fantasy game comes in at the $15-20 mark, other developers worldwide will think hard about how to price their own offerings, including Nintendo.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;10. Convenience&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Recently I had the pleasure of attempting to hunt down No More Heroes, and ultimately found it at the 6th store I went to. Earlier Zack and Wiki had also led me on a merry chase. I've also had problems attempting to find some older Gamecube games I thought it would be fun to try, but it seems they've also transformed into hen's teeth. Whether it's down to the games being released in limited quatities, or simply having sold out, they proved frustratingly hard to find. The convenience of being able to buy games when and where you please is perhaps a minor advantage, but it's definitely a welcome one.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-2768534166479101964?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/2768534166479101964/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=2768534166479101964' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/2768534166479101964'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/2768534166479101964'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/01/10-reasons-why-wiiware-will-be-great.html' title='10 reasons why WiiWare will be great'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-1152690401167240483</id><published>2008-01-23T17:42:00.000-08:00</published><updated>2008-01-23T18:27:55.298-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='photography'/><category scheme='http://www.blogger.com/atom/ns#' term='3rd party'/><category scheme='http://www.blogger.com/atom/ns#' term='tilt-shift'/><category scheme='http://www.blogger.com/atom/ns#' term='Wii'/><category scheme='http://www.blogger.com/atom/ns#' term='King&apos;s story'/><title type='text'>King's Story emulates Tilt-Shift  Lens Photography</title><content type='html'>&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;Take a look at some examples of &lt;a href="http://www.cheapshooter.com/2007/08/24/tilt-shift-photography-its-a-small-world-after-all/"&gt;Tilt-Shift Lens Photography&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm1.static.flickr.com/34/106792657_ea756cccb2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://farm1.static.flickr.com/34/106792657_ea756cccb2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://c.myspace.com/Groups/00017/02/77/17577720_l.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://c.myspace.com/Groups/00017/02/77/17577720_l.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.ourmanintokyo.net/archives/images/HCMCmodel.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://www.ourmanintokyo.net/archives/images/HCMCmodel.jpg" alt="" border="0" /&gt;&lt;/a&gt;Yes, the above images are of &lt;span style="font-style: italic;"&gt;real &lt;/span&gt;environments and not shots of miniature models. The effect is quite startling and was pioneered by &lt;span style="font-size:100%;"&gt;&lt;a href="http://www.metropolismag.com/cda/story.php?artid=1760"&gt;Olivo Barbieri&lt;/a&gt;; an Italian artist and photographer.&lt;br /&gt;&lt;br /&gt;Now take a look of some recent&lt;/span&gt;ly released screens of the upcoming game &lt;a href="http://wii.ign.com/objects/892/892457.html"&gt;King's Story&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/847/847118/ousama-monogatari-20080123095638715.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/847/847118/ousama-monogatari-20080123095638715.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/847/847118/ousama-monogatari-20080123095637153.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/847/847118/ousama-monogatari-20080123095637153.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/847/847118/ousama-monogatari-20080123095640965.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://wiimedia.ign.com/wii/image/article/847/847118/ousama-monogatari-20080123095640965.jpg" alt="" border="0" /&gt;&lt;/a&gt;Depth-of-field blurring is commonly used in 1st and 3rd person perspective games to provide the environments with a sense of scale and realism. It seems King's Story developers: &lt;a href="http://en.wikipedia.org/wiki/Cing"&gt;Cing Inc.&lt;/a&gt;/Town Factory, have deliberately used the depth-of-field-effect in an overhead viewpoint to try and emulate the miniaturizing effect of tilt-shift lenses, keeping only a small portion of the scene in complete focus. To me the effect is quite charming and compliments the game's art style very well.&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;Games as art?&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;strong&gt;&lt;/strong&gt;&lt;strong&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;strong&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-1152690401167240483?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/1152690401167240483/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=1152690401167240483' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/1152690401167240483'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/1152690401167240483'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/01/kings-story-emulates-tilt-shift-lens.html' title='King&apos;s Story emulates Tilt-Shift  Lens Photography'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm1.static.flickr.com/34/106792657_ea756cccb2_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-7672309697818544559</id><published>2008-01-14T17:19:00.001-08:00</published><updated>2008-01-16T12:22:46.332-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Factor 5'/><category scheme='http://www.blogger.com/atom/ns#' term='exclusive'/><category scheme='http://www.blogger.com/atom/ns#' term='PS3'/><category scheme='http://www.blogger.com/atom/ns#' term='5'/><category scheme='http://www.blogger.com/atom/ns#' term='Lair'/><category scheme='http://www.blogger.com/atom/ns#' term='Factor'/><category scheme='http://www.blogger.com/atom/ns#' term='exclusivity'/><category scheme='http://www.blogger.com/atom/ns#' term='Wii'/><category scheme='http://www.blogger.com/atom/ns#' term='Nintendo'/><category scheme='http://www.blogger.com/atom/ns#' term='Sony'/><title type='text'>Factor 5: From Breakups to Makeups</title><content type='html'>How Factor 5 left, and then returned to once again suckle upon Nintendo's teat.&lt;br /&gt;&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.niwifi.net/wp-content/uploads/2007/02/02.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.niwifi.net/wp-content/uploads/2007/02/02.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Hey baby, maybe we should take a break and see other people?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;April '04: &lt;a href="http://cube.ign.com/articles/506/506508p1.html"&gt;Factor 5 announce no more software to be made for the Nintendo Gamecube&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Hey baby, maybe we should take a break and &lt;/span&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;only &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;see other people.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;May '05: &lt;a href="http://www.news.com/In-console-smackdown,-games-are-next-punch/2100-1043_3-5712174.html"&gt;PS3 exclusivity announced&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"I was shocked by how powerful the new consoles are. They should really free our development."&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Meet my new girlfriend, isn't she beautiful?&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.sonydefenseforce.com/wp-content/uploads/2007/09/img_5110_lair_pre_004.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.sonydefenseforce.com/wp-content/uploads/2007/09/img_5110_lair_pre_004.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;July 2005: &lt;a href="http://ps3.ign.com/articles/635/635496p1.html"&gt;Lair is announced at TGS&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;The sex wasn't that great... that's why I left.&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span&gt;&lt;/span&gt;Oct '06: &lt;a href="http://www.thewiire.com/news/527/1/Factor_5_Wii_is_GameCube_15"&gt;Julian Eggebrecht&lt;/a&gt;&lt;a href="http://www.thewiire.com/news/527/1/Factor_5_Wii_is_GameCube_15"&gt; suggests Wii is Gamecube 1.5&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"When I heard what was going on at Nintendo, I cringed. It's audio is relatively mediocre. It's essentially GameCube 1.5, which is fine because all the motion-control stuff they're doing is pretty radical. That's precisely why the 360 wasn't exciting to me, because it didn't have the jump there, even though it had everything else."&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Your new boyfriend is an ass, all he wants is your money.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Feb '07: &lt;a href="http://wii.ign.com/articles/762/762984p1.html"&gt;Julian Eggebrecht criticizes developer's 1st gen Wii games&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"Yes. I'm so disappointed knowing exactly what the Wii can do -- and I still think nobody knows it better than we (no pun intended) [laughs]. I really have to say, boy, am I disappointed! They all have finally figured out, five years into the hardware's life cycle, how to do at least basic shaders and a rim light, but that's what everybody does. But I still don't see enough bump and normal-mapping, if any. I still don't see enough post effects, although you would have insane fill-rates with Wii. I don't see any of that. I was digging out Rebel Strike the other day and was looking at it, and we had some people who were visiting ask, "Why isn't anybody else doing this on Wii?" And I am at a loss. I really am."&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;"I love the Wii, absolutely. As I've said many, many times, the perfect combination of consoles to have at home is a PS3 and Wii. Everybody really should have one. Will we make something for the Wii? Well, obviously we would have an extremely powerful engine on it with our work on Rebel Strike, but for right now we certainly haven't planned"&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Somebody told me she was kissing another guy at the office party.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;July '07: &lt;a href="http://news.filefront.com/early-egm-reviews-for-lair-look-grim/"&gt;Mediocre early reviews for Lair.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;E.G.M Scores:&lt;/span&gt; 5/10    5.5/10    6/10&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-style: italic;"&gt;A friend &lt;/span&gt;told me they found her sextape while they were surfing for porn.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img208.imageshack.us/img208/1732/44t6yd4yt6.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://img208.imageshack.us/img208/1732/44t6yd4yt6.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Sept '07: &lt;a href="http://www.metacritic.com/games/platforms/ps3/lair?q=lair"&gt;Mediocre reviews all round for Lair&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;How to mess up a game in which you ride a dragon is quite simple. You make the control of that dragon answerable to motion-sensing technology that can’t distinguish subtle or even very forced gestures in anything like the detail required.&lt;/span&gt; [Edge Magazine Nov 2007, p.90]&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;She apologized for the kiss.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Sept '07: &lt;a href="http://ps3.ign.com/articles/818/818597p1.html"&gt;Sony teaches reviewers how to play Lair&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;"Open your mind and hands for something very different!"&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;She assured me that wasn't her in the sextape.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;Sept '07: &lt;a href="http://ps3.psu.com/Sony-responds-to-Lair-reviews--a0001227-p0.php"&gt;Sony reacts to poor Lair reviews&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;" class="postbody"&gt;"At the end of the day, I'll be interested in the consumers' response, because the consumer awareness for this title was so huge. I've spoken to any number of people who really like it, and there's other people that find it a challenge. What really matters is whether or not the consumers are having a good experience, because they'll tell us on the [PlayStation] blog."&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="postbody"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;She was young and foolish, she was surrounded by a hardcore crowd, that's why she made the tape.&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;" class="postbody"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="postbody"&gt;Sept '07: &lt;a href="http://ps3.psu.com/Factor-5-President-tries-to-explain-LAIR-reviews-News--a1205-p0.php"&gt;Julian Eggebrecht attempts to explain Lair's poor reception by the media&lt;/a&gt;&lt;/span&gt;&lt;span style="font-style: italic;" class="postbody"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;"The Sixaxis motion control itself feels a lot more organic and free-form than the rigid controls of other flight games and does much better for casual players, as we saw in focus tests. It does seem to alienate some reviewers who are at the top of the hard-core crowd and seem to have a passionate hate for all things motion."&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Baby...please take me back.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;Jan '08: &lt;a href="http://wii.ign.com/articles/845/845353p1.html"&gt;Factor 5 reveal development of new Wii title&lt;/a&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;In a phone conversation with IGN Wii this morning, company president Julian Eggebrecht confirmed that the studio is underway with at least one all-new Wii project -- and it's not a Virtual Console game. Beyond that confirmation, Eggebrecht was mum, but he did note that the new title would not simply re-use old Rogue Squadron tech; whatever it is, significantly updated or even completely new tech has been developed to help accommodate it. [IGN]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-7672309697818544559?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/7672309697818544559/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=7672309697818544559' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/7672309697818544559'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/7672309697818544559'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/01/factor-5-from-breakups-to-makeups.html' title='Factor 5: From Breakups to Makeups'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-3431725656657296827</id><published>2008-01-08T18:18:00.000-08:00</published><updated>2008-01-16T18:53:18.927-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='GTA'/><category scheme='http://www.blogger.com/atom/ns#' term='software'/><category scheme='http://www.blogger.com/atom/ns#' term='Katamari Damacy'/><category scheme='http://www.blogger.com/atom/ns#' term='Valve'/><category scheme='http://www.blogger.com/atom/ns#' term='Star Wars'/><category scheme='http://www.blogger.com/atom/ns#' term='Burning Rangers'/><category scheme='http://www.blogger.com/atom/ns#' term='FPS'/><category scheme='http://www.blogger.com/atom/ns#' term='Rez'/><category scheme='http://www.blogger.com/atom/ns#' term='Resident Evil'/><category scheme='http://www.blogger.com/atom/ns#' term='support'/><category scheme='http://www.blogger.com/atom/ns#' term='3rd party'/><category scheme='http://www.blogger.com/atom/ns#' term='Jet Set Radio'/><category scheme='http://www.blogger.com/atom/ns#' term='Pilotwings'/><category scheme='http://www.blogger.com/atom/ns#' term='lack of support'/><category scheme='http://www.blogger.com/atom/ns#' term='Pikmin'/><category scheme='http://www.blogger.com/atom/ns#' term='Wii'/><category scheme='http://www.blogger.com/atom/ns#' term='grand theft auto'/><category scheme='http://www.blogger.com/atom/ns#' term='lightsaber'/><title type='text'>10 Games that are begging to be made for the Wii</title><content type='html'>There are some games that are just begging to be made for the Wii: here is my top 10.&lt;br /&gt;&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Resident Evil Code: Wii&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.mtv.com/games/video_games/images/promoimages/d/dime/fright_night/resident_evil_4.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 235px; height: 175px;" src="http://www.mtv.com/games/video_games/images/promoimages/d/dime/fright_night/resident_evil_4.jpg" alt="" border="0" /&gt;&lt;/a&gt;Not a port of the upcoming Resident Evil 5, but an original game in the series that retains the 3rd person gameplay of RE:4. Back in 2000 the &lt;a href="http://www.gamespot.com/dreamcast/adventure/residentevilcodeveronica/review.html?om_act=convert&amp;amp;om_clk=gssummary&amp;amp;tag=summary;review"&gt;Dreamcast received Resident Evil Code: Veronica&lt;/a&gt;, which was the first of the series to be fully 3D, and even though it was not a direct sequel it was &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;a lightgun game. The sales of both RE games released on the Wii so far have easily exceeded the expectations Capcom had for them. The thirst for a true RE game on the Wii is palpable and makes complete business sense.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Katamari Damacy&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.auscillate.com/images/post_heads/katamari_2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 239px; height: 179px;" src="http://www.auscillate.com/images/post_heads/katamari_2.jpg" alt="" border="0" /&gt;&lt;/a&gt;A Wii version of this game was &lt;a href="http://www.joystiq.com/2006/12/18/rumor-katamari-damacy-on-ps3-wii-and-360/"&gt;initially rumored&lt;/a&gt;, but nothing has been seen or heard since. While the game's dual analogue 'tank-like' control scheme would not make the transition, the game's style and audience seem to be a perfect fit for the Wii. Tilt control could be used to replace dual analogue, and the game's simple graphics that have already graced the PS2/PSP, would also pose no computation problems. If Namco feels this game is better suited to the 360 audience rather than the Wii, their marketing department should be rolled into a ball and flung into space.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Wii Lightsaber game&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://xbox360media.ign.com/xbox360/image/article/770/770534/star-wars-the-force-unleashed-20070305081402985-000.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 242px; height: 152px;" src="http://xbox360media.ign.com/xbox360/image/article/770/770534/star-wars-the-force-unleashed-20070305081402985-000.jpg" alt="" border="0" /&gt;&lt;/a&gt;Lucasarts have confirmed that the Wii will be receiving its &lt;a href="http://wiinintendo.net/2007/09/18/the-force-unleashed-wii/"&gt;own version&lt;/a&gt; of &lt;span style="font-style: italic;"&gt;Star Wars: The Force Unleashed&lt;/span&gt;, but what Wii gamers really wanted was an original title that would really make use of the Wii Remote as their virtual lightsaber. Sword fighting has had a troubled past on the Wii; Redsteel being the primary offender, but Warioware featured 1:1 sword controls that could be copied by Lucusarts to deflect blaster bolts. Dragon Quest Swords has also used the on-screen pointer to help with the recognition of slashes. While a true 1:1 lightsaber may only be possible on Wii's successor, there is still huge potential this gen.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Pikmin&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://gc.advancedmn.com/images/media/051104_pikmin2_ss-05.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 243px; height: 177px;" src="http://gc.advancedmn.com/images/media/051104_pikmin2_ss-05.jpg" alt="" border="0" /&gt;&lt;/a&gt;The original Pikmin was a good game, and its sequel was even better. The games use a cursor interface to select the Pikmin that is ripe for adaptation to the Wii pointer. In fact the Wii pointer could bring an entirely new dimension to the interface and add depth and variety to your orders and instructions. Pikmin 2 also features co-op modes that would greatly benefit from the online support that the Wii can offer. This really is a no-brainer.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Grand Theft Auto&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://talk.xboxsolution.com/gallery/data/720/GTA_XBOX_SCREEN_3.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 241px; height: 160px;" src="http://talk.xboxsolution.com/gallery/data/720/GTA_XBOX_SCREEN_3.jpg" alt="" border="0" /&gt;&lt;/a&gt;I'm not talking about GTA4 here, but a version of the series that really focuses on the Wii's strengths. Godfather has already hinted at what can be achieved with the controls in 3rd person action games, and Resident Evil 4: Wii edition has proved that there is a market on the Wii for &lt;span style="font-style: italic;"&gt;quality &lt;/span&gt;mature titles. The possibilities for immersing, unethical behavior using the Wii Remote is limitless and would create an excellent counterpoint to the main series. If a poor selling game like &lt;a href="http://kotaku.com/gaming/breaking/manhunt-2-banned-in-uk-270070.php"&gt;Manhunt angered certain groups&lt;/a&gt;, this game would send them into glorious apoplexy.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Pilotwings&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/en/d/d6/N64_Pilotwings_64.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 242px; height: 174px;" src="http://upload.wikimedia.org/wikipedia/en/d/d6/N64_Pilotwings_64.jpg" alt="" border="0" /&gt;&lt;/a&gt;Anyone who has played the previous two games that appeared on the SNES and N64 knows that the series is truly unique and appeals to the hardcore &lt;span style="font-style: italic;"&gt;and &lt;/span&gt;casual community. Whether you just wish to explore the landscapes as birdman or guide your hang-glider through thermals to a gentle landing, the experience is nothing less than captivating. The possibilities on the Wii are endless, but larger more detailed worlds and tilt controls would be an excellent start. Perhaps even a co-op mode for the bi-plane, where one player pilots and the other takes out the targets? But please no flapping to make birdman fly...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Jet Set Radio&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://files.xboxic.com/xbox/jet-set-radio-future/stage04.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 247px; height: 185px;" src="http://files.xboxic.com/xbox/jet-set-radio-future/stage04.jpg" alt="" border="0" /&gt;&lt;/a&gt;This series pioneered the use of cel-shading in video-games. It first began life on the ill-fated Dreamcast, and later its sequel arrived on the xbox: both &lt;a href="http://hg101.classicgaming.gamespy.com/jetsetradio/jetsetradio.htm"&gt;performed poorly&lt;/a&gt; in the market place but were highly regarded by critics and hardcore gamers alike. 'Tagging' in the game required players to perform scripted motions with the analogue stick, but the Wii offers far greater accuracy and speed with its pointer and would allow gamers to tag the environment with an almost uncomfortable amount of realism. And of course shaking and spraying would produce the appropriate sounds from the Wii remote speaker. Need I say more?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Rez&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.geocities.com/rezcheats/rez_image2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 245px; height: 183px;" src="http://www.geocities.com/rezcheats/rez_image2.jpg" alt="" border="0" /&gt;&lt;/a&gt;Quite possibly the coolest game ever made, Rez was essentially a shoot 'em up that synergized sound, vision and gameplay to transport the gamer to its angular alien world. The game worked by having an on screen cursor that needed to be dragged over the targets, after which they would all be shot down in time to the music. More enemies targeted in in a single motion meant higher scores. Much like Pikmin, moving the cursor from dual analogue to the Wii pointer really opens up gameplay possibilities. Don't make me beg Sega.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Valve FPS&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://xbox360media.ign.com/xbox360/image/article/770/770989/half-life-2-orange-box-20070307011351928-000.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 245px; height: 183px;" src="http://xbox360media.ign.com/xbox360/image/article/770/770989/half-life-2-orange-box-20070307011351928-000.jpg" alt="" border="0" /&gt;&lt;/a&gt;The FPS is a tricky genre on the Wii. While Medal of Honor: Heroes 2 and Metroid Prime: Corruption have amazing controls, the Wii simply does not have the power to match the A.I. and realistic environments that the PS3/360 can offer. If there is a developer that would be able to minimize the Wii's deficiencies and play to its strengths it is Valve. Portal is a work of genius and a genuine breath of fresh air, and if Valve could apply the same out-of-the-box thinking to a wii game, they would have a hit on their hands.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Burning Rangers&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.mondemul.net/screens/roms/sat/Burning%20Rangers%20%28E%29.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 248px; height: 158px;" src="http://www.mondemul.net/screens/roms/sat/Burning%20Rangers%20%28E%29.png" alt="" border="0" /&gt;&lt;/a&gt;Sega has just blessed the Wii with a true sequel to Nights, but strangely its best control schemes make no unique use of the Wii at all. Burning Rangers was also a classic Sega Saturn game that put you in the role of a Fire Fighter, and with this game Sega has no excuses at all when it comes to the controls. The Wii remote would become your fire hose and it would create an experience not possible on other consoles. The heat haze effects and distortions would also be an ideal fit for the Wii as it shown itself to be quite capable when it come to post-processing effects. All in all if Sega were to again look at their back catalog of games to update, this would have to top the list. It's just a shame &lt;a href="http://www.next-gen.biz/index.php?option=com_content&amp;amp;task=view&amp;amp;id=5049&amp;amp;Itemid=2"&gt;Yuji Naka&lt;/a&gt;, one of its original creators &lt;a href="http://www.next-gen.biz/index.php?option=com_content&amp;amp;task=view&amp;amp;id=5049&amp;amp;Itemid=2"&gt;has left Sega&lt;/a&gt; to form his own company &lt;span style="font-style: italic;"&gt;Prope&lt;/span&gt;.&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-3431725656657296827?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/3431725656657296827/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=3431725656657296827' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/3431725656657296827'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/3431725656657296827'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2008/01/10-games-that-need-to-be-announced-for.html' title='10 Games that are begging to be made for the Wii'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-5211471960383757537</id><published>2007-12-24T12:57:00.000-08:00</published><updated>2008-01-08T11:45:42.868-08:00</updated><title type='text'>Most Important Wii 3rd Party Games in 2008</title><content type='html'>&lt;script src="http://digg.com/tools/diggthis.js" type="text/javascript"&gt;&lt;/script&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/826/826135p1.html"&gt;&lt;span style="font-size:130%;"&gt;Monster Hunter 3&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/826/826162/first-look-monster-hunter-3-20071010082255737.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 308px; height: 173px;" src="http://wiimedia.ign.com/wii/image/article/826/826162/first-look-monster-hunter-3-20071010082255737.jpg" alt="" border="0" /&gt;&lt;/a&gt;Originally planned for the PS3, Capcom made the &lt;a href="http://www.1up.com/do/newsStory?cId=3163572"&gt;momentous decision&lt;/a&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/836/836728p1.html"&gt;&lt;span style="font-size:130%;"&gt;Fragile: Farewell Ruins of the Moon&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.nwiizone.com/wp-content/uploads/games/nov/Fragile-Wii-12.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 311px; height: 218px;" src="http://www.nwiizone.com/wp-content/uploads/games/nov/Fragile-Wii-12.jpg" alt="" border="0" /&gt;&lt;/a&gt;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.&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/826/826640p1.html"&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Final Fantasy Crystal Chronicles: The Young King and the Promised Land&lt;/span&gt;&lt;/a&gt;&lt;span style=""&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://kotaku.com/assets/images/gallery/9/2007/10/medium_1529865017_57fb274722_o.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 308px; height: 231px;" src="http://kotaku.com/assets/images/gallery/9/2007/10/medium_1529865017_57fb274722_o.jpg" alt="" border="0" /&gt;&lt;/a&gt;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 &lt;a href="http://www.nintendic.com/news/1447"&gt;40MB size limit&lt;/a&gt;. 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.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/789/789057p1.html"&gt;&lt;span style="font-size:130%;"&gt;Final Fantasy Crystal Chronicles: The Crystal Bearers&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/792/792108/final-fantasy-crystal-chronicles-crystal-bearers-20070525083526350.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 310px; height: 174px;" src="http://wiimedia.ign.com/wii/image/article/792/792108/final-fantasy-crystal-chronicles-crystal-bearers-20070525083526350.jpg" alt="" border="0" /&gt;&lt;/a&gt;FFCC:CB has been overhauled by Square-Enix since its debut at E3 in 2005. It is being &lt;a href="http://uk.ds.ign.com/articles/789/789024p1.html"&gt;redesigned &lt;/a&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/843/843620p1.html"&gt;&lt;span style="font-size:130%;"&gt;Bully: Scholarship Edition&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://images.theglobeandmail.com/archives/RTGAM/images/20061025/gtbully25/bully1_640big.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 310px; height: 217px;" src="http://images.theglobeandmail.com/archives/RTGAM/images/20061025/gtbully25/bully1_640big.jpg" alt="" border="0" /&gt;&lt;/a&gt;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 &lt;a href="http://www.nintendo-gamer.com/index.php/site/comments/take_two_laugh_off_grand_theft_auto_4_for_wii/"&gt;poor fit for the Wii&lt;/a&gt;, 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.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/843/843121p1.html"&gt;Tales of Symphonia Knight of Ratatosk&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gpara.com/comingsoon/tos_wii/1228/img/popup/08.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 308px; height: 231px;" src="http://www.gpara.com/comingsoon/tos_wii/1228/img/popup/08.jpg" alt="" border="0" /&gt;&lt;/a&gt;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 &lt;a href="http://www.1up.com/do/newsStory?cId=3161485"&gt;simplified &lt;/a&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/826/826603p1.html"&gt;&lt;span style="font-size:130%;"&gt;Pro Evolution Soccer 2008&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.scubb.com/images/prd_detailed/PC%20pro%20evolution%20soccer%205_ss1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 312px; height: 231px;" src="http://www.scubb.com/images/prd_detailed/PC%20pro%20evolution%20soccer%205_ss1.jpg" alt="" border="0" /&gt;&lt;/a&gt;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 &lt;a href="http://www.gamevideos.com/video/id/16945"&gt;depth of control&lt;/a&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/835/835855p1.html"&gt;&lt;span style="font-size:130%;"&gt;Okami&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.kzone.com.ph/blog/wp-content/uploads/2006/11/okami.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 314px; height: 249px;" src="http://www.kzone.com.ph/blog/wp-content/uploads/2006/11/okami.jpg" alt="" border="0" /&gt;&lt;/a&gt;Okami was a critical darling but a &lt;a href="http://kotaku.com/gaming/clover/inaba-talks-okami-232968.php"&gt;sales dunce&lt;/a&gt;. 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 &lt;a href="http://wii.ign.com/articles/828/828620p1.html"&gt;perfect for adaptation to the Wii&lt;/a&gt;. 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.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-5211471960383757537?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/5211471960383757537/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=5211471960383757537' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5211471960383757537'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5211471960383757537'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/12/most-important-wii-3rd-party-games-in.html' title='Most Important Wii 3rd Party Games in 2008'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-3578978695723717053</id><published>2007-12-18T12:38:00.000-08:00</published><updated>2007-12-18T18:01:56.657-08:00</updated><title type='text'>Wii Boxing: Underrated hardcore gem</title><content type='html'>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.&lt;br /&gt;&lt;br /&gt;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:&lt;br /&gt;&lt;br /&gt;&lt;object height="373" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/CKF2N-rc8ZI&amp;amp;rel=1&amp;amp;border=1"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/CKF2N-rc8ZI&amp;amp;rel=1&amp;amp;border=1" type="application/x-shockwave-flash" wmode="transparent" height="373" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;A huge but understandable mistake Nintendo made with Wii Boxing was to not include a &lt;a href="http://www.hackmiiwii.com/2006/12/31/wii-sports-tips/"&gt;tutorial&lt;/a&gt; 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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;One key point that Wii Boxing detractors raise is: &lt;span style="font-style: italic;"&gt;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? &lt;/span&gt;My own answer to this is: &lt;span style="font-style: italic;"&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span&gt;I'd like&lt;/span&gt;&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;span&gt;to&lt;/span&gt;&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;span&gt;rep&lt;/span&gt;eat my opinion that: &lt;span style="font-style: italic;"&gt;to date no other game has attempted such an ambitious control scheme as Wii Boxing. &lt;/span&gt;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, &lt;span style="font-style: italic;"&gt;not the accelerometers&lt;/span&gt;. 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.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-3578978695723717053?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/3578978695723717053/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=3578978695723717053' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/3578978695723717053'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/3578978695723717053'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/12/wii-boxing-underrated-hardcore-gem.html' title='Wii Boxing: Underrated hardcore gem'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-2467078551227478472</id><published>2007-12-05T17:00:00.000-08:00</published><updated>2007-12-13T10:40:53.560-08:00</updated><title type='text'>7 Wii games that were overlooked</title><content type='html'>&lt;span style="font-size:100%;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:100%;"&gt;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.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/773/773509p1.html"&gt;Godfather: Blackhand edition&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; The game was a port of an aging PS2 game and as such featured sub-par visuals with some serious aliasing.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/773/773509/the-godfather-blackhand-edition-20070316042153752.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/773/773509/the-godfather-blackhand-edition-20070316042153752.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; The motion controls &lt;span style="font-style: italic;"&gt;really &lt;/span&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://wii.ign.com/articles/750/750468p1.html"&gt;&lt;span style="font-size:130%;"&gt;Elebits&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/750/750222/meet-the-elebits-20061208053327316.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/750/750222/meet-the-elebits-20061208053327316.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; 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.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://wii.ign.com/articles/827/827882p1.html"&gt;&lt;span style="font-size:130%;"&gt;Dewy's adventure&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/819/819113/dewys-adventure-20070910034442088.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/819/819113/dewys-adventure-20070910034442088.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; 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.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://wii.ign.com/articles/828/828112p1.html"&gt;&lt;span style="font-size:130%;"&gt;Mercury Meltdown Revolution&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/787/787918/mercury-meltdown-revolution-20070511052553719.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/787/787918/mercury-meltdown-revolution-20070511052553719.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; 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.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/829/829301p1.html"&gt;&lt;span style="font-size:130%;"&gt;Zack and Wiki: Quest for Barbaros' Treasure&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; Point and click adventures had long since gone out of style in the gaming world. Those with fond memories of games like &lt;a href="http://en.wikipedia.org/wiki/Grim_Fandango"&gt;Grim Fandango&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Day_of_the_Tentacle"&gt;Day of the Tentacle&lt;/a&gt; may have found the game's use of cel shading and primary colors a little embarrassing. Also, whoever thought of the name: &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;Zack and Wiki: Quest for Barbaros' Treasure&lt;/span&gt;&lt;span style="font-size:100%;"&gt;, deserves a swift kick in the behind.  The project's initial code name: &lt;span style="font-style: italic;"&gt;Treasure Island Z, &lt;/span&gt;was far better and would have saved it from sounding like second rate Nick Toons show.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/828/828343/zack-wiki-quest-for-barbaros-treasure-20071018102511393.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/828/828343/zack-wiki-quest-for-barbaros-treasure-20071018102511393.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; 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.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/836/836943p1.html"&gt;&lt;span style="font-size:130%;"&gt;Geometry Wars: Galaxies&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/807/807889/geometry-wars-galaxies-20070725112503640.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/807/807889/geometry-wars-galaxies-20070725112503640.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; 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.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;a href="http://wii.ign.com/articles/832/832368p1.html"&gt;&lt;span style="font-size:130%;"&gt;Fire Emblem: Radiant Dawn&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why it was overlooked:&lt;/span&gt; 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.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wiimedia.ign.com/wii/image/article/826/826925/fire-emblem-radiant-dawn--20071012111858102.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://wiimedia.ign.com/wii/image/article/826/826925/fire-emblem-radiant-dawn--20071012111858102.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Why you should care:&lt;/span&gt; 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.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-2467078551227478472?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/2467078551227478472/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=2467078551227478472' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/2467078551227478472'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/2467078551227478472'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/12/8-overlooked-wii-games.html' title='7 Wii games that were overlooked'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-5810424567141170595</id><published>2007-12-04T16:39:00.001-08:00</published><updated>2007-12-04T16:57:53.747-08:00</updated><title type='text'>Testing Gaming sites for Bias and Inconsistency</title><content type='html'>&lt;span style=";font-family:georgia;font-size:130%;"  &gt;&lt;span style="font-weight: bold;"&gt;The Study&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;The &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.primotechnology.com/2007/11/29/gamespots-gerstmann-fired-allegedly-over-kane-and-lynch-review/"&gt;integrity&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; 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 &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;them&lt;/span&gt;&lt;span style="font-family:georgia;"&gt; 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.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;The sites I chose to test were:&lt;/span&gt;&lt;br /&gt;&lt;ul style="font-family: georgia;"&gt;&lt;li&gt;&lt;a href="http://1up.com/"&gt;1UP&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://ign.com/"&gt;IGN&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://gamespot.com/"&gt;Gamespot&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://gametrailers.com/"&gt;Gametrailers&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.eurogamer.net/"&gt;Eurogamer&lt;/a&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-family:georgia;"&gt;To do this I used data from &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.metacritic.com/"&gt;Metacritic &lt;/a&gt;&lt;span style="font-family:georgia;"&gt;to find the scores of the following 12 games, and their respective averages based on &lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;" &gt;all&lt;/span&gt;&lt;span style="font-family:georgia;"&gt; the reviews collected:&lt;/span&gt;&lt;br /&gt;&lt;ol style="font-family: georgia;"&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/supermariogalaxy"&gt;Super Mario Galaxy&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/legendofzeldatwilightprincess"&gt;The Legend of Zelda: Twilight Princess&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/projecttreasureislandz"&gt;Zack &amp;amp; Wiki: Quest for Barbaros' Treasure&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/residentevil4"&gt;Resident Evil 4 Wii Edition&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/metroidprime3corruption"&gt;Metroid Prime 3: Corruption&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/superpapermario"&gt;Super Paper Mario&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/traumacentersecondopinion"&gt;Trauma Center: Second Opinion&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/wariowaresmoothmoves"&gt;WarioWare: Smooth Moves&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/residentevilumbrellachronicles"&gt;Resident Evil: Umbrella Chronicles&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/marioandsonicattheolympicgames"&gt;Mario &amp;amp; Sonic at the Olympic Games&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/mercurymeltdownrevolution"&gt;Mercury Meltdown Revolution&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.metacritic.com/games/platforms/wii/godfatherblackhandedition"&gt;The Godfather: Blackhand Edition&lt;/a&gt;&lt;/li&gt;&lt;/ol&gt;&lt;span style="font-weight: bold;font-family:georgia;" &gt;Bias &lt;/span&gt;&lt;span style="font-family:georgia;"&gt;was measured by calculating how the site's review score differed from the &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.metacritic.com/"&gt;Metacritic &lt;/a&gt;&lt;span style="font-family:georgia;"&gt;average across all 12 titles.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:georgia;" &gt;Consistency &lt;/span&gt;&lt;span style="font-family:georgia;"&gt;was measured by calculating the &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://en.wikipedia.org/wiki/Standard_deviation"&gt;Standard Deviation&lt;/a&gt;&lt;span style="font-family:georgia;"&gt; from the &lt;/span&gt;&lt;a style="font-family: georgia;" href="http://www.metacritic.com/"&gt;Metacritic &lt;/a&gt;&lt;span style="font-family:georgia;"&gt;average across all 12 titles.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=";font-family:georgia;font-size:130%;"  &gt;&lt;span style="font-weight: bold;"&gt;The Results:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:georgia;" &gt;Bias&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;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.&lt;/span&gt;&lt;br /&gt;&lt;ol style="font-family: georgia;"&gt;&lt;li&gt;Gamespot         -1%&lt;/li&gt;&lt;li&gt;IGN                   +2.1%&lt;/li&gt;&lt;li&gt;Gametrailers   +2.2%&lt;/li&gt;&lt;li&gt;Eurogamer       -2.6%&lt;/li&gt;&lt;li&gt;1UP                   -3.4%&lt;/li&gt;&lt;/ol&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/__i2_NbSKZIc/R1Xll-1FBqI/AAAAAAAAAG8/Akg3UWA9Or8/s1600-h/bias2.GIF"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/__i2_NbSKZIc/R1Xll-1FBqI/AAAAAAAAAG8/Akg3UWA9Or8/s400/bias2.GIF" alt="" id="BLOGGER_PHOTO_ID_5140266990396835490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:georgia;" &gt;Consistency&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:georgia;"&gt;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.&lt;/span&gt;&lt;br /&gt;&lt;ol style="font-family: georgia;"&gt;&lt;li&gt;Gametrailers 3.3&lt;/li&gt;&lt;li&gt;IGN 4.2&lt;/li&gt;&lt;li&gt;Gamespot 5.2&lt;/li&gt;&lt;li&gt;1UP 6.6&lt;/li&gt;&lt;li&gt;Eurogamer 9.8&lt;/li&gt;&lt;/ol&gt;&lt;a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/__i2_NbSKZIc/R1XxWO1FBrI/AAAAAAAAAHE/8eTNmDPkvAA/s1600-h/consistency.GIF"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/__i2_NbSKZIc/R1XxWO1FBrI/AAAAAAAAAHE/8eTNmDPkvAA/s400/consistency.GIF" alt="" id="BLOGGER_PHOTO_ID_5140279913953429170" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;font-family:georgia;font-size:130%;"  &gt;&lt;br /&gt;Conclusion&lt;/span&gt;&lt;br /&gt;&lt;span style=";font-family:georgia;font-size:130%;"  &gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size:78%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:130%;"  &gt;&lt;span style="font-size:100%;"&gt;&lt;span style=";font-family:georgia;font-size:78%;"  &gt;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.&lt;/span&gt;&lt;span style="font-size:78%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:78%;"  &gt;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.&lt;/span&gt;&lt;span style="font-size:78%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:78%;"  &gt;Overall IGN, Gametrailers and Gamespot appear to be very reliable places for Wii game reviews, with 1UP and Eurogamer not too far behind.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:130%;"  &gt;&lt;span style="font-size:100%;"&gt;&lt;span style=";font-family:georgia;font-size:78%;"  &gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Talking Points&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;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 &lt;a href="http://www.neogaf.com/forum/showpost.php?p=8814790&amp;amp;postcount=3431"&gt;NeoGAF after the firing of Gerstmann:&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;blockquote  style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;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?&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;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.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-5810424567141170595?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/5810424567141170595/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=5810424567141170595' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5810424567141170595'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5810424567141170595'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/12/testing-gaming-sites-for-bias-and.html' title='Testing Gaming sites for Bias and Inconsistency'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/__i2_NbSKZIc/R1Xll-1FBqI/AAAAAAAAAG8/Akg3UWA9Or8/s72-c/bias2.GIF' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-7700302231880883420</id><published>2007-11-29T18:26:00.000-08:00</published><updated>2007-11-29T19:06:00.584-08:00</updated><title type='text'>Existing IPs shackling Nintendo's creativity?</title><content type='html'>IGN have posted an &lt;a href="http://wii.ign.com/articles/838/838587p1.html"&gt;interview with Super Mario Galaxy director Yoshiaki Koizumi&lt;/a&gt;. It focuses on the development of the game and even details Shigeru Miyamoto's influence. There was one exchange that struck me in particular:&lt;br /&gt;&lt;br /&gt;&lt;b style="font-style: italic;"&gt;&lt;/b&gt;&lt;blockquote&gt;&lt;b style="font-style: italic;"&gt;IGN: &lt;/b&gt;&lt;span style="font-style: italic;"&gt;So are these concept the natural evolution of the Super Mario franchise then?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;b style="font-style: italic;"&gt;Yoshiaki Koizumi: &lt;/b&gt;&lt;span style="font-style: italic;"&gt;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.&lt;/span&gt;&lt;/blockquote&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cubemedia.gamespy.com/cube/image/article/707/707349/super-mario-galaxy-20060510034923226.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://cubemedia.gamespy.com/cube/image/article/707/707349/super-mario-galaxy-20060510034923226.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;freedom&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;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 &lt;span style="font-style: italic;"&gt;The Wind Waker &lt;/span&gt;and touch screen controls in &lt;span style="font-style: italic;"&gt;Phantom Hourglass&lt;/span&gt;. Both of which were very successful in what they set out to achieve, but divisive nonetheless.&lt;br /&gt;&lt;br /&gt;What this comes down to is that in order for Nintendo to operate at their creative peak, new IPs will &lt;span style="font-style: italic;"&gt;have &lt;/span&gt;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.&lt;br /&gt;&lt;br /&gt;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; &lt;span style="font-style: italic;"&gt;what can the Wii do for the RPG genre?&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-7700302231880883420?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/7700302231880883420/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=7700302231880883420' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/7700302231880883420'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/7700302231880883420'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/existing-ips-shackling-nintendos.html' title='Existing IPs shackling Nintendo&apos;s creativity?'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-6386785994337110502</id><published>2007-11-27T18:34:00.000-08:00</published><updated>2007-12-06T10:55:03.800-08:00</updated><title type='text'>Which TV should I play the Wii on?</title><content type='html'>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 &lt;a href="http://www.prismo.ch/comparisons/"&gt;widescreen &lt;/a&gt;image that is better suited to todays LCD/Plasma screens.&lt;br /&gt;&lt;br /&gt;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 &lt;a href="http://hometheater.about.com/cs/television/a/aarearprotv.htm"&gt;CRT and Rear-Projection televisions&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cdn.overstock.com/images/products/L10461080.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://cdn.overstock.com/images/products/L10461080.jpg" alt="" border="0" /&gt;&lt;/a&gt;Rear-Projection, old hat but serves the Wii well&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-6386785994337110502?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/6386785994337110502/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=6386785994337110502' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/6386785994337110502'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/6386785994337110502'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/which-tv-should-i-play-wii-on.html' title='Which TV should I play the Wii on?'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-5644421701745176259</id><published>2007-11-26T15:27:00.000-08:00</published><updated>2007-11-27T10:36:27.087-08:00</updated><title type='text'>10 Questions for Sega...</title><content type='html'>&lt;span style="font-weight: bold;"&gt;...about Super Monkey Ball Banana Blitz&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Why did the game use the wiimote pointer grip rather than the NES grip?&lt;/li&gt;&lt;li&gt;Why was there no visual/rumble feedback for when the wiimote was in the neutral position before a level started?&lt;/li&gt;&lt;li&gt;Did testing really reveal no fatigue issues when gamers played with one hand?&lt;/li&gt;&lt;li&gt;Why did the main game have have no multiplayer?&lt;/li&gt;&lt;li&gt;Why were the bosses so similar to each other (apart from one excellent one)?&lt;/li&gt;&lt;li&gt;Why was there quantity rather than quality in the multiplayer games?&lt;/li&gt;&lt;li&gt;Why was a jump included when the camera was only designed for rolling?&lt;/li&gt;&lt;li&gt;Why were there such a variety of characters to choose from when they added almost nothing to the main game?&lt;/li&gt;&lt;li&gt;Why were twee and alienating cel shading style graphics chosen for a game with an old-school level of difficulty?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Why have there been two console Monkey Ball sequels that have failed to recapture the elegant brilliance of the original?&lt;/li&gt;&lt;/ol&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.qj.net/uploads/articles_module/71552/Super_Monkey_Ball__Banana_Blitz-Nintendo_WiiScreenshots6457RedLightGreenLight_2_qjpreviewth.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://img.qj.net/uploads/articles_module/71552/Super_Monkey_Ball__Banana_Blitz-Nintendo_WiiScreenshots6457RedLightGreenLight_2_qjpreviewth.jpg" alt="" border="0" /&gt;&lt;/a&gt;                                                      &lt;br /&gt;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.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-5644421701745176259?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/5644421701745176259/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=5644421701745176259' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5644421701745176259'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/5644421701745176259'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/10-questions-for-sega.html' title='10 Questions for Sega...'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-1813233298295820567</id><published>2007-11-18T22:55:00.000-08:00</published><updated>2007-11-20T15:46:48.236-08:00</updated><title type='text'>In praise of Capcom</title><content type='html'>By the end of the calender year Capcom will have released:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://wii.ign.com/articles/797/797837p1.html"&gt;Resident Evil Wii edition&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://wii.ign.com/articles/829/829301p1.html"&gt;Zack and Wiki: Quest for Barbaros' Treasure&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://wii.ign.com/articles/835/835031p1.html"&gt;Resident Evil Umbrella Chronicals&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://wii.ign.com/articles/821/821515p1.html"&gt;We love golf&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.siliconera.com/2007/06/28/devil-may-sell-capcom%E2%80%99s-forecast/"&gt;Capcom's sales projections&lt;/a&gt; for their Wii titles in 2007 look set to surpass their original predictions with the exception of Z&amp;amp;W. It's difficult to guess what Capcom projected for this quirky yet brilliant title.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.absolute-playstation.com/gp2a/okami_hr_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.absolute-playstation.com/gp2a/okami_hr_1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;For 2008 a port of the fantastic Okami is planned as well as an original sequel to the hugely popular Monster hunter series.&lt;br /&gt;&lt;br /&gt;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&amp;amp;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 &lt;span style="font-style: italic;"&gt;Big 5&lt;/span&gt; for the Gamecube that never really materialized.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-1813233298295820567?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/1813233298295820567/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=1813233298295820567' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/1813233298295820567'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/1813233298295820567'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/in-praise-of-capcom.html' title='In praise of Capcom'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-6404774584832842674</id><published>2007-11-17T10:24:00.001-08:00</published><updated>2007-11-17T11:11:13.801-08:00</updated><title type='text'>Opoona: A needless failure</title><content type='html'>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 &lt;a href="http://en.wikipedia.org/w/index.php?title=Shintaro_Majima&amp;amp;action=edit" class="new" title="Shintaro Majima"&gt;Shintaro Majima&lt;/a&gt;; a Dragon Quest veteran who must shoulder the majority of the blame for Opoona's poor sales.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm1.static.flickr.com/221/503609154_fa8554defc.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://farm1.static.flickr.com/221/503609154_fa8554defc.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.wiids.co.uk/wp-content/uploads/opoona2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.wiids.co.uk/wp-content/uploads/opoona2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-6404774584832842674?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/6404774584832842674/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=6404774584832842674' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/6404774584832842674'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/6404774584832842674'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/opoona-needless-failure.html' title='Opoona: A needless failure'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm1.static.flickr.com/221/503609154_fa8554defc_t.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-963675989223265525</id><published>2007-11-15T18:48:00.000-08:00</published><updated>2007-11-15T19:22:31.197-08:00</updated><title type='text'>October NPD sales figures</title><content type='html'>October Hardware Sales figures for North America:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-weight: normal;"&gt;Wii - 519,000&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;Xbox 360 - 366,000&lt;br /&gt;&lt;br /&gt;September Hardware Sales figures for North America:&lt;br /&gt;&lt;br /&gt;Xbox 360: 528,000&lt;br /&gt;Wii: 501,000&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Wii sales have stayed steady for two months, whereas the surge in hardware sales Halo 3 caused died down in October.&lt;br /&gt;&lt;br /&gt;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 &lt;span style="font-style: italic;"&gt;is&lt;/span&gt;. They all appeal to the same type of gamer, and do nothing to widen the appeal of the Xbox 360.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-963675989223265525?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/963675989223265525/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=963675989223265525' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/963675989223265525'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/963675989223265525'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/october-npd-sales-figures.html' title='October NPD sales figures'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-6353441099959111860</id><published>2007-11-15T15:15:00.001-08:00</published><updated>2007-11-20T23:34:18.258-08:00</updated><title type='text'>Crunch time for the Wii in Japan</title><content type='html'>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.&lt;br /&gt;&lt;br /&gt;The Wii is coming to a similar critical point. &lt;a href="http://www.joystiq.com/2007/11/02/wii-and-ps3-sales-gap-closing-in-japan/"&gt;Japanese hardware sales&lt;/a&gt; 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.&lt;br /&gt;&lt;br /&gt;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 &lt;a href="http://loot-ninja.com/2007/08/10/wii-fit-tops-japanese-list-for-most-wanted-games/"&gt;buzz for Wii Fit&lt;/a&gt; remains very strong.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-6353441099959111860?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/6353441099959111860/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=6353441099959111860' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/6353441099959111860'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/6353441099959111860'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/crunch-time-for-wii-in-japan.html' title='Crunch time for the Wii in Japan'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8106634938279265520.post-2623235860767764372</id><published>2007-11-14T16:48:00.000-08:00</published><updated>2007-11-15T11:59:13.085-08:00</updated><title type='text'>Introduction</title><content type='html'>This blog will essentially be about the Nintendo Wii. It will include:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Game Reviews&lt;/li&gt;&lt;li&gt;Hardware/Software sales analysis in all territories&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Editorials on the Nintendo Wii's past, present and future&lt;/li&gt;&lt;li&gt;Anything else Nintendo related that I feel is worth discussing&lt;/li&gt;&lt;/ul&gt;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, &lt;span style="font-style: italic;"&gt;always &lt;/span&gt;worth discussing.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/__i2_NbSKZIc/RzuwpzNC16I/AAAAAAAAAGY/EwNpeu5zJEk/s1600-h/mercury-meltdown-revolution-20061213040547493-000.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/__i2_NbSKZIc/RzuwpzNC16I/AAAAAAAAAGY/EwNpeu5zJEk/s320/mercury-meltdown-revolution-20061213040547493-000.jpg" alt="" id="BLOGGER_PHOTO_ID_5132890432484857762" border="0" /&gt;&lt;/a&gt;Great game, great value.&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8106634938279265520-2623235860767764372?l=planetwii.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://planetwii.blogspot.com/feeds/2623235860767764372/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8106634938279265520&amp;postID=2623235860767764372' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/2623235860767764372'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8106634938279265520/posts/default/2623235860767764372'/><link rel='alternate' type='text/html' href='http://planetwii.blogspot.com/2007/11/introduction.html' title='Introduction'/><author><name>Zapp Brannigan</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/__i2_NbSKZIc/RzuwpzNC16I/AAAAAAAAAGY/EwNpeu5zJEk/s72-c/mercury-meltdown-revolution-20061213040547493-000.jpg' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
