Showing posts with label e3. Show all posts
Showing posts with label e3. Show all posts

Friday, June 15, 2018

E3 2018 Preview Hub

After numerous delays in everything from flight delays to LA traffic, I've finally begun writing my E3 2018 previews! These will last through Monday, and we'll be covering up to nine or ten games total. Each game will be divided into the days they're published, so review accordingly.


Friday, June 15th

Super Smash Bros. Ultimate (Switch)

Saturday, June 16th

Kingdom Hearts III (PlayStation 4)
Jump Force (PlayStation 4)

Sunday, June 17th

Sakuna: Of Rice and Ruin (PlayStation 4)


Monday, June 18th

GunGrave VR (PlayStation 4)
Ninjala (Switch)
Dragon Quest XI: Echoes of an Elusive Age (PlayStation 4)

And that's it! I'll follow up with a retrospective epilogue for this post within the week.

Monday, June 11, 2018

I'm at E3!!!



It's...it's actually real. I even got to step inside just before the show tomorrow. It was only to pick up my badge, and it was only the calm before the storm, but it was still breathtaking.

Has everything I've done lead to this moment? I've always been a believer in fate, so it must be true. Tomorrow, I'll be in the same event I've been following for nineteen years, doing the same job as the journalists I've followed for just as long, live the experience I've been dreaming for so long, and be in the very same building as my lifelong heroes. It's too much to be true.

As I mentioned before, I'll be doing previews over the next week for Hey Poor Player, so I'm thinking I'll provide a "hub" post to document them all. You can look forward to seeing it updated throughout the week, so keep an eye out that.

For Smash Bros. and whatever else may come my way tomorrow...here I come!!!

Friday, May 4, 2018

I'm Going to E3!!!



Today, a childhood dream comes true. For nearly 20 years, I've followed an annual gaming trade event from the pages of Nintendo Power, the webpages of Nintendojo and IGN, and real-time streams on YouTube and Nintendo's official site. Like every other gamer, I awaited it like a three-day Christmas, absorbing and obsessing over every announcement, every trailer, every interview, every screenshot, any scrap of information to satisfy my craving. Some years came up short, others wildly surpassed my expectations, but regardless of the highs and lows, it remains an uninterrupted ritual.

Next month, the process will be hands-on: I'm beyond thrilled to announce I'll be heading to E3 as a representative of Hey Poor Player! In June, I'll be heading down to LA with my editor Francis and a couple other folks to cover the show, and you better believe I'll be providing write-ups like mad! Currently, I'm planning an emphasis on Nintendo games (naturally!), but I'll be expanding playtime/analyses on PlayStation 4 games as well (Kingdom Hearts III being a top priority, and it seems like Wattam is on-track to arrive as well).

This has been processing behind the scenes for the past couple weeks -- certain circumstances brought up this opportunity, and I had to keep quiet until I got a confirmation (readers may also recall I almost went two years ago, which made this confidentiality even more vital) -- but needless to say, I'm on Cloud Nine. Just knowing I'll be in the same building with the likes of Shigeru Miyamoto and Masahiro Sakurai is...well, obviously, I'm not expecting to run into them or anything (much less stalk them, heh), but just that very privilege is a step closer to my dream.

And this is to say nothing of the blog! My amazement in what started out as an experimental platform leading me into gaming journalism has been well-documented, but it's particularly amazing when considering this particular subject: for five consecutive years, I produced in-depth thoughts, critiques and essays on my feelings regarding each show, and now I'll be providing impressions right from the show floor! Truly, I've come full-circle, but naturally you can expect links to my Hey Poor Player write-ups from here. Given the insane workload involved, I don't think you can expect anything unique for the blog, but said previews and whatnot should surely make up for the lack of E3 content around these parts, eh?

Although, it may be fun to showcase pictures/videos I'll be taking around the showfloor? Hmm...I'll think about it!

I may provide more details as E3 Week nears, but in the meantime, it shouldn't take too much effort to guess what my most anticipated game to play is...


Hehehe, how jealous are you:?!? Actually, this won't be the first time I played a Smash game pre-launch -- I did the same for Super Smash Bros. 3DS and Wii U during the Best Buy demo sessions -- but given I'll have exponentially more time, I highly suspect it'll suck up most of my first day. (Unless, of course, Nintendo finally gets off their lazy butts and reveals Pikmin 4; seriously, if that becomes a Pikmin 3-esque wait again, I'm calling shenanigans.)

Anyway, I'll see y'all real soon. So excited!!!

Sunday, June 26, 2016

Everything you need to know about Zelda: Breath of the Wild (GameSkinny)


Article Here

In case you haven't been keeping up with my GameSkinny contributions, here's one I'd highly recommend. This Leave Luck to Heaven-sized article took an amazing amount of research and effort on my part. Since Nintendo's E3 largely centered around this one game, I figured I'd forego my annual thoughts and put my all in this one piece.

Personally, I can't wait for this game! Breath of the Wild is everything I've been wanting from Zelda, and I can't remember the last time I've been this hyped for a new installment. The delay is certainly worth it.

Wednesday, April 27, 2016

Biweekly Music Wednesday! No. 35 ~Midna's Theme~ (The Legend of Zelda: Twilight Princess)



Origin: The Legend of Zelda: Twilight Princess
Plays in: Various cutscenes
Status: Original Composition
Composer: Toru Minegishi

They say that whenever Nintendo holds a stockholder's meeting or the like, you should always expect the worst and hope for the best. Predictably, the results have lately been falling upon the former, and today's bombs are no exception. The nebulous NX console won't be arriving this year as most expected, but instead March 2017 so as to ensure a strong launch line-up. The next Zelda title has once again been delayed, as it'll launch alongside the NX next March. What this means is that Nintendo will once again have to ride its current money-making waves from amiibo figures and their mobile ventures, as the Wii U's paltry lineup will hardly sustain another Christmas season.

I've largely come down from the disappointment this morning, but there's no denying things are looking bleaker than ever for Nintendo. 2015 was already one of their roughest years despite their high-quality output, and the ways thing are going, 2016 looks to be even worse. We still have no idea what exactly the NX is, and outside of Pokemon Sun and Moon, who knows what else they'll have scheduled for this fall.

Sunday, June 30, 2013

E3 2013: My Thoughts

Another year, another E3. I personally found this year's Nintendo conference very interesting in that I can't  remember the last time the reaction was so divisive, if ever! Many people are in love with Mario's latest 3D platformer, but an equal amount scorns it's existence. Meanwhile, while Retro Studios' newest title draws abundant cheers, they are rivaled with boos.

For this year's E3 review, I thought it'd be interesting if I didn't just provide my thoughts on Nintendo's newest games, but mix in my opinions on these so-called controversies. To properly present this, I'll be returning to the What I Liked/What I'm Not Sure About/What I Didn't Like model from the first times, as opposed to last year where I just separated games by their respective systems. I'll only be picking the games that've generated the most arguments. Not only that, but guess what I happened to attend recently?



Eeyup, that's me playing the demos at Best Buy! While I only got to play two games out of the four, I'll be incorporating my brief impressions where appropriate.

Let's DOOOOO EEEEEEEETTT

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What I Liked

Donkey Kong Country: Tropical Freeze





this game rules.

Tropical Freeze is an oddity in that while this is the one title I have absolutely zero qualms with, the internet threw quite the shitstorm over it's reveal. Why? Because everyone wanted Retro Studios to do something different. Many Nintendo fans believe that Nintendo's lack of newer IPs have rendered their typical sequels to run dry of inspiration and freshness, and thus had their heads turned to their most talented sub-studio to crank out an original hit. Unfortunately, the announcement of a sequel to 2010's Donkey Kong Country Returns quickly destroyed their hopes, and Tropical Freeze was instantly branded by the community as being unoriginal.

Let's make this clear: is Nintendo an unabashed sequel factory? Yes. However, I don't see the problem in this case. While not a new IP, Donkey Kong Country Returns is a newer, fresher property that went above and beyond to differentiate itself from its SNES cousins (and, in all honesty, is far superior to). Not to mention...why hate something that looks incredible on every level? Much as I love that they brought back composer David Wise, am I the only one who finds it sad that's what it took to turn around people's opinions?  Bias, bias everywheerreeeee.

But I digress. I got to play a quick demo of Tropical Freeze at Best Buy, and I found the level design to be as tight as one would expect from a Retro game. Swimming was a blast, the new camera angles made a huge difference, and I found myself wanting more. November can't come soon enough.

Pikmin 3


Neither can August.

I actually planned to place this in the "Things I'm Not Sure About" category (shocking, right?!?), but thankfully I had a reversal within the past few days. See, I've followed Pikmin 3 very closely since its reveal, and while the game looks gorgeous and all, my problem with the provided information/videos is that I never felt like I had a proper perception of how the game worked. Yes, I know that the main objective is to siphon the juice from fruit to feed our starving protagonists, but I'm more curious as to how the game differs from its predecessors. For example, how does the scope of the game compare to the first two? Is switching between the captains any different? Even the juice system hasn't been explained all that well, and my hype was smothered by the confusion. Simply listening to Miyamoto gushing about the game isn't enough for me, as much as I adore the man's antics.

Was I worried about the game's quality itself? While I had Skyward Sword/Sticker Star-esque flashbacks when I realized I didn't have a proper context of understanding, Pikmin 3 is quite different from those two in that it actually looks, y'know, good. All the misunderstanding in the world can't hide the fact that Pikmin 3 flourishes with the very same inspiration and creativity that was so abundant in its Gamecube brethren, not the least of which are the INCREDIBLE wildlife design!. Despite my fears of Alph ultimately replacing Olimar in the next Smash Bros., I'm looking forward to the narrative perspectives he and the other two characters will supply (as opposed to Olimar's scientific mentality, with a drop or two of whimsicality). What we've seen of the overworld maps also hint at further building the world of Pikmin (walking up trees!), so I suppose it's better that I can discover these for myself.

But even then, thankfully there've been additional videos in the weeks following E3, and they've done a decent job of describing the game. Granted, it's not quite up to my pre-hype tastes, but I've felt the excitement gradually drumming within me over the past week. Can't believe it's only over a month away!

Mario Kart 8

Now this was a pleasant surprise. A Mario Kart game that not only looks to have significant game-changing effects, but with a graphic quality that surpasses Super Mario and Smash Bros.? I'm kidding, look at this!


I've seen that screen tossed around in the past couple weeks and I keep doing double-takes when I realize it's not promotional artwork! It looks incredible in motion, too, but this screenshot grabs me above all else.

So, what's going on with Mario Kart this time around? Well, apparently it seems the Mushroom Kingdom has finally discovered the use of anti-gravity systems! Of course, rather than permanently transform everyday life as Mario & co. know it to be, they took a hint from F-Zero and decided its only worthwhile use would be to slap them onto karts. To make the courses more compatible with this new technology, they decided to magically unearth the kingdom's various landscapes and morph them into twenty-story loops that allow for mid-air racing.

This is the only game here I can't really pin a "controversy" to, as everyone seems to be on-board with it; interesting, given how Mario Kart Wii and 7 divided people (the latter to a lesser extent). Personally, I enjoyed Wii a lot despite the flood of weapons, but wasn't crazy about 7 and its lack of content (why I put that and the Street Fighter 3DS port in my Favorite Games of 2011 post is beyond me). Mario Kart 8 is quite a visual feast to behold, what with its Galaxy-esque track design and the return of bikes and kart gliders, but gameplay impressions indicate at a greater sense of speed and a proper balancing of items. Now, I don't particularly like to go too in-depth with multiplayer games and what not, but Wii's Thunder Cloud item really did piss me off and most of 7's tracks just weren't that exciting to play on.

As opposed to 7's rushed schedule, though, Mario Kart 8 is on course for a 2014 release, allowing for plenty of time to fully round out the game's features. Here's to hoping for a MKDS renaissance!

The Legend of Zelda: A Link Between Worlds


Can't forget the 3DS!! Just about everything previewed for the system looks incredible, such as Mario & Luigi: Dream Team and Pokemon X & Y, but I'd like to focus on the newest Zelda. A Link Between Worlds serves as the sequel to A Link to the Past, where...wait, A Link to the Past? Really? They're making a sequel to the series masterpiece, complete with the same world map and incredible OST and all that? While announced earlier this year, I still can't get over that.

In any case, people are all up in arms over A Link Between Worlds being composed of the same world map. Such a decision would lead an overtly familiar, tired feel, but I feel that it's is successful in offering a fresh blend of both nostalgic fanservice and new mechanic. The enemies and the interactive puzzles squirming and fidgeting 16-bit style? It's there. Being able to transform into a hieroglyphic drawing and maneuvering across walls? Check. The return of that awesome dungeon theme? Oh yes. While a full grasp of how games hasn't been revealed, that it's based off the same world of ALTTP is enough to have me excited to witness all the changes, not the least of which is the Eastern Palace's mysterious renovations.  Most enticing of all? Series director Aonuma has teased a "huge surprise" to pop up around the game's beginning, and we can only wonder if said bomb will be dropped before launch.

My hatred of Skyward Sword left me worried for the future of the franchise. Have my fears been erased with A Link Between Worlds? I'm still left a little unsure. Obviously, the top-down perspective is now only reserved to handheld titles like these, so there's no telling whether or not we'll undergo another cannibalized overworld slogfest on home consoles? As a sequel, though? It looks pretty awesome, and I can't wait to see how they'll build upon the world map and lore of the original (Aonuma also hinted at the return of the Dark World, which is curious considering how it was returned to its original state as the Golden Realm).

...okay, I just have one gripe. Nintendo, get rid of the Young Link voice clips. No one liked that shit on the GBA port for A Link to the Past, and we don't like it here. He is well into his teenage years. The artwork from the original proves this. The artwork FOR THIS GAME proves this. Ditch it. Now.

Super Smash Bros. For Wii U and 3DS


aaaaaaaaaaaaaaaaaahhhhhhhhhhhHHHHHH

SMMMMAAAAAAAAASHHHHH AIIIIEEEEE LOOK ITS THE ANIMAL CROSSING GUY AND MEGA MAND AND AUUUGHHHHHHHHHHHHH

So, Smash Bros. for Wii U and Smash Bros. for 3DS! Uninspired names aside, I'm quite excited for these two and their characters and trailers and stages and aauuuuuugh. But most of all, there's the new characters they've brought with them! Animal Crossing's Villager is by far the runaway favorite, having been a character I pushed for quite some time, and the creepy, violent memes that arrived with him only prove his worth (kudos to the hysterical "put it in my pocket" move). To call the trainer from Wii Fit "unexpected"would be a vast understatement, but quickly grew to be an unexpected source of hilarity. Can't wait to try them both out.

And Mega Man! While his guest character status isn't quite as shocking as Solid Snake in Brawl (and how could it be?), his inclusion is still a godsend. Plz include the Crash Man theme k thx.

So, of course, the huge division created during Smash Bros. Brawl's era still exists. While excitement is still active over a good majority, the competive crowd remains burned by Brawl's more casual atmosphere. With Sakurai back in the helm, they're not sure what to expect. Does the game lack hitstun? Is it too floaty and slowly? Will there be half-decent balancing of the roster? Here's my thoughts on the matter: I don't give a shit. You can rant about how terrible tripping was (personally, it never bothered me), but Brawl was still largely constructed of the same core gameplay system I know and love. No one picked up Smash Bros. because of how amazing the hitstun was. So long as the games supply the same system supplied with an ample amount of Nintendo fanservice, I am satisfied.

Granted, I still have some issues.The potential of the 3DS version limiting it's Wii U cousin goes with saying, but I'm not really crazy about the graphical artstyle or the new main theme. It's not that the new focus on primary colors was a bad choice, but it comes across as a moderate upgrade to Brawl's realistic artstyle (which I was looking forward to being improved on). As for the latter...yeah, it could just be for the trailer, but I'm honestly having difficulty remembering it and it feels like a step back from the grander songs of Melee and Brawl.

Of course, we've only witnessed the game's early stages, so the two will no doubt grow on me. Overall, Smash Wii U and 3DS look fantastic and I'm looking forward to what Sakurai will bring.
------

What I'm Not Sure About

Super Mario 3D World


Mario's latest third-dimensional adventure is...not as ambitious as his previous home console efforts? Well, that's what the internet's saying. To be fair, it's not hard to see where their complaints are coming from. Whereas Mario 64 and Sunshine featured sprawling worlds while the Galaxy series supplied an endless stream of ambitious level designs, 3D World is more interested in retaining the sequential structure of the older Super Mario games of yore. Well, that, and the obvious inspirations from 2011's Super Mario 3D Land (which was on a handheld). While most people (myself included) thought that game was incredible, not everyone is happy to see that 3D World seems to be a carbon copy of its handheld cousin.

I feel that the core basis behind these complaints is structured from a potential fear, in which hypothetically Nintendo has realized that no matter how amazing the Galaxy games were, they could never amount to the astronomic sales numbers that the two-dimensional, multiplayer-filled New Super Mario Bros. has provided. With Super Mario 3D Land set to realize the same potential, Nintendo believes that if a sequel was produced for the Wii U (while infused with NSMB's acclaimed multiplayer), it would finally render the 3D Mario games accessible to the same wider crowd. The result if it reaches success? No longer would gamers see anything rivaling the ambitious levels of Galaxy or 64, just never-ending series of 3D World-esque sequels, just like NSMB.

A valid fear, especially considering that the justified claims New Super Mario Bros.'s uninspired aesthetics/design (of which have largely fallen on Nintendo's deaf ears). However, 3D World has some advantages in its favor. First off, it's made by the guys who made the Galaxy games. Second, 3D Land was incredibly creative with it's level design, and there's no reason not to believe the same magic will happen here. Third, and I'm saying this even though I have the largest cat bias in the world, the new Cat suit is quite possibly the gut-busting power-up I've ever laid witness to. You cannot watch that video and not laugh at Mario's frenzied meows, it's impossible.

Having played the game, I've found that much like NSMBWII, a good chunk of its strength can be found in the camaraderie. Multiplayer is a blast to play, and it's amazing how quickly you can accidentally screw over your friends (tip: watch out for the lift in the eel boss level). Music was also incredible and I actually heard the Slider theme from Mario 64! Let it also be known that playing as Cat Mario was one of the greatest experiences of my life.

Even so, it's an odd choice for a home console, and the toned-down ambition from previous 3D titles is, admittedly, somewhat disappointing. It may be a bit too soon to judge 3D World on its own merits, but will the game actually introduce an unwelcome trend? Time will tell. Personally, I'm more concerned if it'll have enough meat on its bones.

The Legend of Zelda: The Wind Waker HD

 

A Link to the Past is Zelda's masterpiece, but the game that started it all for me still remains my favorite Zelda title ten years later. Yes, it's been ten years since The Wind Waker and all of it's controversies-- whether it involved its cel-shaded graphics or easy difficulty or fetch quests and purging Hyrule from existence--and the world still isn't sure what to think of it. To make things more confusing, now we have a remake coming that no one knows what to make of!

Disclaimer: I am very harsh on remakes of Nintendo games. It all began with my immense hype for the DS remake of Super Mario 64 many years back, which ended in backfire as the game provided uninspired new content and nonsensical restrictions. Since then, I've become quite nitpicky with how Nintendo reintroduces their games, and often get caught up in the tiniest of details. Case in point: I actually had to put down Kirby Super Star Ultra for a bit recently because I couldn't get over how bland the backgrounds were.

The complaint here is pretty ubiquitous, although I'm not sure what to feel about it. You know what really sticks out in that trailer? The bloom. Look at how bright all that bloom is. There's bloom everywhere, and there's so much of it! I can't elaborate enough on this. Is it really necessary? I guess I'll have to play it to find out.

Personally, I'm wondering how much of the game's atmosphere is retained. While the new graphics certainly produce a grander scale, the straight-out cel-shading of the original is missed, and I'm worried that it won't be able to exude the pure loveliness of the original game. Rearrangements of the soundtrack have been confirmed in the gameplay videos, and I'm wondering if it does the original OST justice. I'm okay with no changes to the game (you're talking to the only person on earth who liked the Triforce Hunt), but I fear the game's soul could be stripped. Call me skeptical.


 ----

What I Didn't Like

Game and Wario



This game pisses me off.

You know what I'm against doing? It's not new concepts, it's taking a successful formula and reversing it into everything it's supposed to not be, thus resulting into a product that is only related to its predecessors in name. This disturbing trend began with Nintendo back in 2010 with the black hole known as Metroid: Other M, which was the very first video game I unable to form any opinion on despite playing it all the way through. Not satisfied with their inoffensive first effort, Nintendo cranked up the shittiness with Zelda: Skyward Sword and Paper Mario: Sticker Star, and now we've come to the latest offender: Game and Wario.

Did the WarioWare formula get a little stale? Yes, but I found it became so only by the mistakes made by entries following Twisted!. Smooth Moves was fun, but lacked replay value. D.I.Y was an interesting experiment, but limited its appeal through the complicated process of making micro-games (and even then the pre-included microgames weren't all that hot). Game and Wario takes things to another level: instead of featuring a multitude of in-game collections of addictive, rapid-fire microgames, it fashions itself out as quick n' dirty mini-game collection.

To anyone familiar with WarioWare, I'm just as flabbergasted as you are. The whole distinction between WarioWare and games like Mario Party was the former's ability to capture the player's attention by throwing five-second microgames one after the other, all gradually accelerated in speed and difficulty while being presented with quirky Japanese humor. Now they're suddenly shifting the direction towards Wii Play?  I can at least understand why they may want to fiddle around with something like Zelda, but why completely reverse WarioWare? What's the point?

And you know what sucks? Hardly any of these games look entertaining in the slightest! Scream "oh but they have difficulty levels" all you want, it doesn't change the fact that they look boring and are mostly composed of barebones concepts that are barely elaborated on. What's the fun in just slinging arrows and snapping photos of townsfolk? Even the more decent concepts like the Ashley shmup game lack action and interactive input. They seriously had to get the guys who worked on Metroid Prime and Kirby's Epic Yarn to step in? I don't believe it. Just look at the below video:


What exactly is the point of this Bowling game? Didn't we do that enough with Wii Sports? Why is it so benign and straightforward? Where's the zany creativity? Shouldn't there be some kind of potato monster lurking behind the pins? What exactly does this have to do in the context of WarioWare?  Because the pins are characters from the series? Why am I playing this in a WarioWare game?

Maybe I'm being too harsh on something that was originally born to be built-in demo software on the Wii, but that's exactly my problem: for a game that transforms the concept of WarioWare, it possesses absolutely zero ambition in what it tries to do. Instead of aiming for a well-balanced amount of content, the games only provide brevity with their few levels. Granted, I'm not expecting a Smash Bros. Brawl level of content here, but if Nintendo Land can provide a multitude of missions for its Metroid and Pikmin sub-games, why can't Game & Wario do the same? Hell, why not higher? If they're suddenly going to the mini-game route, why not infuse some of the WarioWare energy? Go crazy with the bowling concept! Make me shoot arrows in nonsensical ways!

Do I fault Intelligent Systems for making something new? Of course not, but experimenting with non-broken formulas is only successful if it builds upon the original in a fun way. This isn't it. And while Nintendo's screw-ups with the Wii U's "launch window" are by no means Game & Wario's fault, that we're expected to be satisfied with yet another mini-game collection maybe eight months after Nintendo Land during a drought of nothing is quite ridiculous.

Why am I suddenly up in arms on this? It's because of this lovely Kotaku review. Look at this. Look at all the videos the reviewer provides. They are genuinely funny shit! The humor is off-the-wall! The Gamer title is hysterical! The Japanese humor is intact! Better yet, the little extras provide awesome use of the gamepad! They got really creative with some of these! I am actually laughing and imagining myself enjoying playing these! You know what this means? Intelligent Systems STILL has it in them to make a highly entertaining WarioWare that succeeds on every front! It can be fun to play! It can be funny! And yet it makes it hurt even more when you realize this talent is stuck making this piece of trash software that is inferior to the older games in every way. How insulting is that?

Truly tragic. Here's to hoping WarioWare can find itself again.

Wednesday, June 20, 2012

E3 2012: My Thoughts






Last year's E3 was a significant turn for Nintendo's future, what with them initiating the next generation of video games. Perhaps Microsoft and Sony aren't quite ready to make the jump, but the mostly barren schedule of 2011 proved Nintendo had to move on from outdated hardware and go forward with HD, high-tech specs, and a more robust online system. This led to the last year's Wii U, which features a tablet controller (think a playable iPad, and you pretty much have it) that interacts with the screen.

Personally speaking, I enjoyed the Wii U's presentation last year, but I knew it had to utilize a more enticing bait to lure in skeptics and hardened Nintendo fans. As evidenced from the mixed reception last year, the presence of HD graphics and a fancy tablet controller were not enough. Launch systems may not always have the healthiest of game line-ups, but a convincing library would have to be introduces. Other issues regarding Nintendo's limited approach to online play, the number of controllers, and its specs would have to be fully clarified to soothe its harshest critics.

Regardless, I remained convinced Nintendo had aces hidden up its sleeve, and the months leading up to the conference only strengthened my suspicions. Nintendo president Satoru Iwata unveiled further overhauls for its online infrastructure, including downloadable versions of titles also available at retail. Mario creator Shigeru Miyamoto let it slip that new entries for New Super Mario Bros. and (finally!) Pikmin would be showcased. Rumors exploded throughout the internet over the upcoming game from Retro Studios (Metroid Prime/Donkey Kong Country Returns), with many pointing in the direction of a new Star Fox.

The effect of that rumor was particularly interesting, as a trusted industry insider had hinted at-wonder of wonders!- a crossover between Star Fox and Metroid. This, along with Iwata's recent admittance in regards to the Wii's unbalanced offerings towards the "core" and "casual" markets, propelled the hype factor for most fans and cemented the idea Nintendo would storm E3 with a stellar line-up for its controversial console.

Ultimately, Nintendo's E3 conference ended up being benign and unsurprising. Game-wise, there weren't many surprises; we already knew Pikmin and Mario were coming, and the revelation of the mini-game filled Nintendo Land sent infuriated ripples throughout the community not unlike 2008's Wii Music. Aside from ZombieU, third-party titles ended up being year-old ports or exclusively for the casual audience. Details for the new online structure were sparse, barring the interactive 'Miiverse' which allows one to see other people's comments in the games at specific points (such as, say, a bottomless pit in Mario everyone's having trouble with). Worst of all, other than the confirmation of two useable Game Pad controllers for any Wii U system, no big surprises were shown for the tablet.

Basically, if you weren't won over last year, nothing presented a viable persuasion to change your mind.

Was I disappointed with the conference? Yes, but my impressions don't quite echo the frenzied cries of "AUUUUGHMAHGAWD NINTENDO SHOWED NO GAMES!!!!1111!" that you'll find on just about any message board. In fact, I'm of the opinion the Wii U features a decent launch line-up. Granted, I'm a little scared by indefinite date for Pikmin 3 and there's ports aplenty for year-old titles, but such is typical for system launches these days. Other than that, I feel there's legitimate concern for how Nintendo will handle the new console (Outside of the inane cries for another Zelda, considering we just got one last fall. Then again, I could just pretend everyone suddenly caught up with me and realized it was shit).

The problem lies not within the quality of the games (excluding the dubious entity that is Freestyle Games' SiNG), but how they fail to present a convincing case for the Wii U's core appeal. Many comparisons have been made with the motion control revelation of the Wii, which had an immediate visual impact on everyone (regardless if they actually play games). For example, the original Wii Sports is by no means the Holy Grail of video games, but the idea of manually controlling a baseball bat or tennis racket held an appealing identity beyond its party-game exterior. This further amplified for previously established franchises, such as the swordplay in Zelda: Twilight Princess and the beam-shootin' action of Metroid Prime 3. The Wii may have been radically underpowered, but its premise of motion controls promised an interactive experience unlike anything before it.

With the Wii U, no such allure is present with the Game Pad. The best that Pikmin 3 and New Super Mario Bros U could muster, respectively, was displaying a map and producing platforms to help players out of a bottomless-pit jam. Third-party games for the console utilized the tablet in ways no different than what the DS offered. I do like what Nintendo wants to accomplish with the Game Pad, but as shown with the Wii, Nintendo cannot rely on the fascination of its new control scheme to win over gamers. In regards to the games themselves, perhaps my biggest discomfort with the Wii stemmed from rather Aside from Super Mario Galaxy titles, Donkey Kong Country Returns, and Kirby's Epic Yarn, nothing in the actual games themselves provided a prominent evolution over their predecessors (much less could only operate with the system's motion controls). Much as I love Smash Bros. Brawl and Punch-Out!!, we've seen those games before, and I'm worried the same process will happen with the Wii U.

Iwata stated several years back that Nintendo would be witholding information on games until they near their release dates to avoid boring patient gamers with the wait and further annoy them with potential delays. That's all fine and dandy, but that's a risk they needed to take with the Wii U. A full-blown triple AAA game may have been impossible to cough up for release, but we needed a beyond the launch window. Don't show all the secrets, but show another future title in development or perhaps what Retro's working on (Seriously, why wasn't that there?). Don't stop at games, either: Show the full details of the online infrastructure and the system's tech specs, both of which were heavily criticized in the Wii's time. Maybe they won't blow everyone away, but it's best to be upfront and honest about it during a place where everyone has their eyes on you rather than some press fact sheet.

Will I be getting the system at launch? Sure am, but we may see droughts similar to that of the Gamecube and Wii launches, and I'm not sure how the Game Pad will gain enough momentum with skeptics and core gamers alike to override it, let alone the expanded market. The Wii may have been a gamble, but the motion controls were an immediately understood concept. With the Wii U, it could go either way, and Nintendo faces an uphill battle no matter which road is paved for them.

...now that all the doom and gloom's aside, how about those games?

Pikmin 3



*Insert manly scream here*

After waiting maybe...four years since it was subtly announced by Miyamoto, the next sequel to my favorite whimsical, plant-nurturing, circle of life strategy series makes a comeback. Without a doubt the best part of the conference; they literally dove right into a video of CGI Pikmin invading Miyamoto's dressing room and attire. And ten minutes spent on the game, no less! Not too short, not too long. If only they followed that example with Nintendo Land.

....memories of my ill-fated dream of Nintendo announcing a Pixar-produced Pikmin film come flooding back. Uaaooooohhhhhh....

So, how's my opinion of the first preview? What we got here was a demo of a stage from Challenge Mode, a feature returning from the previous games. This time, Challenge Mode operated as a mixture of both games, combining aspects such as collecting treasure and gathering as many Pikmin as possible. The latter element has taken on a different approach this time; Pikmin cannot be grown back, so conservation and strategy must be utilized to the fullest. The videos provided display exciting executions of this goal, and I can't wait to see what treacherous landscapes and objectives will be provided.. And that's without getting into the (currently unveiled) Story Mode.

And check out dat HD! Granted, the graphics aren't mindblowing and the location shown isn't one of their most inspired Pikmin locales, but I'm willing to those slide since this was originally a Wii title. And hey, take a gander at some of the new interactions with the landscape! Taking rides on lilypads down the creek? Sliding down vines to lower areas? There's much potential for obstacles and strategy to add depth to these ideas, and there's much enthusiasm on my part to witness more in action.

So what's actually new here? Perhaps the most obvious is that Olimar, the protagonist of the first two Pikmins, is notably absent. Instead, there's an addition of four brand new captains, of who's identities are still unclear at the moment. Believe it or not, I actually did see this coming, so I'm not so vexed at the change. Olimar is a favorite Nintendo character of mine, but I'm willing to accept the change to witness how the new characters interact. Of course, half the fun of Pikmin was mirroring Olimar's fascination with this strange alien world, but the trailer promises some fun gameplay mechanics with the new team.

I'll be frank: I wasn't too impressed with the initial showing of the Rock Pikmin. The little humanoid-shaped bodies are what makes them so adorable, and I wasn't sure how I could think the same for an uncreative lump of rock. The trick is to look at screenshots of them (like the one above) and just look at how they derpy they are. Now I'm a big fan, although I'm hoping they won't render the game broken since my beloved burly Purple Fatties are confirmed to return. The pink-colored flying one at the end also looks promising. Here's to hoping for other surprises in this area.

So, which type of gameplay will this Pikmin end up using: The 30-day time limit of the original, or the more freedom-centric treasure hijinks of the sequel? In recent interviews, Miyamoto stated the reason why the game took so long was due to this very dilemma, but seems to have settled on following the first game's time-based objective. Personally, I love both, but I can't deny the mixed reception the time limit that turned some players off. I also prefer the second Pikmin, but this is attributed to its upgraded production value and abundance of content. My guess is the time limit won't be fully imposed on everything, but will have an impact on several key concepts. Whatever happens, no one can fully judge it since we don't know what's going on. Personally, I'm just glad to have Pikmin back!

also obligatory reference to awesome meme




New Super Mario Bros U



Yet another New Super Mario Bros.! Not too surprised this was coming as a launch title; people are literally begging at this point to include a Mario game alongside system releases, so why not bang out a easy-to-develop sidescroller title?

How delightful that it seems like they're putting effort into it. As sharp as New Super Mario Bros. Wii's level design was, the cheap flash-game aesthetic kinda placed a blemish on the experience. It's not quite a hyper-realistic knock-out here, but the aesthetics look much more lush and are sporting some pretty creative . Most notable are the star-filled snowy wonderlands and the eerie Van Gogh-esque areas, which should give birth to some wonderful concepts. Already I want to play it.

Also lovin' the power-up love we're getting here. Normally, I would gush about my latent dreams of Mario donning a Flying Squirrel suit coming true, but the above piece of artwork is just too amusing to pass up (a friend of mine pointed to it as being representative of his feelings toward the conference). In any case, Baby Yoshis finally return from 1991's Super Mario World, and now wield abilities such as spewing bubbles or inflating themselves into balloons. Will we finally get to drag them to any level we want? Hopefully; I want to become the first nerd in the world to earn the distinction of completing every level with the above Yoshi.

Gotta say though..what's up those mountain formations? I wouldn't mind it so much if this was in a later level or something, but that is not what my endless fantasies (or previous Mario games, for that matter) have established as surrounding Peach's castle. Ah, well.

Nintendo Land

Let's get the obvious out of the way: Yes, this presentation was a failure. No one wanted to see a two-three minute panorama view of a carnival (of which was no doubt the cause of my headache later that day), the Luigi's Mansion segment was quite possibly the most boring, and it produced no sense of immediate compulsion to grab a Wii U.

Now let's get right to the other obvious factor: What Nintendo fan hasn't daydreamed over something like this? Maybe not necessarily in an interactive format, but a Nintendo theme park?!? It's a fantasy I've toyed with since a letter brought up the idea in a Nintendo Power issue, and I guess I'm somewhat tickled at having it actually happen (albeit in video game form). Admittedly, the game's presentation has hampered my interest, but preview impressions from the show floor

Five attractions of the game were shown off, of which include:

The Legend of Zelda: Battle Quest: Four Miis dressed in Link costumes band together to tackle classic Zelda dungeons and monsters. The players with Wii Remotes take up swords while the Game Pad user flings arrow from his bow.

Luigi's Ghost Mansion: A frantic multiplayer scare-fest based on the 2001 Gamecube title. Luigi look-alikes armed with flashlights avoid the Game Pad user's ghost, who hunts them down thanks to his prowess of invincibility. Of course, players can turn the tables on him should the glow of the flashlights reveal his presence.. Chaotic cat and mouse hijinks ensue.

Animal Crossing: Sweet Day: Trouble's going down in the idyllic land of Animal Crossing: Food thievery is afoot! Villagers scramble around the town gathering up fruit as the guard dogs (controlled by the Game Pad) hunt them down. Much like Luigi's Ghost Mansion, teamwork is necessary as increasing amounts of collected food will slow players down.

Donkey Kong's Crash Course: The 1981 arcade hit returns in this single-player puzzle game. Controlled by tilting the Game Pad, one carefully maneuvers a cart of barrels through a gigantic maze of 8-bit girders and ladders. Taking one look at the screenshot above proves this will be no easy task.


Takamaru's Ninja Castle: Based on the Japan-only NES game Nazo no Murasamejo, this single-player offering introduces a simple shuriken-tossing at wooden ninja opponents.

So, how do I feel overall about the games? I like to think there's a healthy mix of single-player and multiplayer attractions outside of the Takamaru game, which feels waaaayyy too simplistic in comparison to the others. Much as I love it when Nintendo pays tribute to the past (especially with the obscure), the spark's not firing up for me here and I hope there's further depth to it come release. Luigi's Ghost Mansion is another one I'm having a hard time getting behind, with the twenty minute presentation on-stage boring everyone out of their skulls. I'm sure there's truth to the ecstasy of written impressions for the game, but I'll have to test it out myself to discover its supposed magic.


The Animal Crossing title amuses me for reasons beyond not making any sense, which I find to be a good thing. I love chasing sequences in multiplayer, and the concept here feels well-executed. But that doesn't matter. What's really interesting is how disturbing the game is when you apply it in the context of the source material. Why are the denizens of Animal Crossing stealing food, and where exactly did the guard dogs nab giant utensils to hunt them down with? I guess you can't exactly take the game's lazy, laidback atmosphere and turn it into Laser Tag, but I guess all the conspiracy theories my friends and I dreamed up about the series ended up coming true. At this rate, I won't be surprised if Animal Crossing 3D gets a Mature rating.

Zelda and Donkey Kong wasted no time in becoming my favorites for obvious reasons, although I'm surprised at the lukewarm reception for the former. Battle Quest will no doubt be the most action-oriented title of the bunch, and I was legitimately surprised to hear it incorporated the puzzle and dungeon elements from the series. This isn't to say it's going to incredibly deep or end up being repetitive, but should it include some variety in the enemy numbers/dungeon design it'll no doubt be the star attraction.

Crash Course doesn't really need any explanation other than this is what the Takamaru game should have been. Maybe not nearly as difficult, but enough to have the player come back to tackle high scores. Everyone who's played this has walked away exclaiming how brutually difficult, and the game's retro appeal of being devious yet charming makes me want to pick up the game just to play it.

Will I end up getting this? It's been strongly implied Nintendo Land will be packaged with the Wii U, and I guess you can't really say "No"to a free game. That, and some of the hinted mini-games yet to be unveiled do sound intriguing (Balloon Fight, Pikmin, and Game & Watch attractions? Zomg!). Should it not be a pack-in, I'm not sure if it would be worth a full purchase. Further impressions and reviews will be needed to make an ultimate decision, but I'd be damned if the concept didn't please my inner child.

With the main Wii U offerings out of the way, what's Nintendo cooking up for the 3DS?

New Super Mario Bros. 2



TWO Mario sidescrollers in the same year? I must be dreaming. It's a shame there's so much negativity being surrounded around the two titles, as quite a few gamers feel we're being (gasp!) fed too many Mario games. I suppose this wouldn't normally be a problem, but New Super Mario Bros, as nostalgically designed as it is, is not exactly a series that lit the entire Mario fanbase on fire.


Much as I've loved the annual Mario offerings these past few years, even I have to admit this particular game is pushing the envelope. Why this and not the Wii U one? Because that one is actually taking steps to evolve in both gameplay and aesthetics. Don't get me wrong, it was obvious Nintendo was going to produce a sequel to the 2006 DS megahit (which still continues to sell), but New Super Mario Bros. 2 does not provide a meaty enough objective to convert the series' detractors.

It all boils down to the game's central concept, which feels too uninspired to function as a complete hook. The shtick is that Mario's latest handheld adventure is filled to the brim with coins to collect; in fact, the Mushroom Kingdom seems to have taken on a gold theme. An increased abundance of coins spill from blocks, gold-plated suits and accessories are waiting for Mario to amplify his fireball abilities, and even the Koopa Troopas seemed to have given their shells a makeover with sparkling gold paint. The player is set to grab as many coins as they can, and the game will keep records of how many are collected.

Does the game look fun to play? Yes, but my excitement is tempered by an internal battle over one question: Is this game a cash-in to fill up a hole in the 3DS release schedule? I'm normally not the kind of gamer to propose this sort of cynical view, but the whole concept just feels...wrong. Gathering coins in a Mario game adds a layer of enticement/risk-taking to a jumpy, pit-filled sidescroller, but centering an entire game around the concept reeks of something you'd expect from a mini-game collection. New entries in a 2D Mario game should focus their evolution around the level design (as opposed to lesser factors like coins), and I'm worried New Super Mario Bros. 2 will come across as being gimmicky.

That said, I am digging the game's retro throwbacks. Raccoon Mario? Neat! Koopalings! Nice! Reznor from Super Mario World? Say wuuuuuhh? But it's going to take more than nostalgia hooks to capture me, and it doesn't help the game is still following the tired world themes from the past two NSMBs. Will I get New Super Mario Bros. 2 at its August release date? Maybe, though I'm not sure if I want to plop down forty bucks for it. Christmas gift, perhaps?

Paper Mario: Sticker Star



As time passes, the parallels between Nintendo's 2004 and 2010 conferences at E3 becomes more easily distinguished. The former is, by far, the most professional, bombastic, drool-inducing hypefest Nintendo has ever achieved (watch this if you don't believe me), and the latter was largely the same deal after the Skyward Sword screw-ups were out of the way. Both highlighted much-anticipated sequels to be released in the same year (Metroid Prime 2/Donkey Kong Country Returns), introduced kickass handheld systems that gradually took the world by storm (DS/3DS), and unveiled a catalog of games so massive that several would take over two years to reach store shelves (Zelda: Twilight Princess/this game).

That last parallel is very interesting to me, as it could be for this reason that I've grown rather tired of waiting for the latest Paper Mario. It's not necessarily the wait that's dulled my excitement, but its rendered the flaw within its three trailers all the more evident: They're all the same thing. We witness Mario walking around in Toad Town, a sudden influx of Toads/Goombas/Bob-ombs spill out of the screen or perform marvelous feats, areas of volcanic and chilly varieties are briefly shown, and an almighty household fan is summoned to perform Mario's bidding, whether it be powering windmills or unleashing a mighty gust on his foes.

Having the unpleasant experience of being burned out on the wait for Skyward Sword due to this very reason, it's quite frustrating to see yet another game go through the same marketing error. My biggest fear with Sticker Star echoes the one I had for last year's Zelda, in which the repetitive nature of the trailers were an attempt to mask the game's lack of scope (sadly, I ended up being right). Admittedly, it's not all bad here: The locations promise appealing interactions and the events I listed in the previous paragraph do look intriguing, but you can only show them so much before they lose impact.

It might also be that I'm still...having trouble grasping how the new battle system is going to work? We're going back to the turn-battle basics after Super Paper Mario's sidescrolling departure, but the menu system has been tossed in the favor of collectible stickers that serve as your battle commands (such as, say, Fire Flower and Hammer stickers). An easy enough concept to understand by itself, but further evaluation yields some disturbing questions. If I run out of stickers, will I be unable to attack? Will partners still be in the game? Why do the amount of stickers on the top screen differ from screenshot to screenshot? Does it mean I can attack consecutively in one turn? If so, does that mean the amount of usable stickers increase as the game progresses? If that's the case, does that mean the supposedly confirmed reports of not being able to gain EXP are total crock?

Perhaps I'm getting ahead of myself, but this may hint at a tedious mechanic in which the player is forced to constantly backtrack and scrutinize each and every area to collect more stickers. I am not in the mood to engage in backtracking shenanigans after Skyward Sword, and I'd hate to see the same happen to Paper Mario. I've always had faith in Sticker Star's use of the 3D effect (last year's downloadable trailer pretty much guarantees this. Yeehaw!) and I have no doubt the localization guys at the NOA Treehouse will continue to work their comedy magic, but the extended wait has done nothing but lead to inconsistent details and a vague understanding of the overall game. Call me skeptical.

Luigi's Mansion: Dark Moon



They are making a sequel to Luigi's Mansion. This is a sequel to a game that arrived along the Gamecube's launch back eleven years ago. I was ten years old when it came out. I'm twenty now, and I may or may not be twenty one when its sequel arrives. By god, am I the only one who's mind is blown by this? What's even more amazing is Luigi's Mansion was not exactly the ideal candidate for a sequel back in its time. Animal Crossing, WarioWare, and Metroid Prime? Sure, but Luigi's Mansion's less than stellar reception led to doubts about the idea being taken any further.

As stated on the show floor, the game will feature numerous mansions and focus on more puzzle-ridden challenges. The trailer above features more dazzle than the original ever did: The ghosts offer more comedic, animated interaction with the environments and dynamic events such as giant spiders and malfunctioning elevators litter the hallways.

..you know, I actually don't have much more to tell you than that. The more I try reading up on Dark Moon, the more I find myself flinching at the intricate explanations for its puzzles and action sequences. Upon writing this, I just realized why: I don't want to be spoiled. Nearly every preview I've seen details some puzzle or creative uses of Luigi's vaccum and suddenly I find my eyes averting the computer screen. This isn't a jab at journalists or anything, but as the game's bigger picture becomes more fully realized it's become clear to me this is something I want to be surprised with.


This isn't to say I'm also not excited for it. Far from it. I've worn a stoic face upon watching most Nintendo trailers recently, but every sequence shown in that trailer is just so full of detail and character (the elevator bit never fails to crack a smile). This probably shouldn't be a surprise considering this was also present in 2009's Punch-Out!! (by the very same development team), and I'm delighted to see the same thing happen here.

Was Luigi's Mansion was a bad game? No, but it was probably hampered by time constraints and (then) console limitations. Here, they're crazy to go wild with both the gameplay and the 3D effect, and I think the concept will resonate with gamers more this time around due to those. Of course, I was biased from the start, so I'd like to think it'll mean that much more to me. Behind Pikmin 3, this is my most anticipated title.


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Annnd that's about it! Overall, I'd consider it an average conference. Definitely not what you want for a pre-console launch E3, but I guess that's how the cookie crumbles. Better luck next time, Nintendo!

Seeya tomorrow for a brief update on what'll be going on next.

Sunday, June 12, 2011

E3 2011: My Thoughts

Another year, another crazy E3! Sorry I'm late...having a bit of a blue weekend.

Anyway, it's obvious as to what we'll be discussing for today's post, so no external preamble is necessary. That said, I'll be splitting my opinions into several sections just like last year: What I Loved, What I'm Not Sure About, and What I Didn't Like.

Let's get it on!

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What I Loved

Five home consoles have defined the realm of Nintendo. The Nintendo Entertainment System established not just the company's entrance into video games, but many of their current key franchises. The Super Nintendo refined these experiences into what many label as the finest moments of Super Mario, Zelda, Metroid, and Kirby. The Nintendo 64 revolutionized gaming and was also designated as the ultimate party machine. The Gamecube chose to focus on innovation, and those that stuck with it were introduced to magical worlds not found in its competitors. The Wii not only continued this trend with motion controls, but bridged the gap towards the expanded market and ended up being one of the most affluent of Nintendo's family.

And now, we have a new family member that is made just for your needs.

Let's give a warm welcome to the Wii U.

Yes, that iPad shaped tablet really is the controller! Let's take a quick peek at the following trailer in order to make sense of this wondrous device.



The big focus is, obviously, on the controller. The rumors of a touch screen on it turned out to be genuine, as the screen can mirror what is happening on-screen. This has a number of uses, as seen when a game of New Super Mario Bros. Wii is shown to be seamlessly transferred to the controller. For example, if your mother wants to watch the television you're playing games on, you can switch your game over to the controller while Mom gets to enjoy an episode of Desperate Housewives. While there's no information of how long the wireless range can last, it's a guarantee that you can play it anywhere in the house!

Of course, the big question is how this feature will aid in gameplay. A great example includes the tech demo Battle Mii, which features characters in Metroid's Varia Suits trying to shoot down a spaceship. Helming the ship via the tablet controller, the player must strike back amidst the firing of his Wii Remote-armed friends, who use the television to hunt down their prey. Notice how the person wielding the controller has his own screen to navigate, while the hunters only play on the television screen. A similar game on an earlier platform would have been cluttered with splitscreens, but the Wii U succeeds by not just simplifying the TV screen, but adding an unlimited amount of potential for strategy! As the hunters scramble around trying to locate their target, the ship has the added element of stealth thanks to having his own private screen. Plus, with the reported confirmation of FIVE PLAYERS, one can only imagine where multiplayer games will be taken with this system.


The Zelda HD demo excels at not just presenting another use for the tablet, but hinting at the Wii U's graphical prowess. Details on just how exactly the console will be remain elusive, but various comments from developers hint of a superiority to the Playstation 3. Of course, we'll be able to get a much better look at next year's E3, which will no doubt have a healthy selection of games to be admired right before the system's launch.

Are there any blemishes to this announcement? Admittedly, the initial reveal caused momentary confusion, as they focused so much on the controller that they didn't even bother showing the system itself, leading many to wonder if the actual controller was the console. However, the only real concern regarding the Wii U itself is that only one of these tablets can be controlled at a time with the Wii U. While the system provides support of the Wii Remote (unfortunately, no Gamecube controllers :<), I can see fights breaking out over who will be able to play with the special controller. The controller itself, understandably, rose many eyebrows and raised questions on how not only games would be played, but on the topic of comfortableness.

While reports from the show indicate the controller fits adequately into the player's hands, the lack of any real games at the show fail to quell these concerns. That said, I don't necessarily think Nintendo's showed their full hand with this system, and again, I'm sure all will be made clear next year. If there's one thing the company succeeds at, it's always designed to make sure the player is not just comfortable, but suited for their needs (which, obviously, is the whole point of the system). I'm looking very forward to what Nintendo and the entourage of third-party developers have planned for the Wii U.

Since the Wii U featured only a small selection of tech demos, the 3DS and Wii stole the spotlight when it came to their lineup. Let's first take a look at the new handheld on the block.



Super Mario 3DS
is here!!! Perhaps best described as the two-dimensional version of Super Mario Galaxy, the undeniable influence from Nintendo EAD Tokyo's greatest hits are unmistakable (which makes sense, since they're both being made by the same company). While the game features the three-dimensional movement of its home console cousins, it features a more streamlined level design not unlike it's Wii cousins. It's no doubt an effort to appeal to the expanded market crowd that can't seem to understand the 3D Marios, and I'm curious to see how the title works.

..Tanooki Mario, though? Not that I have a problem, but I thought the tail in the logo hinted at the return of Raccoon Mario.



Kid Icarus Uprising once again arrives on the scene with an explosive trailer. Who saw the multiplayer segment coming? No one did, and I'm excited to try it out. The single-player again impresses, and the addition of the buff Magnus (along with the cutscenes) really shows Sakurai's dedication to evolving the world of Kid Icarus. If you own a 3DS and haven't downloaded any of the E3 trailers yet, at least nab this one! The 3D effect is amazing!

Unfortunately, I've been reading that the control problems from earlier presentations are still present. I've heard it's similar to the controls of Star Fox Command, which I didn't have any problems with but wasn't easy for everyone. Here's to hoping there's alternate control schemes.



The big announcement for 3DS came in the form of Luigi's Mansion 2! It's been ten years since the original title debuted as a launch title for the Gamecube, and the time has now come for Luigi to once again rid his fear of ghosts. To be honest, I was never really sure if Nintendo was interested in the idea of a sequel, considering the mixed reception the original had received. But, hey, I'm ready for another go. The concept looks as goofy as ever, but part of me thinks we'll have some new gimmicks to spice up the experience. Either way, I'm eager to explore the multiple mansions this sequel provides (they gotta include the original!).

Also, I can't get enough of the ghost at 1:07. Nyutnyea!

...man, ten years since Luigi's Mansion. I feel old.



Mario Kart 3DS goes back to the drawing board with more gimmicks: Hand gliders and Kart Customization! While Double Dash!!'s two-person kart motif was an interesting experiment, these have potential as being permanently new features of the series. While the hand gliders will no doubt sharpen the ramp jumping thrills of Mario Kart, the kart customization will no doubt have a big impact. Here's to hoping we have a system that emulates the deep variety of Mario Kart DS (speaking of which, nice to see the Luigi's Mansion and Airship Fortress tracks return from that title!).

Even more interesting that Retro Studios of Metroid Prime and Donkey Kong Country Returns fame is collaborating on the title! I knew those Tikis weren't just for show.



I WANT TO PLAY THIS SO MUCH.

You have no idea. Now, I loved Epic Yarn, but I am SO HUNGRY for a traditional home console Kirby game. AND IT'S THE FREAKING RETURN OF THE LOST GAMECUBE TITLE!!! AND...AND..KIRBY HAS NEW POWERS. AND AND AND ITS STILL FOUR PLAYER AND DUDE YOU CAN PLAY AS KING DEDEDE AND METAKNIGHT!!!!!

AND...and...even the little Waddle Dee with the bandana from Kirby Super Star's Revenge of MetaKnight subgame!!! And he's carrying a spear! DO YOU HAVE ANY IDEA HOW AMAZING THIS IS?!?! And it has the enemies from Kirby 64! I'm getting Kirby 64 vibes! That's a good thing, right? Getting vibes from the first Kirby game you ever played! No, scratch that! You're getting vibes of Kirby 64 AND from Kirby Super Star!!!

I'M PLAYING IN FREAKING DREAM LAND AND THERE'S ALSO A KIRBY GAME COMING OUT FOR THE DS WHERE YOU GET TO PLAY AS A MOB OF SQUISHY BOUNCY KIRBIES SHABUBUBUBUBUUBUBUBUBUBU.JAHAHEGEHEGHHE AHAHAHHhEMEMEMEM BAUAUAUAUBUUBUBUBU AMAMEMEMEMEM mmmmmm

Ahem.

Fanboy raving aside, I'm glad to say that I've finally had my mind turned around with a certain title. Last year, I was incredibly unimpressed with the latest chapter of perhaps Nintendo's most prestigious franchise, and those feelings remained intact well into the trailer presented at this year's Game Developer Conference. Nintendo's continued focus on the Motion Plus controls instead of evolving this franchise was not what I was looking for, and the bland, unimpressive art style did not resonate with what I had previously associated with the series. In all honesty, I really came to expect to hate the title.

How wrong I was.


The Legend of Zelda: Skyward Sword has finally risen from mediocrity!

As details have flooded in, it becomes clear that the latest iteration of Zelda is ready to refresh to the series with a clean slate. Skyward Sword accomplishes this by going forward with the earlier promise of detailing the land of Hyrule's origins, right down to even the characters. In this title, Link and Zelda live amongst a clan living in the aerial island of Skyloft. The citizens bear no mind to the enigmatic Surface beneath them, choosing to live out their days by jumping off the island and soaring the sky by riding on awesome birds.

The relationship between land and sky serves not just as an introduction to the early days of Hyrule, but an enthralling gameplay dynamic that's sure to evolve the series. Link's origins in the sky allow him to explore his new domain, as his unnamed bird companion guides him to the various islands suspending in the sky (much like the islands in the seafaring The Wind Waker). Of course, Link must eventually descend to the surface, ruled by the new villain Lord Ghirahim (who, as various animated GIFs have displayed, is an expert at nightmare fuel). As opposed to the various dungeon structure in the series' past, The Surface is actually one big dungeon that Link must repeatedly explore. Series creator Shigeru Miyamoto and Nintendo CEO Satoru Iwata have expressed a desire to return to Zelda's old roots of exploration, such as when the player could accidentally stumble across a brand new weapon by bombing a cave wall.

Personally, I'm very excited for this reboot of Zelda. I can't help but notice how strange it is for Skyward Sword to reinvent the Zelda wheel, yet it's also going to reintroduce the characters, myths, artifacts and other concepts we're all so familiar with. Link? Zelda? The Master Sword? Hyrule? The Triforce? As The Legend of Zelda is undergoing the process of transformation, at the same time we'll be discovering the backstory of just how all of these elements came to place. Already the ninja squad of Zelda detectives are on the prowl, having penned down the parallels between the village chief in the trailer and the King of Hyrule. To this day, I have never once underestimated their deducing prowess.

The only iffy part about all of this? Well, to celebrate the arrival of orchestrated music into the series, Nintendo chose to hire an actual orchestra to play various Zelda music (including the Skyward Sword trailer music). It was actually an pretty awesome idea, but unfortunately the impact was dulled due to the various failures of the livestreams presented. Nintendo's own livestream on their website didn't even bother to produce sound, and the rest didn't zoom in when the Skyward Sword trailer had begun playing. Plus, they messed up their audio cues during Miyamoto's on-stage shenanigans. Whoops.

Overall, though, the title has more than made up for its previous presentation sins, and I'm now hyped for the title. The rest of Nintendo's lineup has proven that this is going to be quite an eventful year for the company, and I'm ready to dig in starting with the Ocarina of Time remake (next week!).
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What I'm Not Sure About

Well, I only really have one thing I'm not sure about. Believe it or not, it involves two titles that we haven't witnessed a single screenshot or trailer for; in fact, they're not even in development yet!

I suppose I should get the obvious out of my system: THEY'RE GOING TO MAKE TWO SUPER SMASH BROTHERS.

I AM NOT KIDDING YOU.

TWO.

FOR WII U AND 3DS.

TWO OF THEM.

EEEEYYYYYAAAAAAAAAAAAAAAAAAAAARGGGAHAHHHR!!!!!1111

And yet, I remain apprehensive! But why?

I want to make absolutely one thing clear: I love Super Smash Brothers. I absolutely adore the concept of a Nintendo crossover consisting of their most famous and obscure stars beating the crud out of each other. I love the eye candy Nintendo fanservice that strokes my normally-hardened heart and turns it into a nostalgic pile of mush every time I glance upon its visage. I love the stark contrast between beating up Pikachu with Princess Peach in one moment and looking at freaking trophies of characters I grew up with the next. I love how it introduced me to Earthbound. I fell in love with the series the moment Tips & Tricks magazine previewed the first title. I waited eight long, arduous months for Melee that took the guise of an eternity. I waited two years for Brawl and stuck by the game even when its long time fans suddenly went batshit insane and raged against the title because it didn't live up to their bullshit standards (HURR DURR IT DOESN'T HAVE HITSTUN).

In other words, I LOVE SMASH BROS.

Am I not excited for the new titles? No way! How can I say no to Super Smash Bros.? Two of them, at that! But, it's just...so soon! While it would be silly to feel that the franchise had ended, I was so satisfied with where Brawl had left us off that I would've been fine with waiting at least another ten years while the series had time to recharge its batteries. But, man, it's coming! THEY'RE COMING! We're going to have two new Smash Bros.! I'm a freaking broken record about it! Yahoo!

But, even still, I have some strong concerns regarding these new titles. Thing is, though, these concerns weren't born out of this particular announcement. My worrywart status towards another Smash Bros. were born not long after Brawl graced our American shores, and it's for this reason that I had felt the series, as much as I love it, needed to take a long break before Masahiro Sakurai would attempt to create another brawling juggernaut. And it's for these three reasons.

-In the interviews following the announcement, series director Masahiro Sakurai made it clear that changes would be coming to the Smash Bros. franchise. He noted that both the Wii U and the 3DS versions would be made hand-in-hand and feature a very close kinship to one another, mainly in the form of a wireless connection. While I'm sure Sakurai has cooked up something amazing for the franchise, I feel that the biggest issue to to be addressed in terms of what we have already is to reinvent the character movesets.

Thing is, I fear that if we continue to retain every single move for every single character, the series is going to grow stale very quickly. While it may be a stretch to completely reinvent every moveset, I think there should be considerable changes made in them. For example, do we really need Donkey Kong's Headbutt move, or Luigi's cyclone maneuver? Why not give Donkey Kong his Coconut Gun, or Luigi his Poltergust 3000? Why not grant Sheik another selection of deadly tools instead of her tired tricks? Maybe some of Kirby's other powers could get in on the action instead of the typical Cutter/Stone/Hammer combo, and the same could be said for Samus (I know they're famous in competitive play, but god those missiles are boring).

Still, even though I'm sure Sakurai realizes the need to refresh the series, it's a tough idea to sell. Players everywhere have spent so much time with their favorite characters that such an outright change might disenchant their relationship with them. However, I remain adamant in that this step must be taken. Somehow, I feel it'll all boil down to whatever Sakurai has planned.

-Contrary to popular belief, I felt that Brawl's character roster was absolutely perfect, especially when it came to the newcomers. For starters, you had characters who've had a dedicated fanbase over the course of decades (Wario, Diddy Kong, Meta Knight and King Dedede); those who were contemporary additions to established franchises or had appeared in new series (Fire Emblem's Ike, Mother 3's Lucas, Pokemon's Lucario, and Pikmin's Olimar); innovative spins on character choices no one could have predicted (the three-in-one combo of Pokemon Trainer and the whimsical R.O.B); and, of course, third-party characters (Solid Snake and Sonic the Hedgehog). All in all, it was the paramount assembly of Nintendo's finest.

Three years later, another Smash Bros. is in the works. But...who can be in?

The more I think about this problem, the more it scares me. There really isn't a lot of suitable characters left to choose from in the series, despite what the nonsensical character lists on GameFAQS would have you believe (my friend Vaztor crafted a list of characters that probably won't be in). The wait for Brawl produced a lot of horrid character request lists, and history is repeating itself for the new iterations. Thing is, while there is the occasional odd character choice such as Wolf O'Donnell from Star Fox, every character picked thus far symbolizes something in Nintendo's history. You have the mascot characters that lead their own franchises (Mario and Link), and you have the characters who represent the lesser franchises of Nintendo's history (Ness and Marth), and you have the characters who are just really popular in certain circles (Meta Knight, Pit, and Jigglypuff). Character requests such as Princess Daisy, Waluigi, Krystal, Ridley, Link Riding Epona, Vaati, and Dark Samus all have various problems, ranging from having absolutely no moves to choose from (how on earth could Daisy and Dark Samus not be clones?), irrelevancy, being too big, or just being too stupid.

This is actually a big reason as to why I felt it was coming too early. Not only would a longer period of time would've given birth to a larger number of characters, but Sakurai wouldn't be forced to drudge through lists such as the one above and be forced to pick them. Thing is, I'd be able to live with a playable Toad or Paper Mario, but I do not want Krystal or Daisy anywhere near my sunshine happiness that is Smash Bros. And, truth be told, the thought of a resized Ridley to Smash Bros. proportions gives me the heebie jeebies.

Could there viable character options? Well, I wouldn't mind Little Mac or King K. Rool, and I don't necessarily think that Golden Sun or Sin and Punishment characters are out of the question. Aside from the new characters in Skyward Sword and Kid Icarus: Uprising, not much. Third-party choices are tough, as the whole "this type of character wouldn't fit" idea was thrown out the window with the arrival of Solid Snake. Personally, I'd prefer the likes of Mega Man, Ryu, and Super Mario RPG's Geno. Not much else.

Time will tell.

-The inevitable reaction.

The other thing that I want to go over when it comes to Smash Bros. was that I loved it for what it was intended to be: A big, goofy Nintendo crossover party funfest that's full to the brim of nostalgic fanservice. I can't tell you how much of an impact the series made on my gaming life, and so much of it didn't have to do with beating Donkey Kong's brains out with a hammer. Whenever I played Super Smash Bros. Melee, I always jumped into the Sound Test so I could listen to the orchestrated Kirby music. I made up adventures with the characters and played with them as if they were virtual action figures (of which the stars were always Kirby and Ness). I relaxed in the All-Star rest area and gazed out into the park. I marveled at my collection of trophies, depicting the history and glory of Nintendo's characters. I lived Nintendo whenever I played it. And you know what? Everyone else felt the same way.

Every concept I had just described was broken into a million pieces at the time of Brawl's release.

The competitive Smash scene, which I had largely ignored over the course of Melee's lifetime, had by then hijacked the series and completely defined it as something else. Suddenly, it didn't matter what character was in or what new modes were introduced; all that mattered was that whether or not the game ran at a fast speed and that it contained hitstun in order to perform combos. When it was revealed Brawl's new gameplay engine had completely eradicated any trace of the cutthroat mechanics found in Melee, the fanbase went into a venomous, bloodthirsty rage. The game was treated as an abominable outcast, bashed and spat upon as if it had shot their mother. Sakurai was transformed into the community's verbal punching bag and Brawl (as well as its fans) was labeled with every slur imaginable.

Seeing as how Sakurai is again directing the new titles and that he announced they will use the Brawl engine as a foundation, I'm imagining that they're going to receive a similar reception. And my heart is probably going to break. Again.

What really made this hurt was just the fact that everyone loved this series. Everyone knew just how magical and fun this series was, and we could all fall back on it even when flame wars raged throughout the internet on whether or not the Gamecube was kiddy. And now, there's a split. You have those who are just satisfied with the gameplay and fanservice, and those who believe they should be ones pandered to (despite the fact that Sakurai has no obligation to do so) because they were the ones who kept the series "alive." People didn't even care about Pit or Wario or King Dedede or even Solid Snake or Sonic the Freaking Hedgehog being in because they were so concerned about factors they themselves had created. It just hurt, man.

You know, I'm still going to enjoy this. I know I'm going to love it. It's Super Smash Bros., after all. But the one thing I fear above all else is that the split will remain. People are going to whine and moan again. People are going to claim the heart of Smash Bros. is a heart-racing, short-hopping, physics-abusing mess. People are going to complain that Ridley and Baby Mario still aren't in. People are going to continue to swearing their allegiance to nostalgia and keep playing Melee.

But, you know what? They can do what they want. This time, I won't be taken by surprise. I'm going to stick with these new titles regardless of what everyone else thinks. Too slow? No hitstun? Who cares? These things don't even come close to defining the Smash Bros. experience. Not everyone will fall in love with Smash Bros. all at once, and it probably won't be like that ever again, but time just changes things. It's just something I've come to accept over the years. Not everything is meant to last exactly the way it is forever, and I guess that applies to everyone's unanimous love of Smash Bros. I'm ready to spend my last few years with Brawl in preparation, I'm ready to be bowled over with hype and anticipation, and I'm ready to move on.

We'll wait and see. We'll wait and see within the span of another three years.
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What I Didn't Like

No Pikmin 3.

Again.

You know something? I was so ready to have it released this year. I mean, I was not only replaying the original game but I am freaking blogging about it! And I bought the sequel earlier this year after it was stolen! And I'm going to play that one later this summer! I mean, dude! I'm going to COSPLAY as CAPTAIN OLIMAR at THIS YEAR'S OTAKON!! It was written in the stars! The writing was on the wall! They had to release it this year!

And it's not!
AND I AM PISSED.
Nintendo, it's been three years. It's been three years since Miyamoto let it slip at the E3 08 roundtable. "Oh, yeah, we're making it." And what I did get next year? "Oh, it's not ready yet." And the year after that? "Oh, it'd get lost in the clutter." And what did I see at this year's roundtable, my eyes fervently scanning the livefeed as I awaited for news on my absent sequel? "Pikmin questions are forbidden."

I was just ready to explode until Miyamoto revealed that development for Pikmin 3 had been shifted to the Wii U.

Am I still upset? You bet. I had to slave through three years for an absent title that bears no screenshot, trailer or teaser. Can you believe it? And that's not even counting the four years beforehand! I've waited seven years in all! That's just as long as Golden Sun fans had to wait for that Dark Dawn game! No, wait, it's worse! Now we're going to be waiting for EIGHT YEARS!

Am I happy they're still making it? Well, sure. I'll be honest in saying that I wasn't surprised Pikmin 3 had moved over to the new console. I mean, sure, it fit from my perspective, but Nintendo probably felt that Skyward Sword, which is now supplemented by sure-fire 3DS hits, would've been sufficient enough to carry the Wii this holiday. If there's a bright side to all of this, it means the game will have more time to be tinkered with and it'll be presented in glorious HD. If Pikmin was already gorgeous enough on Wii...*drool*

But, geez, I'm still upset! Three years with no information! You just don't do that! Something tells me that Miyamoto regrets his announcement considering he keeps getting badgered about it, and I have to say I too wonder if it was for the best. I mean, it's true was the only thing even remotely interesting that came out of the abomination known as E3 2008. But would I have been able to live without it? I may have been tortured with no information regarding a new Pikmin...but is that any worse knowing it's coming and NOTHING has been said about it! If this becomes the Nintendo version of Duke Nukem Forever, I am going to scream.

That said...I'm wondering who it'll work with the new controller. The Pikmin concept was such a perfect fit for the Wii Remote/Nunchuck control scheme that it's such a shame it was only taken advantage of with a port of the original game. Miyamoto had expressed the tablet works very well with Pikmin, so I guess I should be willing to take his word. Ah, well, I'm sure it'll still have the Wii Remote as an alternate option.

But..yeah, Nintendo. We're still cool, but just don't do this again. It's really not like you.

BUT MORE IMPORTANTLY.......


I SWEAR TO GOD IF THIS GUY ISN'T IN I WILL FEED UPON THE SOULS OF YOUR CHILDREN.

FATTIES!!!!!! TO THIS DAY I STILL LOVE YOU!!!!!!!!! I STILL LONG FOR THE CUDDLY TOUCH OF YOUR TUMMY!!!!! I STILL FEEL THE BURN OF YOUR ALL-KNOWING GAZE!!! I STILL AM OVERWHELMED BY YOUR SUMO RITUAL!!!!!! I STILL MOURN FOR YOUR LOSS IN A GAME OF BRAWL!!!!!!! I STILL HAVE NOT FORGOTTEN THE HALBERD CANNON INCIDENT!!!!!!!!


IN THE NAME OF SNOOKY!!!!!!!!!!!

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And that about covers it!

I'll be a bit busy at the beginning of next week, but expect another new post soon.