nintendo Archive

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Shigeru Miyamoto Changes Roles At Nintendo

Shigeru Miyamoto to Wired:

“Inside our office, I’ve been recently declaring, ‘I’m going to retire, I’m going to retire,’” Miyamoto said through his interpreter. “I’m not saying that I’m going to retire from game development altogether. What I mean by retiring is, retiring from my current position.”

“What I really want to do is be in the forefront of game development once again myself,” Miyamoto said. “Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small.”

Sad to see Miyamoto not overseeing Nintendo’s blockbuster titles anymore, but perhaps this is for the best. Bigger teams and bigger budgets on established franchises doesn’t really afford much room for radical innovation. You can bet I’ll be very interested to see what sort of games he cooks up himself or with a small team. Imagine if Miyamoto put his talents toward revolutionizing smartphone gaming just as he did the console industry way back when…

via Wired.com.

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Nintendo Confirms New Console To Succeed The Wii

Originally published on lalawag

(image credit: IGN)

Remember that Christmas of 2006 where finding a Wii was akin to finding the Holy Grail at retail? Well, get ready to relive those fun times soon because Nintendo just announced that its new gaming console will come out in 2012.

From a note posted to its investors this morning:

To whom it may concern:

Re: Wii’s successor system

Nintendo Co., Ltd. has decided to launch in 2012 a system to succeed Wii, which the company has sold 86.01 million units on a consolidated shipment basis between its launch in 2006 and the end of March 2011.

We will show a playable model of the new system and announce more specifications at the E3 Expo, which will be held June 7-9, 2011, in Los Angeles.

Sales of this new system have not been included in the financial forecasts announced today for the fiscal term ending March 2012.

(Gotta love their salutation: “To whom it may concern.” It really gives you a sense of warmth for investing in the company.)

While it’s not surprising that Nintendo has been working on a successor to the once-monolithic Wii, it does come as somewhat of a surprise that they will already have a playable version of the hardware (codenamed: Project Cafe) at E3 this year. But what’s the “gimmick” for this new system?

According to a quote in Reuters, Nintendo president Satoru Iwata hints that it probably won’t be 3D:

“We would like to propose a new approach to home video game consoles. It’s difficult to make 3-D images a key feature, because 3-D televisions haven’t obtained wide acceptance yet.”

If it’s not 3D, then what is it?

According to speculation by IGN, the controller will have “integrated touchscreens and be capable of streaming games to each controller.” Those who remember the VMU functionality of the Sega Dreamcast back in the late 90s will have an idea of what IGN is getting at, except the Project Cafe implementation will be far more advanced, with presumably HD color displays wirelessly streamed from the console and tighter integration with the games.

IGN’s sources also say that the console will be in full HD and more powerful than the Playstation 3 and Xbox 360:

Additionally, IGN has learned that the system will be based on a revamped version of AMD’s R700 GPU architecture, not AMD’s Fusion technology as previously believed, which will, as previously reported, out perform the PlayStation 3′s NVIDIA 7800GTX-based processor. Like the Xbox 360, the system’s CPU will be a custom-built triple-core IBM PowerPC chipset, but the clocking speeds will be faster. The system will support 1080p output with the potential for stereoscopic 3D as well, though it has not been determined whether that will be a staple feature.

In terms of the design of the console itself, the overall size will be comparable to that of the original Xbox 360 and the system is likely to resemble a modernized version of the Super Nintendo Entertainment System (SNES).

Hopefully, this won’t be too hard on our wallets. It sounds like Nintendo might not enjoy the same “budget priced console” market segment when this baby comes out.

via Kotaku

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Who Are These Early Adopters Helping Nintendo Claim A Sales Record For The 3DS?

Lost in the midst of the hubbub over a possible iPhone 5 delay and Amazon’s launch of a cloud music playing service is the fact that Nintendo launched the first glasses-free 3D handheld console this past Sunday, the 3DS. According to a statement issued by The Big N, the first day unit sales of the 3DS were the highest of any Nintendo hand-held system in its history. That includes the original DS, DS Lite, Gameboys, you name it.

U.S. day-one sales numbers for Nintendo 3DS were the highest of any Nintendo hand-held system in our history. More details about U.S. sales numbers will be made public on April 14, when first-week U.S. sales figures will be tallied by the independent NPD Group. Nintendo worked hard to get as much product as possible to retailers on day one to meet demand, and we will continue with these efforts moving forward.

-Nintendo of America

It’s important to note that they are indeed talking about unit numbers, because at $249.99, the 3DS is undoubtedly the most expensive hand-held console Nintendo has ever launched. Reporting the gross revenue as a “new record” would be just… silly.

Personally, I’m just surprised at the number of early adopters Nintendo convinced to buy the 3DS. I’m a self-identified gadget fiend and even I had trouble talking myself into getting one. There just aren’t any titles out for it that justify the splurge for the 3DS. A quick look at Metacritic shows a sea of mediocrity with one stand out title (Super Street Fighter IV). Unfortunately, that title has already been released twice on a multitude of devices prior, so chances are that you’ve already played it in some incarnation.

Greg Miller of IGN also had similar sentiments on the quality of launch titles:

As I write this, 11 3DS games have been reviewed for IGN — I’m counting Nintendogs + Cats once — and the average review score is 6.7. That’s “Okay” on the IGN scale. Admittedly, most of the games reviewed landed in the 7 out of 10 range and just a few crappy games pulled down the average, but that’s still not stellar.

To add insult to injury, the 3DS shipped without internet browsing or Virtual Console support, taking a page out of Motorola’s playbook for its Honeycomb tablet Xoom. “Rush to ship now, patch in the promised features later” is a disturbing trend for hardware manufacturers to be following, but it’s the world we live in.

Like Android tablet, without any “killer apps,” you’re essentially buying the 3DS for its potential in the future. Now, being a betting type of man, I would actually expect there to be many reasons to own a 3DS in the future. Nintendo’s had a sterling track record of success, plus with these great day-one numbers, things are looking up for the 3DS to become a successful platform with a large user and developer support base.

But Nintendo’s also had a track record of refreshing their handheld hardware within a couple of years of the original devices’ launches. In the 3DS’s case, this hardware update cannot come soon enough, with battery life being reported at a scant 3-5 hours for the current device. Until we see a truly “must have” title for the 3DS, you’re better off waiting until one of those two things happen before diving in.

Originally posted on lalawag

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What You Need To Know About The Nintendo 3DS

This piece was originally posted on Lalawag here

Yesterday, Nintendo announced that their latest handheld console, the 3DS, will be available on March 27th for $249.99. We’ve got the quick and dirty rundown of what you need to know about the system and also our take on whether you need to buy one.

Read the rest of this entry »

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Kid Icarus 3DS Control Problems

Uh oh.

Perhaps I take back what I said yesterday about Kid Icarus: Uprising. Control issues tend to point to fundamental problems with game deisgn that rarely get fixed in time for launch.

We can always hold out hope though…

From IGN’s preview of Kid Icarus: Uprising:

The controls proved to get in the way during our sampling, though. You control Pit through a combination of button and stylus controls. You move Pit via the analogue pad (the “3D Slider,” as Nintendo calls it), aim by moving a curser around with the stylus, and fire with L. You can hold down L for a continuous stream of fire, or you can release L momentarily to charge up a more powerful shot. On the ground, you can perform a melee combat attack by getting close to enemies. You can also make Pit do an evasive dash by tapping the analogue pad in a given direction.

Our problems centered on the fundamental control system: it’s just tough to move Pit around while consciously pressing the L trigger and also thinking about aiming. It almost feels like the game would be easier to control with a Wiimote and nunchuck pair.

Read: Kid Icarus Soars on the 3DS – Nintendo 3DS Preview at IGN.

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Kid Icarus: Uprising Gameplay Video From Nintendo World 2011

Aerial gameplay reminds me of Panzer Dragoon or Space Harrier while the ground battles look like a really fast paced 3D Zelda meets Metroid hybrid.

I had a chance to see a non-interactive video of Kid Icarus:Uprising on the 3DS at E3 last year and suffice to say, it looked pretty nice with the 3D depth of field. This could definitely be a killer launch title for the 3DS.

Although with the reported 3-4 hours of battery life of the upcoming handheld system, I kind of wish they would have just released a proper console instead.

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Nintendo Wii’s Sales Decline Has Some Wondering If the Game’s Over

My Wii gathers dust for about 80% of the year. The only time I turn it on is for exclusive AAA releases and those are few and far between nowadays. Once people have seen the Kinect in action they want no part of the Wii anymore.

Reggie Fils-Aime:

“The back half of any system cycle always attracts a higher proportion of buyers who are concerned with price, ease of use and group play.… [T]his late-adopter group is the next audience for the Wii,” he said in an e-mailed statement.

Call me edgy, but it seems to me that once you’re depending on the “late-adopter” group, your product is on its last legs.

Read: Nintendo Wii’s sales decline has some wondering if the game’s over – latimes.com.

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Postgame: Metroid: Other M

Let’s get one thing out of the way first. The worst Metroid game is better than 90% of all the single player action-adventure games out there. The sense of discovery, progress, and frenetic action that you get from playing a Metroid game offers a feeling of fulfillment that few other gaming franchises can.

That being said, Metroid: Other M is definitely one of the weaker entries in the series. (Metroid Prime Pinball nonwithstanding)

It’s a little odd because Other M looks and smells like a Metroid game, but somethings a bit off with it. Perhaps part of it is the game’s focus on “storytelling and character development.” It’s the first Metroid game to utilize CGI cutscenes and voice acting heavily. And I do mean heavily. Some of these scenes clock in upwards of ten minutes.

Now, the length of the cutscenes isn’t so much the problem as the content. As the story was unfolding, I couldn’t help but feel like it was as awkwardly written and campy as Resident Evil. For example, one of the introductory movies explained at length why everyone in Samus’s old military unit gave the “thumbs up” sign after hearing mission orders. Then, in an incredibly melodramatic fashion, we got a very solemn monologue voiced by Samus as to why she gave the “thumbs down” sign instead as a symbol of independence.

At least, that’s the gist of what I remembered. Frankly, the entire thing played out to me as “blah blah thumbs up blah blah thumbs down.” I welcome engaging storylines and characters in my games, but Other M just reeked of B-Movie quality/self-aggrandizing-Japanese-Video-Game-Director-aspires-to-write-best-space-epic-ever. As I played through the game, I found myself pitying the poor localization dude who had to translate pages and pages of melodrama into English without making it into a complete joke. He tried his best, but putting frosting over poop is still poop.

That’s not to say the cinematics were shoddily presented; they actually look quite amazing for a 480p Wii title. The voice acting is also well done, with Samus sounding exactly like how I had imagined her. However, this leads to another problem, which is her characterization.

Other than some hints dropped here and there (she’s a girl!), the character of Samus has largely been left up to the imagination for the last 24 years. I’d wager that many people would consider her a badass no-nonsense bounty hunter who leans towards the side of angels, if anything. Making Samus’s past the focus of Other M‘s story ends up weakens the character because it pulls back the curtain to reveal one person’s interpretation of her (the director who thinks he’s a better storyteller than he actually is). She comes off as petulant, juvenile, needy, and emotionally inferior to her male counterparts. Instead of feeling like I was playing as an unfathomably hot Boba Fett, I began to feel like I was babysitting a needy girl who’s in way over her head. Not cool.

As for the actual game itself, the best thing I can say about it is that it kept my full attention (well, other than the cutscenes) throughout the 8 or so hours it took to complete. It’s a Metroid game so there’s thrilling shoot outs, timed escapes, tricky platforming, and creepy atmospheres. While some purists may cry foul at the forcefed waypoint directions, I did appreciate their purpose in keeping the game moving along at a nice pace. Rare was the case in which I was genuinely stuck.

However, the most egregious offense on Nintendo/Team Ninja’s part was shoehorning in a hybrid 1st person mode into the game. I’m talking about the gameplay mechanic where you have to constantly flip the Wiimote from a horizontal position in your hands to a position where you’re pointing and aiming at the screen.

In three words: It. Doesn’t. Work.

Not only is this motion awkward, it must be done in the middle of frenetic action moments! So you’re not only performing a complicated motion with your hands, you have to shift from a 3rd person view to a first person view on screen where you’re completely rooted! I don’t know about you, but this took a heavy cognitive toll on my brain. It wasn’t so much the concept of swapping back and forth, but the frustration I felt in having to run around an enemy, stop, flip the controller, get the aiming reticles right, and press the right button. More often than not, by the time I got the complex series of motions done, I had lost my opportunity to damage the boss’s weak point or had to reposition because enemies had caught up to my rooted position. It may have sounded like a good idea in the brainstorming session, but I can’t believe that this got through any sort of hands on testing.

It may sound like I’ve spent the last 900 or so words just blasting Metroid: Other M on its faults, but understand that it comes from the viewpoint of a series fan. The game is still worth playing if you’re into the series; just dont expect something on par with Super Metroid or Metroid Prime. If you’re a newcomer to the franchise, you could do a lot worse than Other M, but I strongly recommend you play the aforementioned first as a better showcase of what a Metroid game is really capable of in both 2d and 3d. Playing through either one of those games should leave you with the feeling that you’ve experienced some of the best titles the medium has ever produced.

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Refresh Your Metroid Lore Before Other M Comes Out

Although Metroid has been one of Nintendo’s most storied franchises, it’s also paradoxically one of the least understood. Countless times I have seen people embarrass themselves (usually nostalgic gaming poseurs) by referring to Samus Aran as “Metroid”. No, you ninny,”Metroid” is the furthest life form from an attractive female bounty hunter. They are translucent life-sucking alien jellyfish with giant fangs. Capiche?

Nerd rage aside, Metroid lore can be a little confusing, so no one will judge you if you need to watch this 7 minute catch up video on what happened in the previous games. It’s a good time to catch up before Metroid: Other M releases on the Wii next week, as it promises to be a lot more focused on character and story than any other Metroid game prior. (For the first time ever, there’ll be voice acting in a Metroid game!)

However, we’ll still judge you if you pull the faux pas of calling the main character “Metroid.”

(video courtesy of Joystiq)

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E3 2010 Preview: Metroid: Other M

Ever wish you could hear Samus’s voice in a Metroid game? Metroid: Other M (MoM) makes those wishes come true.

Metroid games have traditionally been about solitary exploration and incidental narrative through found logscanning, but MoM represents a distinctive departure for the longstanding franchise with it’s heavy emphasis on cinematic storytelling. Virtually every character is voice acted as well, which is something Nintendo doesn’t often do for their games.

I almost felt guilty for indulging in MoM’s lengthy cutscenes at Nintendo’s E3 booth. It felt a little unsettling at first, but I quickly became accustomed to this New Metroid Order.

Without giving away story spoilers, MoM sheds a spotlight onto Samus’s origins. Here’s a character we know almost nothing about over the past 25 years other than her gender and profession. It’s kind of weird to all of a sudden learn where she came from and how she’s felt about her adventures so far. I’m not ready to pass judgement on this game design choice yet, but I can say that I’m intrigued enough to see the whole thing through.

From it’s initial announcement at E3 last year, I always envisioned MoM playing like Ninja Gaiden meets Super Metroid. The playable demo at E3 more or less confirmed this assumption. MoM shifts between 2D and 3D planes depending on what part of the map you’re in. If you’ve seen last year’s Shadow Complex, you have a good idea as to what the 2D corridors look like.

In a surprising move, no nunchuk is used while playing this game. The default controls are similar to New Super Mario Bros. Wii where you tilt the controller on its side. <insert obligatory snarky comment on the uselessness of motion controls in games>

Gameplay didn’t throw very man curveballs at me. If you’ve played a metroid game before, this game will feel very natural for the most part. I found the way MoM handled “crippling” Samus at the start to be novel. At the start of the game, Samus works with one of her friends from the Federation. They haven’t “authorized” her to use missiles or heavy weaponry yet, so that’s how her starting ordinance loadout is explained.

I do have to draw attention to how annoying the first-person aiming system is, though. At one point in the demo, I had to fight a boss that could only be damaged by missiles. Problem is, you can only fire missiles by switching into first person aiming mode and pointing the Wiimote at the screen. In theory this sounds intuitive, but in practice it’s awful. I felt like an invalid fumbling around with the Wiimote trying to defeat this particular boss.

The problem lies with the fact that you have to completely change the way you hold the controller in a pressure-filled twitch action sequence. It’s just doesn’t feel natural to be flipping around the controller when you have a 2 second window in which to flip, aim, and fire. Novel exploration mechanic, sure. Twitch boss fight mechanic, HELL NO. Sadly, I fear we may be too close to launch for any significant control changes.

Despite this, I’m too much of a Metroid fan to let this completely derail my enthusiasm for MoM. The game does contain Team Ninja’s signature movement fluidity (other than the aforementioned first-person aiming issue) and the cinematic cutscenes and voice acting are a fascinating new wrinkle for the series.

Metroid: Other M releases for the Nintendo Wii this August.