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Miyamoto still hopeful Wii Music will catch on


Nintendo's Shigeru Miyamoto recently conducted a rather large Q&A with Edge, talking about all kinds of fascinating things. Actually, to tell you the truth, the man could talk about used Q-tips and we'd still find it fascinating. To call it a crush would be a severe understatement.

It's no secret that Wii Music hasn't been selling too well, but Miyamoto still has hope that the game will be a success. "I think a very large audience can enjoy Wii Music," Miyamoto said, adding that when Nintendo demoed the game, "many took to it." That can't really be said for the critics, however, who've not enjoyed the game overall.

"I really appreciate that the gaming media has a different view of anything as new as Wii Music today," Miyamoto stated. He said these scores help show "how different and unique Wii Music is" and that he has this "big ambition" for the game and "that it can eventually be something very influential so that it might be able to influence what music means in the world."

It's a pretty lengthy interview, so click here to read the whole thing. It's always nice to get a glimpse into Miyamoto's mind.

Gallery: Wii Music

Aonuma can't quit Zelda until he beats Ocarina of Time


As co-director of a game that many consider the greatest of all time, you'd think Eiji Aonuma would be content to put his feet up and soak up the praise. It's what we would do, but that's probably why we'll never create anything as awe-inspiring as The Legend of Zelda: Ocarina of Time.

Speaking to Nintendo Power about his past work on most of the Zeldas since Ocarina of Time, Aonuma insists that he can't stop making the games, because he's yet to beat what he achieved with Ocarina. "I'm happy that a title I worked on some time ago remains highly praised to this day," he says, "but that also shows how none of the subsequent games in the series have surpassed it."

He adds that this alone may be what motivates him to make more Zelda and keep putting more happy in our heads. A revealing insight into the perfectionist mindset of a top game designer!

Wii Fanboy interviews The Angry Video Game Nerd (part 2)


The AVGN:

How often do you get recognized at non-gaming events? What are your fans usually like?

I get recognized moderately in public. It always comes unexpected, but at a gaming convention, it's guaranteed to happen all day. The fans are usually very nice.

What's the strangest / creepiest interaction you've ever had with a fan?

Nothing that interesting.

James Rolfe seems to be a pretty laid-back person, whereas the Angry Video Game Nerd is known for acerbic rants and shouting obscenities. Are fans that you meet ever disappointed to discover the difference? Do you ever feel put on the spot to start acting like the AVGN?

People are often surprised. I haven't ever felt forced to be AVGN in public. I tried one interview in the past, in character, but it's not easy without a game in front of me. In a casual interview or meeting with a fan, I can't see how someone can expect me to be that way in real life. It's funny.

Let's say that MTV, SpikeTV, or some other large company offers you a life contract to continuously create AVGN videos. Would you accept, and perhaps stay a few generations behind the current and continue doing "retro" reviews, or do you think that the AVGN has an eventual expiration date?

I see no expiration date, but I also need a break sometime.

There are many videos online that are very similar to yours. Some try to do a parody, while others are nearly identical. How do you usually feel about such videos? Approval? Contempt? Indifference?

I haven't seen a whole lot, but generally, if someone's doing it in my style and is an obvious parody or tribute, I feel flattered.



Cinemassacre / Films:

If you were able to successfully be an independent film maker, would you continue to do so or would you instead actively pursue working with a major studio? What are the benefits of independent film-making?

It's all about creative control. That's why Cinemassacre is independent. If there was a project that could only be done on a monster budget, or if it was a franchise (sequel/remake) that I believed in, I would go with the studio.

Let's say you're given a huge break and one of the major film studios offers you the chance to direct the next installment or a remake of a major Hollywood film franchise. Which would be your dream to direct?

Oh wow, one answer just rolled into the next question. I always dreamed of writing/directing a Universal Studios monster movie, whether it be a spoof or a very outdated followup to the 1930's/40's films starring Dracula, Frankenstein, The Mummy, and the Wolf Man.

I watched the Cinemassacre 200 film. Film-making is clearly a huge desire of yours. Are you ever afraid of being boxed in and labeled as the AVGN?

I see the effects it takes, that the majority of internet audience see the Nerd at face value, but it's also gotten a lot of attention to my past work, so it's done no harm.

Many of the videos on your website are retrospectives of movies produced in either the 50s or the 80s. What, in your opinion, was the true "golden age" of film-making in America, and how does the current state of film-making compare?

It's hard to say, but I feel the true golden age is between the 20's and 40's. There was no television, the only way to see a movie was to leave your house. The movies of that era have a timeless quality, the fact that they prevailed through the Great Depression and World War II, makes those movies seem more magical to me. They were about escapism.

As someone who is very familiar with video games and movies, you're likely aware of the atrocities of most video game to film adaptations. Why do you think so many fail, and is there any hope for a good conversion? What game(s) do you think could work?

Movies based on games... I gave up on that a while ago, so to be honest, I haven't kept up with most of the recent ones. I remember going to see Super Mario Brothers: The Movie, and it wasn't anything like the game. Street Fighter and Double Dragon were also ridiculous. But the one that satisfied me was the Mortal Kombat movie, because it had a lot of fighting and it was actually reminiscent of the game, rather than completely straying from the source material. Nowadays, it seems it's all Resident Evil and Tomb Raider, games made after the golden age of gaming, for me personally. I always wanted to see a Zelda movie made in the same style as Willow or Clash of the Titans. I also wanted to see a Metroid movie done in the style of Aliens. But honestly, now it's too late.


Wii Fanboy interviews The Angry Video Game Nerd


Most viral video stars tend to fade away fairly quickly. The Afro Ninja is likely waiting tables, "Peanut Butter Jelly Time" reached its peak with a mention on Family Guy, and let's pray to God that we've seen the last of Chris Crocker (I'm ashamed to even know his name). Yet one Internet favorite has managed to grow exponentially in popularity and success since his first video debuted four years ago. What started as a simple decimation of Castlevania 2 on a VHS tape for friends has grown into one of the most recognizable features in the Internet gaming culture.

James Rolfe, better known as the Angry Video Game Nerd, is a New Jersey native who has entertained web viewers for the past four years with eviscerations of awful games. Every two weeks, he produces a new admonishment of an old-school abomination for ScrewAttack. What you might not know is that he's an aspiring filmmaker with a passion for the medium unrivaled by most directors with astronomically larger budgets. His hard work hasn't gone unnoticed, as the MTV-owned GameTrailers.com now sponsors his AVGN videos and Spike TV has commissioned him to produce non-AVGN related content.

Wii Fanboy recently tracked the man down during production of his latest video, a scathing look at the Philips CD-i. We discussed gaming old and new, the AVGN character, and his independent film studio known as Cinemassacre. Find out more about the man behind the glasses and Rolling Rock after the jump.

Continue reading Wii Fanboy interviews The Angry Video Game Nerd

Monolith reflects on Disaster non-sales, mentions a sequel


It is difficult to envisage a second Disaster: Day of Crisis game, for two reasons:
  1. How any follow-up could top the unlikely mélange of disasters (earthquakes, volcanic eruptions, tsunamis, terrorists, bears) that featured in the first game is beyond us. Perhaps an asteroid?
  2. Sales of the first game. Or the lack thereof.
Nevertheless, developer Monolith Soft is at least open to the idea of a Disaster 2. In an interview with Cubed3, Director Keiichi Ono revealed that "...there were so many wonderful options [in the game]. We would like to see the possibility for them, if we have chance to develop the sequel..." The sequel? Or a sequel? The difference is pretty crucial! While we're not exactly taking that as rock-solid confirmation of Ray's return, it's an interesting remark.

To bring us back down to earth, Nintendo's Hitoshi Yamagami reminded us of why the first game might not even come to North America, describing how Disaster is "performing lower than expected" at the tills.

Chad Kroeger asks you to stop playing Guitar Hero


Nickelback's Chad Kroeger wants you to stop playing Guitar Hero and would much prefer you pick up a real instrument, he recently told MTV. "It's tough to find other bands out there, because either they're making a record, or they just got done touring," he said. "So kids: Start rock bands. Set down the 'Guitar Hero,' learn how to play an actual guitar and start a band, because it's hard to find more bands to put a solid rock-and-roll package together, to get out there." You hear that, kids? If you don't play Guitar Hero, you can play real music with Nickelback! Personally, we'd rather play the game.

We'll admit the allure of Guitar Hero is probably greater than actually learning how to play guitar. Because the learning curve isn't as steep with the game, and with Guitar Hero including such a wide range of music (well, not all music) that is sure to please just about anybody, we can't say we're surprised that the kids would be looking to Activision's music game for their jollies.


[Via CVG]

Atsushi Inaba talks MadWorld inspirations, Wii


A lot of things come to mind when looking at screens or video from MadWorld. Its visual style has been compared to Sin City and Running Man, to name a few. So, is this where creator Atsushi Inaba got his inspiration for the game?

"Of course we like Sin City very much and we have seen Running Man before but they are not the sources of our creation," said Inaba. "The concepts of MadWorld are 'visual impact' and 'over-the-top violence,' and these two themes run right through the game." Inaba also says it hasn't been easy for his team to accomplish the game's stylish look and feel, commenting that "all team members are constantly working very hard to capture the style we want the final game to have."

When asked why Platinum Games settled on the Wii, Inaba pointed to the "huge install base" and said his team is "really interested in the Wii platform" and "wanted to create a really cool and stylish game for that." Frankly, we're glad. Not just because we, uh, want to play this, but also because we're tired of the Wii getting the "it's only for kiddies" label. We're awfully tired of that, to tell you the truth.

Gallery: MadWorld

Reggie: Third-parties don't 'get' Wii [update]


The third-parties-on-Wii debate has raged for longer than we care to remember. In fact, we now counter accusations that the console lacks great third-party titles with the same, well-rehearsed response: "de Blob Zack & Wiki Resident Evil 4 World of Goo The Conduit No More Heroes Little King's Story Blast Works LostWinds Guitar Hero World Tour Okami Boom Blox Let's Tap Geometry Wars Muramasa Mega Man 9 Trauma Center." It's a bit lacking in coherency and punctuation, but people usually edge away when we shout it in their faces.

Nintendo bossman Reggie Fils-Aime (who is earning a reputation for frankness) is the latest industry figure to question the Wii's third-party output, suggesting that third-parties don't yet understand the platform. He reckons people who purchase Wiis are interested in games that sell strongly on other systems, but that the quality is missing. "I will be able to say our licensees 'get it' when their very best content is on our platform," he told Forbes. "And with very few exceptions today, that's not the case."

[Update: typo]

[Via Nintendo Everything]

Ubisoft 'hope' to see Prince of Persia game on Wii

With the odd exception, the Prince of Persia series has maintained an enviably high standard throughout its nineteen-year run. Sadly, it's not something we've seen enough of on the Wii, apart from a slightly idle Ubiport. We want more of his royal leapiness on Nintendo's machine, and now Ben Mattes, producer of the cel-shaded Prince of Persia on the HD consoles, has sparked hope in our fanboy hearts.

Although he admitted that a version of the latest game wasn't heading to Wii, Mattes told Destructoid that he admired how the Wii port of Rival Swords (which he produced) felt with the Wiimote and Nunchuk. "I hope that we will see another Prince of Persia game on the Wii," he said. "Because [...] I really liked the way the Prince's movement translated to the Wii controls. I think that it's really kind of a natural fit."

Another natural fit is Prince of Persia games and our money, so get cracking, Ubisoft.

First Club Nintendo North America details unexpectedly awesome [update]

Last month, Nintendo revealed that Club Nintendo, Japan and Europe's ace consumer rewards program, would launch in North America. Weeks of silence followed, but now Cammie Dunaway has started talking up the service. Here are five crucial facts she divulged to MTV Multiplayer:
  • Club Nintendo in North America is still on schedule to launch before the end of 2008.
  • It will be more like the Japanese program than the European, in that there will be more physical products than digital.
  • As is the case in Europe, you gain points (known as gold coins in North America) by purchasing a product and entering a code on the Club Nintendo site, and can reap further points by completing surveys on the product you bought. In Europe, it's worth mentioning that these are hardly time-consuming: just five or six questions with tickboxes.
  • Unlike in Europe, you can gain points for indicating an interest in purchasing before buying. Noice!
  • Some items from the Japanese service will make it to North America (Yay! And also: please include this).
If you'll excuse us, we're now going to randomly hit our keyboard in a fit of wild, unabated excitement. YAKJFDAIWOQBHKJGFEDRYUVBEIUQ

[Update: A clarification: the service will be coming to North America as a whole! Apologies for the geographical confusion!]

Want to see Club Nintendo's greatest gifts to Japan and Europe? OF COURSE YOU DO. So go here.

Iwata asks Development Folk about Animal Crossing


"Iwata Asks" articles are almost as old as the Wii itself, coinciding as they do with any notable first-party release, and the latest round of questioning stars four of the Animal Crossing: City Folk team: Aya Kyougoku (who forgot to wear her regulation beige Nintendo jacket for this), Ryuji Kobayashi, Isao Moro and Kou Nogami (not pictured here).

Most of the discussion focuses on fairly obscure minutiae. So Nogami discusses how WiiConnect24 allows for the exchange of village data without you knowing it, which means people can visit a friend's village while their Wii is off, as can NPCs from other villages, who may then spread rumors from their hometown. The team estimates the game's appeal becomes "two or three times" as great when played online, a statement we look forward to testing.

We're also told that City Folk will let players create "trails" on the landscape. Apparently, the ground in your village consists of a top layer of grass which slowly wears thin the more you walk on it. A little grass grows back at the end of each day, but if you walk over a certain area enough (say, from your house to Tom Nook's), a trail will begin to form. Kobayashi says that it takes about a fortnight before a faint path becomes visible, and Moro adds that a clear trail will have appeared after two months, but that grass grows back more speedily if surrounded by grass and trees. Nifty!

[Via andriasang.com]

Wii Music makes slow start, Nintendo hoping it has legs



As part of its "Touch! Generations" range, Nintendo will hope Wii Music can rack up some dizzying sales figures. Sadly, the maligned music title hasn't made the best of starts in North America, falling a long way short of the launch window sales for other first-party titles, such as Wii Fit. Cammie Dunaway has revealed that the game did "somewhere [like] 65 or 66,000" in its first two weeks on sale, whereas the more expensive Wii Fit shifted 687,000 copies in its opening eleven days.

Nintendo isn't about to panic, however. Rather, Dunaway thinks it could have the same long-term appeal already displayed by Wii Fit, Wii Play, and Mario Kart Wii, all of which regularly show up in the monthly NPD charts. "We're predicting that it's going to be an evergreen title, she told MTV Multiplayer. "And if you look at titles like Brain Age, it's about the same as what Brain Age did during it's first few weeks and went on to sell 2.5 million copies. Wii Fit certainly had a larger launch than that. But I think that people are starting to understand Wii Music."

Gallery: Wii Music

Wii Fanboy interviews 2D Boy (World of Goo)


After thoroughly enjoying 2D Boy's World of Goo, we decided that just playing and loving the game was not enough. So, we shot some questions over to Ron Carmel and Kyle Gabler from the indie start-up. Imagine our surprise when they actually answered them all! So, head past the break and read our interview with these talented lads.

Gallery: World of Goo

Continue reading Wii Fanboy interviews 2D Boy (World of Goo)

Wii is 'most expensive board game on Earth'

So says Sega A&R man Darren Williams in an interview with GamesIndustry.biz, who also described the console as "the kind of thing that families will play at Christmas, and probably won't play again throughout the remainder of the year."

Before we all fetch the pitchforks and start constructing crude Darren Williams effigies, perhaps it would do some good to calmly consider whether the man has a point. In this blogger's personal experience, a small number of families do only use the Wii sporadically, and Williams clearly isn't referring to Wii Fanboy staff or readers.

Whether these occasional players are such a bad thing is another debate entirely. One popular theory seems to be that newer gamers are less likely to invest in new Wii software, but we saw yesterday that the Wii's tie ratio is thoroughly healthy. What sayeth you?

House of the Dead: Overkill dev not worried about censors, piles on the gore



Censors, be damned! That's more or less the attitude of House of the Dead: Overkill developer Headstrong Games, which has said it won't be compromising the amount of gore in Overkill.

"Sometimes we've gone 'ooh, we shouldn't really do that'," producer Neil McEwen tells CVG, "but then we've gone 'no, hell yes we should'." McEwen reasons that, as nobody is getting exploited, then buckets of claret are justifiable: he suggests the gore will be as "extreme as possible." He also plays the tongue-in-cheek card, though that didn't help MadWorld when the Daily Mail came knocking. Even if censors have already ensured the game won't be released in Germany, we salute McEwen and Headstrong for this carefree attitude. If only other developers and publishers were as bold.

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