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Revolutionary: Most Deceptive Kontraction


In the year 1997, with Sylvester Stallone's Demolition Man still fairly fresh on our minds, developer Shiny took the opportunity to name one of their games after an abbreviated phrase that was mentioned several times in that film. Under the assumption that MDK stood for "Murder, Death, Kill" and the fact that you run around as a guy whose head is a sniper rifle, the Playstation generation couldn't wait to get their hands on it. As it turned out, the game was not the gruesome murder simulator many people expected, but a humorously quirky action title like most of the prior games Shiny was known for. In the sequel, the main character from the first game, Kurt Hectic, would share the duty of saving the earth with Doctor Fluke Hawkins and the four-armed, gun-toting, cigar-chomping robotic dog, Max, the other members of the game's titular trio. It's the crazy sort of stuff that keeps gaming fresh, and with its recently-announced comeback in the making, I can think of no better place for the franchise to make a killing than on the Wii.

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Revolutionary: Special Effects

This week, graphics professionals and enthusiasts flocked to SIGGRAPH to share and discuss the latest technologies and techniques for making gorgeous computer graphics. The focus of the convention is mainly offline rendering (the stuff that we see in print, movies, and television that's too complex to be rendered in real time), but as computers and game consoles become more powerful, many of these methods and effects make their way into the realm of realtime rendering. Ten years ago, the opening cutscene for Super Mario Galaxy would have needed to be rendered by a cluster of computers and converted into full motion video.

Even though the Wii is not pushing graphical fidelity the way this generation's HD consoles are, we've still come a long way and there's much to be appreciated. There are all sorts of graphical effects that, over the years, have been added to the game artist's palette, and in this edition of Revolutionary, I'd like to draw your attention to a few of them.

When games like Super Mario Galaxy come along, we find ourselves questioning how it's possible for them to look so good, while most other Wii wares have the appearance of games designed for a much weaker platform. It's easy to forget that the Wii's hardware comes from the strong pedigree of Gamecube when much of what we're looking at reeks of Playstation number two.

With multi-platform shovelware, and even a few high profile titles that didn't get any special consideration on the Wii (Guitar Hero 3 and Rock Band, I'm lookin' at you!), developers often drop assets and effects to a lowest common denominator. In the class which Wii is placed, the Playstation 2 has the lowest and most common specs, so our Wii graphics are brought down to its level. The PS2 has had its share of beautiful games, but the methods for making them so beautiful are uncommon enough that they're largely ignored when making games that will have to be replicated on another console in the same class.

It's often the first and second party games or that rare, exclusive third-party effort that is given the budget and time to explore the depths of the Wii's fixed-function graphics hardware and pull off something it wasn't expressly designed for. And considering that the core technologies in the Wii were designed nearly a decade ago, there's a lot of "new tricks" that artists and programmers have had to teach the "old dog."

Continue reading Revolutionary: Special Effects

Revolutionary: Whip it good

What is it about Castlevania that gamers have found so appealing for more than twenty years? Is it the story? The atmosphere? The visceral sense of fulfillment from whipping all manner of damned creatures back to the infernal depths? Is it the one-on-one arena battles in Boy George makeup, steam-punk corsets and leather-daddy fetishware? Yeah, it's probably not that last thing. We had in mind a traditional sidescroller for Castlevania on the Wii, with waggle-enhanced whip cracking, so that's why this week, I've set out to capture that fun that we've so desperately desired.

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Revolutionary: More Motion

We've been waiting since E3 '06 to hear details regarding Wii Music, and the anxiety brought on by rumors of an MMO Animal Crossing has been unbearable at times, but despite those big reveals at E3 '08, the biggest Wii news was the announcement of the Wii MotionPlus. Because most of us had nearly given up hope for Wii games with a 1:1 ratio of motion-sensing responsiveness, it's quickly become known as "the 1:1 adapter."

The news of this unexpected device is so exciting, I've pushed back the topic planned for this week's Revolutionary to instead talk about what the MotionPlus is, and what it can do to further revolutionize gaming.

Continue reading Revolutionary: More Motion

Revolutionary: Synaesthetic

This week I wanted to take on scripting for an indie game, and one that came in high regard was Synaesthete. I didn't know much about it when I first tried it out, except that it was a cross-breed of rhythm games and action shooters, and I was hopeful that it would lend itself to the Wii experience as well as the last rhythm hybrid I tried out. One level was all it took to start the script-writing cogs turning in my head, and after much experimentation, I wound up with a script that dynamically changes what makes this brilliant game so fun to play.

At first, nothing about Synaesthete makes it scream out that it was born for Wii, but ultimately, the addition of Wii controls has made this game my new addiction. I truly believe that a Wii port of this title would be hailed as the "next big thing."

Continue reading Revolutionary: Synaesthetic

Revolutionary: WRX Stage 1

The training wheel project got me thinking about what more it would take to create a Wii racing rig that's as comprehensive as a traditional wheel and pedal gaming setup. The Wii Wheel provides analog control for steering, but not throttle and braking. The Wheel shell also blocks off the expansion port, so you can't use a Nunchuk's analog stick. It seemed like there was just no way to build a full set of racing controls around the Wii Wheel, but then I got my Balance Board and the wheels started turning in my head. How about a Wii Racing Xperiment?

Continue reading Revolutionary: WRX Stage 1

Revolutionary: Balance and Options

Unlike most people, when I brought Wii Fit home for the first time, I didn't head straight to my Wii and slide the disc in to play. Instead, I tore apart the packaging to get at the Balance Board, which I then attempted to "hook up" to my computer. It took a while and a change in my method of operating, but I eventually got the thing connected and working in GlovePIE. It was at that point I started realizing what the Balance Board was really capable of, and this week I'll be sharing with you a few things I've learned about this new peripheral, so that you can start scripting for it and letting your imagination run wild.

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Revolutionary: Mario Kart Training Wheel


The Wii Wheel was supposed to make racing easy enough for anyone to jump right into a session of Mario Kart Wii with no prior experience with either traditional game controllers or the Wii Remote. When used properly, it works as expected. The trouble is that it's not always used properly. Watching your parents try to get through Wario's Gold Mine, you'll notice that they're sometimes holding the Wheel the wrong way, and it's making them drive off the track into chasms of eternity. This observation led me to examine how Mario Kart Wii's steering works and come up with a solution for keeping n00bs on track.

Continue reading Revolutionary: Mario Kart Training Wheel

Revolutionary: Dreaming of Wii 1.5

With both E3 '08 and the midpoint of this generation fast approaching, while it may be a bit premature, we wouldn't mind seeing a few changes in the Wii hardware. Within their lifetimes, the PS2 slimmed down, the Gamecube parted with a port, and the DS shed its baby phat, so it's not unreasonable to expect some sort of alterations to the Wii.

A compact box that's already inexpensive to produce (and continuously remains in greater demand than supply can keep up with) may not cry out for revision, but there are a few bits that can be nipped and tucked to enhance the appeal and value of the Wii. This week Revolutionary goes Revisionary.

Continue reading Revolutionary: Dreaming of Wii 1.5

Revolutionary: Wii can has hard drive?

Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

If you're smitten with the Virtual Console, one thing we're sure you aren't in love with is having to swap games between an SD card and your Wii's internal memory, or even worse -- deleting games to be re-downloaded later. WiiWare is on its way and it's hard to imagine My Life as a King demeaning itself to share its estate with less noble games. And certainly not with it bringing microtransactions to the royal ball. And wouldn't it be dandy if some of our multiplatform ports had somewhere to store that downloadable content that everyone is raving about on other consoles?

We want need more storage, and some of you have gathered to plead with Nintendo to sell a Wii Hard Drive. It appears that your cries just fall on deaf ears because they seem hardly driven to provide one. In this edition of Revolutionary, we'll examine why Wii can't have a hard drive.

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Revolutionary: Capturing the Moment

Every (other) week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

Segueing from last edition's topic: you've just built a sick Smash Bros. Brawl level, and you're ready to share it with the world. You upload it to your website and throw up some pics from the game's handy built-in photo mode. Everybody can see your creation without needing to first go through the trouble of downloading the level, putting it on an SD card, and loading it up on their Wii. Of course, your level looks like so much fun, they won't be able to resist trying it for themselves. But what if, like so many other games, there was no photo mode? How would you display your masterpiece? Or maybe seeing a still pic isn't enough to really sell the dynamics and spirit of your build. Then what? Read on as we delve into the art of video capture and photo composition -- for games!

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Revolutionary: Playing. Creating? Sharing!

Every (other) Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

Custom level creation in console games has come a long way. It used to be, if you wanted to share a track that you built in Excitebike, you had to invite friends over to play your creation on your cartridge, until you powered off your NES and the track was lost forever. Nowadays our levels can be saved to internal storage, and shared by removable media, or across the internet to survive for posterity.

It's a feature that's fully supported by all consoles this generation, and big games are highlighting it amongst their bullet points. System sellers like Halo 3, LittleBigPlanet, and Super Smash Bros. Brawl are trojan-horsing the concept of custom level creation into the consciousness of the console-consuming collective. Former Sony exec Phil Harrison popularized the term "Game 3.0," but we'll be taking a look at how it is playing out on Nintendo's platform.

Continue reading Revolutionary: Playing. Creating? Sharing!

Revolutionary: A Musical Revolution

Every (other) Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

The rhythm gaming genre, while relatively young, is already on the verge of becoming stale. Hitting buttons in time with a visual cue only remains as fresh as the accompanying song. But there's a new game that's set to turn the genre on its ear and destroy your preconceived notions of what a rhythm game can be. Today we'll be giving Audiosurf the GlovePIE treatment.

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Revolutionary: Precursor Legacy

Every (other) Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

Fans of Midway's Ready 2 Rumble Boxing series are no doubt anticipating the spiritual successor in EA's Facebreaker. When you're madly swinging Wiimote and Nunchuk in abuse of cartoony pugilists, you probably won't give any thought to how you could have been doing this nearly a decade ago. While our Nintendo allegiance may make it easy to dismiss claims that the Wii concept was outright "stolen," in Iwata's own admission, it was built from technologies already in existence. And some of those technologies had even used for gaming prior to the Wii. Read on as we examine how the Wii carries on a legacy of hardware past and dreams cast.

Continue reading Revolutionary: Precursor Legacy

Revolutionary: Controller Showdown, Round 2

Every (other) Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

Some of you may have wanted to see the Wiimote and SIXAXIS dropped on an island with explosive collars around their necks, forced to fight a deathmatch, but Battle Royale this is not. Nintendo and Sony would happily accept you placing both consoles in your entertainment center, because they offer up different experiences. Getting a DVD player doesn't require the discontinuation of cable TV service, nor does it render your iPod obsolete. But they are similar in that they are gaming input devices, so there will naturally be some overlap in possible applications. It's for that reason we're interested in seeing which controller is better at what. So with no further ado: Round 2. Fight!

Continue reading Revolutionary: Controller Showdown, Round 2

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