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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Watch The Epic Mickey Intro Cinematic

On August 26, 2010, in Video Games, by Andy Yen

Other than next week’s Metroid: Other M, Disney’s Epic Mickey is my most anticipated Wii game release this year. (That’s right, Donkey Kong Country Returns? meh.)

Disney recently put out the intro cinematic for the game and in it you can clearly see how much of a dick Mickey Mouse is. I mean seriously, who goes and messes up someone else’s carefully created world by bringing in a darkness of unimaginable horror then bounces back into his own dimension for 50+ years without so much as leaving a courtesy note?

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Let me tell you a shameful secret of mine: I never played Goldeneye 64. Well, substantially anyway. I dabbled in it a couple of times, mainly at large social gatherings and never for an extended period of time. I was too busy being narrow minded with my elitist “mouse and keyboard 4 life” worldview as a teenager. But I did understand that it was (and still is to many people) the most beloved console FPS ever. With this in mind, I had a go with 4-player split screen multiplayer for Eurocom’s (published by Activision) upcoming remake of Goldeneye for the Wii at E3.

Now, I couldn’t tell you if this game fully recaptured the magic of the original N64 Goldeneye, but I can tell you that the game was a fairly fun Wii FPS. Activision smartly had a setup of Wii Classic Controller Pros (depicted above), which are basically Wii Classic Controllers with “love handles.” The handles make a big difference in ergonomics, especially for FPSs. It doesn’t feel quite as natural as an Xbox 360 controller for the genre, but definitely brings the Wii on par with the Playstation Dualshock. Having two analog sticks changes the gameplay experience too, but probably for the better.

Goldeneye Wii did seem rough around the edges though, at least in 4-player split screen. I noticed that there were no on screen notifications. There were no kill announcements nor any on screen score report of any sort so it was hard to know how I was doing at a given time without bringing up the intrusive scoreboard. It also didn’t seem as if there were any items on the level to pick up as well. Whether this was intended or just a function of being a demonstration build was unclear. Unsurprisingly, frame rates also seemed slightly sluggish (yet playable) with a 4-player split screen compared to a 2-player split screen. I’ll chalk this one up to “demo build” and “Wii hardware”

Like the original title, you can select from many different Bond characters to take into deathmatch. I remembered that the infamous Oddjob model had some sort of unfair advantage, which my opponents at the booth confirmed with a question for the Activision rep. Apparently his model is no longer harder to hit, but he does have the ability to throw his hat for an instant kill. To counteract this, he can’t throw grenades, like the other play models can. I found the hat throwing not too big of an advantage as it takes some time to wind up and does leave you vulnerable should you miss. I did manage to get a few kills like this though and it felt mildly satisfying, kind of like a lite-humiliation kill.

Hopefully, Eurocom will polish the game up when the game is finally released. Given past Wii FPS entries, I don’t think I’d expect Goldeneye Wii to compete with the big boys, namely Call of Duty and Halo on the 360/PS3. However, it could be a great source of nostalgia for those who cherished the original. I’d be curious to see how those fans receive this remake when it releases.

Oh, and I finished the 10-kill limit deathmatch in second with 8 kills. I blame trying to go for the hat kill too much.

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E3 2010 Preview: Donkey Kong Country Returns

On July 19, 2010, in Video Games, by Andy Yen

Donkey Kong Country Returns on the Wii courtesy of Retro Studios (Metroid Prime).

That’s pretty much all you need to know about the game. If you have fond memories of playing Rare’s beloved Donkey Kong Country on your Super Nintendo, you’ll feel right at home in this 2D sequel on the Wii.

It’s clear that Nintendo didn’t tune the difficulty of this game to be as easy as, say, Super Mario Galaxy. One of the first things I noticed about DKCR was that I couldn’t sleepwalk through the game. Donkey Kong has three hearts and once he loses all three, you have to replay the level. Replenishing these hearts isn’t as easy as picking up the coins being thrown about you in Mario Galaxy as hearts seemed to be few and far between. Perhaps this was compounded by the fact that I felt extra pressure to play perfectly because my demo time was constrained on how many lives I lost. Nevertheless, I consider myself a fairly competent platformer, and was definitely challenged throughout the demo.

The E3 demo consisted of a 3 levels of which I was given the choice of playing 2. I first had a go with a boss stage involving a typical “jump on his head three times” encounter that I thought I would breeze through, but ended up having to concentrate to defeat. The encounter involved platforming boss mechanic standbys such as “run under the boss as he jumps really high” and “avoid the charging boss so he hits the wall and you can jump on his weak point.” I was thrown off, though, by the unpredictability of when the boss would leap high enough for me to run under and how quickly he would recover from the stun of running into the well. The other level was a standard side-scrolling platforming level that reminded me of the first level of the original Donkey Kong Country.

Donkey Kong has three moves he performs in the game: ground pound, big breath blow, and a spin attack. You may be familiar with these moves if you’ve played Super Smash Bros. Each is done by pressing a particular combination of buttons on the nunchuik and Wiimote. It’s not as simple as the sideways wiimote 2-button action, but is almost there. Donkey Kong can use the ground pound to make certain items fall from trees or as an attack against enemies. The  breath maneuver can be used to blow the leaves off plants and flowers, uncovering hidden items. You can guess what the spin attack is used for.

Something new to the series is the utilization of Diddy Kong as a “helper” rather than a tag team partner. Once you break Diddy out of a “DK” labeled barrel, he will ride on top of Donkey Kong with his J=jetpack. Controlling Donkey Kong still, you’ll be able to hover for a short time while also being able to fire peanuts from Diddy’s cannon. More importantly, Diddy will also add two hearts to your life meter, increasing your survivability. Lose those two extra hearts, though, and Diddy will disappear again.

Although it was not playable at the show, I was told there would also be a 2 player co-op mode with the second player controlling Diddy. Not many more details would be given by the Nintendo rep, so we’ll have to see what this will entail exactly. It definitely sounds like something that could be fun, although I hope it’s not as passive as Super Mario Galaxy’s “co-op” play.

Other than that, the game is pretty much what you would expect from another entry in the Donkey Kong Country franchise. Nintendo has even brought back the iconic collectibles from the original franchise as well. You’ll want to replay levels to collect bananas, letters spelling “K” “O” “N” “G”, and also golden puzzle pieces. (My friendly Nintendo rep would not disclose what these are for yet)

Nintendo has had great success reconnecting with it’s 2D platforming roots in New Super Mario Bros Wii and Donkey Kong Country Returns looks to continue that streak. If you’re a Wii owner who’s nostalgic for the ol’ DKC or just love 2D platformers, you’ll probably want to give this one a look this fall. Just keep in mind it’ll be a tad more difficult than some of the more recent platform games.

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E3 2010 Preview: Metroid: Other M

On July 14, 2010, in Video Games, by Andy Yen

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.

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E3 2010 Preview: Epic Mickey

On July 7, 2010, in Video Games, by Andy Yen

If there’s one thing I learned from my extended visit to the Disney Interactive Studios booth at E3 2010, it’s that Warren Spector’s (Deus Ex, System Shock, Ultima Underworld) has gotten the people at his new studio, Junction Point, to drink his game design Kool-Aid.

Multiple times throughout my demonstration of Epic Mickey, the point of player choice and consequences was hammered home at almost every section of the game. And why wouldn’t it be? It’s Spector’s signature game design element. Give the player the freedom to choose how to solve in game problems and give these choices weight through tangible consequences in the game world. It was a huge part of what made Deus Ex so beloved and it’s clearly an integral element in his first title for Disney, Epic Mickey.

Epic Mickey is an ambitious action-adventure-platformer title being developed exclusively for the Wii. The gameplay can be broadly described as The Legend of Zelda: Ocarina of Time meets Super Mario World with the water spray backpack from Mario Sunshine. Mickey will have access to paint and paint thinner, which allows him to manipulate the game world by erasing or creating objects and environments. None of these mechanics can be trumpeted as truly original, but their blended execution is what makes this game stand out.

Visuals:

I was told that the overarching aesthetic theme of the game is “lost and forgotten” Disney characters and places, including Walt Disney’s first creation, Oswald The Lucky Rabbit. Disney buffs should also be ecstatic to see the attention to historical detail that Junction Point has poured into this game. I’ll admit to being a bit of a “casual” Disney fan, so I could only smile and nod as the Junction Point rep repeatedly pointed out structures (such as the Swiss Family Robinson’s Treehouse) and landmarks in the game that were once actual buildings and rides decommissioned from the real Disneyland itself. “Tickets” are also used as a form of currency in the game as a nod to the days in which you actually needed tickets to go on the rides at Disneyland.

Even the cutscenes are animated like an old Disney cartoon from the 50′s. You definitely get the feeling that you’re playing through a labor of love with this game. The attention to detail and presentation is just jaw dropping. What impressed me even more was the excitement and passion with which the Junction Point rep used to describe the game for me. Out of all the games I played at E3, Epic Mickey was the one I spent the most time on simply because the developer had so much to say and show from it.

Gameplay:

The E3 demo was broken up into three distinct areas: Ventureland, Skull Island, and Steamboat Willy. Each of these “maps” seamlessly transitioned with one another despite having vastly differing gameplay elements.

Ventureland was a lot like visiting a town in Zelda. The focus on this “quest map” was on NPC interaction and problem solving. Here, the choice and consequence mechanic was clearly on display. One of my first tasks was to help Smee the Pirate win over a ladyfriend in exchange for a quest item. He’s unsure as to what kind of gift to get her. By doing a little investigating around town, I figured out that she loves roses, so I told him to get her some roses and boom, Cupid played, quest item received. Had I been lazy and just told him to get something else, she would have been less than impressed and taken it out on poor Smee who in turn would have charged me money for the quest item, rather than handing it over in gratitude.

Another situation involved Tiki Sam, a shop keeper, who tasked me with collecting three masks in exchange for another one of the quest items. Now, here’s where attention to detail can pay off as a player. If you pay attention to the screen as you’re talking to him, you’ll notice that there’s a few masks on the floor behind him in the shop. When you exit the shop, you can actually see a little opening behind some bushes that will lead you to the back door of the shop. Once inside, you can nab a mask without him noticing. If you try to take all the masks, though, he’ll catch you and impose a stiff penalty on obtaining the quest item you need.

I find stuff like this fascinating because they blur the line between “good” and “bad” in a game. Too often, games will purport to offer players a choice, but really only have one style of play be “right.” Epic Mickey looks to add a little grey area in how you approach things. The situation with Tiki Sam is one in which stealing his mask actually ends up saving you time and money compared to the “morally right” choice. The Junction Point rep explained the reasoning for offering an “evil” choice as getting back to Mickey’s roots as a “mischief maker.” Sure, I’ll bite on that. It’s certainly no bigger stretch than games that force a character to act on the straight and narrow all the time.

The Steamboat Willy stages act as a sort of transition in between game maps. These are “Super Mario”-esque platform stages with a very slick black and white “Steamboat Willy” presentation. In the demo, Mickey passes through one of these to get from Ventureland to Skull Island. At first glance they definitely give a *wow* impression, but once you got past the very cool visuals the gameplay is pretty standard 2D platform fare. Mickey can jump on enemies’ heads and even double jump to reach platforms and collect items. The actual level structure itself was fairly pedestrian. It might be interesting to see more inspired “platform map” designed in the full game, but I won’t be heartbroken if there aren’t simply because the visuals are so cool.

Finally, Skull Island showed off the “action map” portion of the game. It plays similarly to the overworld in a 3d Zelda game except Mickey is armed with his paint and thinner rather than a sword and shield. In fact, Mickey’s even followed by a little Navi Faerie-like companion named Gremlin Gus. He offers you little hints and comments as you come across places of note. I found it really interesting that he acts as a sort of conscience too. Use your paint thinner to eliminate a lot of enemies and he’ll say something like “Hmm, you’ve been using your paint thinner a bit liberally, is it really necessary?” I can see it getting annoying for some people, but personally it made me question my actions a little bit. Was there a better way of handling these creatures? Am I really murdering the lifeblood of the game world?

When all is said and done, any game starring Mickey freaking Mouse that gets me to question the morality of my actions is doing something right in my book.

For live gameplay videos with Warren Spector narrating, check out the 2 videos below:


Screenshot Gallery:

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Strong Bad Homestar Runner Game

I gotta admit, Homestar Runner was a huge part of my college days.  Every Monday my friends and I would eagerly wait for the latest animated Strong Bad email to be posted so we could watch and quote it for the rest of the week.  Though I stopped following the site in recent years, I was still very excited when Telltale Games announced an episodic adventure game based on the Homestar Runner characters and world.  After a two month delay, the first episode was finally released yesterday on Wii Ware and for the PC.

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Nintendo Launches Wii Ware, Final Fantasy

On May 12, 2008, in Video Games, by Andy Yen

wii ware logo

Fire up your favorite song about kings and airships (Coldplay – Viva La Vida) if you have a Wii, because today is the day you get Final Fantasy Crystal Chronicles: My Life As King!

Nintendo’s much anticipated Wii Ware service launches today with six titles, including the aforementioned FFCCMLAK.   Wii Ware essentially allows for original games to be distributed digitally to your Wii, ala Xbox Live Arcade or the Playstation Network.

More platforms for games is always a good thing, especially if it means original Homestarrunner games.

The six titles are (divide by 100 to get actual dollar amounts):

Final Fantasy: 1500 Wii Points
LostWinds: 1000 Wii Points
Defend Your Castle: 500 Wii Points
Pop: 700 Wii Points
VIP Casino Blackjack: 700 Wii Points
TV Show King: 1000 Wii Points

Full game descriptions after the jump.

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Review: Boom Blox [Wii]

On May 9, 2008, in Reviews, Video Games, by Andy Yen

boom blox logo

When I heard that EA and Steven Spielberg were “teaming up” to create a video game, I have to admit that the announcement didn’t exactly get my panties wet.  Though Spielberg is one of the great movie directors of our time, he has never been involved with the production of a video game.  On top of that, Spielberg’s credited role as “Creative Director” is suspiciously nebulous.

Regardless of Stevie’s role in the game’s production, the fact remains that Boom Blox is actually a surprisingly fun game.  Though it’s a puzzle game designed for the whole family/casual players, even hardcore gamers can extract some kind of enjoyment from it.  EA LA have managed to develop some of the tightest motion controls seen on a Wii game.  It’s safe to say Boom Blox would not have been possible on any other gaming platform at this time.

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Steven Spielberg’s Boom Blox Looks Kinda Fun

On April 24, 2008, in Video Games, by Andy Yen

After watching the above playthrough of Steven Spielberg’s Boom Blox on Wiitalia, I gotta admit the game actually looks pretty fun. The single player puzzle mode looks like a blast, while the multiplayer reminds me of both Jenga and a bizzaro world version of Jenga (where you want to knock all the blocks in a tower down). A good physics model looks to be implemented as well.

Sure, it’s a little questionable as to how much real involvement the vaunted director had on the game ‘s development, but if it gets more people to check out a good puzzler then so be it.

As to whether I would plunk down a full retail $50 for this Wii game at launch? Eh… I’d have to think about that one. If it were priced as an XBLA or PSN game at $10-$15, I’d be more than willing to give it a shot sight unseen.

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