It’s time that the entire gaming industry started paying attention to what we want!
#501 – Compilations, or “sets” of games on a single disc or cartridge, are things that we don’t often think about. They’re great when they come out, but gamers will often pine for sequels or remakes before asking for a solid compilation. Today’s Two Button Crew episode is all about dream-compilations that Nintendo should make! Footage credit: Mario Kart 64 – EightBitHD | Metroid Zero Mission – BrainScratch Commentaries | ExciteBots Trick Racing – Rodriguezjr Gaming | Super Mario Galaxy Bouldergeist Boss Fight – Boss Fight Database | Wii Sports Resort Frisbee Golf – WiiLikeToPlay | Kid Icarus – ShiryuGL
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Howdy, crew! Welcome back to That Was a Thing, where I take a look at strange and obscure pantendo games and paraphernalia!
The Wii: when it’s key feature, motion control, was first revealed, the first two uses that went through everyone’s mind were sword and gun. Not missing a beat for once, game developers were quick to cater to the public’s sociopathic expectations. Many of the Wii’s early titles utilized the Wiimote’s pointer to aim projectile weapons and its motion detection to swing melee weapons, and the results were undeniably mixed. One such game was Ubisoft’s Red Steel.
The game was fairly standard fair: girlfriend kidnapped by yakuza, go to Japan and shoot them, yada, yada, yada. What separated it from other first-person shooters was its motion-controlled swordplay. At various points in the game, the hero would have to fight in one-on-one katana duels. Long story short, it just didn’t work. Unfortunately, the Wiimote’s I.R. sensor and accelerometer simply weren’t enough to emulate the one-to-one precision players expected.
Which is why Nintendo invented the Wii MotionPlus! And this is where Red Steel 2 comes in. When Ubisoft saw the gyroscope add-on, they knew they had everything they needed to set things right. I seem to recall a lot of hype surrounding this game before it came out; retailers even offered preorder bonuses. I first heard about the game from the now defunct Nintendo Power magazine, and was immediately intrigued. This game was dripping with style and—just as important—it didn’t have anything to do with the first game, so I could jump in without missing anything. However, I wouldn’t get around to playing it until I got an extended trial of the late Blockbuster Video’s online rental service, and decided it was time I a gave it a shot.
Nu-Western Post-Cyberpunk Japanimé
Let’s start at the beginning. The game opens with our hero waking up on the outskirts of town. As he slowly comes to, he notices his hands are tied. Tracing the rope, he quickly realizes he’s not just tied up, he’s tied to the back of one of his assailant’s motorcycles. Just woke up, and this day’s already turning out to be a drag.
And this is how we’re introduced to the game: a gloriously over-the-top, first-person cutscene in which the hero is dragged into town, crashes the bike, and dusts himself off like he does this every day. While it admittedly takes a few minutes to get to gameplay, this intro nails the tone of the game and what players can expect right off the bat! You’re the toughest, badest son of a gun on the planet and you can bet your stetson every pinhead fool-enough to take a shot at you is going to make you prove it!
The intro nails the tone of the game and what players can expect right off the bat!
In fact, I’d say this game runs on distilled, unadulterated cool, and not in a “trying too hard” kind of way either. Even when parts of it seem hokey—or downright silly—the game presents its set-pieces with such confidence and commitment that the player really has no choice but to just go with it. While other games try to convince you they’re awesome, Red Steel 2 just leans in close, stares you right in the eye, and in a low, gravelly voice tells you it’s awesome.
On that note, let’s take a moment to talk about this game’s aesthetics. This game is a chocolate-and-peanutbutter-esque mashup of the wild west and samurai flicks, with the occasional dusting of cyberpunk. The game takes place some unspecified amount of time in the future in a dystopian Nevada. The environments you explore are a strange blend of old-west, feudal Japan, and run-down, futuristic towns. It’s not at all uncommon to see Cracker Barrel-esque country stores with tanukis on their signs right next to radio towers and hovering attack drones. Moreover, the plethora of destructible crates, trash bags, boxes, and barrels gives the environments a cluttered, grungy feel that reinforces the gritty tone of the game.
Just look at this guy! He’s Clint Eastwood mixed with Miyamoto Musashi left to marinade in anime overnight!
The game makes use of a heavily stylized visual design. While the Japanese influences on the plot and setting may lead some to call it anime-inspired at first glance, it really has more in common with comic books: bold lines, fairly realistic body proportions, and a deliberate visual roughness that complements the game’s visceral combat and tale of ambition and revenge. As to be expected with a western, the color palette includes a lot of earthy tones: browns, oranges, and sandy yellows. Fortunately, Red Steel 2 manages to avoid the pitfall of making all of its environments dingy brown, with several areas including—if not primarily consisting of—cool blues, grays, and greens. Clearly, the art team put a lot thought into making each area visually distinct from one another, as every stage either has a unique theme or makes use of color to distinguish itself. That said, all the themes are variations of cowboy, samurai, or industrial, so while each level is aesthetically distinct from one another, the constraints of the game’s themes do start to wear thin toward its conclusion.
Clearly, the art team put a lot thought into making each area visually distinct from one another.
While we’re on the topic of environments, one of my biggest complaints with the game’s visuals is that some of them don’t age very well. Between the murky textures and low-res models, a lot of the environments in this game don’t look very good close up. Fortunately, you’ll probably be too busy hacking-up dudes (who themselves look fine) or searching for loot to pay too much attention to such things.
Cutscenes are another weak point. To be fair, most cutscenes in this game are okay, but the ones that trigger when talking to one of the hero’s allies are just painful. These usually consist of a stationary camera shot with one lone character pacing back and forth while talking. And it is so boring. In the end, while I love the visual design, I suspect the artists weren’t given enough time or resources to fully realize it.
So what exactly is the story? You play as the last surviving member of the Kusagari clan, an outcast banished by the elders for…well, the game never actually says. There was a short “animated comic” online that serves as a prequel to the events of the game. You can still find it, but I wouldn’t bother, it’ll just leave you even more confused. The only revelation I got from it is that the hero is wearing a blue shirt under his signature duster.
Confusing backstories aside, the story really isn’t that complicated. First, you get your sword back from a gang leader, then you find out the real villain wants to make more swords like yours because it has special qualities. Along the way, you compile a cadre of companions. Truth be told, they’re exactly who you’d expect to find in this sort of game: the sword smith/kenjutsu sensei; the old, stubborn sheriff; the hacker girl; and the guy who’s going to double-cross you. The plot’s pretty cookie-cutter when you look at it separate from the game’s unique setting, but I’d argue that’s not really the point; this is an action game. So how is the action?
Hack and Shoot
Red Steel 2 is a first-person action game. I say “action game” instead of shooter because, well, this isn’t really a first-person shooter. Sure, you play from a first-person perspective and you shoot things, but once you get a sword, the guns take a backseat. No, at its core Red Steel 2 is a brawler with some F.P.S. trappings.
At it’s core Red Steel 2 is a brawler with some F.P.S. trappings.
During combat, players can freely switch between swinging a sword and shooting thugs with one of four guns. As to be expected, swinging the sword is accomplished by swinging the Wiimote and guns are fire using the B-trigger. Sword slashes are individual attacks in a specific direction instead of 100% one-to-one movements, making each swing a discrete action, much like a button press. While it may sound like a cop-out, this system actually works really well: this system discourages flailing and instead encourages you to make deliberate, decisive strikes, which ultimately gives each hit you land more impact.
This game is full of tough choices, like, “who do I shoot first?”
This game also showers you special abilities. Each one has its purpose, and figuring out how to combine them seamlessly is immensely satisfying. It also helps that most of them are very easy to perform. All special abilities are simply one swing direction and button combination, and because of the aforementioned motion registering method, the game has very little difficulty figuring out what it is you want to do.
Gun fighting isn’t nearly as intricate. Simply point and pull the trigger. That’s not to say it isn’t fun; getting to smoothly switch between the two fighting styles is a blast. It gets even better once you start unlocking special attacks for your firearms and—of course—more guns. You start with just a revolver, but eventually get a sawed-off shotgun, a Tommy-gun, and finally a rifle. Of all the guns, the only one I don’t really like is the rifle: by the time you get it, it just doesn’t feel necessary. That’s not to say I never found a use for it, just that it doesn’t really stand-out.
Say hello to your new best friends.
Fighting is the most fun when you manage to get into a rhythm. Most fights aren’t terribly difficult, so the fun comes from trying to establish a sense of flow. Fights just look awesome in this game, with animations carrying a great sense of impact and frequent visual effects, like slow-motion, punctuating dodges, parries, and finishing blows. This means that once you get that flow, the fights almost look choreographed, especially if you make a conscious effort to make use of your diverse moveset. All of this is enhanced by the game’s first-person view. Because you experience gameplay entirely through the hero’s heterochromatic eyes, you never get to see what exactly it is the hero’s doing, letting your imagination run wild filling in the blanks.
But visceral acts of violence are only what you’ll be doing about half of the time. A good deal of the game is quietly exploring the levels looking for fights, money, or optional objectives. And I have to say, these quiet moments are what give this game its phenomenal pacing. Much like in Metroid Prime, F.E.A.R., or Half-Life, these exploration segments help to break up the action and give the player some breathing room, not to mention a chance to wind down between battles. These brief interludes never feel out of place, however. Walking the abandoned streets creates a rising sense of tension which makes you anticipate the next fight all the more, especially since your opponents tend to come out of nowhere.
Walking the abandoned streets creates a rising sense of tension which makes you anticipate the next fight all the more.
An odd quirk of these exploration segments is the occasional motion-based prompt. Every now and then, you’ll come across a combination safe or a dial that you’ll have to turn with the Wii remote. It’s never very challenging as you either need to tilt the remote at the appropriate angle and hold it there, in the case of dials, or press the A button to activate the tumblers, in the case of the safe. While it seemed perfectly natural when the Wii and the MotionPlus were still fairly recent, nowadays I can’t help but think it dates the game. Not necessarily in a bad way, mind you, but it certainly screams “Wii.”
Then there’s the upgrades, and—oh golly—are there a lot of them! You can upgrade your sword, your special abilities, your guns, the ammo for your guns, your coat, and even your hat! This is where money comes into play. You’ll come across a lot of cash, be it from completing missions, using special attacks to finish foes, finding secret collectibles, or just plain lying around. I can only assume part of what makes dystopian Nevada dystopian is inflation, ’cause you’ll find money flipping everywhere. And even then you’ll still have to go out of your way to get all of the upgrades available to you. Honestly, while I appreciate the effort, I can’t help but think the dev-team went a little overboard. While not being able to get everything in one run does encourage thinking about how you upgrade the Last Kusagari, it can be frustrating to obsessive types like myself, as this game doesn’t feature a “new game plus” option. Then again, maybe it’s for the best. Since enemies aren’t that strong to begin with, upgrading your weapons means they go down even quicker, thus revealing the tragic irony of this game: one-shotting an opponent is the ultimate buzzkill.
Riding into the Sunset
Red Steel 2 is a rip-roaring good time. From it’s sense of style to its fluid gameplay, the game knows what it wants to be. I think it succeeds partially because it’s so focused on nailing the core concept. That said, it is a bit of a one-trick pony. If you don’t like old-school, run-and-gun shooters or hack-and-slash games, then there is absolutely nothing here for you. It’s a great trick, and it doesn’t outstay its welcome, but the whole game is the same basic exploration and combat loop all throughout. It’s also not without some flaws. Aside from the ones I’ve already mentioned, the ending is pretty weak, the “challenge mode” is just a mission select with a tacked on scoring system, and there’s no post-game content or completion bonuses to add replay value. But I guess that—aside from the ending—all of those complaints just reinforce the notion that this game is about doing one thing and doing it well. This is—in my opinion—one of the best action games on the Wii and an excellent exhibition of what the system’s motion controls could do to enhance gameplay.
Here’s hoping there’ll be a Red Steel 3 on the Switch!
We are not responsible for any first kisses that happen as a result of this episode.
#524 – If you were given the power to change one thing about a Nintendo console, which one would you pick and what would you change? Simeon and Scott are faced with many similar tough choices today – watch to see what they would decide! Comment below what you would change. Footage Credit: Super Smash Bros. Wii U Tripping – Master0fHyrule | Metroid Prime 3 Corruption SD vs HD – thepixelpress
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Are you so familiar with Nintendo controllers that you could recognize individual buttons without looking?! That’s exactly what Simeon and Scott are attempting today, while blindfoldedly shoving fingers into gaming input devices. Who will win?
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Welcome to That Was a Thing! A new series in which I discuss my favorite weird, obscure, or simply underrated pantendo games and media. Think of it as the evil twin to Simeon’s Nintendo Experience series. In this inaugural installment, I’m going to look at one of my favorite—not to mention one of the only—real-time strategy Nintendo series out there: Battalion Wars.
The Battalion Wars duology was a spin-off of the Nintendo Wars franchise and originally had the working title of Advanced Wars: Under Fire. Unlike the other Nintendo Wars games, however, Battalion Wars wasn’t developed by Nintendo or Intelligent Systems, but a British company: Kuju Entertainment. The first game was released for the GameCube on September 19, 2005 and its sequel debuted on the Wii on October 29, two years later.
Overview
The Battalion Wars games are a combination real-time strategy and third-person shooter. Like most R.T.S. games, players are tasked with completing objectives with the units provided for the mission—riflemen, tanks, bombers, etc. Needless to say, each unit type had its own strengths, weaknesses, and abilities and the majority of the strategy revolves around knowing where and when to deploy each unit. The unique selling point of this game is that the player directly controls one of the units the whole time, with the ability to freely switch between units as needed. Think of it as being sort of like Pikmin but with guns…and tanks.
Both games are set in a fictional world filled with global super-powers just itching to find a use for their massive armies. Seeing as the series was developed in England, each of the games’ fictional nations are comically stereotypical counterparts to real-life countries. The United States is represented by the gung-ho Western Frontier, the Tundran Territories are an odd combination of Tsarist/Soviet Russia, likewise Xylvania combines Imperial Germany with Nazi Germany, the Solar Empire is a futuristic tropical Japan, and the Anglo Isles—first introduced in the second game—mirrors the Anglo Isles…I mean the United Kingdom…seriously, they weren’t even trying to be subtle with that one.
As to be expected, each of these nations employ an eccentric and colorful cadre of commanders. Each mission has the player receiving orders from one of their faction’s commanding officers while the enemy commander emotes and responds according to the events of the game. While they don’t offer any special gameplay bonuses like the commanders of the Advance Wars series, the commanders’ typically blasé attitude toward warfare and nonchalant dialogue helps keep the tone light. I would say the only commander that I personally didn’t care for was Empress Lei Qo of the Solar Empire—who left so little of an impression on me, I had to look up her name just to write the previous sentence.
The third-person perspective really is what makes gameplay stand out. Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict, instead of some ghostly observer calling the shots. When your battalion’s under fire, you’re under fire, and having to make tactical decisions in the midst of the chaos of the battlefield can create some really tense moments. Then there are the times when you spot some enemies in the distance or look at the map and have to plan your next move. I’m not sure I can properly express the feeling I would get as my men crowded around me, expectantly waiting for me to formulate a plan of attack.
Being an entity on the battlefield requires the player to look after both himself and and his units.
If quality gameplay wasn’t enough, these games are also overflowing with personality. The games’ humor and cartoonish visuals give the series a lighthearted tone; these aren’t games out to deliver a ham-fisted “war is bad” message but instead revel in the innocent—and perhaps naive—feeling of playing with toy army men. Despite having the depth of a Saturday morning cartoon, almost every character is likable in some way—with my personal favorites being Tsar Gorgi, Kaiser Vlad, and Col. Austin—and I genuinely wanted to know what happened to them next. Each faction’s units are instantly recognizable, and their designs convey a lot of personality, not just for the unit itself, but for the faction it belongs to.
Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict.
Now that we’ve covered the basics, take a closer look at the first game.
Battalion Wars
The cute proportions and solemn color choice of the cover art sums up the game’s unique atmosphere quite well.
I first heard of Battalion Wars from the now defunct Nintendo Power Magazine. That’s not to say I immediately took an interest in it, however. I wouldn’t pay it much mind until my younger brother returned from the now defunct Hasting’s Entertainment with a used copy of the game. Shortly after he inevitably lost interest in it, I took a crack at it and fell for it harder than Tsar Gorgi off a bridge (too soon?).
The game places the player in command of the forces of the Western Frontier—with some exceptions in the form of unlockable bonus missions. The story begins during an uneasy truce between the Western Frontier and their longstanding enemies, the Tundran Territories. War breaks out when Western Frontier troops find a Tundran spy on the Frontier side of the border. As the plot continues, the Tundrans ally themselves with the Xylvanians, the Xylvanians betray the Tundrans, an old man is thrown off a bridge, I think there was a zombie-ghost legion at some point…you get the picture.
While it won’t win any awards, the story has a great sense of progression to it. Plot-wise, mission objectives often tie into something you did in a previous stage. If you saved a spy, you can bet his intel is what will point you toward your next target. The fort you defend in one mission is essential to launching a counter attack in the next and so forth. It’s a small detail, but having your actions contextualized like that goes a long way toward making your input feel meaningful.
While it won’t win any awards, the story has a great sense of progression to it.
While we’re talking about writing, I need to discuss the most important character: the grunts. Throughout the game, the troops under your command are constantly responding to your orders, quipping at the enemy, talking among themselves, or commenting on the situation at hand…and it is freaking adorable! Okay, I know that sounds like it’d get annoying after awhile, but the troops have so many lines that I would sometimes still be discovering new ones on my fourth or fifth play-through of particular missions.
“I’m beat…let’s make camp and whip up some cocoa!”
On to the atmosphere: the visual style is a strange blend of cute, chibi soldiers and vehicles and a muted color palette that gives the environments an oddly grim and gritty feel. This, in conjunction with a great soundtrack that wouldn’t sound out of place in an old WW2 movie, produces a unique atmosphere in which the tone is never too heavy or oppressive but the player is still fully aware that—no matter how cute the enemy’s tanks are—this is still war.
The game isn’t without faults, however. The A.I. for units under the player’s control is a little slow on the uptake, to the point of seemingly lacking a self preservation instinct at times. I found any mission where I had to fight enemy aircraft especially aggravating, as anti-air vets tend to not take initiative, resulting in massive losses from even brief lapses in focus. I didn’t care much for missions where the game expects me to command planes and ground forces at the some time, either. For whatever reason, when given the wait command, planes continuously fly in a straight line instead of staying in proximity to where they were when the order was given. This required me to constantly check back on them to make sure they weren’t about to fly over enemy anti-air embankments.
Battalion Wars 2
More playable factions, more unit types, more color! KA-BOOM!
Battalion Wars 2 starts its story off 200 years in the past by showing the player the final conflict between the Solar Empire and Old Xylvania at the end of the “Lightning Wars”. Bottom line is that the S.E. nukes O.X.’s H.Q. with an orbital death ray and then—fearing that the weapon is too much power for anyone to wield—chucks the controller (a staff) into a glacial ravine…what could possibly go wrong?
Back in present day, it’s been 2 years since the events of B.W. 1 and the nations of the world are at peace…until the Anglo Isles preemptively attack the Solar Empire based on rumors that they are harboring some sort of super weapon. The plot jumps between flashbacks and modern day from there with each campaign focusing on a different faction: a conflict between the Western Frontier and Tundra, the Anglo Islands staving off the Solar Empire’s retaliation, one where the player controls Old Xylvania’s forces, and finally Tundra’s attempts to prevent Xylvania from finding the staff.
The plot sounds a lot more complicated, but it really isn’t. I assume the 200-year-old-artifact-of-doom plot was meant to make the story feel bigger than the last game’s. Unfortunately, I’m not very fond of epics; I much prefer down-to-earth plots as I think they tend to have better focus and require the author to actually make me care about something specific like people or places. Fortunately, most of the characters are still quite likable, including most of the new ones.
Sadly, the narrative’s constantly changing point of view leaves the story unfocused and absolutely kills that sense of progression the first game had. You only play as any one faction for at most five missions (usually less). Between less emphasis being placed on the player’s actions between missions and the fact the player constantly switches sides, that feeling from the first game of being a single commander fighting in a series of much larger conflicts is completely gone.
Did I mention the volume on the player’s soldiers has also been dramatically reduced? They still speak, and I’m sure it’s still adorable, but I for the life of me can’t hear what they’re saying.
The narrative’s constantly changing point of view leaves the story unfocused and absolutely kills that sense of progression the first game had.
Moving on to the visual design of this game: many of the units received redesigns, especially the Tundran Territories’ infantry, most of which I think are improvements. The same can’t be said for Brigadier Betty: her look, not to mention her distinctive voice and a good deal of her peppy can-do attitude, are gone, making this iteration rather bland and forgettable. Speaking of bland, the game’s color palette is much more colorful which, while fitting well with the cartoonish style, demolishes the unique atmosphere of the B.W. 1 and stands out less by comparison.
On the left, a plucky, upbeat, and memorable character; on the right, the uncanny valley.
Okay, so maybe the aesthetics and narrative aren’t on par with the original, but this game fixes many of its predecessor’s failings when it comes to gameplay. The A.I. is much more proactive: there were many times I would be ordering my units to attack a tank or some entrenched enemy infantry and would be surprised by the wreckage of an enemy gunship I didn’t notice suddenly crashing nearby. Oh, and planes finally fly in circles when put on standby!
The motion controls also make targeting enemies and issuing commands a snap. The only place where they really feel out of place is when controlling aircraft, as pointing the Wii remote up or down controls altitude. This feels awkward, especially if the player is trying to target a ground based unit, partially due to the game not making the change in altitude immediately obvious.
The game’s missions do feel a bit more repetitive than before. BWii’s missions follow a pretty predictable formula: defend a location then go on the assault or go on the assault and then defend the capture point. That said, BWii doesn’t have any missions that drag on too long or feel unfair—which the first game was occasionally guilty of, so I guess it more or less balances out.
The game’s missions do feel a bit more repetitive than before. That said, BWii doesn’t have any missions that drag on too long or feel unfair—which the first game was occasionally guilty of.
Of course, Battalion Wars 2 also brought new gameplay elements to the table: naval units and buildings. Naval units basically feel like tanks and artillery, but much more sluggish. That said, the game does a great job of conveying their weight and scale, and their long range means naval missions don’t feel too drawn out. Unfortunately, missions in which the player has to command both land and sea units tend to feel disjointed and tedious, due the two unit types’ inability to travel together and the player not being able to use the “All Units” button to regroup their units without messing up their positioning.
Buildings are a solid addition. Players can’t select their position, instead having to secure predetermined locations. Once under the player’s control, buildings will periodically replace fallen units corresponding to the type of building (e.g. aircraft for airfields). These help take the edge off, as the player doesn’t have to worry about losing essential personnel. That said, the fact that units have to run all the way to the players position, which can be on the other side of the map, means the player can’t rely on reinforcements too much.
Debriefing
Despite all of the flak I just gave Battalion Wars 2, I do think it’s the better game. While I think Battalion Wars has more personality, it can also be much more tiring—and sometimes frustrating—to play. Of course, neither is particularly hard to come by, and they’re both worth your time.
Sadly, Nintendo never commissioned Kuju to make a Battalion Wars 3. I think it’s blend of action and strategy would’ve been a great fit for the Wii U, and the Wii U gamepad would’ve been a great help in micromanaging units, something that neither game made easy. Nintendo still seems to have a fondness for cartoony wars games if the recent 3DS game Tank Heroes is anything to go by, so I haven’t completely given up hope. If the rumors of GameCube games coming to the Switch’s Virtual Console are true, I’d happily double dip on Battalion Wars…and not just because of how utterly unreliable old GameCube memory cards are.
About the Author
Glen Straughn is a lifelong Nintendo fan whose love of video games has inspired him to pursue a career in computer programming. He is currently studying to receive his masters in computer science from Oklahoma State University. He has gotten an S rank on every mission in BWii, and even managed to get an S on the final mission on his first successful play-through…completely by accident.
#572 – Nintendo fans are starting to grow in number again. But there for a while, it was a lonely title to have. Often misunderstood by our Microsoft and Sony brethren, Nintendo fans have to band together and stick together. We have a lot in common, after all, and that’s what this video is all about! Identifying ourselves as who we are: Nintendo fans.
“Tech Live” & “Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Longtime fans of Nintendo will often reference the past fondly, maybe even going so far as to say that the company has since lost its way.
Look, I get it. We named this brand “Two Button Crew” out of our nostalgia for Nintendo’s first game console and its simple controls.
But before we continue focusing our infatuation with what has been, I’d like to pose a question: What if the Golden Age is actually now? Have you stopped to wonder if we could be experiencing Nintendo’s best efforts currently? I think so. Allow me to prove it by examining each era individually, and by the end, you might just agree!
NES
A strong case can be made for Nintendo’s debut home console. It made arcade-worthy experiences accessible in the home; revolutionary at the time. The hardware and controllers were simple and intuitive, and developers used the limitations of the day in creative ways. The resulting game library was expansive, full of memorable games that were easy to pick up, but difficult to conquer. We owe the NES generation for nearly all of the franchises we continue to enjoy.
SNES
The Super Nintendo period was one of refinement and perfection. Just as the console received a “Super” upgrade, so did each of Nintendo’s tentpole series. The Holy Trinity of Super Mario World, Legend of Zelda: A Link to the Past, and Super Metroid is a trifecta of “Best Game Ever” contenders. Titles like these succeeded by taking the formulae of previous games and maturing and enhancing them.
Nintendo 64
How we played video games was forever changed. Dimensionality increased by 50% with the introduction of polygonal 3D, and with the help of the analog stick, we were invited into Nintendo’s imaginative worlds with an all-new plane of immersion.
Another innovation must be credited to the 64: Group gaming. Yes, multiplayer modes existed previously, but this console fully realized the idea by including four controller ports and bringing people together with games like Mario Kart 64, Super Smash Bros., and the Mario Party series.
GameCube
This era was all about modernization. Nintendo’s competitors were beginning to steal the spotlight with their specs, and the Big N didn’t want to fall behind. However, they still wanted to provide the affordable alternative, so the resulting console suffered a bit of a hardware identity crisis. The upgrade from N64 was similar to the one seen between NES and SNES, where the approach remained largely the same but games improved alongside technology.
Nintendo was not afraid to experiment with software on GameCube, bringing us fresh experiences like Luigi’s Mansion, Pikmin, and Animal Crossing. Many classics from this era like Super Smash Bros. Melee, Metroid Prime, and Paper Mario: The Thousand Year Door are viewed as best-in-series games, and are begging to be played to this day.
Wii
Nintendo’s brand awareness exploded. A video game console with two letter i’s became a household name overnight, and Nintendo wasn’t ready. Production of the motion-controlled units couldn’t keep up with demand, and the company had to reevaluate their target audience on the fly. Development and marketing efforts were split between catering to core Nintendo fans and the newly-tapped blue ocean markets. It was great to see Nintendo topping the charts, but some of the decisions came across as tone-deaf to longtime Nintendo fans, like their focus on casual experiences during gaming press conferences.
Certainly, some strong titles were released during this era like Super Mario Galaxy, Metroid Prime 3: Corruption, and Excite Truck (don’t look at me like that!), but the console was crippled by its outdated, low-res graphics and weak online support.
Wii U
The misbegotten console. In a clear attempt to capitalize on Wii’s success, the branding stayed along with attempts to appeal to the casual crowd. What Nintendo did not anticipate was how sharply those users would pivot to mobile gaming. By the time Nintendo shifted their focus back to their faithful followers to deliver core titles like Super Smash Bros. for Wii U, Super Mario 3D World, and Star Fox Zero, it was too late. Slow sales lead to a lack of 3rd Party and Indie games, leaving fans to wait for 1st Party releases while Nintendo delievered the best games on its more successful 3DS handheld.
Wii U’s GamePad controller was useful for (spatially-limited) off-TV gaming, but its other implementations often got in the way of fun by splitting players’ attention across two screens. Solid software attempts weren’t enough to save Nintendo from the lack of buzz around their system. This console generation firmly knocked Nintendo off their pedestal and left them hungry.
Switch
At present day, Nintendo has launched their new console/handheld hybrid and are following it up with a stream of top-notch software. Legend of Zelda: Breath of the Wild paired with the sleek hardware made an enticing match. Splatoon 2 and Mario Kart 8 Deluxe brought the best experiences from Wii U to where more gamers could enjoy them. A level of hype surrounds Switch that hasn’t been seen since the Wii days over a decade ago, only this time… Nintendo fans are the ones generating the noise. Nintendo appears to be pulling out all the stops to support Switch with mainline entries in their top IP, from Super Mario Odyssey this holiday to Metroid Prime 4 and a Pokemon RPG in the future. If this is how the first few years look, imagine what we’ll be talking about in half a decade.
Indies love the platform… 3rd Parties are coming into the fold… Nintendo hit a real home run with this one, having crafted a console this a joy to play, feel, dock, and reconfigure.
I declare the Golden Age of Gaming… NOW! We’re living it today, The momentum that Nintendo has entered into this console generation with is insane.
Many people “got it” the instant they watched the reveal trailer. Some critics doubted it at launch, but in the time since, the console has earned its way into the hearts of many unsuspecting fans.
And I believe it’s here to stay. We will likely see more iterative updates for Switch hardware, in line with what Nintendo has always fone with their handhelds. Joy-Con XL, anyone? Switch VR Headset?
Grab yourself some games and enjoy them with friends! Nintendo’s going all in on Switch, so do the same.
Enjoy the Golden Age of Gaming.
#585 – Mario + Rabbids: Kingdom Battle hits store shelves (and eShop) today! To celebrate this monumental partnership with Nintendo, we’re looking back on where the Rabbids came from. Their humble origins started with an Ubisoft launch game on Wii, and they’ve skyrocketed to success ever since. Come for a trip down memory lane with us!
Footage credit: Bryce Games
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
#587 – We haven’t seen the New Super Mario Bros. games in a little while, but is that such a bad thing? Nintendo was leaning heavily into the multiplayer aspects of these games, but many gamers found it surprisingly frustrating to share the screen with their friends. Maybe Mario just isn’t a well-suited series for multiplayer. Let’s discuss it! Footage credit: TheRunawayGuys, WiiLikeToPlay
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Maybe Mario party 15 will finally be good at this pace!
#591 – Mario Party is a floundering series. Numerous sequels hit store shelves in regular intervals, and Nintendo has been experimenting lately with its formula, hoping that the next game would be the one to solve the series’ declining popularity. Unfortunately, Nintendo has yet to strike gold since basically Mario Party 3 on the Nintendo 64. Simeon and Scott are here to diagnose the problems and figure out what Mario needs to do in order to get back to partying in earnest!
Pre-high-speed internet culture may be foreign to you, and we may be nostalgic, but we’d never go back.
#520 – Unlocking stuff used to be the highlight of the gaming experience. It was like finding a buried treasure with each new character or stage discovered. Nowadays, especially with party games, the hunt is less and less exciting. Should Nintendo keep this pattern?
Footage Credit: Super Smash Bros. – The Co-Op Clan | Mario Kart DS – Thomas J. Ashwell
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#537 – Video games… kind of an expensive hobby, no? Ever wondered if gaming used to cost more back in the day, or if the prices have only gone up? When you take inflation of the US dollar into account, the information is quite interesting!
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
One of Nintendo’s biggest and most popular franchises is also one of the hardest to explain why it is so beloved. When people find out that I love video games and ask me what my favorite one is, my reply is “Animal Crossing” – and the response is usually one of bemusement and bewilderment. People on the outside looking in don’t see what the big deal is. Why do I love Animal Crossing so much? What is it about this game that sets millions of people into a frenzy when a new installment is announced? Well, get your bells ready and let’s take a closer look…
Humble Beginnings
Animal Crossing debuted in North America on the Nintendo GameCube console in the fall of 2002. Nintendo has always had a reputation of being a “family friendly” (many read as “kiddie”) company – beginning with the controversial censorship of Mortal Kombat on the Super Nintendo, even though the subsequent installments had all the violence and blood that the game came with. The GameCube itself was small like a lunch box and had a handle for crying out loud with little tiny mini-discs. Kiddie? You couldn’t exactly argue against it.
A game like Animal Crossing is hard to market for, and when I saw the game in my local Electronics Boutique, I asked the cashier what it even was. Her reply was “It’s hard to describe. I’d say it’s like a Sims game but with animals.”
I love Sim games, and I love animals, so this sales pitch was a home run. The game came with a bonus memory card that included a “gift” on it for use in-game. After years of over-exposure to Mario and Zelda games, I was all excited to dive into a new Nintendo IP. I was ready to be entertained – but at first, the result was just the opposite.
Booting up the game started what felt like an inane game of Twenty Questions, as you were asked stuff like your name, if you were a boy or a girl, etc. I wanted to play a game, not go through the most basic of setups. After this unwanted pop quiz, the first major character you run into after the setup screens are finished was a raccoon named Tom Nook. Many longtime fans dislike poor old Tom, and with good reason – he is an unfriendly jerk and doesn’t even really do a good job of explaining the game to players (which was his entire function). I did a lot of planting flowers, planting fruit and other mundane tasks, and about 20 minutes into the game, I was wondering where the fun was hiding.
But once you are freed from Tom Nook’s “tutorial”, the world of Animal Crossing begins to open up. The comparisons to the Sims became more evident as you are encouraged to expand and decorate your own house, meet neighbors and become social with them… your interactions with them will have a definite outcome on their lives, too.
Throwback Any Day
Every budding franchise debut needs a hook, and Animal Crossing’s hook was a doozy. The player had the ability to find and play original NES games within your character’s house – games like Pinball, Donkey Kong, Excitebike, and hidden gems The Legend of Zelda and Super Mario Bros (both of which were never officially made available and need a cheat device to unlock). This predated the Virtual Console on the Wii and Wii U (and hopefully the Nintendo Switch), it represented the first time in a major mainstream fashion that old classic games could be played, full-screen, on a then-current console was mind-blowing. Collecting the NES titles became a game within the game. Retro games would not turn up in subsequent entries in the series, unfortunately.
Friendship Is Love
Beyond the retro hook, the one thing that kept me coming back to the game was the emphasis on community and building friendships. Talking with your animal neighbors daily and doing small favors for them allow the player to establish relationships in the game that really feel like friendships. Like in real life, you tend to open up to someone new on a bit-by-bit basis, and that is how it works in Animal Crossing. Using the GameCube’s internal clock, the game is advertised that it “keeps playing even when you aren’t,” and that’s true. Skip a couple days of playing and the game knows it – villagers will say the missed you, dreaded weeds will grow that you’ll need to pluck. The game would also change with the seasons and celebrate major holidays. It is taken for granted now, but this mechanic really was pretty groundbreaking at the time. It pushed me to check in every day and I would actually feel guilty if I didn’t.
I knew at this point that I was experiencing something special, and I became a fan of the subsequent entries in the series.
World Traveler
The game’s sequels – Wild World for the Nintendo DS and City Folk for the Nintendo Wii – introduced online play to the franchise to great results. Wild World also stripped out the NES games you could find and play, as well as the holiday celebrations, which was a very odd and saddening choice. I initially thought having Animal Crossing on a tiny portable system was a really dumb idea – but this is one area I was happy to be wrong in… having a game that is tied to the internal clock makes perfect sense to be on a portable system. I could check in on my town anywhere and not just at home during a dedicated gaming session on the couch.
Hopping online, you could visit a friend’s town, see their house, and talk to their villagers. It may not seem like much, but this addition opened up (pun alert) a whole world of fun, and made me want my house to be at its best for guests. The villagers would even talk to you about people who have visited after they leave.
It’s the little things that make a difference.
The Wii game, City Folk, was very similar to Wild World, all the way down to the hourly music used… but added a small city area you could travel to and shop in.
Saturday Night Fever
Speaking of music, one of the best aspects of the franchise is its use of original music. Each hour has a different theme, as do many holidays and special events. I have an entire playlist of nothing but Animal Crossing music from the various games and it always brings a smile to my face. Of course, I can’t talk about music without mentioning AC’s resident musician, K.K. Slider. He appears every Saturday night in various places depending on the game, and he always delivers the hippest music to the people…or, rather, the animals.
Hail to the Chief
The most recent mainline game in the franchise, Animal Crossing: New Leaf launched on the Nintendo 3DS in 2013 (2012 in Japan) and truly became a major franchise for Nintendo. It is proven to have boosted sales of the handheld and has gone on to sell over 9 million copies worldwide, and counting. New Leaf introduced a few new wrinkles that many fans have embraced: the ability to be Mayor and construct unique designs and extras in your town, thus taking overall customization to a whole new level. But best of all was the introduction of Isabelle – your trusty and loyal secretary who is your town’s biggest cheerleader.
As much as I love the other games, I would have to pick New Leaf as being the best Animal Crossing to date. In fact, it is not only my favorite Animal Crossing game but also my favorite game of all time overall. Yes, I love it that much.
Nintendo seems to realize the popularity of the series as well. 2015 brought an immense amount of marketing to the franchise. amiibo cards (used with the 3DS spin-off Happy Home Designer) that invoke memories of Game Boy Advance eReader cards that were incorporated with Wild World, made its debut… and its own amiibo figure line began to roll out as well. Mario Kart 8 (and Mario Kart 8 Deluxe) has a beautifully designed race track based in the Animal Crossing universe.
Not everything has been a hit, however. The aforementioned spin-offs, Happy Home Designer and (especially) amiibo Festival, were poorly received and had low sales. And speaking of low sales, the amiibo cards were popular at the beginning, but the actual amiibo figure line struggled – partially due to being associated with such a bad game – and many can be had for as low as $2 new on clearance. Animal Crossing ran the risk of overexposure because Nintendo, rather than give us a new game, decided to make the curious move and develop a couple of spin-offs that no one wanted. In an effort to possibly make it up to angry fans, an update to New Leaf was issued in 2016 that added amiibo support and a number of new features.
And even with all of that, I’m still anxiously anticipating the next full entry on the Nintendo Switch with baited breath.
Population: Growing
Animal Crossing (along with Pikmin) was, up until Splatoon in 2015, the last big original Nintendo IP that took off and became a huge success. I think it is more than worthy to sit alongside legendary franchises like Mario, Zelda and Pokémon. Its fan base continues to grow with each new game. It is often one of the most requested titles for any new Nintendo console launch – as evidenced by the number of disappointed people when an Animal Crossing announcement for the Nintendo Switch was not realized at E3 2017. I have spent more time than I care to admit playing various games the series and I still can’t fully explain what it is to friends when they ask. But I am okay with that… all of its charm, quirks, and addictiveness – it’s part of what makes Animal Crossing so warmly unique.
Are you an Animal Crossing fan? What is it about the series that has made you a fan?
Eric “Flapjack” Ashley has been a Nintendo fan for almost his entire life! While he also has a special place in his heart for Sega, it is Nintendo that gets him worked up and the franchises that capture his imagination and wonder. Eric is hopelessly in love with Animal Crossing. When he is not playing video games, he is a social media guru, assisting numerous organizations with their outreach and promotions, and he is also a big horror movie buff. Follow him on Twitter and Instagram @flapjackashley.
Super Smash Bros. Brawl was a Wii game that I played to death—I’m surprised the disk never shattered after all the hours I put into it.
700, if you’re wondering.
What can I say! I was living at home with few responsibilities, bonding with friends and family, and playing competitively (for TENS of dollars).
Some people’s skin crawls at the thought of playing Brawl in a tournament setting, and they do have a point. The game was criminally imbalanced and was never blessed with a single patch.
Unless, of course, you count “unofficial” patches, like Balanced Brawl. If Nintendo ever did patch Smash Bros. on Wii, they surely would have blocked this batch of homebrew.
Balanced Brawl was a set of adjustments that could be loaded in via SD card. You could go to the Stage Builder mode and then the screen would suddenly be covered in data that would look like you were hacking into the Matrix. Things loaded for a minute, and then you’d be ready to play some balanced matches.
Meta Knight was hit with a nerf hammer from the heavens. Link could kill with his bow and arrow. All things considered, it was a pretty good effort. Still not perfectly fine-tuned, but it was fun to mod an official Nintendo game.
It’s hard to resist. When a Nintendo Direct leak or rumor starts circulating, the wish-lists and pie in the sky dreams quickly follow.
Over-hyping a Direct is just asking to be ran over by the hype-train.
How often have you felt that crushing disappointment when your favorite obscure series didn’t get a sequel out of nowhere, or when Nintendo didn’t suddenly adopt Xbox Live and rebrand it?
Here’s the key to contentment as a Nintendo fan: “I will wait patiently for the next Nintendo Direct, and I will keep an open mind. I will probably be interested in a few of the announcements, other games won’t be for me, and I’ll have hopes leftover for next time.”
Contrary to popular opinion from the outside, being a Nintendo fan is not always mushrooms and sunshine. It can be unforgiving, inviting ridicule from fellow gamers, the gaming community, message board commenters, and even friends and family. But being a Nintendo fan is always worth it for me, which leads to the question I get a lot: Why Do You Like Nintendo?
From Sega to Nintendo
My gaming history stretches back to the glorious 16-bit Console Wars between the Nintendo and Sega. I owned both, but I got more use out of my Sega Genesis because kids at school would make fun of me if they knew I liked Nintendo. Sega was cool. Sega was hip. Sonic was fast with attitude and Mario was slow and boring. Secretly, I liked Nintendo as well, but my heart was with Sega. I also owned a Nintendo 64, but I had a Sega Saturn as well and that was my priority. This lasted all the way until the Dreamcast was discontinued, and my gaming tastes defaulted back to Big N.
The current console at that time was the GameCube, which ended up being Nintendo’s second lowest selling home console in history. Sony’s PlayStation brand and Microsoft’s Xbox were the new hip kids on the block, and Nintendo was accused of being a kiddie machine. Outside of a few games that were geared towards a mature gamer – like the then-GCN exclusive Resident Evil 4, Geist and a few others… the GameCube got most of its milage out of family friendly games. If you didn’t like twenty Mario Party games, the GameCube was not for you.
But it was during this era something was rekindled inside me. While Sony and Microsoft began to push online gaming, Nintendo doubled down and continued to focus on the fun of couch multiplayer – games you can play with friends in person and have a blast.
During the very successful Wii era, Nintendo’s dedication to multiplayer games was at its peak. Wii Sports, perhaps the best pack-in game ever, was a prime example of the kind of fun video games could represent. Despite how much it can be ridiculed now, I defy anyone to say that their first few times playing Wii Sports was not fun. It was a lot of fun. That’s what propelled the Wii to sales of over 100 million worldwide.
The Wii U somewhat faltered in this aspect, but the new Switch console has put a heavy emphasis on it again, with games like Mario Kart 8 Deluxe, ARMS and Splatoon 2 all out within the first few months of the system’s debut. Gaming is fun again.
Soooo, Why Do I Love Nintendo?
All that being said, I love Nintendo because, to me, it just represents a good time. When I think of the PlayStation 4 or the Xbox One, I think of shooters like Call of Duty or games like Grand Theft Auto. I’m not saying those games have no worth, or that they aren’t entertaining or even visually astounding… but when I want to just have a fun time with friends, or a game I can just pick up and play at any given moment without an investment of 40 hours a week I choose Nintendo. Gaming shouldn’t always feel like a chore where I am punching a time clock to advance.
Certainly, Nintendo does have games that fall into that category. The recent and highly-reviewed The Legend of Zelda: Breath of the Wild does for sure as it is an adventure game much in the style of Skyrim, but where I feel Nintendo separates itself from its competitors is how that genre of games isn’t all they have. There are more than just adventure and sports games on the Switch this year. There is also fun.
Take a very simple game like Snipperclips, a co-op puzzle game in which you play as pieces of paper and you have to snip each other in order to match certain shapes or get objects from one side of the screen to the other. It sounds simple enough, but its magic is in the gameplay. I haven’t had so much fun in a co-op game in a long time… it was fun, funny, and charming – and challenging as well, as the game progressed. It’s a game that you and your significant other can play, or your younger sibling or cousin. It is the epitome of what beloved Nintendo President Satoru Iwata always believed video games should be – It’s fun for everyone.
Nintendo’s roster of happy characters and cute enemies just bring a smile to my face. I’ve used this word before, but looking at the E3 trailer for the upcoming Super Mario Odyssey is just pure magic. It is what I call “Nintendo Magic.” Playing their games can make anyone forget their troubles for an amount of time and make everyone feel like a kid again. Personally speaking, I struggle with depression and anxiety, so my choice to play games of this nature is not only a preference but a very meaningful choice as well. Nintendo makes me smile.
Their first-party games are consistently of very high quality. Sometimes their franchises don’t progress enough, but then they hit you with a Breath of the Wild or a Super Mario Odyssey, which completely changes your expectations and takes you by surprise. And I will never get tired of them.
Standing Strong
It isn’t easy being a Nintendo fan. When the two other major consoles are blowing the doors off the building with the latest Call of Duty, Metro or Assassin’s Creed games, Nintendo creates buzz with Mario or cartoonish characters like in ARMS. This comes with a price, because Nintendo and their fans are easy targets. Buying some Nintendo content can result in a mocking comment from a cashier – a friend recently told of a McDonald’s cashier laughing when he went to order a Mario Happy Meal toy to complete his collection. Playing Nintendo games can mean ridicule from people who like to point out that Nintendo’s consoles dating back to the Wii have not been in the same league as competing systems as far as power and graphics.
All of this, though, can make fans even more dedicated. There is a reason that small groups popped up around the world in major cities for 3DS gamers to swap streetpasses and puzzle pieces and play Mario Kart 7 with each other. There is a reason why holding a meet-up for the newest Animal Crossing game attracted more than dozens of people at every stop during a Nintendo Mall Tour. There is a reason why VANS made a very successful line of Nintendo themed shoes last summer. There is a reason why people love their franchises so much that just a simple title card for Metroid Prime 4 at E3 made the internet meltdown in a frenzy of wild, screaming excitement. There is a reason why people love the company so much that even PR reps (like Bill Trinen or Kit and Krysta from Nintendo Minute) are elevated to near-celebrity status. There is a reason that Nintendo can get away with having one single retail store in New York City and fans will travel from all over to visit it as if they were going to Disney World. The ridicule and snubbing we tend to get from other gamers and game publishers who skip developing games for Nintendo systems just makes me feel like connecting with other Nintendo fans is a major event. We are a community of fans who feel slighted in one way or another, and it makes us feel like we are all in this together. It is so much fun to get in a group of fellow fans and just talk about anything and everything. Attending a Nintendo Switch Preview Event in Chicago this past February was fun in part because of trying out the then-yet-to-be-released system, but largely because of being surrounded by fans, talking about games, seeing people dressed up in Nintendo cosplay, and just being one with the excited community. It was not unlike the feeling you get going to a Comic-Con – it just felt right.
Nintendon’t Sometimes, and That’s Okay
This is not to say that competing systems don’t have dedicated communities or “fun” games, nor does it mean that Nintendo is perfect and doesn’t have any faults. But Nintendo doesn’t play by anyone’s rules but their own. Sometimes that can be a bad thing, but I feel it is mostly a positive. They focus on fun, they focus on being together, and they focus on gaming together. There is a level of fun that online playing just can’t compete in comparison to couch multiplayer. Hitting someone with a red shell in Mario Kart, or stealing all of their stars in Mario Party may be the source of “ruined friendship” memes, but the competition of playing right next to a friend is just a level of satisfaction that can’t be matched. Even though I enjoy a fair share of “mature” games, I will almost always choose the fun of Super Mario Odyssey over the carnage of a Grand Theft Auto. And I will definitely choose a company that will always continue to offer those games to me even when they offer the M-rated stuff.
The Nintendo Magic is why I fell in love with Nintendo. It’s why I put up with some of their occasionally questionable decisions. Their games, characters, and universe just never cease to make me smile and it makes me happy… and isn’t that what gaming is supposed to be about?
Eric “Flapjack” Ashley has been a Nintendo fan for almost his entire life! While he also has a special place in his heart for Sega, it is Nintendo that gets him worked up and the franchises that capture his imagination and wonder. Flapjack is hopelessly in love with Animal Crossing. When he is not playing video games, he is a social media guru, assisting numerous organizations with their outreach and promotions, and he is also a big horror movie buff. Follow him on Twitter and Instagram: @flapjackashley.
When I introduced the Nintendo Experience, I said that it would include around 70 titles or so. I haven’t changed my mind as far as the number of games go, but Scott brought to my attention that if I were to keep my current pace, it would take me approximately 2 ½ forevers to finish, and that’s not counting any games that might be essential coming out between now and then. I figured it might be easier if I spent some of my blog posts to talk about the Nintendo Experience. I still plan on dedicating a few Crew Cuts to them, but I can cover several games per post, so I can actually someday finish this project.
The Nintendo Experience is a list of games that I believe sum up essential Nintendo adventures for any fan to play through.
It’s not a list of Nintendo’s “best games”, per se, but they showcase what makes Nintendo the best game company in the world. They don’t need to be first-party games, or even exclusive games, but they need to use the Nintendo hardware in a unique way if they’re not.
Case in point, the next game joining the Experience is Capcom’s Ōkami for Wii.
Ōkami was originally released for the PlayStation 2 in 2006 and was ported to the Wii in 2008. It’s a wonderful cell-shaded adventure that plays quite a bit like a Legend of Zelda game. But the gameplay isn’t the best part of the experience; that would go to the presentation. Graphically, the developers have re-created feudal Japan in the style of traditional Japanese paintings. The world is absolutely incredible, and you’ll find yourself running around fields and forests just taking in the prettiness of it all. The orchestral sound track matches the setting, and helps to transport the player into the world.
Next, the story is fantastic. Without giving very much away, you play as Amaterasu, a reincarnation of the sun god Shiranui. You set out on a quest to restore the nature of Nippon that has been thrown into ruin by the forces of evil by collecting different “Celestial Brush” techniques (more on that in a moment). The premise may sound odd, but believe me when I say that the story will suck you in and move you with every twist of the plot.
The thing that makes the Wii version of Ōkami unique and gives it a spot on the Nintendo Experience is the Celestial Brush. One of the key mechanics of the game entails the player stopping the action and using the Wiimote’s pointer to draw a shape on the screen to activate different powers. Need to cut a tree down that’s blocking your path? There’s a technique for that! Need a lily pad to help you walk on water? There’s a technique for that, too! Need a gust of wind to get rid of fowl-smelling air? You’re in luck! Just scrawl the shape where you need it and presto! Sometimes it takes a few tries to get the shape right, but once you get the hang of it, you’ll be Bob-ing your enemies like a Ross.
If you like adventure games and haven’t played Ōkami yet, then pick up a copy and give it a shot. You won’t regret picking it up.
In honor of the recent release of Pokémon GO, another induction from the franchise into the Experience is Pokémon Red/Blue/Green along with their sequel, Yellow.
It’s hard to think of a world without Pokémon, and often times I forget where it all started. After these games were released, the TV show, trading card game, mangas, toys, and more were everywhere (just like GO is doing now).
Up to that point, RPGs usually had a pretty limited cast. You might be able to choose a few different combinations of characters for your party, but your choices were pretty limited. Then these games dropped and flipped the game on its head with 151 unique characters available to play as. As long as you could catch them, you could have whatever combination of six (or less) monsters you wanted. Sure the game was unbalanced, and sure, there were plenty of glitches, but the feeling you got when the professor gave you your first starter, or you traded a Pokémon with a friend, or got your first gym badge far outweighs all of the brokenness. If you haven’t played any of the games in the original trilogy, I highly suggest getting the port for your 3DS. It’s just $10! Give it a shot.
That’s it for the Nintendo Experience for now. Signing out!
With Nintendo Labo announced, something that is sure to change the way we view how video games control, I find it appropriate to look back on some of the times that Nintendo flipped game control on its head. Now, obviously, not every time Nintendo ventures into an unexplored frontier is a smashing success, but they are usually the only company “daring” enough to branch out as far as they do. Games like WarioWare: Twisted, Kirby’s Tilt ‘n’ Tumble, and 1-2-Switch brought a whole new dimension to gaming that took the geniuses from the Big N to complete. Today, I will be adding three new games to the Nintendo Experience that challenged the boundaries of what it meant to be “in control”. (If you are not sure what the “Nintendo Experience” is, check out the previous blog posts).
Donkey Konga was Nintendo’s attempt at jumping into the (then-budding) rhythm genre. It was a little more entry-level than staples like Dance Dance Revolution or Guitar Hero, a little more immersive than Parappa the Rapper, and, of course, containing that Nintendo charm. Overall, it was an average game with mediocre covers of classic songs, but it did give birth to the DK Bongo peripheral. Once you had enough of Donkey Konga and its sequel (and tried it out on Smash Bros.), there did not seem to be much use for the hunk of plastic; I mean, if you consider the size-to-button ratio, you are losing the space-saving-game.
Donkey Kong Jungle Beat (GameCube)
Leave it to Nintendo to make a deep, compelling platformer that only uses two buttons. Consumers had the option to buy the whole package, including the bongos, or just the disc if you had the bongos already (you could also play it with the normal GameCube controller, but where’s the fun in that?). This game was fantastic, and is a must-play for fans of Nintendo that want that truly unique hybrid experience.
Wii Sports (Wii)
What more can I say about Wii Sports than has already been said? Motion controls may not have turned out how we thought they would (only seeing wide application currently paired with VR or AR), but it was really nothing before Wii Sports. Now, it is true that there was motion control games before Wii Sports, and that the Wiimote was not 1:1 like we (at least, I) thought, but from the first time I picked up this game, my view of what video games could be was never the same. I do not think I need to elaborate too much further, as I can almost be certain that everyone reading this blog has either played this or, at least, its sequel, Wii Sports Resort, and had a similar life-altering experience.
Metroid Prime 3: Corruption (Wii)
Just as Twilight Princess rolled the dice with motion controls in a beloved Nintendo franchise, Metroid Prime 3 similarly pioneered how the Wiimote would handle first person shooters. Other FPS’s had released on the Wii by the time Prime 3 was released, but those could not be compared to what Corruption brought to the table: not in genre, and certainly not in successful execution. In fact, Prime 3 controlled so great that Nintendo decided to re-release all three games of the trilogy with the new Wiimote controls. The world it created and the story it tells are fantastic as well, but the way Samus controls in the new age was forever revolutionized by this fantastic piece of Nintendo history.
These are just a few examples of Nintendo’s abstractly-controlled masterpieces. What are some of your favorites? The Nintendo Experience continues to grow…
This mysterious WiiWare game was annouced by SEGA and seemed to go mysteriously quiet. What really happened was they released it in Japan only and never localized it! Pole’s Big Adventure looked like a super fun and quirky spoof of beloved 8-bit platforming games. We’ll let you know what we missed out on stateside!
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
November 19th, 2006. The day that Nintendo disrupted the gaming industry in a massive way. It’s safe to say that almost everyone watching this video owned a Wii at some point, but there were some hidden features and facts about this console that you never knew. UNTIL THIS VERY YOUTUBE VIDEO. Get ready to be mind-blown!
“Exit the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/