It’s safe to say many of the nearly 100 million Wiis sitting in living rooms around the world have been collecting dust for some time.
Six years after breaking out of the gate with blockbuster hardware sales, Nintendo Co. Ltd. seems to have all but abandoned its record-setting white box as it turns its attention toward the upcoming launch of the Wii U, just one month away.
So, now seems like a great time to show a little love toward the machine that made motion control gaming mainstream. From fun times with everyone’s favourite plumber to stretchy, googly-eyed balls of goo, I’ve rounded up 10 Wii experiences that I will never forget. I can think of no better way to bid your outgoing Wii a fond farewell than to scrounge around the bargain bins of used games stores and grab a few of these bona fide classics.
Super Mario Galaxy (November, 2007)
This game enjoys a spot on Metacritic’s top 10 best-reviewed games of all time, and rightfully so. It reinvented the modern 3D platformer, providing an experience that was at once comfortably familiar and wildly original. Moving between planetoid masses with their own gravitational pulls proved a lightly discombobulating thrill, and working through scores of impressively varied levels took most gamers weeks. It’s a spectacle of imagination and design polish.
World of Goo (October, 2008)
2D Boy’s critically acclaimed puzzler has popped up on plenty of other platforms, but it got its start as a high-profile indie release through WiiWare, the Wii’s downloadable game service. The infrared-enabled Wii remote proved an ideal device for grabbing the game’s titular globs of goop and placing them with precision to form huge, teetering towers. Over the years I’ve had to delete countless games from my Wii’s tiny bit of onboard storage, but this one has always made the cut.
Kirby’s Epic Yarn (October, 2010)
As a standard-definition machine with antiquated guts living in a high-power HD world, the Wii rarely gave us reason to talk about the prettiness of its games. Kirby’s Epic Yarn — the world and characters composed of textiles more commonly seen in knitting baskets than games — is the exception to the rule. Our blobby hero was presented as a string of pink yarn that could change shape and duck behind delightfully animated fabric backgrounds. The game’s 2D platforming antics were fun, but its aesthetic was unforgettable.
Boom Blox (May, 2008)
This Stephen Spielberg-produced game hit the scene right when physics-based puzzlers were catching stride. Plus, it capitalized on the Wii’s natural motion controls in the most satisfying of ways: By letting us throw stuff with intent to destroy. I spent hours pretending I was pitching and lobbing balls at my TV, relishing each time I smashed a tower to pieces with a single toss or surgically removed a specific block without touching another. Great entertainment for all ages.
The Legend of Zelda: Skyward Sword (November, 2011)
It gets off to a slow start, but last fall’s long-awaited Link adventure has proven one of the Wii’s crowning achievements. A savoury mix of classic Zelda puzzles and gratifying action that makes great use of the Wii MotionPlus add-on for the Wii remote, it’s old-school meets new-school in all the right ways. And while interactions with side characters range from monotonous to creepy (an ongoing problem for the series), the relationship between Link and Zelda — winsome-faced childhood friends –feels tender and sincere.
Xenoblade Chronicles (April, 2012)
Sadly, the Wii never became home to many quality role-playing games. But sometimes the best are saved for last. Last spring’s sprawling Xenoblade Chronicles combines popular Western elements, such as a huge open world, countless side-quests, and a 100-plus hour playing time, with beloved Japanese traits including quirky characters and an impressively imaginative back story that explains how the world is literally the body of a fallen god. I’ve yet to work all the way through this massive game, but it’s always scratching at the back of my brain, pulling me back to continue exploring.
Fire Emblem: Radiant Dawn (November, 2007)
Typically better suited to handheld platforms, Intelligent Systems’ series of turn-based strategy RPGs had a strong outing in its Wii debut. Like other entries in this fantasy series, players amass a large army of skilful warriors with wide ranging powers, then select their favourites for grid-based battles. The catch? Should these charismatic warriors happen to die, they’re gone forever. This has the double consequence of making later battles much harder and cutting short some engrossing storylines. Only fools rush in.
Dead Space: Extraction (September, 2009)
The Wii lobbied hard to bring back the aging genre of light gun games, but met with only moderate success. For my money, this side story to EA’s terrific Dead Space games for HD platforms was the best of the bunch. Wonderfully tense and surprisingly accessible, I played through its entire campaign over the course of two long, spooky nights (with a little help from the Wii Zapper), then went back for more a few weeks later.
Little King’s Story (July, 2009)
With no new Pikmin game for Wii (a ghastly oversight), this cute little strategy game was a welcome addition to the console’s library. Players controlled a charming little king capable of ordering his followers to complete a variety of tasks, just like Captain Olimar delegating duties to his plant-like Pikmin followers. If you missed it, you can check out an enhanced version just released for PlayStation Vita.
New Super Mario Bros. Wii (November, 2009)
Nothing terribly shocking or innovative here. Just some exquisitely designed and incredibly fun running and jumping in a flat world filled with giant mushrooms and fluffy clouds. With some 26 million (!) copies sold to date, it’s safe to say games like this are the reason why folks buy Nintendo hardware. And I understand why: New Super Mario Bros. Wii is the only Wii game that I’ve played through front to back five or six times.
]]>Each week in Download Code, Daniel Kaszor looks inside the business of video games with news, analysis and a peek at the week’s major releases.
Last week I got a chance to try some of the games on Nintendo Co. Ltd.’s new WiiU console which is set to launch this fall. Here are six things I think you need to know after my hands-on experience.
1.The WiiU isn’t just a new controller for the Wii. It’s a brand new console with much higher graphical fidelity than the Wii and looks good on your HD television .
What it isn’t, though, is especially more powerful than either the Xbox 360 or the PlayStation 3, both of which have been on the market for more than half a decade. That said, the WiiU will give you a lot more visual bang for your buck than your old Wii, and this is the first time that many classic Nintendo characters such as Mario appear in HD.
2. The controller works really well, but feels a bit flimsy sometimes.
The WiiU’s controller is the core new experience from the console. It’s essentially a regular game controller with a touch screen in the middle. The controller itself isn’t a game system — all of the graphics that appear on the touchscreen are being beamed wirelessly from the WiiU — but there isn’t any delay from the transmission between the controller and the main console. However, the screen may not be quite up to par with what you’re used to seeing on your iPhone or Android phone. It uses an older form of touch technology (the same used on the portable DS) and not the glass screens of modern smartphones. This is probably a measure so that the console isn’t too expensive out of the box.
3. Asymmetrical social gaming is a staple of the WiiU gameplay .
Nintendo is really selling the idea of social gaming; not “social” as in selling virtual pigs on Facebook, but rather people getting together in a living room together to play a game. The addition of the second screen on the touch gamepad means you can have experiences where one player is interacting with the game in a very different way than the rest of the players. The best examples of this at the event were some of the NintendoLand mini-games, particularly one where the gamepad player played as a ghost chasing the other players. Another highlight in this same vein was Rayman Legends , where one player could play the game as a traditional platformer, while the other could help the first player out by using the touch screen.
4. All of your old Wii controllers work with the new system, and it’s unclear exactly what’s going to be in the box when the WiiU ships .
Wii remotes work perfectly well with the new WiiU. In fact, some games, such as NintendoLand , are best with four Wii controllers and a gamepad for a five player experience. At this point though, it’s unclear exactly what will be in the box with the WiiU. The Nintendo representative at the event indicated that key details, including what comes packed in with the WiiU and how much it will cost, are still up in the air. It will certainly ship with the touchscreen gamepad, and it’s possible — but nowhere near certain — there will be a pack-in game (likely NintendoLand ). Less likely, but still possible, is the chance that the system will also come with a standard Wii remote. It’s notable that at the event, the Wii remote sensor bars on hand were actually from Wiis, not WiiUs.
5. The coolest looking game at the event was not in Nintendo’s E3 press conference .
Project P-1oo is a game where you control a team of superheroes all at once. Making simple gestures on the touch pad arranges them together for specific attacks. It all works surprisingly well, it’s something you can’t do on any other system, and it’s something pretty much anyone can figure out after a few gestures.
6. Despite all this cool stuff, the WiiU’s future is still murky .
The thing hanging over the WiiU is that in a year or so Sony and Microsoft will release brand new consoles and — since it’s based on seven-year-old technological benchmarks — the WiiU may be left in the dust. It’s entirely possible that the same thing that happened with the Wii — namely support for the system among third party developers dropping away — will happen with the WiiU. However, even if the system only lasts a year or two, I think there will likely be enough cool experiences to warrant trying it out.
BONUS: You can’t tell from most of the official pictures of the WiiU, but it is much much longer than the Wii. Seriously, it’s like it was stretched like taffy.
]]>Xenoblade Chronicles is the first truly fresh Japanese Role Playing Game (JRPG) to come out in almost six years. And to think, it almost didn’t get released in North America.
It hasn’t been a good console generation for JRPGs. A few games, such as Lost Odyssey and Dragon Quest IX provided enjoyable flashbacks to the genre’s lost glory, but there were few bright lights that didn’t feel like a throwbacks*. And the biggest, flagship JRPGs — namely Final Fantasy XIII and XIII-2 — made it feel as if the genre’s conventions simply weren’t able to sustain a game anymore.
It’s in that environment Xenoblade appears, a game that feels on the one hand modern, playable, fun and expansive while on the other hand firmly tied into tradition of story-driven, linear JRPGs that a generation grew up playing in the 1990s and early 2000s.
[np-related]
That the game comes is exclusive to the Wii, a system based around almost 10-year-old hardware, and not known for anything overly complex, just goes to show that good game design is more a product of a developer and less a function of what a console is capable of on a technical level.
My praise for Xenoblade starts with its story and scenario: The game takes place on a world where all that exists is an endless ocean and two giant gods locked in endless battle. Eventually the gods kill each other and entire human societies grow on their corpses. From there, we follow the story of a rag-tag group of human heroes who live on the first god, the Bionis, on a quest to battle the robotic denizens of the other god, the Mechonis. The character interaction, while not at the level of something like Mass Effect 3 , certainly towers over the irritating and anger inducing protagonists at the heart of the two Final Fantasy XIII games. The story mildly reminded me, at least tonally, of a slightly more serious version of Avatar: The Last Airbender .
Of course, story is only the beginning of with a JRPG. What makes Xenoblade stand out is how the world feels huge and alive. Each zone offers an open and expansive world to explore. Gone are the small and relatively linear areas from past genre games, instead Xenoblade offers up vast plains and huge caves. In that way, it’s slightly reminiscent of last year’s Skyrim , but the gameplay is more directed here. You never get the feeling that you can do anything, but that none of it means anything, like you sometimes do in the American game.
The vastness of each of these zones doesn’t just come from their size. Each location is filled to the brim with dozens of different types of creatures each inhabiting the world in an organic way. Some of the little monsters attack you on sight, but many of them just let you go about your business and only give you grief if you start a fight with them.
Part of this is because of the structure: Each major zone offers a core set of story missions to do, while also offering a set of side quests to complete at your leisure. If you just want to rush through the game, that option is open to you (though it may make things a bit harder), or if you want to explore, there are plenty of things for you to find and do. In a way, the structure is lightly like a Massively Multiplayer RPG such as World of Warcraft , but single player. However, unlike other attempts to produce games in that manner, such as with the recent Kingdoms of Amalur: Reckoning , Xenoblade merges the tradition of a single player RPG with wide open worlds into something that feels natural; it feels more like a single-player game that cherry-picked the best aspects of an MMO (namely the scope and some of the quest structure) without sacrificing the strong story-driven narrative that’s at the heart of the genre**.
This success really falls on the back of Tetsuya Takahashi and his team at Monolith Soft. Takahashi lead the development of two other franchises before now, Xenogears and Xenosaga , and what’s impressive is how he seems to have gotten over some of his artistic quirks in making Xenoblade ( Xenoblade is not related to the other two games except for the Takahashi’s involvement). Gone are the tortured heroes, sometimes obtuse philosophical ramblings and interesting but tedious battle systems. Still there are the expansive world building and flare for epic storytelling.
Which isn’t to say that Xenoblade is perfect. The battle system, a frantic real-time affair, is hard to grasp without playing for a few hours, and the game throws you into it right away. The questing system would probably have been more fun if it mapped out your objectives, slightly more; sometimes hunting around for a particular monster takes a lot of time. The game, clocking in between 60 and 80 hours, is perhaps too long for some.
The graphics, on the other hand, are gorgeous, and not just for a Wii game. If you took Xenoblade and increased its resolution it would look perfectly at home on the PS3 or Xbox 360 with no other upgrades.
Of course, the fact that the game is on Wii means it inherited other problems, namely it almost didn’t come out here. This is partially due to how much the influence JRPG has shrunk in North America since Final Fantasy VII galloped into the mainstream in 1997 and partially due to how much the core gaming audience has abandoned the Wii.
In fact, it would be unlikely that Xenoblade would have ever made it out here were it not for the loud and persuasive Operation Rainfall : an initiative that saw fans putting money down on a long abandoned Amazon.com pre-order placeholder page, basically showing Nintendo that releasing the game would be worth their time.
Unlike so past fan campaigns which have rallied around titles of questionable quality, Xenoblade feels like the effort was worth it. It’s the kind of game that anyone who loved JRPGs in the past should buy and it might even convince some people who think the JRPGs are tired and hokey.
It proves the genre and the Wii aren’t quite dead yet.
—
Optional Content (if you want to complete your questlog, read these nerdy footnotes)
* You could make the argument that there are two exceptions to this other than Xenoblade : Demon’s Souls/Dark Souls and Monster Hunter .
I exclude the “Souls” games because while they are unarguably innovative, fresh and different, I feel almost none of the JRPG DNA in those games; they feel like their own freaky and different thing. That may be an arbitrary distinction, but I would find it hard to recommendation a Souls game to someone just because they like other JRPGs. They might like it, but there would be very little connection between the experiences. It would be like someone asking for a better tasting orange and me giving them a steak.
As for Monster Hunter , the argument can be made that it does move the genre forward, but the games have found little penetration outside of Japan, mostly for their insistence on local, non-online multiplayer. So, again, it fails the recommendation test in my mind. Monster Hunter could, still, break out here, though.
** In many ways, Xenoblade succeeded experimenting with the same concepts that 2006’s Final Fantasy XII struggled with, namely taking the strengths of MMOs and moving them to a JRPG. For all that FFXII succeeded in creating an interesting skeleton for further development, it alienated a lot of traditional JRPG players. Xenoblade doesn’t feel nearly as alienating in that way. (For clarity, Final Fantasy XII and XIII are, of course, two separate games that are totally different from each other that came out five years apart on different generations of systems. Where FFXII was flawed but interesting, FFXIII was flawed and aggravating.)
]]>By Patrick O’Rourke
Rhythm Heaven Fever is absolutely bizarre.
One of the last major Wii releases, it’s the kind of game that only appeals to a very specific audience. It’s quirky, interesting, and at times also amazingly unforgiving and frustrating.
The game features over 50 rhythm related mini games. For the most part, these games are all relatively ridiculous and feature extremely cute characterized animals, occasionally catchy retro video game music and impossibly difficult rhythm tasks. Some of these mini games are entertaining but there are many that feel like they are almost impossible to complete. I personally commend anyone that’s able to get past the game that forces you to high five cute monkeys on a clock to an impossible beat.
Rhythm Heaven Fever also just might be one of the simplest games I’ve ever played. Every single mini game is controlled by pressing either the Wiimote’s A or B button to the beat of animation and music. Occasionally to spice things up, you’ll have to press both buttons at the same time. Some harder mini games feature alternating beats that seem to require having some sort of formal musical knowledge (otherwise I have no idea how anyone could possible complete them).
At times, having the ability to feel the game’s music is extremely important and some games are impossible to complete if you don’t have this ability. Following auditory and visual cues is also essential to being successful in Rhythm Heaven Fever’s later extremely difficult levels. When a mini game is completed (sometimes this isn’t an easy task) and a required score is achieved, a new game is unlocked.
In many ways, these mini games seem ridiculous, but that’s also part of the game’s charm. For example, one game has you pressing A in time with two monkeys who are continually throwing golf balls at your character. You need to make your character swing his golf club in time with the golf balls. This might sound easy, but it isn’t. In another mini game, your character is sitting on a park bench on a date. All of a sudden soccer balls, footballs and basketballs start bouncing past and you are informed that you need to press A every time a ball zooms past your foot. If you fail, your date leaves the park bench unsatisfied. Neither of these mini games makes sense. They’re crazy, but that’s also why they are so fun.
Figuring out each mini-game’s cadence and beat is Rhythm Heaven Fever’s greatest challenge and at times it becomes ridiculously frustrating. The short tutorial before each mini game starts, often isn’t enough to understand that particular game’s rhythm. When you finally do figure out a game’s beat, Rhythm Heaven Fever becomes a lot of fun.
The title’s art style is colourful and clean, making it stand out from darker grittier music and rhythm based titles like Guitar Hero or Rockband. Graphically, Rhythm Heaven Fever is very simple, but its distinct art direction works in the title’s favour. It adds to the game’s overall quirky feel.
The game also features a multiplayer mode that allows two people to play through the game’s various titles’ mini games. In this mode, bonus points are awarded for how in sync the two players are over the course of the game.
The big problem is that it’s not really much of a comprehensive video game in the traditional sense. It’s more of a collection of various rhythm fueled strange mini-games and the kind of title you might find in the Android or iPhone appstore. This makes justifying the title’s $29.99 budget price a little difficult. In the end, Rhythm Heaven Fever offers unique experience and I’ve never played a game quite like it.
]]>Each Tuesday in Download Code, Daniel Kaszor looks inside the business of video games with news, analysis and a peek at the week’s major releases.
It’s been more than six years since Microsoft Corp.’s Xbox 360 kicked off the current generation of home video-game consoles, but to date we have heard an unprecedentedly small number of details about the next generation of console technology.
To put it in perspective, six years after Sony Corp’s Playstation 2 was released in 2000, the Xbox 360 had already been out for a year. As of right now, we know very little about any of the upcoming systems.
The reality is there are precious few details available about what the Big Three have on tap for gamers once the current generation of consoles are ready for the scrap heap. Here’s what we do know:
Nintendo
What’s known?
Nintendo unveiled its WiiU console at last year’s E3 conference, and it was met with both interest and confusion. The new system will be slightly more powerful than the Playstation 3 and Xbox 360, and will use a controller that integrates both the control functionality of a traditional video-game controller and an iPad-sized touch screen. Games can be streamed to the touch screen from the main console, but the controller must be in local wireless range to the main console for this to work.
When will we know more?
I predict Nintendo will hammer out a better way of communicating what the hardware will look like at the E3 tradeshow in the sumemr. Also, look for the form factor to be slightly refined and rethought (Nintendo did this with the Nintendo DS after debuting it). Nintendo will likely announce a release date at E3.
When will it come out?
Likely holiday 2012. It’s rare for a console to be announced more than two years before its release date, and the WiiU will have a hardware advantage over the 360 and the PS3, but will likely look technologically inferior to whatever followups Microsoft and Sony create. The longer the WiiU gets to play as the technological king, the better for Nintendo. If it does slip past 2012, expect Nintendo to tinker with the insides a bit to give it more of a fighting chance against the new Playstation and Xbox
Microsoft
What’s known?
Not much. Microsoft didn’t announce anything on the Xbox 360 until a week before E3 2005, a mere four-and-a-half months before the console hit store shelves. If Microsoft is indeed working on a new Xbox, don’t expect the company to say anything about it until the E3 the year of the launch. That said, there are a few key rumours: most prominently that the machine will be a huge step up in power over this generation of consoles and it will more tightly integrate the Kinect sensor. Additionally, it’s strongly rumoured that the next Xbox will integrate tightly with Windows 8.
When will we know more?
We will probably hear something more this E3, but nothing official until right before it’s ready for prime time.
When will it come out?
A few months ago I would have bet on 2012, but with the addition of the Kinect, Microsoft has had an amazing year with Xbox 360 hardware. In fact, by most estimates the company sold more this year than any year to date. Microsoft is likely hesitant to cannibalize the hot Xbox 360 market with more expensive hardware. That said, Microsoft understands the advantage of hitting the market first (the 360 came out a year ahead of the PS3 and Wii), and would probably not want to cede too much advantage to Sony or Nintendo by holding off too long. I would say to expect the hardware in fall 2013, although this date is probably the most fluid. Microsoft has the R&D and the money to change this date as the market dictates.
Sony
What do we know?
Next to nothing. The best that can be surmised is that Sony has learned its lesson from the PS3 and won’t make the machine with difficult to produce proprietary parts and will look for cheaper, off-the-shelf alternatives like they did with the Playstation Vita.
When will we know more?
If the plan is to release the hardware in 2013, then probably at this year’s E3. If the plan is to release it later, then an announcement might slip to next year.
When will it come out?
This one is the toughest to figure out. Sony really wants to make money off of the mature PS3 hardware, which is significantly cheaper to produce than any new system would be. Sony will also have to dedicate most of 2012 and early 2013 to supporting the launch of the portable Playstation Vita platform. My best guess would be that the next Playstation won’t arrive until 2014, but Sony may push the system to come out in 2013 to get the jump on Microsoft, as Sony also understands the boon of getting to market first (the PS2 benefited much from coming out a year ahead of the first Xbox and Gamecube). I would say 2014 most likely, with 2013 as a more remote possibility.
Major Releases this week :
There are no major releases this week.
Each Tuesday in Download Code, Daniel Kaszor looks inside the business of video games with news, analysis and a peek at the week’s major releases.
Going into this morning’s Spaceworld news conference in Japan, Nintendo Co. Ltd. was in a rocky place.
Just four months after releasing its new handheld gaming console, the 3DS, in the United States in March, the Japanese video game giant slashed the price by a whopping US$80, from US$250 to US$170.
As one might expect, the decision raised eyebrows across the gaming industry and angered many of the company’s most loyal fans who shelled out full price for the company’s latest handheld console.
By comparison, consider it took Nintendo almost three years to drop the price of its flagship Wii console by just $50. In that case, company president Satoru Iwata gave himself a 50% pay cut as a response, a clear acknowledgement from management that the system wasn’t catching on like they had hoped.
Then, just this past week, pictures of a new add on for the 3DS leaked in the Japanese games magazine Famitsu . The dock-like device added a second control stick to the handheld, some additional shoulder buttons and substantially increased the size of the 3DS.
Experts wondered: could Nintendo really be planning to overhaul the design of the 3DS before the device was even a year old?
Chatter on the internet exploded with theories that Nintendo might be prepping the market for a re-release of the 3DS, one with a second control stick. This klugey add-on was thought to be a way of placating early adopters, by turning their first-generation hardware into Franken-machines capable of handling new games that would require the second stick.
A few were even saying that an announcement of this new hardware was coming Tuesday at Nintendo’s Spaceworld conference, which would be an admission of failure for the 3DS.
But it didn’t happen.
At Spaceworld, Nintendo did not mention any new hardware. Instead, the company announced a barrage of games, including the surprise announcement that Capcom’s Monster Hunter 4 was coming to the 3DS.
Before this week, new numbered Monster Hunter games came out exclusively on Sony platforms, usually the PSP (PlayStation Portable) handheld.
It’s hard for a North American audience to appreciate how important this shift this is, but in Japan, Monster Hunter 4 coming to Nintendo is roughly the equivalent of the next Halo game breaking its Microsoft exclusivity and coming out on the Playstation 3. Except that Monster Hunter is far more important in Japan than Halo is in North America, with “MoHun” fans most likely having saved the PSP from oblivion.
Nintendo having the the game on its console is a huge win, just as it is a similarly huge blow to Sony and Sony’s upcoming next-generation handheld, the Vita. Although the Japanese gaming market is shrinking — both in real and relative terms — it still holds a key place in the success strategies of Japanese hardware manufacturers, especially in the handheld space. Many Japanese gamers (who live in smaller living spaces) prefer handhelds over the the full-sized home consoles such as the Playstation 3 or even the Wii.
Nintendo’s quick reaction to the 3DS’s underwhelming launch shows exactly how important the handheld space is to the company’s makeup. After ruling the video-game world in the 1980s and early 1990s with the original Nintendo Entertainment System, the company experienced diminishing returns and increased competition on each subsequent home console release until the Wii blew up in 2006.
Despite that, Nintendo was able to maintain profitability over many years where its better selling competitors were bleeding billions of dollars. This was primarily because Nintendo was able to leverage an absolute dominance over the handheld gaming market with the Gameboy and later the Gameboy Advance and Nintendo DS.
In fact, it was likely the power of its handheld division that allowed Nintendo to take a risk with the creation of the Wii and its innovative motion control hardware.
So, the fact that Wii’s graphics appear decidedly dated next to the PS3 and Xbox 360 and that Wii sales are slumping is a much bigger deal than when Nintendo’s last console was entering its twilight years in 2005, since the 3DS isn’t nearly the same rock of profitability the Gameboy and DS were.
Which makes it clear why Nintendo has been so active at fiddling with the 3DS so soon after launch: if it wasn’t going to dominate the market, it needed to be tweaked, pushed and re-positioned until it was.
With a video-game console, success leads to more developers flocking to the system which leads to more success. Failure leads to fewer games, which leads to fewer hardware sales, which leads to fewer games.
Of course, Tuesday’s Monster Hunter announcement only does so much. Although this gives Nintendo a huge boost in Japan, and may cause a ripple effect of new, unrelated games made for the system from now-interested companies, Monster Hunter is a non-starter outside the island, and is fairly meaningless to North America.
Additionally, while this is a black eye to Sony, it’s arguable it isn’t actually Nintendo’s greatest competitor in the handheld space anymore.
Apple Inc. and the iOS platform have taken over a large chunk of the portable video-game market. Middle aged women who used to play Sudoku on their Nintendo DSes now play Angry Birds on their iPhones, and where that mother payed $20-$40 for the Sudoku game, they now pay less than $5 (usually less than $0.99) for an iOS game.
Sony may also be getting its own version of Monster Hunter 4 . In fact the Vita will almost certainly have a version of the game, the question is just when it will come out and which version will be seen as better by the Japanese consumer.
Of course, nothing said on Tuesday makes the chances of a new version of the 3DS hardware any less likely, though this is a fairly clear indication that any new iteration of the system won’t come until after the holiday buying season.
Those caveats aside, the 3DS is looking a lot better today than it was on Monday.
Certain big games make people buy a system, and in Japan there are few series bigger than Monster Hunter .
In other news: Games Coming this week
• Email: dkaszor@nationalpost.com | Twitter: dkaszor
]]>Today in technology: More Canadian startups get scooped up, Netflix denies account sharing crackdown, Business Insider offers to save Yahoo Inc. plus much more.
Ottawa’s EION acquires Aviat’s WiMAX portfolio, [ Ottawa Business Journal ]:
Vancouver’s Techneos acquired by Confirmit, [ TechVibes ]:
Yahoo Board: Carol Bartz failed on many fronts , [ Wall Street Journal ]:
Announcing our offer for Yahoo , [ Business Insider ]:
Arrington out at AOL (for real this time), [ Fortune ]:
Netflix: We’re not cracking down on simultaneous streams, [ GigaOM ]:
Tablet boom prompts Gartner to cut PC market view, [Reuters]:
Oracle, Google execs to head to mediation, [ Computerworld ]:
Nintendo gets sued over the Wii , [ TechCrunch ]:
100 million people have Klout, [Klout blog]:
]]>No one is underestimating Nintendo Co. this time.
When the Japanese video game giant launched the Wii console in the fall of 2006, the gaming world raised a curious collective eyebrow. Arriving at the same time as rival Sony Corp.’s PlayStation 3 and a year after Microsoft Corp.’s Xbox 360, the Wii seemed to be an instant underdog.
Both the Xbox 360 and PlayStation 3 were more powerful, offered better graphics and were designed to appeal to so-called “hard core” video game players, while the Wii’s main attraction was its new fangled motion-sensitive controllers that encouraged gamers to get up off the couch and flail around their living rooms to interact with their game.
At first blush, Nintendo seemed to be outmatched. But that feeling wouldn’t last.
That was before the Wii went on to become one of the most popular video game consoles in the history of the industry, before the Wii became a staple in living rooms around the world, and before the Wii became the most sought after gift for two consecutive holiday seasons, selling so fast that Nintendo struggled to keep up with demand.
So when Nintendo unveiled a prototype of its latest video game console, the Wii U, at the Electronic Entertainment Expo video game trade show in Los Angeles on Tuesday, the video game world stood up and took notice.
For once again, it appears Nintendo may be on the verge of redefining the video game experience.
The Wii U — which will launch globally in 2012 — is an updated version of the Wii, with more power, better graphics, an improved online experience and a new controller that features a 6-inch touchscreen interface, similar to the technology popularized by Apple Inc.’s iPad.
The new Wii U controller also includes traditional gaming buttons, a camera, microphone and an accelerometer — the same technology that allows Nintendo’s Wii controllers to sense players’ movements.
Designed to close the technology gap between Nintendo’s popular Wii console and rival devices from Microsoft and Sony, the Wii U is also built to appeal to fans of both traditional hard core games, as well as casual gamers looking for more interactive and family friendly titles, according to Satoru Iwata, chief executive and president of Nintendo.
“This is what we intend to create with our new home platform,” Mr. Iwata said during Nintendo’s keynote at E3.
The Wii U will arrive at a key time for Nintendo. While the Wii remains the most popular of the three major video game consoles of the current generation, selling nearly 90 million units as of the end of March 2011, both the Xbox 360 and PlayStation 3 are beginning to close the sales gap. Sales of the Wii are down more than 20% each of the past two years despite Nintendo’s decision to slash the price of the device.
At the same time, both Microsoft and Sony have launched motion-sensing gaming technologies to help augment their core consoles and offer similar experiences to the Wii.
While Sony’s Wii-like PlayStation Move controller has proved to be a moderate success, Microsoft’s Kinect technology — which uses a series of cameras to allow users to control games with their bodies, without the need for a controller, is quickly becoming one of the most popular products in the video game industry.
At E3 this week, Microsoft unveiled several new titles that incorporate elements of Kinect into top video game franchies, such as Madden football.
Nintendo plans to bring its most popular video game franchises — including Super Mario Bros. and Legend of Zelda — to the Wii U, but also intends to court hard core gamers (who tend to buy more games than casual gamers) with first person shooter titles like Battlefield 3 as the company aims to position its console as the centre of the connected living room the way both Microsoft and Sony have attempted to do with their respective consoles.
Still, a lot can change before the Wii U launches in 2012, and Nintendo still has many questions to answer — most importantly, what will the new console cost?
But for now, Nintendo has once again thrown down the gauntlet for the rest of the gaming world, boldly declaring the course it plans to chart over the next several years.
Your move, Sony and Microsoft.
Email: mhartley@nationalpost.com, Twitter: @thehartley
]]>Join technology reporter Matt Hartley and video game reporter Dan Kaszor as they cover the Nintendo presentation at the Electronic Entertainment Expo (E3).
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]]>Today in technology: Nintendo Co. Ltd. affirms its plans to launch a new flagship console to replace the popular Wii in 2012; investors still gobbling up Facebook stock on private markets; Microsoft Corp. has a new global advertising czar; and Twitter Inc. gets a new home.
Nintendo says Wii successor coming in 2012
On Monday, Japanese video game giant Nintendo unveiled its fourth quarter and full year fiscal 2011 results , then confirmed one of the worst kept secrets on the Internet: that the company is planning to launch a new video game console as early as next year. According to a statement , Nintendo plans to show off a working prototype of the new system at the Electronic Entertainment Expo (E3) video game conference in Los Angeles in June.
Nintendo said it hasn’t factored sales of the new console into its fiscal 2012 results, which suggests the new console will not launch until the second quarter of next calendar year at the earliest.
However, there’s still no word on what the new system will be called and what new features it may include. Speculation suggests that the latest console from the company that brought us Super Mario Bros. may be working on including HD graphics or more sophisticated motion-sensing controllers into its new system.
Some reports suggest Nintendo is working on a new controller technology known as “Screen Stream,” that can stream game footage directly from the console to a colour touchscreen on the controller itself. This could allow Nintendo to split individual views from multiplayer games and beam them directly to a player’s controller.
One thing’s for sure, you can bet a Super Mario game will make an appearance shortly after the new system is launched.
Investors still pouring money into Facebook
There’s one date that every technology investor in Silicon Valley, on Wall Street and around the world has circled on their calendar: April 30, 2012. That’s when Facebook plans to begin publicly disclosing financial results, and it’s safe to say potential investors are keen to get their hands on Facebook’s books . Ever since Facebook and Goldman Sachs struck a deal that would allow the financial institution’s clients to invest in Facebook at a US$50-billion valuation , other investors have continued to jump on board. Earlier this month, T. Rowe Price Inc. disclosed it had purchased US$190-million worth of Facebook shares.
Microsoft looks internally for new ad chief
On Friday, Microsoft revealed it has tapped Frank Holland — a 13-year Microsoft vet — to lead the company’s global advertising sales business, the Advertising & Online organization . As Microsoft continues its push to become a major power broker in online advertising and establish its Bing search engine as a legitimate competitor to Google Inc. , the world’s largest software company has taken a number of steps to essentially build an entire advertising agency within the company. Mr. Holland will report directly to Microsoft chief operating officer Kevin Turner.
Twitter gets a new home, staying in San Francisco
As Twitter continues to grow in leaps and bounds, it’s no surprise one of the hottest startups in California is fast outgrowing its home. On Friday, Twitter announced it will be moving into a new location just down the street from its current home near the Moscone Center in downtown San Francisco to a new location on Market Street . “The city where we have started and grown will remain our future home,” the company said in a blog post. Twitter expects to move into its new offices sometime in mid-2012.
Today in technology: The early 1980s home computing archetype is reinvented for the 21st century as Nintendo Co. prepares to launch its first new gaming console since the motion-controlled Wii, MySpace is sued for releasing user data without consent and Apple Inc. poaches a Microsoft Corp. data centre executive for potentially grandiose purposes.
Commodore 64: back and better than ever
In technology years, the Commodore 64’s original release in 1982 happened centuries ago. Complete with a whopping 64KB (kilobytes) of memory and enough processing power to run first-generation computer games better than rival products of the day such as Apple Inc.’s Apple II, the essentially oversized keyboard was a smash hit at the time. More than 13 million units were sold over its lifetime, making the device still used by some hobbyists today, among the top-selling personal computing devices of all time.
Now, nearly three decades later, the classic C64 has been reborn thanks to the efforts of Commodore USA LLC — a Florida-based company founded just last year solely to relaunch the Commodore brand. Available online as of April 5 for the same starting price as the 1982 original — US$595 — it took less than 24 hours to sell out and the company is currently scrambling to keep up with demand.
Challenging the now infamous statement by Bill Gates, where the Windows inventor once declared “no one will ever need more than 64KB of memory,” the new Commodore 64 features a dual-core Intel Atom 1.8GHz (gigahertz) processor, a blu-ray disc player and a Nvidia Ion2 graphics chipset with capacity for up to 4GB (gigabytes) of memory and up to 1TB (terabyte) of storage. All of that is still contained inside the same, now quite retro, 80s shell.
Not a nostalgia lover? Then perhaps Nintendo’s rumoured plan to release the 124 year-old company’s first video game console capable of running full high-definition graphics — its first new console since the massively successful, motion-controlled Wii launched in 2006 — at the Electronic Entertainment Expo (E3) in early June will be of more interest.
MySpace sued
From our when-it-rains file, the once dominant, now heavily beleaguered social networking giant MySpace is being accused of sharing user information without asking permission. With a sale to online music giant Vevo.com still in the works, MySpace parent company News Corp. was probably not happy to learn this week that the website was being sued by two New York law firms. The case is seeking class-action status and unspecified damages.
Kevin Timmons joins Apple
The top data center staffer at Microsoft Corp. has reportedly joined the software giant’s chief rival, Apple Inc., for a similar position. Kevin Timmons was general manager of Microsoft’s data centre operations for the past two years, though his role at the world’s largest technology company is expected to go beyond just running data centres. The rumours of his potentially expanded role are particularly interesting, given what Apple is rumoured to be doing with its own data centres.
jberkow@nationalpost.com
]]>Like most teenage boys, there was a time when I believed that “rock star” was a viable and legitimate career option.
In the 1990s, Kurt Cobain was the pinnacle of awesome. Girls in my junior high would listen to Nevermind on cassette every day on the bus. I figured that if the girls loved Kurt because he played guitar, then I could impress them by doing the same. Here we are, 15 years later, and the extent of my guitar playing ability maxes out with the intro to Come As You Are .
Despite my deep and unabashed love of guitar-based rock and roll, I can’t play a lick.
Guitar Hero changed all that; and now it’s finished.
Last week, the world learned that video game publishing giant Activision Blizzard Inc. was pulling the plug on the Guitar Hero video game franchise, marking the end of an era that began with its late 2005 launch. This year’s edition of the game was cancelled, its engineering team reassigned or fired.
It seems the company just couldn’t turn a profit from selling Guitar Hero games and the accompanying plastic instruments gamers used to play them anymore.
At this point, if you haven’t played Guitar Hero — or at least seen it being played — you’re in the minority. The concept it simple enough. You wield a plastic guitar. The object is to press coloured frets and flick a “strum bar” in time with the music as various combinations of coloured lights descend from the top of the screen.
Guitar Hero was more than a mere video game — a Sonic the Hedgehog or Call of Duty . It was one of those rare pieces of shared entertainment that connects us through a common experience. At the peak of its popularity, Guitar Hero was nothing short of a phenomenon.
Activision sold more than 25 million copies of the game and its sequels. It spawned a host of imitators and copycats, real-life rock bands fought to have their songs included in each new edition, and the animated TV series South Park devoted an entire episode to lampooning the game.
There was a time when people would throw parties devoted to Guitar Hero and the rival Rock Band , which added plastic drums and a microphone to the plastic guitars. Bars would hold Guitar Hero competition nights, complete with cheering fans and prizes.
The Guitar Hero franchise was not only credited with helping to revive teen interest in rock music — something which seems to have dissipated with the decline in popularity of the franchise — but it also paved the way for a new era of home video gaming.
When Guitar Hero was launched, Nintendo’s Wii and its wand-like motion sensing controllers was still about a year away from hitting the market. At the time, when people thought of video games, they imagined either teens in front of computers or traditional consoles and their complicated controllers covered in unfriendly buttons, playing games based around cars, sports and war.
Unlike first person shooter games such as Halo , Guitar Hero was easy to grasp. Sure, the mini plastic guitar controller took some getting used to, but people understood it; most people know how to hold a guitar. Novice gamers could pick it up and start jamming away within a few minutes at a party.
Perhaps more than just about any other title, Guitar Hero put a fun and friendly face on video games. Along with the Wii, Guitar Hero helped introduce video games to casual audiences that traditionally don’t play video games, particularly women.
Today, the fastest growing segment of the video game business is the casual gaming audience, which accounts for as much 66% of the online population in the United States.
Casual, as opposed to hardcore, gamers are the reason Nintendo designed the Wii Fit balance board that enables soccer moms to do their morning workout with the help of a game console. They are also the reason Microsoft Corp. developed its Kinect motion-sensing technology for the Xbox 360, with a game that allow kids to pet virtual animals and one called Dance Central, which is something of a mash up between Guitar Hero and the So You Think You Can Dance TV program.
Although sales of both Rock Band and Guitar Hero continue to slide — suggesting the rock-star fantasy game’s cultural moment is indeed ending — Harmonix, maker of Rock Band (and the first two Guitar Hero titles), believes its future lies in expanding its 2,500-title library of downloadable songs.
Why did we tire of Guitar Hero ? Maybe it’s because it featured essentially the same gameplay year after year, meaning fans were less likely to buy new sequels — a successful business model for many an ongoing video game franchise.
But there is a reason Guitar Hero was as popular as it was. Deep down, many of us never gave up on that fantasy of standing up on a stage, powering our way through a dynamite riff like Joe Perry, or tearing through a killer solo like Slash.
When you hit all the notes perfectly, when you nailed every note of your favourite song and registered a perfect score, you couldn’t help but smile. For a brief moment, the game made you a rock star.
Perhaps it’s simply the case that Guitar Hero captured the imagination of a public hungry for a new style of gaming and is now riding the wave of hype to its inevitable conclusion.
In the end, Guitar Hero met a fitting end — one worthy of a rock star — adhering to the old adage penned by none other than Neil Young: “It’s better to burn out than to fade away.”
]]>Not every technology story coming out of Spain on Monday has to do with the Mobile World Congress getting underway in Barcelona.
Police in the southern Spanish province of Malaga have arrested a man suspected of hacking into Nintendo Corp.’s online user database, the BBC reported Monday afternoon. Located some 500 kilometres from Barcelona, where a week-long showcase of the latest mobile technology is in full swing, the unnamed individual had allegedly managed to obtain personal information on 4,000 users of Nintendo game consoles, such as the motion controlled Wii or the GameCube.
The man attempted to blackmail the Japanese gaming giant by threatening to file a report with Spain’s data protection agency on the grounds that Nintendo was negligent (supposedly in preventing hackers like him from accessing their data), police claim. It remains unclear whether the hacker was able to access the private user data contained on Nintendo-owned servers or via a third party.
What it clear, however, is that the man eventually started to release the data online after the company failed to give in to his demands, whatever they might have been. Authorities told the British news agency the man was planning to release the entire database to the web prior to being apprehended.
Security of web-connected gaming consoles has been of increasing concern both to the makers of those consoles and to law enforcement agencies in recent months. In January, a group of hackers compromised the security of the PlayStation 3 console from Sony Corp., making it possible to run illegally-obtained game software on what was once regarded as the most secure game console in existence.
Monday’s arrest highlights the increasingly broad implications of console security. Not only can a breech impact a gaming company’s bottom line by allowing users to run pirated content, but it can also compromise the privacy of individual users.
A spokesperson for Nintendo Corp. did not immediately respond to a request for confirmation.
jberkow@nationalpost.com
]]>Future video games will be beamed directly to screens via Internet
Today’s video game fans have good reason to be jealous of all those lucky future gamers being born this year.
By the time they can drink legally, the latest blockbuster game titles will be beamed directly to their screens via the Internet. So if, say, the new God of War XVI (Super Sweet Sixteen) comes out at midnight on some day in the not-too-distant future, by 12:04 they could have already beaten the first level.
It is a future in which the entire console disc-based gaming world, and the vibrant retail and resale industry it supports, will have moved entirely into the cloud.
Indeed, early signs of the impending console-pocalypse are already beginning to show. Much as cloud-based entertainment providers such as Netflix Inc. are slowly replacing the need to insert a shiny disc into a physical device to watch a movie or television show, services provided by TransGaming Inc., OnLive Inc. and a growing list of others will eventually bring about the extinction of the physical gaming console.
“Ultimately we won’t have consoles,” predicts Michael Pachter, a gaming industry analyst with Los Angeles-based Wedbush Securities. “I don’t think the end is imminent, but this is absolutely the beginning of the end.”
OnLive, a Palo Alto, Calif.-based online game startup, is mounting a direct challenge to the Big 3 console makers — Sony Corp.’s PlayStation, Microsoft Corp.’s Xbox and Nintendo Co.’s Wii — by offering even the most hardcore gamers remote access to top titles such as Batman: Arkham Asylum , Unreal Tournament and Tom Clancy’s Splinter Cell with little more than an Internet connection, bypassing the console entirely.
Others, such as the GameTree TV service offered by Toronto-based TransGaming, are looking to deliver smaller, less graphically intense games intended to supplement the console experience rather than compete with it directly.
“We’re looking at [cloud-] enabling games that aren’t at that high-end or AAA catalogue,” said Paul Nowasad, TransGaming’s vice-president of corporate marketing and business development. “We’re looking more at the AA family-friendly casual gaming.”
So instead of Call of Duty or Need for Speed , think Bejeweled or World of Goo .
There are some advantages to the TransGaming strategy over the more aggressive OnLive tactics. Providing gamers with remote access to high-performance games requires tens of millions of dollars in server infrastructure and, at least in the case of OnLive, users still have to invest about US$100 in a ‘microconsole’ and controller package. That is still a bargain compared to the cost of a traditional console system, which, combined with a dozen or so retail game titles, can easily run past $1,000.
But the hardware contained within the next generation of Web-connected TVs is capable of handling the demands of the GameTree TV platform all on its own.
Every major television manufacturer was either showcasing its latest Internet-enabled sets or talking up plans for similar products during the International Consumer Electronics Show in Las Vegas this month. Such devices are expected to become the standard in Canadian living rooms by mid-decade.
“Looking three or four years down the road, I think every TV you can buy out there will have some sort of apps built directly into it and be able to be Web-connected,” said Matthew Tattle, Canadian video game industry analyst with market research firm NPD Group Inc.
Realistically, cloud-based gaming services won’t be able to convince hardcore gamers to toss their consoles for some time — 20 years at least, says Wedbush’s Mr. Pachter. Meanwhile, services like GameTree will appeal to the growing number of casual gamers. Their ranks have been increasing dramatically since Nintendo Wii launched in 2006, reminding the entertainment world that video gaming can also be a family affair.
“Our plan [involves] bringing back family night in the home, if you will,” Mr. Nowasad said.
As the casual gaming population continues to expand, major game developers like Tokyo-based Konami Digital Entertainment Inc. are adapting their classic titles such as X-Men: Arcade for a new audience.
“Things are changing and we need to change with them,” Careen Yapp, vice-president of acquisitions and franchise development for Konami, told Canadian gaming industry representatives at the GameON Finance 2011 conference last week in Toronto. “There are all sorts of gamers coming to market now that were never attracted to the industry before [and] they’re not going to sit in front of the television and play a game for 40 hours until they beat the last level, they’re going to have these byte-sized experiences on many different platforms.”
The first sets featuring the GameTree TV byte-sized gaming service are expected to hit the European market before the spring. TransGaming chose to focus on Europe ahead of North America because the especially competitive nature of the European television market is pushing Europe-based telecoms to introduce new technologies sooner to stay ahead, Mr. Nowasad said.
But bandwidth-gobbling services like GameTree TV and Netflix face an additional barrier to entry to the Canadian market in particular: space. With all Internet service providers in Canada mandated to impose preset limits on the amount of data each customer can consume each month, those who use live video-streaming services consistently will be hit with costly overage charges whenever that limit is exceeded.
“We’re in a country where I am only allowed 20 [gigabytes] or something like that each month,” Mr. Tattle of NPD said. “I’ve got my regular surfing, I’ve got my [Apple] iPad and Netflix and all this other stuff; and now I’ve got to stream my gaming over the Internet? The cost for me on bandwidth alone is going to be phenomenal.”
Mr. Tattle questions whether GameTree TV will find enough customers willing to pay a few dollars for temporary access to a small, casual game.
“You might have a [business] model where people are going to play, but I don’t think you have a model where people are going to pay,” he said. “If they can come up with one killer app then they’re in business … people are clearly willing to drop $2 on Angry Birds no problem.”
With the goal of finding that one killer app in mind, TransGaming last week launched a $50,000 developer challenge.
“Connected-TV or IPTV-Gaming as it used to be called never really took off, and we think part of the reason for that it because developers weren’t really part of the ecosystem,” Mr. Nowasad said, explaining the reason for the challenge.
jberkow@nationalpost.com
]]>Jan. 7, 2011 — This week on a very special big picture podcast: We make our triumphant return from the winter break with Matt Hartley, FP’s intrepid tech reporter, calling in from the International Consumer Electronics show in Las Vegas. CES is the biggest techie event of the year, sort of like taking the Super Bowl, the World Series and the Stanley Cup Final, rolling them into a ball and adding blinky lights and tablets, and Matt has the scoop on all the cool gear he’s gotten his hands on. No hoverboards, though.
Get more episodes of this podcast and many others on our dedicated page .
]]>Microsoft’s Kinect is quickly shaping up to be one of most popular tech toys on the market this holiday season.
On Monday, Microsoft announced it had sold more than 2.5 million Kinect sensors through the end of the Black Friday holiday shopping weekend.
That’s 2.5 million units in just 25 days, which means consumers are gobbling up the Kinect at a rate of about 100,000 per day.
“We are thrilled about the consumer response to Kinect, and are working hard with our retail and manufacturing partners to expedite production and shipments of Kinect to restock shelves as fast as possible to keep up with demand,” said Don Mattrick, president of Microsoft’s interactive entertainment business. “With sales already exceeding two and a half million units in just 25 days, we are on pace to reach our forecast of 5 million units sold to consumers this holiday.”
Microsoft said the new motion sensing Kinect — which allows users to play video games without a controller, using their body and voice to control the action on the screen — is available at more than 60,000 retailers in 38 countries.
The challenge for Microsoft will be to avoid a Nintendo Wii-like shortage of Kinect systems in the run up to the holidays.
For two years in a row, in both 2007 and 2008, it was next to impossible to find a Nintendo Wii console around Christmas. Despite Nintendo’s best efforts to keep the consoles in stock, the Japanese video game giant simply couldn’t produce enough Wiis to meet consumer demand , which led to shortages and no doubt a few disappointed kids on Christmas morning.
Considering Microsoft’s desire to place Kinect at the centre of most of its holiday promotions this year, it remains to be seen if the software giant has what it takes to ramp up production to meet the growing demand for Kinect.
]]>
Forget Sony and Microsoft, the company that keeps Nintendo of America president Reggie Fils-Aime up at night is Apple Inc.
In an interview with Forbes Magazine , Mr. Fils-Aime touched on a number of topics, from Nintendo’s content advantage, to the company’s ongoing battle for the attention of its consumers and the emergence of Apple as a rival in the video game world.
Last year, Nintendo sold more than 20 million gaming devices — which includes both the TV-connected Wii console and the handheld Nintendo DS — more than Sony and Microsoft combined. However, with Sony and Microsoft both launching motion-controlled gaming technologies — Sony’s Move for the PlayStation3 and Microsoft’s Kinect for the Xbox 360 — that gap could close considerably in 2010.
For all the success of the Wii, Nintendo’s most successful platform is the Nintendo DS, with the Japanese video game giant shipping more than 132 million since the device was launched. But Apple’s decision to position the iPod Touch as a low cost gaming platform — prices as low as US$99 — places Apple’s touchscreen music player in direct competition with the DS.
Add to that the emergence of the iPad as a gaming platform, the 14.1 million iPhones sold in the most recent quarter and the strength of Apple’s App Store as a distribution centre for video games and suddenly it’s easy to see what Mr. Fils-Aime is talkinga bout.
Referring to Apple, Mr. Fils-Aime said “Do I think that in the near term they can hurt us more than Microsoft? Absolutely.”
Where Nintendo does have an edge, Mr. Fils-Aime said, is in home grown content. Of the 20 best selling games for the Wii and DS, 14 were developed by Nintendo itself, with no fewer than eight built around the company’s Super Mario character.
]]>
The end of the sedentary gaming lifestyle is nigh.
Today’s video gamer is increasingly being pushed off the couch to swipe, slash, flip, jump and twist their way to digital victory. It started with the massive success of the Nintendo Wii and continued its march forward over the weekend with the release of Sony’s new motion-sensitive game controller for its PlayStation 3 console.
For all intents and purposes, the Move controller turns a PlayStation 3 into a PlayStation Wii, only better.
Reviews all seem to place the Move as very similar to the Wii , but with far more precision and an ability to track a players movements in a real 3D space. That means Move players won’t be flicking their controllers toward the screen in iconic Wii fashion.
The Wii is likely to remain a very attractive option to many because of its low price point – some stores sell a complete Wii system for around $200 in a game bundle. While the Move PS3 peripheral (which will run at least $100 just to get started , on top of the $300 cost of a PS3) is certain to have appeal among current PlayStation owners who think their console, with its super-advanced processing power and Blu-ray playback abilities, doesn’t do enough already.
Some may criticize Sony for being late to the motion-control party, especially considering November 2006 was when the world first got to see the Wii. Though Sony has had motion on the mind since 2005 , suggesting the Japanese electronics giant has been planning a direct challenge to the Wii since it was, well, wee.
A look at the flagship title for the Move, ‘ Sports Champions ‘, makes the competition all the more obvious. Play it alongside the Wii Sports game package and you will be hard pressed to notice a difference in-game function or design, though reviewers seem to give extra points for accuracy and sensitivity to the Move. Indeed, the controls share very similar ascetics save for the brightly coloured ball that distinguishes the Move remote.
Of course, the Move and Wii will only have a couple of months to fight over the motion-controlled gaming market before another game-changer comes along to shake things up once again.
Due to hit stores in early November, the Kinect is Microsoft Corp’s answer to both the Move and the Wii for its Xbox 360 console. Also a peripheral add-on designed to supplement Xbox functionality, Kinect takes the notion of motion-control a step further by taking controllers out of the equation. With Kinect, you are the controller as the device utilizes a trio of TV-mounted cameras to record a player’s body movements, translating them into actions for a character on the screen.
It is far too early to tell whether the gaming world will readily adopt the Move and the larger shift to motion-control coming from every development lab in the industry. Though with video games constantly being blamed as a cause of childhood obesity , it is at least nice to see they are now providing a solution as well.
jberkow@nationalpost.com
]]>Just five months left to wait for Xbox fans.
It now appears Microsoft Corp.'s long-awaited controller-free video game technology, Project Natal, will debut in October, according to several reports.
Robbie Bach, president of Microsoft's entertainment and devices division, told the assembled masses of technology journalists at the Consumer Electronics Show in Las Vegas earlier this year that Project Natal would be released sometime before Christmas, 2010, but Microsoft has kept quiet about nailing down a specific launch date for the ground breaking technology.
It now appears that Project Natal will debut in October and will (finally) get a new name at the Electronic Entertainment Expo (E3) video game conference in California next month.
According to Techradar , Microsoft's Saudi marketing manager, Syed Bilal Tariq, told GamertagRadio that the company would announce an official liftoff date for Natal at E3.
The launch "is going to be somewhere in October and we will be
in a position to confirm the date at E3, which is in June, but
definitely it is going to be October 2010," he said.
We left a message with a Microsoft Canada spokesman seeking comment on the report, but have not yet heard back.
Microsoft has spent more than a decade researching so-called "natural user interface" technology, which enables users to control devices with simple gestures and movements instead of controllers and buttons. Natal will allow users to play video games without controllers, creating a more interactive and immersive gaming experience.
Project Natal is one of the most highly anticipated advancements in video game technology since the introduction of Nintendo Co. Ltd.'s Wii console and represents a major step forward for Microsoft's Xbox 360 platform. Microsoft plans to make Natal — alongside the forthcoming Halo: Reach video game — the centrepiece of its holiday Xbox campaigns and is looking to leverage the technology in its other projects in the years to come.
– Matt Hartley