And by "it", we of course refer to the cataclysmic tugging of the carpet that Nintendo so infamously performed when they quelled the Revolution (the what now?) and released the Wii. After Nintendo's powerful showing at E3, most people seem to have gotten used to saying the new name without breaking a sweat or breaking into laughter, content in knowing that the name means little in the face of a game like Super Mario Galaxy. The folks at CNET must not have played it, then.
In their "Worst Tech of Q2 2006" article, CNET reserves the ninth spot for the Wii, awarding it with "Worst name change." Their justification is short, noting that "'Nintendo Revolution' sounds cool. 'Nintendo Wii' sounds dumb. That's about all there is to say." Well, fair enough ... coming from a website that sounds like something you catch fish with! ZING!
On a more serious note, we also preferred the Revolution, but to put the name mame on the same list as Segway Polo and iPod imitations is just mean.
This is getting ridiculous. Just when we thought the mystery was solved and the conspiracy theorists were silenced, someone has to go and find another mystery flap on the Wii. What is it this time? A holographic laser cannon? An automagical DVD dongle? A nickel and dime slot for Virtual Console purchases? A scrumptious pancake maker? A completely fake photochopping attempt?
We'll leave you free to speculate about its true, potentially evil purpose while we get back to eagerly pining for the flappin' games.
Gameworld Network (which is either a network of gameworlds or a gameworld of networks) has posted an epic collection of streaming E3 videos which clearly depicts each and every playable Wii game and how exactly one has to swing, wave, shake, point, wiggle and/or jostle the Wiimote in order to play. Feel free to grab a nearby TV remote and mimic the action. Sure, you'll get absolutely no response, but in the case of Tony Hawk's Downhill Jam, that's a pretty good approximation.
Even after Nintendo's continued insistence that the Wii won't even remotely churn out the kind of graphics seen in other next-gen systems, some still hold out a vague and poorly formulated hope that someone simply forgot to flip a switch somewhere. GameDaily Biz pursued the topic of visuals with ATI's John Swinimer, Senior Public Relations Manager of Consumer Products and came up with the following choice quote: "I think what you saw [on Wii] was just the tip of the iceberg of what the Hollywood chip can bring to the Nintendo Wii."
The thing with an iceberg is that you never know just how far down it goes -- it might not go down nearly as deep as your expectations do. Swinimer goes on to say, "I really don't think that it's about the [specs]; I think it's about the innovation that it brings to the table-the motion-sensing, the always-on capability, which is really cool too-the fact that the chip is powerful enough and responsive enough to be there at a moment's notice, and I think that's pretty cool for the average gamer."
That's not the kind of answer that would imply a forthcoming bloom in graphics. And that's okay. The funny thing is that ATI and to a lesser extent, Nintendo, feel compelled to constantly explain why the Wii's graphical abilities don't stack up to the competition, instead of letting the system speak for itself. You've made your decision, Nintendo, and you've justified it with a strong E3 showing. That's all the explanation you need.
If you live in the New York area and
are unable to attend E3 this year (given the hordes of sweaty, shoving geeks involved, it might not be such a great
loss), be sure to drop by the Nintendo World Store on 9 May. The store will be broadcasting Nintendo's keynote, an
event sure to host new DS games, Wii revelations and at least
one appearance by Shigeru Miyamoto dressed as a Nintendo character. Missing it would be quite appalling.
For
more information and an opportunity to RSVP for the event, check out Nintendo's official World Store website. Be sure to snap some pictures and send them to
us!
Making the best of a bad situation, the
British Gaming Blog has posted an animation and some images relating to how they think the name "Wii" should
be marketed to Nintendo fans. I especially like the Mario Kart pitch, with the letters in the logo breaking apart to
form two racers battling it out at a deadly velocity (just don't ask where the four extra dots came from).
Read - Weeeeee. Read - Nunchaku. Read - Mario Kart.
If the folks at Gaming Age are to be believed, this footage was swiped from an early build of a next-generation
Tony Hawk game. There's nothing in the video that points towards this being Downhill Jam (confirmed for the Wii last
month), but footage this early is unlikely to be tied down to a specific platform yet. It appears to be an animation
test, showing a skater flail his arms about while attempting to maintain his balance. It looks good (if it's real),
though expect next-gen naysayers to complain that "It's still just a guy on a skateboard. What's so next-gen about
that?"
It really is a great credit to Microsoft's online Xbox Live
network that its competitors are pausing to observe and take notes in their quest to provide a similarly seamless
multiplayer experience. With Sony's forthcoming PS3 network (no really, they actually have an online strategy now)
boasting similar features to that of Live, it would seem less surprising then that a recent survey sent out by Nintendo
pokes and prods with regards to how they may adapt their Wi-Fi service in the future. If the information is accurate, it
would appear that Nintendo is looking to trounce the current online king with a few interesting features.
According to the information received by Joystiq, the following topics were tapped by the Nintendo Wi-Fi survey:
Comparing game stats with your friends, enemies and loved ones.
Uploading screenshots,
including those proving that you got all the shines.
Posting user-made content, such as art
and videos, and rating the content of others.
See what your friends are currently playing (and
subsequently berate them for playing Barbie's Orchestra Conductor)
Creating or reading
blogs linked to the Nintendo Wi-Fi site.
Scheduling specific times to play against friends.
Submitting strategies and tips to a central to help those in need.
Personalizing the WiFi.com
homepage.
The survey also enquires about Nintendo's current DS online service and the use of friend
codes. Though it's just a survey, one can still take away some positive things from this. It not only shows that
Nintendo cares about what gamers want (or that they're doing a stellar job of pretending they do), but that they are
actively trying to improve their online service. While the DS Wi-Fi service is remarkable for bringing handhelds
together online (for free, natch), its general use and feature set could definitely use some refinement before being
shifted over to the Revolution. And by "refinement", we mean "dump the game-specific friend codes
already."
Though you may have your feelings on the Xbox 360 as gaming platform to contend with, there's
no denying that the Xbox Live service has done the console world a great service by spurring on connectivity and
highlighting the importance of multiplayer gaming across the globe.
You may want to sit down for this
one. Now, keep in mind that this chain of information has several links, some of which are brittle and not entirely
trustworthy. Before you grab a firm hold of it, be sure to be equipped with several pinches of sodium chloride. That
being said, it is likely that, should this rumor be confirmed as true, I would immediately have a violent and
uncontrollable seizure of delight.
According to a fellow on the NeoGAF forums (see, it's dubious already), the latest
issue of Famitsu hints that Sega's Saturn masterpiece, NiGHTS: Into Dreams, is due to receive a glorious
sequel on the Revolution. I'm sure you can come to this conclusion yourself, but picturing the game being played with
the Revolution controller just makes a fundamental sort of sense that is difficult to deny. If there's any game that
Sonic creator Yuji Naka can use as a stepping stone to get out of his current pit of mainstream-pandering mediocrity,
it's this one. Of course, he might end up inexplicably ruining it all by giving NiGHTS eight in-your-face,
squeaky-voiced sidekicks. And a gun.
In an innocent little e-mail sent to
all members of the press attending E3, the expo's media relations team provide a list of some of the games that will
debut at that annual nexus of flashing lights, blaring noise and ludicrously dressed women. Hudson Entertainment
happens to be on the list, along with a brief description of their Revolution game, cleverly entitled "Flight
Game".
"Flight Game"
- Nintendo Revolution - Take to the skies in a way never before experienced on any home console. Using the Revolution's
"Gesture System" built into their innovative controller, Hudson's new "Flight Game" allows total
plane control as players pilot their planes through various acrobatic flight maneuvers
ranging from sky artistry to bomb drops.
My claim? Flight Game is actually Pilotwings.
The evidence? Well, it isn't difficult to make a connection between the above description, the Pilotwingsrumors of the
last few weeks and the recently announced relationship between Nintendo and Hudson regarding Virtual
Console games. Add that to Nintendo's past habit of handing classic franchises to other Japanese developers (see:
Sega and F-Zero GX), and it becomes a fairly reasonable claim to make.
We thought it would be good for a laugh to
look back at some of the Revolution controller designs that crept onto the Internet back when the system was nothing
but a codename, a promise and a cheeky smile on Satoru Iwata's face. These are the Revolutions that weren't...and
thankfully so.
Actually, this one isn't nearly as frightening or insane as the last three we've looked at.
For one thing, it looks like it could actually fit into your hands without damaging them in some way--always a
plus when it comes to controllers. The large black areas on the left and right sides are gigantic grip buttons which
respond to being squeezed, an odd innovation that may have your character accidentally jumping off a cliff every time
you become frustrated. It's also got battery indication lights, a microphone and...what's this? A gyro sensor? What a
crazy idea.
From the didn't-see-this-one-coming
department is a new Ubisoft press release which reveals a brand new, totally unheard of FPS for
the Revolution called Red Steel. The game sees players wielding the Revolution's magic wanger like a gun or a
sword, either blasting opponents in the face with superb accuracy or slicing them up with unbridled malice. It all
sounds very exciting.
"We’re honored to announce this exciting new franchise and we’re
confident that Red Steel will be the must-have title for the Revolution when it launches,” says Serge
Hascoet, chief creative officer at Ubisoft. Nintendo's very own Reggie Fils-Aime adds that, "Nintendo is excited
to have Ubisoft bring Red Steel to the Revolution launch lineup."
Amidst all the excitement, you may
spot the official confirmation that Red Steel will be an exclusive Revolution launch title (one down, nineteen to go).
Mr. Hascoet states that, "We have been working closely with Nintendo to take full advantage of the innovative
controller to create a thrilling experience that can only exist on the Revolution.” That's certainly excellent
news, since having a familiar and creaky genre such as the first-person shooter around will definitely help with easing
sceptics into the new control system. Let's just hope developers don't dwell on the familiar for too long.
Moz La Punk has obtained some substantial
information from Game Informer's article on Red Steel, the Ubisoft first-person Revolution
extravaganza which exploded onto the
Internet this weekend. It's a lengthy read, but I've captured some of the highlights for those that have little in
the ways of time, energy or attention span (see also: modern human being).
Ubisoft is working closely with Nintendo on the project. They pitched it to Iwata and Miyamoto who liked the idea
enough to not have the French team of designers executed.
In the initial stages of the game, you're
a reckless killing machine. By the end of it, you'll be an efficient and graceful murderer. The game clearly encourages
you to better yourself.
"The goal...is to use five bullets to kill five enemies". That is, if
you ignore how much fun it is to kill one enemy with 45 bullets. Look at that ragdoll convulse!
The game
has bullet time. Cheer ecstatically or roll eyes as you feel appropriate.
Accuracy is your friend:
Shooting the gun out of an enemy's hand may prove to be more useful than shooting him in the face. Disarming him allows
you to get nice and close with your sword. [Insert additional "disarming" joke here.]
Depending
on your performance and action, in-game characters will either loathe or respect you. It's easier to get your way with
those that respect you. Especially the ladies.
"Flailing your sword isn't a smart idea."
Instead, specific motions will initiate deadly special attacks and combos. (It is not mentioned whether flailing your
gun is smart or not.)
Missions in the game can be completed in any order and are given out by
either a sword master or a gun master. You need to show them both respect, or they'll treat you worse than Uma
Thurman.
You'll attempt to sway gang leaders to your cause. If that doesn't work, you'll have to sway them
to an early and painful death.
Aside from the usual split-screen gameplay, Ubisoft is working on secret,
original multiplayer modes. Given their track record with the Splinter Cell series, I'd expect these to be very good
indeed.
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a
target and hit the trigger on the underside of the controller to fire."
AI characters focus on
"risk management", a term which apparently includes jumping over tables.
"You signal
"yes/no" answers by nodding the controller up or down or shaking it from side to side."
Read that again. You nod your head with the controller as a form of communication with in-game characters. That is
the single greatest thing ever.
Red Steel is looking to be something very special. I always thought
it would be a first-party Nintendo title that would really get the Revolution excitement rolling, but this is
the game that finds itself in the enviable position of not only promoting its own concepts, but those of the Revolution
itself. It's fair to say that a lot more people "get" the Revolution now than before this game surfaced.
Whether or not this FPS lives up to its ideals is yet to be decided, but its value as an iillustrative example of the
Revolution's potential is clear.
[Thanks fischju! Color enhanced image courtesy of Kellan.]
In an interview with Little
Mathletics, one of GarageGames' promoters was tasked with answering a question regarding the indie developer's
involvement with Nintendo's Virtual Console service. Like any good promoter, Jay Moore gives a wishy-washy answer that
could just as easily be interpreted as a not-so-subtle hint.
Q: Now that Satoru Iwata
from Nintendo has essentially confirmed that the Revolution will feature original content on their download service, do
you see yourself establishing the same kind of relationship with them?
A:We've
always said we'll be everywhere there is an opportunity to bring fun games to players with our tools and our games. I
can neither confirm or deny any relationship with Nintendo or why GarageGames booth was right next to the Nintendo
Gamers Lounge at GDC.
Games like Marble Blast Ultra and Geometry Wars (developed by
Bizarre Creations) have made the Xbox Live Arcade service an extremely appealing hub for smaller and often addictive
games. Combining them with Nintendo's proven classics on the Virtual Console is sure to be deadly.
Gamefront.de is reporting
that Nintendo's Senior Vice President of Marketing and Elaborate Pie Charts, George Harrison, has stated (via an
upcoming issue of Game Informer) that the Revolution will launch later this year with 20 games, a third of
which will be Nintendo first-party titles. While that doesn't seem like an unlikely number, there are several reasons
to be cautious about this somewhat vacuous information.
Nintendo, much like Microsoft, has made a
distinction in the past between launch day and launch window, a sneaky marketing move which often
renders gamers unsure as to whether or not a game will be available on the day of the console launch or within the
first few weeks of the new machine hitting stores. The difference between getting 20 games on launch day and getting 20
within the launch window (however long that is) is a fairly large one.
The other point of interest revolves
around the Virtual Console. If one considers a selection of Nintendo classics to be launch games (and why shouldn't you
when the Xbox 360 launched with a bunch of current-gen ports?), surely the launch tally would be much, much higher than
20. A likely explanation is that Harrison was only referring to brand new Revolution titles (excluding Twilight
Princess, of course), in which case 20 is more than enough to make us forget the Gamecube's meager launch
selection.
And no, Luigi's Mansion 2: Even More Sucking has not been confirmed as a Revolution
launch title.