Virtual Consolation

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As much as I’m desperate for Nintendo to get its Game Boy Advance games onto 3DS, I’m stoked for tomorrow’s launch lineup of titles hitting Wii U’s Virtual Console service.  People love to tout games like Super Metroid and A Link to the Past (as they should!), but I truly believe that GBA had a rich catalogue that easily equalled some of the best 16-bit titles of the SNES era. Games like Metroid Fusion, Mario & Luigi: Superstar Saga, The Minish Cap, and Castlevania: Harmony of Dissonance are just a handful of the excellent experiences that players got to enjoy on GBA. It’s essential that this initiative succeeds on Wii U to help insure that these wonderful titles don’t fade into obscurity.

As much flack as I’ve given Nintendo’s Virtual Console service over the years, there’s no denying what a wonderful thing it is for gamers to have access to. There are so many exceptional games to play on VC that most folks can only dream of ever getting hold of as physical copies. Unlike just about every other form of media and entertainment, video games, especially the old, classic ones, are landlocked to whichever piece of hardware they first appeared on. No old NES meant no old NES games for years, until VC launched on Wii. Thankfully, Nintendo is opening the vault to give a greater variety of its handheld games some time in the sun.

GBA remains one of my favorite consoles of all time. All three form factors were comfortable and attractive (yes, even the original, with it’s unlit screen and AA batteries). The SP is usually the default favorite for many when it comes to this generation of Nintendo handhelds, and for good reason, as it represented a true evolutionary leap in design for the company. I’ve always loved the Micro best though; sleek, light, perfect. GBA, like GameCube, was also the end of simple consoles. Plug in a game, flip the power on, and straight to playing a game. No user interfaces or home screens to be bothered with, just pure, unfettered gaming.

Oddly, there’s not much recognition for the fact that GBA helped keep 2D game design alive and thriving. The world was enthralled with polygons and 3D worlds at the time, so classic platformers and top-down RPGS were all but gone from home consoles. GBA let devs continue to produce the sorts of titles that were being shunned elsewhere, up until the industry finally realized there was room for both styles of play. Metroid Prime is an incredible game, but the world would be a less interesting place if Metroid Zero Mission never was released. GBA kept the old traditions alive for an entire generation of gamers that would have been robbed of them, otherwise.

When the eShop gets updated tomorrow, I’ll be ready to start downloading some very fun games. Good luck tomorrow, Nintendo! Here’s hoping folks show these games the appreciation they deserve.

E3 Anticipation

It’s only March, but I can’t help but think about E3 2014 and how very close it is. Soon, Nintendo, Sony, and Microsoft will be promoting their newest games (and maybe hardware!) for the world to see, but half the fun is guessing what those reveals might be! Here are five things I’m looking forward to seeing at E3 2014!

5) Halo 5

Last year’s demo built hype, certainly, but it seems likely that we’ll finally get a true glimpse at Halo 5 this E3. Or Halo something-or-other, because Microsoft has been coy about committing to the traditional numbering from the Xbox and Xbox 360 days. Taking a cue from the comic book companies and trying to ditch “intimidating” high numbers on its boxes might be Microsoft’s goal (which sucks), but no matter what Halo 5 is ultimately called won’t mean a thing if the game can’t maintain the high quality the series is known for. Given how embraced Halo 4 was, I think it’s a safe bet that Halo 5 will be just fine. That being said… what comes next for Master Chief?! I’m torn whether I want to see something radically different or more of the same, awesome Halo gameplay we all know and love.

4) New Vita IP

I don’t care what anyone says, Tearaway was an amazing game that played to Vita’s strengths. It was as charming as LittleBigPlanet and a breath of fresh air regardless of platform. I’d love to see a sequel make its way to Vita (or even PS4), but I’d also like to see some more, original IPs head to the handheld, preferably straight from Sony itself. PSP brought the world the wonderful Patapon and Loco Roco series (which need Vita sequels, like, NOW), and I’m curious what other sorts of unique, fun handheld games Sony has up its sleeve.

3) Mega Man

It’s just sad that fans have been waiting years now for a true, new Mega Man game from Capcom, but that’s the world we live in, folks. With all the attention that Mighty No.9 has been (justly) receiving, it would be foolish of Capcom not to capitalize on the Blue Bomber. There’s room for both series in the world, and maybe now would be a good time to unveil a Mega Man title to create some friendly competition between Comcept and Capcom. Fans would be the winners, in the end, no matter what! Just to geek out a bit, here, but after the Worlds Collide crossover between the Mega Man and Sonic the Hedgehog comics by the folks at Archie, I’d love to play a video game with the two characters. The comic was fun and introduced some weapons concepts that would be awesome to see in action!

2) New Nintendo Hardware

I’m thinking that Nintendo will either reveal a new variation of the Wii U hardware or a redesigned 3DS. As far as Wii U goes, I don’t foresee a full-blown redesign, but I can picture Nintendo either doing something to make the system differentiate itself more from the original Wii, or offer models with way more memory or a slimmer GamePad. A redesigned 3DS is probably the safer bet here. The base model 3DS remains the weak link of the three versions of the handheld, with low battery life and some clunky design choices (I’m looking at you, Home/Pause/Select buttons!). As it stands now, the 3DS is the middle child and not all that appealing. I’d be pretty happy to see Nintendo put out a new model that’s reminiscent of the XL’s design, with rounded edges, better buttons, slightly bigger screens, and longer battery life. Make it ultra thin, and it would be pretty dang cool.

1) New Zelda

This is a foregone conclusion, as Nintendo has already confirmed we’ll be seeing the first glimpse of the next installment of Zelda, but no one knows what it’s going to be like. Realistic graphics? Toony? A middle ground like Skyward? Will the waggle be back? Where in the timeline is it going to fall? So many questions! Just talking about it gets me excited, and with the incredibly fun and gorgeous games that Wii U has already graced us with, I know that the next Zelda is going to be amazing. I just want to know more about it!

A handful of predictions/guesses, but here’s hoping that some of them come true! Until then, I should probably get to actually finishing a bit of the mountainous backlog of games I have piling up. Till next time!

Overlooked Games of Last Gen

It’s easy to overlook that backlog of games many of us have with Wii U, PS4, and XBox One providing a whole new assortment of titles to play. Even easer, though, is to forget the games that weren’t spotlight stealers even when Wii, XBox 360, and PS3 were in their prime. Let’s look back on some great, overlooked titles that many people might have missed back in the day!

Spyborgs | Wii | 2009

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Brawlers can be a tricky nut to crack, and not everyone’s idea of the perfect slugfest is always going to mesh with other people, but I really had fun with Spyborgs. The graphics were polished and vibrant on Wii, and the controls were solid. Pummeling foes was smooth and satisfying, as the best beat ’em ups should be, and I had a soft spot for the over the top heroes Clandestine, Bouncer, and Stinger. It’s also a good co-op game for those wanting some buddy time on Wii!

Z.H.P. Unlosing Ranger VS Darkdeath Evilman | PSP | 2010

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PSP might not have quite the library of games that Nintendo’s DS does, but that doesn’t mean the system is devoid of overlooked gems. Unlosing Ranger is one of them, a sort of cooky tactical RPG filled with character and excellent combat. A lot of common convention of the RTS subgenre of RPGs were thrown out of the window for this game, making it much more accessible to a wider variety of players. Plus, it’s pretty and funny! At the same time! Nice.

Prince of Persia: The Forgotten Sands | PS3/XBox 360 | 2010

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The aptly-named Forgotten Sands remains an under-sung highpoint of the franchise.  Excellent play mechanics complemented the game’s immersive, sweeping visuals, and, with its engaging story, made it a real can’t-miss experience. Except, quite a few people did, and the Prince has been MIA ever since. Don’t let this collect dust when you pass it in a GameStop; it’s easily worth your time if you enjoyed The Sands of Time.

Alice: Madness Returns | PS3/XBox 360 | 2011

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This is a title that was really failed by reviewers. The narrative was creepy, dark, and gripping, which isn’t easy for a lot of games. It didn’t hurt that combat was a blast and the psychedelic, intricate visuals were wonderful eye candy. This is a game that has to be played to be appreciated. Keep your eyes peeled for shout outs to other video game series while you play!

Ghost Trick: Phantom Detective | Nintendo DS | 2011

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It’s absolute murder that this game didn’t sell better. Ghost Trick remains at the very least an equal to the Phoenix Wright series, with clever writing, beautiful visuals, and a nice twist ending. The play controls put a wonderful spin on the visual novel genre, while the character animations are something else. People who complain that the video game industry doesn’t experiment enough should slap themselves if they never picked this one up.

Honorable Mention- Klonoa: Door to Phantomile | Wii | 2009

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The Klonoa games in general don’t get enough love, but this Wii remake of the PlayStation original was a standout experience. Its 2.5D gameplay is as fun now as it was when it debuted, mixing 2D platforming with 3D environments. It’s cutesy, but that’s no crime, and shouldn’t be a deterrent to anyone who wants a solid platformer. Seek out the Game Boy Advance titles, too!

There are lost of overlooked games waiting to be played; go get your hands on some today!

REVIEW-Wii Sports Club

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Many ascribe part of Wii’s success to Nintendo’s clever decision to package a copy of Wii Sports with every console sold. The pack-in game delivered not just an engaging assortment of sports games to play, but was a showcase for the Wii Remote and the fun to be had with motion controls. With the launch of Wii U, Nintendo decided to go a similar route and highlight its new GamePad with Nintendo Land. Unfortunately, Nintendo Land did little to draw in both old and new fans; now, roughly a year after Wii U’s launch, Nintendo has come full circle and is offering Wii Sports Club as a downloadable title. An HD overhaul of the original Wii SportsWii Sports Club has also been outfitted with online multiplayer and a communities system, elevating what was an already great game to an even better one.

The key to appreciating any Wii Sports title is realizing that the series doesn’t take itself too seriously. Wii Sports Clubis no different, as the two sports available at launch, bowling and tennis, are not pitch-perfect recreations of either. The play mechanics are basic; physical movement (walking, running) is handled by the computer, while the player swings the Wii Remote for tennis and pulls back and thrusts the Wii Remote forward to bowl. As is typical with the series, Wii Sports Club uses minimal button presses during gameplay, which makes the game accessible to multiple player skill types. Wii Sports Club is like previous installments, in that there’s something about the lack of traditional button implementation that makes players feel like there are no barriers between them and the game, which is an excellent way to get non-traditional gamers in on the action. It doesn’t hurt that the controls are spot-on; both tennis and bowling feel incredibly natural, and the physics are a fair facsimile of reality. Don’t expect anything new from either sport, though, as these are the exact same versions of tennis and bowling from Wii Sports and Wii Sports Resort, respectively. That might be a negative for some, but there are other additions that should appeal to those wanting something different this time around.

The pricing model for Wii Sports Club isn’t something I’m basing my score on, but I think it’s still worth mentioning. There are two ways to play the game; 24-hour Day Passes for $1.99 and unlimited Club Passes for $9.99. When players first download the game, there is a free 24-hour trial period in which to explore and play the sports to see if they’re worth buying. At any point during or after the trial, the player can choose which pass they want to buy to continue experiencing Wii Sports Club. As Nintendojo detailed last week, Nintendo’s goal with this pricing model is to offer those who only play the game socially to opt out of committing to a full purchase. This is a convenient option that should satisfy anyone looking to play the game, whatever their circumstance might be. I will say that anyone looking to do a 24-hour Day Pass might want to reconsider if they know they’ll be playing Wii Sports Club more than five times in the future, but to each his own.

Wii Sports Club starts by asking the player to join a club. The options are all based on the fifty states here in the US, different countries around the world, or the more anonymous world club that doesn’t specify any geographic allegiance. The player’s club choice isn’t permanent, but switching can only be done once every 24-hours. Outside of personal preference, there’s no in-game advantage to be had from any particular one, so choose freely. Nintendo has added a series of what are basically achievements that can be unlocked during gameplay in Wii Sports Club. Called stamps, there are quite a few to collect between both sports and can be viewed in the player’s Stamp Collection screen. Beyond that, there is also Miiverse integration, where players are encouraged to boost their club’s popularity by posting. Overall, the club and Miiverse inclusions are well handled, creating a sense of community along the lines of Wii Fit U, but not as extensive. It would have been nice to create personalized clubs in the way that players can make their own gym communities in Wii Fit U, but it’s a minor gripe that doesn’t take away from Wii Sports Club.

Wii Sports Club has made improvements to the series’ formula, but it’s not perfect. The HD upscaling has been handled well, retaining the bubbly personality of the original Wii Sports games while also reinvigorating the presentation. Still, it’s nothing that really showcases the raw power of Wii U’s capabilities, and underwhelms compared to even Wii Sports Resort‘s visuals; aside from a lower resolution, Resort‘s presentation is more impressive. Part of the reason might be that there’s not a whole lot of activities in Wii Sports Club outside of bowling and playing tennis. With only two sports available at launch, Nintendo is taking things slowly with Wii Sports Club, planning to release golf, boxing, and baseball at a later date. That doesn’t make the two sports currently available any less fun, but it does limit the experience.

Nintendo has finally brought online multiplayer to a Wii Sports game, and has done so with aplomb. Finding matches is fast and simple, offering players the chance to go against friends, strangers, or members of their club. Matchmaking is quick; I hardly ever waited in a lobby to find someone to play against, and even when I did, it was very brief. Nintendo wisely decided to allow players to practice whichever sport they’re playing while waiting, which is a lot funner than staring at a static loading screen. In my playtime, I’ve experienced very fluid matches overall, with minimal lag save for the occasional session here and there. As more players download the game and jump online, it’s unclear how Nintendo’s servers will handle the demand, but so far they’ve done well.

Tennis offers either singles or doubles single-matches, with doubles allowing players to bring a second player along for the ride. Bowling has a bit more variety with the option of playing spin control, 10-pin, or 100-pin games, but is single-player only. Probably due to the all-ages nature of the title, Nintendo has opted to not offer voice chat, but the d-pad can send three messages during gameplay that appear onscreen and are all notably friendly in tone. It’s a bit of a letdown for those who’d just like to talk without harassing anyone, especially considering how social an experience Wii Sports titles are known for being, but isn’t game-breaking.

Playing offline is fun as ever, providing the same suite of game modes as online but with the option for multiple players to join. The controls and gameplay are also equally smooth and precise playing offline. Offline features a training mode for both sports if players want to get in a little practice with the controls or fine tune their techniques. If online included voice chat I might feel differently about this, but Wii Sports Club is funnest with people actually in the room and enjoying one another’s company. On the other hand, there’s a unique sense of competitiveness to online play, so it’s perhaps fairer to say that both modes provide different but distinctly fun experiences.

Wii Sports Club is a fine addition to Wii U’s library that pushes the series forward with the addition of solid online play. The core experience remains as compelling as ever, offering play control that is both satisfying and inviting to players of all skill levels. Though the presentation has been upscaled to HD, it still feels like a step backwards compared to Wii Sports Resort‘s bright and fun visuals. With only two sports currently available, Wii Sports Club isn’t as robust an experience as it could be, but what is there will still keep players entertained for hours. With the promise of additional sports in the future, there’s a lot of potential for Wii Sports Club, and it’s easily worth a download for anyone who owns a Wii U.

Score: 8.9/10

+Precise controls, solid online experience, clubs and Miiverse integration, more sports on the way, but what’s here is fun.

-No online chat, bland presentation compared to Wii Sports Resort.

Toy Box 9-de Blob 2 Figurine

I have a soft spot for THQ’s de Blob series. The characters are cute, the gameplay is fun, and both games have great soundtracks. There are a number of these de Blob figurines in a variety of colors, including ones of the bad guys! Some sell very cheap, and can even be found in the occasional Toys R Us. Once these things sell through, though, don’t expect to find more. With THQ defunct and de Blob’s future a giant question mark, these figurines are one of the last tangible connections to the series you’ll be able to find!

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Retro(spective) is back in action, folks. Catch you all next week with another installment of Toy Box. Hmm, number ten… perhaps something special is in the works? Bet on it!

Top 5 Games For Your Wii Mini

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Available in Europe and Canada for about a year now, Nintendo’s Wii Mini is finally heading to US retailers. The Wii Mini comes bundled with a copy of Mario Kart Wii, a red Wii Remote Plus, and a Nunchuk, and is expected to launch November 17th for the paltry sum of $99.99. That’s a whole lot of awesome for very little money, which makes it the perfect gift for someone who has yet to experience the wonders of Wii or is looking to get a system on a budget. While the system does not support any form of internet or WiFi, it is still capable of playing the hundreds of titles available to play on a regular Wii. With a ton of great and not so great games to play that are still readily available in stores, it might be a bit daunting to get in on the fun, so here are five titles to keep on your radar if you plan on picking up a Wii Mini! Mario Kart Wii is the pack-in, so consider it entry number six!

5) Wii Sports/Wii Sports Resort

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I know, I’m cheating by combining these into a single entry, but the two games are must-haves and go very well together. Both Wii Sports titles are showcases of how fun motion controlled games can be. The original Wii Sports introduced the world to the joys of digital bowling, while Wii Sports Resort made realistic sword swinging a staple of parties and family gatherings. If you want to know why everyone fell in love with Wii, these two games are where to start.

4) New Super Mario Bros. Wii

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Classic Super Mario play control was multiplied by a factor of four when Nintendo introduced multiplayer to the venerable series. Four players can get in on the action, controlling Mario, Luigi, and a yellow or blue Toad. Expect lots of chaotic fun as players battle to take the lead or work in harmony to get through the game.

3) Metroid Prime 3

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This final entry (so far) in the Metroid Prime series is an incredible first-person adventure. Guide Samus across multiple planets in her quest to end the threat of Dark Samus once and for all. Gameplay is intense, the graphics are stunning, and there are some very fun uses of the Wii Remote and Nunchuk to experience. I’d recommend getting Metroid Prime Trilogy if you can find it at a reasonable price; you’ll get all three Prime games with the first two now featuring motion controls!

2) Super Smash Bros. Brawl

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There aren’t a ton of fighting games available on Wii, but Super Smash Bros. Brawl is one of the best. With a huge roster of 35 characters to choose from (including Solid Snake and Sonic the Hedgehog!), a fun single-player story mode featuring beautiful cinema scenes, and hundreds of unlockable items, this game is a Nintendo fan’s dream come true. For everyone else, it’s just an immensely entertaining game that will keep them engrossed for hours at a time.

1) The Legend of Zelda: Skyward Sword

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Link’s first foray on the Wii, The Legend of Zelda: Twilight Princess, was an amazing game in its own right, but Skyward Sword is the pinnacle of what can be achieved on Wii. Gorgeous graphics, precise motion controls, an engaging story, and some of the best environment and dungeon design that the series has ever seen make this a landmark game. You owe it to yourself to buy a Wii Mini just to play this game.

Well, hopefully this list gives you a nice starting point for what to play on your Wii Mini. There are dozens of other great titles to play beyond what I’ve listed (Xenoblade Chronicles, Donkey Kong Country Returns, Kirby’s Epic Yarn), so if you’ve been holding out on buying a Wii, now’s the time to get on board!

Remembering Wii

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Flags at half-mast and a 21 gun salute; Wii is dead. Well, dead is maybe a strong word; let’s say instead, Wii is shuffling off to the retirement center. With production of the system now halted in Japan, the Wii’s run is officially coming to a close. What a run it was, too, as Wii will remain a true paradox in the modern age of videogames. Not a powerhouse by any means, and limited in its online capabilities, Wii entered the fray against two vastly technologically superior competitors in the XBox 360 and PS3, and won. Amazing. Nintendo’s rationalization that people preferred fun games above all else was proven right with the runaway success of Wii and its resultant legacy has indelibly changed the landscape of the videogame industry.

The most obvious innovation Wii brought to the table was the introduction of motion controls. I can vividly remember when I finally played Wii for the first time. My aunt bought a Wii a few months after its debut at the beginning of summer. My sister sat back as I set up the system, and when I finished we immediately put in Wii Sports. What an incredible, smart move on Nintendo’s part to include that game with the system. Wii Sports was insanely fun, intuitive, and downright charming. I was stunned at how realistic all of the motions felt, as though I was genuinely bowling or swinging a tennis racket. I truly believe that if Wii Sports wasn’t made a pack-in game, Wii wouldn’t have been the revolution it was.

The other half of Wii’s legacy is how it helped firmly establish the casual gaming market. While established gamers were amused by Wii’s interesting new motion controls, entire droves of new players found their way to videogames because of them. Suddenly everyone from women to elderly people, a demographic who generally didn’t play videogames, were golfing and karting and loving every minute of it. It’s amazing to me how dismissive some people can be towards the casual crowd, as the larger and more inclusive this medium becomes, the better it will be. Movies aren’t limited to summer blockbusters, and videogames shouldn’t only be defined by shooters; the more diversity, the more legitimate the industry becomes. While a great deal of the crowd that jumped on with Wii have moved on to mobile, games like Angry Birds and Cut the Rope owe a nod to Nintendo for opening the minds of players that might not have been so willing to play before.

So goodnight, Wii! Thank you for the creativity! Thank you for the fun! Thank you for the waggle!

Yoshi’s Cookie Yet Another Virtual Console Loss

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News has spread that this is the last week that NES puzzler Yoshi’s Cookie will be available on the Wii’s Virtual Console. An expiring license is being bandied about as the main cause for the impending removal, despite Yoshi’s Cookie being a first-party Nintendo title. Sadly, Yoshi’s Cookie isn’t the first title to disappear from the Virtual Console, as Teenage Mutant Ninja Turtles, R-Type, and all three Donkey Kong Country games have already faded into obscurity. Sadder still is knowing that there’s probably no end in sight for these unceremonious removals.

What frustrates about these losses to the Virtual Console is that the service should be the go-to source for classic, Nintendo gaming. Instead, fans are lucky to get a single new release in a week, and with the transition to Wii U, these releases are now limited to NES and SNES titles. It’s not that Nintendo doesn’t have an abundance of systems and games to draw from; they simple choose not to. As a result, numerous titles remain in limbo, confined to their systems of origin with little hope of being rediscovered.

The issue of licenses is understandable, as titles like Teenage Mutant Ninja Turtles were born under complicated circumstances, and as a result can’t be brought back easily. Other games, though, like Yoshi’s Cookie, don’t seem to have a legitimate reason for being allowed to reach a point where they need to be removed. Even if another developer like Rare or Bullet-Proof Software was involved, if the game used any of Nintendo’s IPs, I can’t understand the logic on Nintendo’s part to just let the title disappear without a fight. The Donkey Kong Country games are perhaps the most glaring example of this. The titles are beloved, and seem a shoe-in to help build hype for the upcoming Tropical Freeze title heading to Wii U. Instead, it’s been nearly a year since they went AWOL and Nintendo’s lips are sealed on the possibility of their return.

As a fan, this sucks. The DKC games are as fun as they are influential, and to see them so callously dismissed is disheartening. I’ve stated before that videogame developers owe it to everyone to keep their back catalogue of games preserved, and Nintendo is no exception. Indeed, Nintendo is the one company above all others that has the biggest responsibility to do so. While games like Super Mario Bros. are always available, the milestones shouldn’t be the only games that warrant their attention. Yoshi’s Cookie going away is just more confirmation that Nintendo doesn’t place enough priority on keeping all of its older games in the minds of fans. Here’s hoping that Nintendo will stop the bleeding sooner, rather than later.

Retro(spective) 14-Resident Evil 4

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It’s interesting that such a beloved game as Resident Evil 4 should have as chaotic a development history as it does. RE4 as it’s known today is the end result of at least four different builds over a six year period. The culmination of Capcom’s efforts remains one of their greatest achivements, as RE4 is widely considered to be a landmark videogame for its advances in play control, narrative, and graphics.

When development of RE4 began in 1999, series director Shinji Mikami had handed control of the series to fellow Capcom veteran Hideki Kamiya. At the time, Resident Evil was arguably Capcom’s biggest and most successful franchise, so expectations were high for the impending PS2 sequel. Management’s orders were simple; RE4 needed to be cooler and edgier than anything that had ever come before. Kamiya and company set out to deliver exactly that, when suddenly they hit a snag.

The problem with Kamiya’s RE4 was that it became too cool and edgy to ever be considered a proper installment in the series. The game was packed with action and skewed heavily away from the survival horror elements that put Resident Evil on the map. Kamiya knew, however, that even though the game couldn’t work as RE4, it was good enough to be its own thing. A nip, tuck, and rebranding later, and suddenly the world was introduced to Devil May Cry. Not bad for a failed game build!

Birthing a new franchise was great, but Capcom still had to turn out a proper sequel to Resident Evil 3. At that point it was 2001 and many changes were coming to RE4. Rather than continue as a PS2 project, RE4 was now a GameCube exclusive and being helmed by a different director, Hiroshi Shibata. His team developed what some refer to as the “fog” version of RE4, which featured Leon S. Kennedy infiltrating Umbrella’s secret headquarters using a mysterious power in his hand to survive. Certain elements of the game became cemented at this time, particularly the use of Leon as the main protagonist. Shibata’s take was certainly visually impressive, but it lacked the spark needed to be what Capcom envisioned.

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Another build, another restart, as 2003 brought with it more tweaks to RE4‘s development. The setting was altered again, this time placing Leon in the eerie halls of an abandoned house, plagued with spirits and otherworldy enemies to fend off. An iconic aspect of this build was a ghostly hook-handed man that chased Leon through the environment. While progress seemed to be being made on the title, it wasn’t enough to save this version of RE4. Hallucinations, the paranormal, and a haunting ambiance failed to impress Capcom, and their rising frustrations were about to yield the biggest shakeup yet.

Crunch time had come to RE4, with Mikami reinstated as director for the game as an emergency measure by management. For Mikami, it was a bittersweet return to the director’s chair, as Capcom wanted results-or else. There would be no more restarts once Mikami took over, as management wanted the game both finished and successful or it would be the last hurrah for Resident Evil. Mikami, perhaps in an effort to match the zeal of his bosses, shocked everyone when he dictated RE4 was to now be an action horror game.

Mikami’s first step in realizing this new direction was the implementation of a third-person camera system for movement and combat. Mikami had actually intended to utilize a control setup very similar to RE4‘s for the first Resident Evil game, but tech limitations on the PlayStation prevented that from ever happening. With the power of GameCube, though, Mikami was able to remove the infamous “tank” controls of the first three games. The added horsepower of the system also freed Mikami to fully-render the environment of the game. Previous Resident Evils (with the exception of Dreamcast’s Code: Veronica) had featured static, pre-rendered backdrops. While certainly impressive in their own right, the pre-rendered imagery was unnecessary on GameCube, and creating a fully 3D-environment opened up new design possibilities to the team.

As if implementing the new tone and controls for RE4 weren’t enough of a departure, Mikami would take things a step further by replacing zombies with the new “Ganado” enemies. To Mikami, the new third-person shooting elements meant that the traditional, shambling hordes of the dead weren’t going to remain viable; he had vision of intense thrills and action, so the enemies had to change. He wanted to challenge players with a smarter breed of foe, one who would move more quickly and deliberately in their attempts to kill Leon. Combat was also amplified with quick time events, or timed, precision button prompts that allowed for more elaborate fight scenes. Some games have shamelessly spammed the use of quick time events, but for RE4 they were refreshing and different. After six years of development, RE4 was finally coming together, but Mikami had no idea just how big of a hit he had on his hands.

When RE4 finally released to the public in 2005, fans weren’t quite sure what to expect of the title. Hype had built to a fever pitch and no one knew if Mikami’s new take would mesh with their memories of PlayStation’s Resident Evil trilogy. It didn’t take long, though, for players across the world to fall in love with this new direction. The controls were exceedingly sharp, allowing for more precision than anything before it. The graphics alone were stunning, but the brilliant character and monster design made them truly shine. Leon was intentionally made a more appealing leading man than he was in Resident Evil 2, endearing himself to fans and helping make the transition a bit easier for holdouts.

RE4 isn’t without it detractors, of course. Some complain that the heart of Resident Evil was lost by foregoing tension and dread for adrenaline and excitement. There’s no denying that RE4 empowered the player more than ever with its generous ammo and health drops. Gone were the days of clinging to a clip of ammunition for the most dire of circumstances, and with it went the sense of fear helplessness that was so instrumental to Resident Evil’s ascension. While I can appreciate that some fans might have felt betrayed seeing Resident Evil stray so far from what had come before, I truly believe that RE4 struck the perfect balance between action and survival horror that all subsequent sequels have struggled to recreate. RE4 was as scary as it was thrilling and remains the perfect evolution of the series.

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RE4 is probably the most ported version of any Resident Evil game to date. Originally a GameCube exclusive, the title saw ports to PS2, Wii, PC, iOS, PSN, and XBox LIVE. There are actually two limited editions of RE4; the GameCube version was released in a special tin case while the PS2 version came in a steelbook. They’re both pretty awesome, but the GameCube one is harder to find. The Wii version of RE4 is particularly loved, as it introduced fluid and natural motion controls in addition to exclusive content from the PS2 edition. Second to the Wii version would have to be the HD remakes on the PS3 and 360’s digital marketplaces. The graphics have been lovingly updated and make the experience look better than ever. Regardless of how you play RE4, you owe it to yourself to experience this masterpiece of a game. The story is campy but engaging, and features some of the most memorable and intense boss fights in all of gaming. Whether a fan of the series or playing it for the first time, you will find very little to hate and so much to enjoy. Go play RE4 today!

Developed and published by Capcom, 2005.

Resident Evil 4 is available on the GameCube, PS2, PC, and Wii. An iOS version of the game is also available, along with HD remakes on PSN and XBox LIVE.

Retro(spective) 12-The Legend of Zelda: The Wind Waker

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With The Legend of Zelda: The Wind Waker‘s HD remake hurtling towards its Fall release, I thought it would be a good time to aim the spotlight back on one of Link’s greatest adventures. “Greatest” being an ironic choice of words considering the vitriol hurled at the title prior to its 2003 release. Wind Waker‘s unveiling at Space World 2001 left many fans crying out in anger, as the previous year’s Space World had showcased a very different, hyper-realistic looking tech demo for the upcoming GameCube Zelda installment. The chibi-ish renditioning of Link and his world was polarizing to say the least, with many skeptical of the series’ new visual direction. While fans were scared the next Zelda game was going to be dumbed-down for kids, their fears were swept away as soon as they actually playedWind Waker. While not perfect, Wind Waker managed to simultaneously reinvent the narrative style of the Zelda series and firmly establish the importance of a distinctive visual design over mindlessly pushing for photo-realistic graphics.

I’ve mentioned this in previous pieces, but the videogame industry of today is massively different from what it was just ten years ago. I speak particularly about game journalism, which was far more narrow-minded at the time Wind Waker was being revealed to the public. If you think debating the notion of games as art is hard now, imagine trying to do it at a time when the 2D platformer was treated like a leper. So as you might imagine, whenWind Waker‘s cornucopia of color flashed across screens and magazine pages, gamers and writers alike were not receptive to the idea of a game having a distinct visual style as opposed to striving for stark realism. I’ve always found that initial rejection of Wind Waker‘s graphics reminiscent of the plight of impressionist painters, who were mocked and scorned for their unrealistic art. Now, it’s hard to imagine someone deriding artists like Manet and Cezanne, whose works are some of the most beautiful and sought-after in the world. For videogame developers working at the start of the new millennium, there were very similar, rigid expectations for how a game should look. Thus, while disappointing, it’s with little surprise that Wind Waker was so scathingly ridiculed.

Thankfully, Nintendo wasn’t dissuaded by the vocal detractors and continued with their vision for Wind Waker unhampered. In an interesting twist, Nintendo employed what would become one of their most successful pre-order strategies of all-time for Wind Waker; players who reserved a copy of the game could receive a free port of The Legend of Zelda: Ocarina of Time, which also included the un-released remix of the game called Master Quest. The pairing of Ocarina and the formerly Japan-only Master Quest was too much for even the most ardent Wind Waker-haters to resist, drawing thousands of pre-orders across the country. When Wind Waker finally came out, though, many of those people ended up leaving their copies of Ocarina to collect dust, as Nintendo had hit another one out of the park.

It’s hard to pinpoint exactly what makes Wind Waker so special. The visuals to this day are some of the most stunning the Zelda series has ever seen. Characters were more expressive than ever, in particular Link, whose face could even lend players a hint as to how to proceed through an area (all in the eyes, folks). I’ve been happy with what I’ve seen of the HD port for Wind Waker, but I honestly would have been happy just to see the pixel count of the original upped and maybe smooth some textures. Wind Waker as it exists on the GameCube has aged remarkably well compared to many of its contemporaries. The reason for this preservation is that the animated look of Wind Waker is timeless. As has been demonstrated with every new console released in the past thirty-plus years, photo-realism is entirely relative to the technology of the day. Nintendo’s implementation of their own take on the cel-shading techniques of the time remains one of their greatest creative decisions (cel-shading, though generally different from what Nintendo would ultimately do with Wind Waker, had become a bit of a fad, which further fueled some critics’ ire).

Wind Waker‘s success can also be owed to its engaging narrative. Unlike previous installments in the series, Wind Waker embraced story, drawing in the player with humor, drama, clever twists, and an unforgettable ending. The excess of great characters is highly reminiscent of Majora’s Mask, but set to the backdrop of a grander stage. Wind Waker truly feels like an adventure, taking the player from one end of The Great Sea to the other. The overworld sells a sense of grandeur better than almost any game before it, though this is where many people’s complaints are levied. For some, sailing across the sea is too time consuming, with little to do but watch Link effortlessly glide to his destination. There are only a handful of islands with true towns and activities to engage in, further limiting some critics’ enjoyment of the game. Factor in the infamous “fetch-quest” at the latter part of the game, and some say Wind Waker can drag too much.

I personally beg to differ, because it’s those exact things that made Wind Waker so compelling to me. The sensation of time passing as I physically traveled across vast swaths of ocean remains unlike anything I’ve ever experienced in a game. Nitpicking just a bit, there’s a reason within the narrative for the desolation of The Great Sea that legitimizes the necessity for the overworld being how it is. Still, I can admit that I wish there was a bit more to do on the various islands peppered across the water. Regardless, don’t let those criticisms scare you away from trying this game. There’s plenty to do in Wind Waker and it’s very worth experiencing. What it boils down to is patience, and just how much of it you’re willing to offer in order to beat the game. The time spent sailing is nowhere near as atrocious as some would suggest, and if you can get in the right mindset it adds more to the fun. Wind Waker is unusual in that it asks the player to invest more than is usual of their time and self, but it pays off in ways you wouldn’t expect.

Razed by critics before its release but now nearly universally lauded, Wind Waker holds a unique place in franchise history. Wind Waker brought a fresh take on narrative and exploration to Zelda games that paved the way for titles like Skyward Sword. While there are aspects of Wind Waker that might try your patience, its unorthodox approach to traveling can be very rewarding if you plant yourself firmly within Link’s boots and let yourself go. Definitely keep the HD remake on your radar if you’ve been starving for a new Zelda game, especially those of you who never got to experience Wind Waker the first time around. Here’s hoping Aonuma includes the two dungeons that were supposedly cut from the game!

Released 2003. Developed and published by Nintendo.

The Legend of Zelda: The Wind Waker is available on the GameCube. A HD remake is slated for release in the Fall of 2013.