Monday, December 24, 2007
Most Important Wii 3rd Party Games in 2008
Monster Hunter 3
Originally planned for the PS3, Capcom made the momentous decision to switch the game to the Wii. Capcom claimed this was primarily due to the high development costs of PS3 projects. Previous games in this series have sold very well in Japan, and its audience is seen as being more mature than a typical Nintendo title would have. Capcom will be expecting the Wii entry to be a million seller and Nintendo will be hoping the game will attract the core gamers it is missing in its native territory. So far the Japanese software market has favored casual titles over hardcore ones, so the sales of this traditional title will be tracked very closely by Capcom and every other Japanese 3rd party. The result will see Capcom regarded as either visionaries or fools.
Fragile: Farewell Ruins of the Moon
An original 3rd person adventure developed by Tri-Cresendo and published by Namco. The company's previous game was the lavish Xbox 360 RPG Eternal Sonata, which sold poorly in both East and West territories. From the early screens shown, Fragile appears to be fully utilizing the Wii to render a gorgeous post-apocalytic world, with some nice lighting effects. The Wii has found original IPs hard to come by, especially from 3rd party developers, so Fragile is especially unique in this list in that it is neither a port nor a continuation of a series. If the game sells well in Japan, it well help attract traditional gamers and secure Tri-Cresendo's continuing support.
Final Fantasy Crystal Chronicles: The Young King and the Promised Land
The support for WiiWare appears to be very strong, though while a lot of games look very innovative, it is likely most will be very simple and lightweight affairs. This is also supported by the fact that Nintendo wants developers to stay within a 40MB size limit. The screens and videos of FF make it clear that it is by far the most ambitious WiiWare game yet announced. It is no secret that the Wii is host to a lot of shovelware due to the platform's low barrier of entry and due to it being the sales leader. Wiiware lowers this barrier even further, so it is important that the Wii's digital distribution platform doesn't become flooded with poor shovelware-lite games and gain an early reputation as being a dumping ground. If FFCC:TYKPL proves to be a success, it will be a strong example to the industry that Wiiware rewards ambition.
Final Fantasy Crystal Chronicles: The Crystal Bearers
FFCC:CB has been overhauled by Square-Enix since its debut at E3 in 2005. It is being redesigned to feature a lengthy and deep single player game unlike the previous entry on the Gamecube that had a focus on multiplayer. Clearly as a result of the Wii's extraordinary sales, Square-Enix has been spurred to pour more money and effort into this project to try and create a genuine companion for the main FF series that is still exclusive to the PS3. The redesign has elevated this game from being a multiplayer curio, to a AAA system seller. 3rd party developers typically attempt to make their Wii games as cheaply as possible in order to maximize the meager sales they expect. Square-Enix have bucked this trend by ramping up the cost and ambition of this title, and the results could help change perceptions within the industry about how to approach Wii development.
Bully: Scholarship Edition
On the surface Bully seems like just a welcome port of an excellent PS2 game that could potentially do for Rockstar what Resident Evil 4 Wii edition did for Capcom. The title promises extra content and improved controls over the PS2 original. But it's really what Bully could lead to that is far more exciting: Grand Theft Auto. Rockstar went on record recently suggesting that GTA would be a poor fit for the Wii, yet that view contradicts the release of Bully as both games clearly appeal to the same mature audience. Whether Rockstar wants to admit it or not, Bully is the ideal title to test the waters and see if their is a genuine audience for the GTA series on the Wii.
Tales of Symphonia Knight of Ratatosk
Tales of Symphonia was the Gamecube's biggest RPG, with over a million sales worldwide, and managed to satisfy gamers and critics alike. The sequel/spin-off will arrive on a platform that will not be as starved of games as the Gamecube was, but the huge lines at Jump Festa 2008 suggest that anticipation is still very high. Namco are clearly putting a lot of effort into the game as trailers show a clear graphical improvement over the original, but question marks remain over whether development has been handed over to a less talented team within Namco, and whether the game is being simplified with the addition of a point and click over world map. Regardless, the game is guaranteed to achieve million seller status, and help attract core gamers in all territories.
Pro Evolution Soccer 2008
Soccer/Football games dominate sales charts in Europe and also do very well in Japan too. Aside from FIFA, Pro Evolution Soccer is the most popular soccer game in existence and if successful will hang around in the European sales charts forever. Konami has traditionally favored the International Superstar Soccer brand on Nintendo's platforms which generally is more arcade-like, so the decision to adapt Pro Evo to the Wii is a clear sign that Konami sees the Wii market as being larger and more diverse than the one Nintendo traditionally attracts. Konami are also taking a different approach to development than EA took with FIFA. The wii-pointer is being used to give the player a greater depth of control over positioning and passing as opposed to the over-simplification that the wii version of FIFA could be accused of. If Konami gets it right, they could simultaneously revolutionize the Soccer sim and have an enormous sales hit on their hands.
Okami
Okami was a critical darling but a sales dunce. It dominated Game of the Year lists in 2006, but somehow was ignored by PS2 owners. Whatever the reasons for it's failure, the game is perfect for adaptation to the Wii. It's sumi-e style is timeless and will help hide the fact that the Wii is not a powerhouse, and the celestial-brush interface has found it's real home with the Wii-pointer. The game may very well flop once more, but it will undoubtedly be adored by hardcore gamers that will greatly appreciate Capcom's fan service. Okami will not sell in the same numbers as other titles in this list, but it will be a title that hardcore gamers will look to when they become disillusioned by the shovelware that the Wii has become host to.
Tuesday, December 18, 2007
Wii Boxing: Underrated hardcore gem
Wii boxing should not have been included in Wii Sports. Its controls are counter intuitive, it's poorly explained and gives a poor first impression. But if you're able to get over these initial hurdles you'll find an excellent, and surprisingly hardcore game.
The first thing to get out of the way is that real boxing does not work in Wii boxing. Neither does the game reward random flailing:
Unlike the rest of Wii Sports an understanding of the actual sport gives you little advantage in the game. That's not to say the controls don't work: they do. In fact they remain some of the best examples of pure motion based controls implemented on the Wii. There's just a little learning involved.
A huge but understandable mistake Nintendo made with Wii Boxing was to not include a tutorial mode. One that teaches gamers how to throw the various punches and how to block effectively. But if the game needs a tutorial in order to play it properly, what is it doing in Wii Sports? Nintendo must have been caught between a rock and a hard place; realizing the brilliance of the game and knowing that it was a little too demanding for the typical Wii Sports casual gamer. The end result seems to have satisfied no one.
To date no other game has attempted such an ambitious control scheme as Wii Boxing. Blocking and dodging are done through tilt recognition of both Wii remote and nunchuck. Gloves can be raised and lowered to block and punch different areas of the body. The punches are assigned to gestures, and their strength can be altered by performing the gestures at different speeds. All of these are tracked simultaneously, and once mastered can lead to bouts of thrilling and intense combat as players switch from defense to attack.
One fundamental problem the game overcomes is a natural lack of feedback. Obviously when a gamer throws a punch which connects, there is no real-life contact. This is countered in three ways. The first is rumble; a successful punch is accompanied by a buzzing right hand. The second is sound; the Wii remote's speaker is used to to tell the gamer his punch has landed. Thirdly color; the screen flashes brightly with each connecting blow. Many games since have failed to provide the feedback that is so necessary for Wii motion controls; they would do well to look back at this early example.
One key point that Wii Boxing detractors raise is: If the motion controls do not mimic real life, what is the point? Punches aren't really punches but flicks in different directions. Blocking isn't really blocking but subtle variations of tilt. Buttons worked perfectly well before, why learn this new non-boxing motion control scheme? My own answer to this is: Because it's fun. The game may not be exactly like real boxing, but it's a hell of a lot closer than bashing buttons.
I'd like to repeat my opinion that: to date no other game has attempted such an ambitious control scheme as Wii Boxing. A year into the Wii's life, games that are regarded as having good controls are ones that make good use of the Wii pointer, not the accelerometers. Blocking and dodging are that mythical Wii beast: 1:1. For a launch game it's truly a remarkable feat, especially for a game wrongly derided by so many.
The first thing to get out of the way is that real boxing does not work in Wii boxing. Neither does the game reward random flailing:
Unlike the rest of Wii Sports an understanding of the actual sport gives you little advantage in the game. That's not to say the controls don't work: they do. In fact they remain some of the best examples of pure motion based controls implemented on the Wii. There's just a little learning involved.
A huge but understandable mistake Nintendo made with Wii Boxing was to not include a tutorial mode. One that teaches gamers how to throw the various punches and how to block effectively. But if the game needs a tutorial in order to play it properly, what is it doing in Wii Sports? Nintendo must have been caught between a rock and a hard place; realizing the brilliance of the game and knowing that it was a little too demanding for the typical Wii Sports casual gamer. The end result seems to have satisfied no one.
To date no other game has attempted such an ambitious control scheme as Wii Boxing. Blocking and dodging are done through tilt recognition of both Wii remote and nunchuck. Gloves can be raised and lowered to block and punch different areas of the body. The punches are assigned to gestures, and their strength can be altered by performing the gestures at different speeds. All of these are tracked simultaneously, and once mastered can lead to bouts of thrilling and intense combat as players switch from defense to attack.
One fundamental problem the game overcomes is a natural lack of feedback. Obviously when a gamer throws a punch which connects, there is no real-life contact. This is countered in three ways. The first is rumble; a successful punch is accompanied by a buzzing right hand. The second is sound; the Wii remote's speaker is used to to tell the gamer his punch has landed. Thirdly color; the screen flashes brightly with each connecting blow. Many games since have failed to provide the feedback that is so necessary for Wii motion controls; they would do well to look back at this early example.
One key point that Wii Boxing detractors raise is: If the motion controls do not mimic real life, what is the point? Punches aren't really punches but flicks in different directions. Blocking isn't really blocking but subtle variations of tilt. Buttons worked perfectly well before, why learn this new non-boxing motion control scheme? My own answer to this is: Because it's fun. The game may not be exactly like real boxing, but it's a hell of a lot closer than bashing buttons.
I'd like to repeat my opinion that: to date no other game has attempted such an ambitious control scheme as Wii Boxing. A year into the Wii's life, games that are regarded as having good controls are ones that make good use of the Wii pointer, not the accelerometers. Blocking and dodging are that mythical Wii beast: 1:1. For a launch game it's truly a remarkable feat, especially for a game wrongly derided by so many.
Wednesday, December 5, 2007
7 Wii games that were overlooked
Some great games just don't sell. Here is a list games available for the Wii that didn't sell well for a variety of reasons, but are worth a look nonetheless. You may even find some of them at bargain prices.
Godfather: Blackhand edition
Why it was overlooked: The game was a port of an aging PS2 game and as such featured sub-par visuals with some serious aliasing.
Why you should care: The motion controls really work and add a visceral edge to the game's combat. This early effort from EA made great use of the wiimote and nunchuck to enhance an already solid game.
Elebits
Why it was overlooked: Releasing the game in time for the Wii's launch window lead to the game featuring spartan graphics and underdeveloped missions that ultimately felt a little shallow. The cutesy nature of the game also felt at odds with the game essentially being an FPS.
Why you should care: The game was and remains today, very unique. An FPS puzzle game with excellently modeled physics and well calibrated Wii controls. It's the type of unique concept that the Wii was designed for, and a sequel should fulfill much of the promise this early title showed.
Dewy's adventure
Why it was overlooked: The presentation. Konami decided to opt for an incredibly cute art style for this platform game, with a soundtrack to match. Combined with a tough overall difficulty, it left gamers wondering who this game was meant for.
Why you should care: The presentation. The Wii is clearly not a powerhouse, and outside of Nintendo few developers have made an effort to push it. Konami the developers of Dewy, have gone to great effort to ensure the game is a technical marvel. Aliasing is minimized and Normal Mapping is featured on some of the game's vibrant cast of characters. The boss fights are well designed too.
Mercury Meltdown Revolution
Why it was overlooked: The Wii already had it's share of tilting maze games, so it was easy to dismiss this enhanced PSP port. The chunky graphics and limited availability didn't help either.
Why you should care: MMR is still the tilt 'em up king on the Wii. The controls are perfectly judged, the missions are plentiful and challenging, and it's damn good value at $20. Definitely worth hunting down.
Zack and Wiki: Quest for Barbaros' Treasure
Why it was overlooked: Point and click adventures had long since gone out of style in the gaming world. Those with fond memories of games like Grim Fandango and Day of the Tentacle may have found the game's use of cel shading and primary colors a little embarrassing. Also, whoever thought of the name: Zack and Wiki: Quest for Barbaros' Treasure, deserves a swift kick in the behind. The project's initial code name: Treasure Island Z, was far better and would have saved it from sounding like second rate Nick Toons show.
Why you should care: Capcom showed with this game how to use the Wii to create a game that would be impossible on any other console, perhaps even better than Nintendo themselves. It also features a bold and detailed cartoony style that may divide opinion artistically, but definitely not technically.
Geometry Wars: Galaxies
Why it was overlooked: Priced at $40, the game seemed rather expensive for what was essentially a souped up $5 Xbox Live Arcade game. It also works best with the Wii classic controller which potentially adds another $20 to the price if you don't already own one.
Why you should care: The game is fun. It also has modes that extend the experience far beyond what Xbox Live gamers have. Spending 20+ hours competing against yourself and the online leaderboards will leave you in no doubt that the game fully justifies a $40 price tag.
Fire Emblem: Radiant Dawn
Why it was overlooked: Fire Emblem along with the Metroid series of games are perhaps Nintendo's most hardcore franchises. Fire Emblem therefore by its very nature has a limited appeal. Intelligent Systems also made no attempt to update the graphical presentation over the previous game in the series, nor did they make use of the Wii's unique controls.
Why you should care: It is an excellent strategy game. Clearly not for people with short attention spans; this game rewards patience and intelligence. It is also hard, even when played on the easy mode, which will come as a refreshing change to those that feel that modern games are too easy.
Godfather: Blackhand edition
Why it was overlooked: The game was a port of an aging PS2 game and as such featured sub-par visuals with some serious aliasing.
Why you should care: The motion controls really work and add a visceral edge to the game's combat. This early effort from EA made great use of the wiimote and nunchuck to enhance an already solid game.
Elebits
Why it was overlooked: Releasing the game in time for the Wii's launch window lead to the game featuring spartan graphics and underdeveloped missions that ultimately felt a little shallow. The cutesy nature of the game also felt at odds with the game essentially being an FPS.
Why you should care: The game was and remains today, very unique. An FPS puzzle game with excellently modeled physics and well calibrated Wii controls. It's the type of unique concept that the Wii was designed for, and a sequel should fulfill much of the promise this early title showed.
Dewy's adventure
Why it was overlooked: The presentation. Konami decided to opt for an incredibly cute art style for this platform game, with a soundtrack to match. Combined with a tough overall difficulty, it left gamers wondering who this game was meant for.
Why you should care: The presentation. The Wii is clearly not a powerhouse, and outside of Nintendo few developers have made an effort to push it. Konami the developers of Dewy, have gone to great effort to ensure the game is a technical marvel. Aliasing is minimized and Normal Mapping is featured on some of the game's vibrant cast of characters. The boss fights are well designed too.
Mercury Meltdown Revolution
Why it was overlooked: The Wii already had it's share of tilting maze games, so it was easy to dismiss this enhanced PSP port. The chunky graphics and limited availability didn't help either.
Why you should care: MMR is still the tilt 'em up king on the Wii. The controls are perfectly judged, the missions are plentiful and challenging, and it's damn good value at $20. Definitely worth hunting down.
Zack and Wiki: Quest for Barbaros' Treasure
Why it was overlooked: Point and click adventures had long since gone out of style in the gaming world. Those with fond memories of games like Grim Fandango and Day of the Tentacle may have found the game's use of cel shading and primary colors a little embarrassing. Also, whoever thought of the name: Zack and Wiki: Quest for Barbaros' Treasure, deserves a swift kick in the behind. The project's initial code name: Treasure Island Z, was far better and would have saved it from sounding like second rate Nick Toons show.
Why you should care: Capcom showed with this game how to use the Wii to create a game that would be impossible on any other console, perhaps even better than Nintendo themselves. It also features a bold and detailed cartoony style that may divide opinion artistically, but definitely not technically.
Geometry Wars: Galaxies
Why it was overlooked: Priced at $40, the game seemed rather expensive for what was essentially a souped up $5 Xbox Live Arcade game. It also works best with the Wii classic controller which potentially adds another $20 to the price if you don't already own one.
Why you should care: The game is fun. It also has modes that extend the experience far beyond what Xbox Live gamers have. Spending 20+ hours competing against yourself and the online leaderboards will leave you in no doubt that the game fully justifies a $40 price tag.
Fire Emblem: Radiant Dawn
Why it was overlooked: Fire Emblem along with the Metroid series of games are perhaps Nintendo's most hardcore franchises. Fire Emblem therefore by its very nature has a limited appeal. Intelligent Systems also made no attempt to update the graphical presentation over the previous game in the series, nor did they make use of the Wii's unique controls.
Why you should care: It is an excellent strategy game. Clearly not for people with short attention spans; this game rewards patience and intelligence. It is also hard, even when played on the easy mode, which will come as a refreshing change to those that feel that modern games are too easy.
Tuesday, December 4, 2007
Testing Gaming sites for Bias and Inconsistency
The Study
The integrity of gaming websites has come into question recently, so I thought it would be fun to turn the tables on sites such as 1UP and IGN and review them using some statistical measurements on their review scores. The study I conducted was to test if they were biased when it came to their Wii game reviews, and to test how consistent they were.
The sites I chose to test were:
To do this I used data from Metacritic to find the scores of the following 12 games, and their respective averages based on all the reviews collected:
Consistency was measured by calculating the Standard Deviation from the Metacritic average across all 12 titles.
The Results:
Bias
The sites are listed below ranked from first to last starting with the least biased. The positive and negative signs indicated whether the site had a positive or negative bias.
Consistency
Next the sites are ranked from first to last, starting with the most consistent. The most consistent was the site with the lowest Standard Deviation; basically the site whose game scores varied from the Metacritic average the least.
Conclusion
What's most striking about the bias measurements is how little the scores vary from one site to another. The difference between Gametrailers' 2.2% positive bias to 1UP's 3.4% negative bias is a meager 5.6%. If a bias exists in these sites towards Wii games, be it positive or negative, it is negligible at best.
The consistency measurements were more interesting, with Eurogamer and 1UP coming up lowest on the list. They were the sites that differed most with the media's general opinion of these Wii games. The other sites held within about 5% of the average Metacritic rating, with Gametrailers showing remarkable consistency with the media's general opinion.
Overall IGN, Gametrailers and Gamespot appear to be very reliable places for Wii game reviews, with 1UP and Eurogamer not too far behind.
Talking Points
For the sake of this study I set the Metacritic average as the gold standard rating for each game. This only works under the assumption that the reviewer for each site is simply giving his opinion, rather than trying to guess what the Metacritic/GameRankings average will ultimately be. This may not be the case as a freelancer for Gamespot posted this on NeoGAF after the firing of Gerstmann:
The integrity of gaming websites has come into question recently, so I thought it would be fun to turn the tables on sites such as 1UP and IGN and review them using some statistical measurements on their review scores. The study I conducted was to test if they were biased when it came to their Wii game reviews, and to test how consistent they were.
The sites I chose to test were:
To do this I used data from Metacritic to find the scores of the following 12 games, and their respective averages based on all the reviews collected:
- Super Mario Galaxy
- The Legend of Zelda: Twilight Princess
- Zack & Wiki: Quest for Barbaros' Treasure
- Resident Evil 4 Wii Edition
- Metroid Prime 3: Corruption
- Super Paper Mario
- Trauma Center: Second Opinion
- WarioWare: Smooth Moves
- Resident Evil: Umbrella Chronicles
- Mario & Sonic at the Olympic Games
- Mercury Meltdown Revolution
- The Godfather: Blackhand Edition
Consistency was measured by calculating the Standard Deviation from the Metacritic average across all 12 titles.
The Results:
Bias
The sites are listed below ranked from first to last starting with the least biased. The positive and negative signs indicated whether the site had a positive or negative bias.
- Gamespot -1%
- IGN +2.1%
- Gametrailers +2.2%
- Eurogamer -2.6%
- 1UP -3.4%
Consistency
Next the sites are ranked from first to last, starting with the most consistent. The most consistent was the site with the lowest Standard Deviation; basically the site whose game scores varied from the Metacritic average the least.
- Gametrailers 3.3
- IGN 4.2
- Gamespot 5.2
- 1UP 6.6
- Eurogamer 9.8
Conclusion
What's most striking about the bias measurements is how little the scores vary from one site to another. The difference between Gametrailers' 2.2% positive bias to 1UP's 3.4% negative bias is a meager 5.6%. If a bias exists in these sites towards Wii games, be it positive or negative, it is negligible at best.
The consistency measurements were more interesting, with Eurogamer and 1UP coming up lowest on the list. They were the sites that differed most with the media's general opinion of these Wii games. The other sites held within about 5% of the average Metacritic rating, with Gametrailers showing remarkable consistency with the media's general opinion.
Overall IGN, Gametrailers and Gamespot appear to be very reliable places for Wii game reviews, with 1UP and Eurogamer not too far behind.
Talking Points
For the sake of this study I set the Metacritic average as the gold standard rating for each game. This only works under the assumption that the reviewer for each site is simply giving his opinion, rather than trying to guess what the Metacritic/GameRankings average will ultimately be. This may not be the case as a freelancer for Gamespot posted this on NeoGAF after the firing of Gerstmann:
As for the future, well... even if they don't get pressured to cut me loose because I've made a few posts here, I personally cannot write for a site that, for whatever reasons, wants to bring its review scores and tone more in line with the Metacritics/GameRankings medians, and is willing to pressure its writers to nudge in that direction. The point of an average is that there are highs, lows, and in-betweens. If every publication strives to be in the middle, then there's no point in having multiple publications anymore. Wasn't one of GameSpot's BEST aspects that it was tougher on games?While review scores are interesting, one of the reasons I visit different gaming sites is that they have their own distinct voices and opinions. If they all begin to align their scores to what they think will be the media average, I know I personally will be visiting these sites less. It's definitely a fine balance.
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