March 21st, 2008, 5:06pm by Jeff
Super Smash Bros. Brawl’s launch last week was a huge success for Nintendo, selling a record breaking (for Nintendo) 1.4 Million units. I, myself, even went to pick up the game at Gamestop for their midnight launch and was amazed to see in the realm of 75 people lined up outside waiting for it. Clearly, there’s been a lot of enthusiasm for the game.
And now that it’s out, the reviews have also been glowing. So now that I finally have it, I should be playing the hell out of it, right?
Well, I haven’t. In fact, I haven’t played the game since the day after it released. What’s wrong with me?
Aside from my traveling this weekend (and actually trying to play the game on a Wii that unfortunately has the disc reading problem), I just haven’t felt all that motivated to play it. It’s not that I don’t like the game: it’s exceedingly well polished, a chock-full of content, and perhaps the most amazing celebration of (mostly) Nintendo gaming ever made available. But for me, the single player game is just not all that compelling. Yeah, the “story” mode is kind of fun, although there’s nothing particularly amazing about it. Playing it for more than 30-60 minutes is about all that’s interesting to me. It’s clear to me, as it sort of was with the previous games in the series, that this is a multiplayer game.
Perhaps this is a sad sign of just getting older, but other than a couple rounds and some coop with Megan, I’ve barely had a chance to play it multiplayer. It’s difficult for me to get all my (interested) friends together in one place for some Smash Bros. Everyone obviously has their jobs and obligations to attend to, they live in different places, and obviously Smash Bros. isn’t necessarily the only thing that people like to do on a social occasion anyway. Not only that, Smash Bros. has a somewhat specific target audience, and won’t necessarily appeal to all of your friends in the same way that a game like, say, Rock Band might. I think this is, in a way, why online multiplayer gaming has become so important, and why it’s become so popular via XBox Live. The Nintendo crowd that grew up with the great Nintendo multiplayer games like Mario Kart and Goldeneye are getting older and don’t have the ability to necessarily get together a gaming night with their friends so that they can play the latest multiplayer game. Instead, while not exactly the same, Xbox Live has still given the ability for friends to easily play together, chat, trash-talk, etc… almost as if they were playing with each other in person.
This is why I, at least, had a lot of hope for Smash Bros. on the Wii. At least in this generation Nintendo has some online gaming, so I’d still be able to play with friends and others online when I wasn’t able to in person. Unfortunately, as I detailed last week, I’ve had major problems with the online multiplayer. I’ll give it another shot this weekend, but even if it worked as intended, it’d still be severely flawed. As I ranted a long time ago, friend codes still suck, as does the lack of voice chat. I don’t expect the online Brawl experience to completely replicate the in-person experience, but as we all know, the best Smash games are the rowdy ones. Nintendo’s response to this is a complete joke. Not everyone has Skype readily accessible to them near their Wii’s, and even if they do, what an unnecessary pain in the ass. Online play with your friends, therefore, won’t be all that much different than online play with strangers. They’re both completely devoid of vocal interaction, removing the “personal” feeling that you’re actually playing with other humans, and the silence is deafening.
In any case, like I said, it’s not that it’s a bad game. I’ll be bringing it with me on an upcoming trip where it’s sure to get a lot of use for multiplayer, and I’m sure it’ll be a complete blast. Nintendo still dominates the hardcore, in-person multiplayer scene. It’s just sad that they’re still stuck in the minor league when it comes to online play.
Posted in Nintendo, Wii, Jeff, Commentary | 1 Comment » 
March 15th, 2008, 12:18pm by Geoff
You know, I haven’t even played Smash Bros. yet and these complaints still irritated me. (I’ll get around to it, but I’m leaving the country for a couple of weeks and becoming obsessed with something beforehand seemed like a lousy idea.) There’s a big difference between a genuine flaw and an idiosyncracy/impossibility. Herewith, my review of Multiplayer Blog’s Top 10 Things Missing from Smash Bros. Brawl,” also known as me whining about whining.
1. Worldwide Simultaneous Release: If you’re constitutionally unable to avoid reading spoilers about games that are published elsewhere all of one month before they’re published here, you shouldn’t be blaming it on the publisher.
2. Downloadable Content: If you’re complaining that the game gave you too much of its features for free, and should hold some of them back until you cough up DLC fees, you either have way too much money or you’re an industry figure who gets this stuff for free.
3. More Characters: Any game is going to have to draw the line somewhere. SSBB has expanded the number of characters exponentially, and if it doesn’t include every character in existence it’s hardly a failure. Talk about looking a gift Kid Icarus in the mouth.
4. Unlocking Incentive Content: Again, I have absolutely no desire to be forced to purchase another product in order to fully enjoy the one I just bought. Bad Multiplayer Blog! Bad!
5. DS Connectivity: The holy grail of handheld connectivity was something that was long-promised, finally delivered, and ultimately unsatisfying. I’m sure there must be some way to add to the experience with a handheld, but I haven’t seen it yet and don’t have a lot of confidence that I will in the near future.
6. 2D Fighting Mode: Really, not a bad idea, but you’re contemplating an entirely different game and experience than SSBB is designed to deliver. To be really worth including (read: worth playing for longer than a few trials), a 2D fighter would have to be much more complex than an optional mode would permit.
Other than that, I’m on board! (I really do like the Create-A-Mii idea.)
Posted in Wii, Geoff | No Comments » 
March 9th, 2008, 10:54pm by Jeff
I’ll try to have more impressions up later, but is anyone else having major problems with getting into an online game of Brawl? I’ve managed to get into a single game with only 1 other person, and that lasted all of 2 matches. Most of the time, whenever I start up a game I end up spending a few minutes in the “practice area” while all 3 extra players are at “seeking”. It eventually times out and I’m thrown back into either the main menu or the menu where you pick team or standard battle.
This is the first Wii game that I’ve tried an online component for, but I’ve never had a problem with any other kind of online multiplayer game, whether PS3, 360, PC, or even the DS. Is the network just so overloaded that it can’t even match me with a single other person? If this is what I have to look forward to for what should be one of Nintendo’s premiere online titles, you can count me out already.
Posted in Wii, Jeff, WTF, Impressions | 6 Comments » 
March 2nd, 2008, 4:06pm by Geoff
The title of this post is slightly misleading, but I think that Microsoft and Sony may be on the verge of compounding a major strategic error with another strategic error. The jumping-off point for this post is a New York Times article that reviews GDC speeches by the major manufacturers and developers, with the nominal topic being social gaming.
Naturally, there’s a hagiographic section on Nintendo’s prescience in identifying the gaming casual market, and highlighting how successful that strategy has been. But I’d like to focus a bit more on the competition’s response. Read the rest of this entry »
Posted in Nintendo, Wii, Geoff, Sony, Microsoft, Industry | 3 Comments » 
February 20th, 2008, 3:58am by Jeff
I hope I’m not the only one that’s been skeptical about how well motion controls will work with the Mario Kart franchise. Unlike the “looser” feeling of Excitetruck, Mario Kart has always been more about precision steering, whether sliding perfectly around a tough corner, aiming a green shell with lethal accuracy, or lining yourself up properly for a shortcut. Maybe Nintendo will prove me wrong, but trying to get this level of precision out of what seems to me like miming a steering wheel seems impossible.
However, like Super Smash Bros, Nintendo is apparently not being heavy-handed with forcing a motion-controlled setup on you. According to 1up, there will be support for various control schemes, including a Nunchuk-Wii Remote setup, GCN controllers, and the classic controller as well. I’ll be certain to try out each of the styles once the game is finally made available (which, I’m guessing won’t be until at least September despite what Nintendo says now), but I have a feeling that one of these alternative control methods will be my preference.
Now if they can just nail the online play…
Posted in Nintendo, Wii, Jeff | 7 Comments » 
February 1st, 2008, 11:23am by Geoff
Next Gen has an interesting article on the future of RPGs, and more specifically the alleged obsolesence of translated pen-and-paper RPGs in favor of MMOs and visceral action-ized versions. The piece doesn’t mention this, but I suspect that there are probably two key audiences for computer RPGs: first, PnP players who enjoy being able to see their game worlds translated into an interactive environment, and second, players who just like exploring a fantasy world and developing an ever more powerful character.
The use of pen and paper statistics is partly an artifact of the first group, who comprised a significant portion of the second for a great deal of the life of PC/console gaming. If you really enjoy Dungeons and Dragons, I’d guess that you’ll really enjoy a computer version of it - and you need the stats and micromanagement to connect you to that D&D world. But that’s not the whole story: another part of the use of micromanagement is that it lets you very effectively compare your progress against a baseline.
At its core, much of the appeal of an RPG is that it lets you see how your character is evolving, gaining new abilities, and dispatching stronger foes. A “sword that cuts an enemy in two” is all well and good, but how do you know if that sword is better than the “spear that impales enemies”? If you can’t easily determine which is superior, you have no idea if you’re actually making progress within the context of the game. In a similar vein, those menus that Ed Del Castillo reviles so much provide a far simpler means of feedback than attempting to communicate things like inventory space visually.
This isn’t to say that menus should be used exclusively, or that they’re even preferable in many situations. But technology hasn’t yet reached a point where we can dispense with them.
Posted in Wii, Geoff, PC, DS, Xbox 360, PS3, PSP | No Comments » 
February 1st, 2008, 3:33am by Jeff
Man, the amount of total crap on the Wii is truly amazing. Sure, you have publishers like Conspiracy Entertainment that release nearly a dozen shovelware products to turn a quick buck, but that’s not even the half of it.
Just now I searched for Endless Ocean on Amazon, and not only did it bring up that game, but just below it with similar cover art was “Sea Monsters: A Prehistoric Adventure”. Not only that, they were undercutting the price of Endless Ocean by $1 (at $28.99). I mean, why just go diving when you can BE a sea monster… and for a dollar less to boot!


Now, obviously the games are a bit different, as Sea Monsters (according to the description) lets you play as “Six different sea monsters”, but does this not seem like a cheap imitation to anyone else?
And the Wii (and DS for that matter) are just full of these kinds of imitations. Because of the success of Nintendogs, the Wii has both “Petz Dogz 2″ and “Puppy Luv”, as well as “Petz Catz 2″ and “Kitty Luv”, not to mention “Petz Horsez 2″ and “My Horse and Me.” The success of Wii Sports, Wii Play, and Mario Party have brought us such gems as Carnival Games, EA Playground, and perhaps the best name for a game ever, Game Party (it’s sequel, likely to be called “Party Game”, is also highly anticipated).
What is wrong with this picture? Suddenly the Wii library is looking like a PC bargain bins, where all you find is a bunch of second-rate hunting, card, and casino games, only the Wii also has pet simulators, party/mini game compilations, licensed crap, and other trash. Are people actually buying this stuff?
I guess in some ways, since I’ll never buy any of this stuff, I don’t really care that much except that it’s kind of scary to walk into the Wii aisle at Circuit City only to find a sea of trashy games you’ve never heard of. On the other hand, if people actually buy this crap, this will probably be mostly the kind of games we see on the Wii during its lifetime. If that’s the fate the Wii is doomed to I’m afraid it’ll receive less and less attention from me as time goes on. And if this is a trend that Nintendo is happy with, it’s quite possible that the Wii will be the last Nintendo console I own.
Does anyone else remember the Nintendo that promised “Quality over Quantity”? Maybe they really should consider this again.
Posted in Nintendo, Wii, Jeff, Commentary | 6 Comments » 
January 24th, 2008, 6:03pm by Geoff
I’m somewhat intrigued by Endless Ocean, but I share some of the same concerns as Jason Cipriano here. Is there any point to playing a game that doesn’t end? I think Cipriano’s conclusion is correct, but his diagnosis is somewhat flawed.
The problem with EO isn’t that it lacks conflict - games don’t need conflict per se to be fun, stories do (and we all know my feelings on the story front). What games do need is an objective. This is because a game, almost definitionally, requires motivation, a reason to play. To the extent that you can artificially create objectives (see the penguin, see the eel, etc.), you can create a game out of the context of Endless Ocean… but without a meaningful amount of substance behind it, I can’t imagine it would hold people’s interest very long.
Oddly, I also don’t know that this is particularly well targeted for casual gamers, either. Casual gamers don’t need complexity - but even more than hardcore gamers, they often revel in the objective. In fact, games like Uno or Solitaire are in reality stripped of almost everything except it: “get rid of all your cards” is pretty thin gruel to someone playing GTA, but makes casual players quite happy. So I’m unclear on who EO will really appeal to.
Are you planning on getting the game? Has anyone played it?
Posted in Wii, Geoff | 6 Comments » 
January 7th, 2008, 1:58am by Geoff
I’ve definitely noticed that my gaming tastes have changed over the years. For example, I no longer have the stomach for many RPGs; I can’t get into the Square-led art style in fashion these days, with its gender-indeterminate leads and angst-ridden plotlines, and reading that much repetitive text (or worse, watching twelve minute movies) just isn’t something I can really enjoy any longer.
At the same time, I’m a little puzzled by the complaint that Lost Garden raises here. The author notes up front that the problems he noted in Mario Galaxy are really the result of his own “defects” rather than those of the game. But he then proceeds to criticize a number of elements of the game itself, from its difficulty to its genre. Part of this complaint, I think, stems from his disappointment that he didn’t enjoy a game that so many people loved. But that doesn’t really excuse the complaint.
Read the rest of this entry »
Posted in Nintendo, Wii, Geoff, Industry | No Comments » 
December 29th, 2007, 12:24am by Geoff
I’d stop complaining about terrible Wii design decisions, but they just keep popping up. My girlfriend got Elebits, one of her favorite Wii games, for the holidays, and spent quite some time playing around with it on my brother’s console. No worries, we figure - we can just copy the save files onto our SD card and continue the game at home. Lo and behold: for some insane and inexplicable reason, Elebits save files can’t be copied to an SD card! For what possible reason? Who knows! I understand that random VC games have similar problems. Ridiculous.
Posted in Wii, Geoff, Virtual Console, Idiocy | 4 Comments » « Previous Entries Next Entries »