Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Wednesday, June 5, 2013

The Next-Gen Systems: The PS4, XBox One, and WiiU

Controller comparison not to scale. The WiiU pad is HUGE
All the shots have been fired now. Microsoft, Sony, and Nintendo have each either debuted or have released their next-generation consoles. The WiiU has the lead this generation, but unfortunately hasn't garnered the user base advantage that the XBox 360 did for the current generation. There are some common themes among the consoles: second-screens, motion control, and social.

Nintendo has embraced the second-screen the most with its inclusion in the default controller for the WiiU. Having already had some experience using it I can say that it allows for some very interesting designs. Nintendo Land really shows off some of its potential, but other games like New Super Mario Bros. U don't do much interesting with it. Though the simplest use of it is as a duplication of the main screen so you can play games TV-less, which I've already found to be great.

The PS4 is doing its second-screen implementation by making Remote Play with the Vita a core feature of the console. Remote Play is one of my favorite features of the PS3 (and something I was really hoping would be a core part of the Vita) and I'm very excited that it will be a more core part of the PS4. One advantage for remote play is that it can work non-locally, allowing you to stream content over the internet and Sony is requiring that Remote Play be worked into each PS4 game.

The XBox One's second-screen comes in the form of SmartGlass, which we don't really know much about but should give applications additional content on a paired tablet device w/ SmartGlass installed.

Each system's motion control is a continuation of what they did for the last generation. The Wii Remote motion control technology (but not the form factor) has been included in the WiiU Gamepad. It's also compatible with the Wii Remotes from the Wii. The PS4 controller has more advanced motion controls included in it than the PS3's Sixaxis had, as well as a motion controller-esque light on the front of the controller. They've also included a touch pad on the controller and it's compatible with the same motion controllers from the PS3. The XBox One is including a more advanced Kinect that comes with the console by default which must be plugged in at all time.

The last shared feature among the consoles is social networking/sharing. Friends were a major addition to the current generation but social networking didn't really explode until after they were all out. The 360 came out in November 2005 and the PS3 and Wii came out in November 2006. Facebook didn't become open until September 2006 and Twitter started in July 2006 but didn't take off until much later. Social networks have become firmly embroiled in our everyday lives now and as such are becoming embedded in our next consoles. Facebook and Twitter are already in the Vita, which combined with the ability to screenshots makes it a great combination.

Nintendo has set up its own social network for the WiiU that's based around various boards for each game, called the Miiverse, users can post screenshots and drawings to the Miiverse and ask for help from each other. The PS4 is getting close with facebook as well allowing users to upload videos of gameplay to various sites or even stream gameplay through UStream. The XBox One will also allow users to upload videos of gameplay to the internet and will no doubt have integrated social network features. They haven't been discussed at length yet, however.

I've very excited for all the consoles. I'm most excited for the PS4 (I'll admit to fanboyism), but I'm expecting good things from all of them. The video uploading and streaming/sharing features look really intriguing and the second screen functionality I've experienced with the WiiU and with Remote Play for the PS3 give me great hope for how that's going to turn out on these consoles.

With E3 coming up I'm really excited for what we're going to be seeing, more so than I've been in years. I'm hoping to hear more about the gaming features of the XBox One from Microsoft and I'm hoping to see more games from Sony and Nintendo. Which features and consoles are you most excited for?

Wednesday, November 30, 2011

Skyward Sword Impressions

You start with six hearts. What. The. Hell. I’m just kidding, I don’t actually care about that, it did catch me off guard, though.

I’m one temple in on The Legend of Zelda: Skyward Sword. It’s a really great game so far, and I definitely look forward to completing it. This year is the 25th anniversary of the Legend of Zelda series, a fact which the game makes known within it. The motion controls are pretty great; choosing which way to swing my sword hasn’t been as tedious as I originally thought it was going to be. We’ll see if my opinion on that stays throughout the rest of the game.

New Systems
I’m finding myself really into the game's new questing system. Sidequests are more official now since villagers will have speech bubbles above their heads when they have something important to say to you. When you are asked to go on a sidequest, it is explicit and the you will have to select whether or not you want to take it.

The game also features an item upgrade system. There are various items that can be collected throughout the course of the game. So far I’ve found bugs and jewels of various sorts. They can be given to a particular NPC and he can use them to upgrade your items to have new powers. This varies from increasing the number of slots in your pellet pouch to making your slingshot fire a spray of pellets instead of a single pellet. Those are the ones that I’ve seen so far and I’m eagerly looking forward to seeing what other potential upgrades there are. These new features really give Skyward Sword some feeling of being a somewhat western-style RPG. This is an interesting decision that Nintendo has gone with the game and I approve of it wholeheartedly.

Also new to the game is a stamina gauge and, with it, running. No longer will intrepid adventurers feel that their fastest way to cross the land be by rolling everywhere. The stamina gauge is also used for climbing, carrying heavy objects, and particularly acrobatic sword maneuvers to allow them to be easily performed, but not spammable. If Link runs out of stamina, he fails at whatever the current action is and you have to wait while the stamina gauge recharges.

No Boats or Trains
A fairly prominent feature of the game is bird flying.  It’s a much smoother feeling transportation feature than Wind Waker or Phantom Hourglass’s boat riding or Spirit Track’s train conducting. It features the three boosts mechanic that players will remember from Ocarina of Time and Twilight Princess’s horse riding. If you swing the remote up and down, your bird will flap its wings and ascend without losing speed, allowing you to dive and move quickly without sacrificing speed on the ascent. The problem with this is that the rhythm and strength of flap needed for the game to register the motion is very finicky. The flailing that I have to perform to get it to work often sends me wildly off course, rendering the whole point of the exercise moot.

Gripes
I have never crossed a tightrope without Link tipping over and needing to climb back up on the rope. It took me forever to realize that to correct Link’s tilt you’re not supposed to tilt the remote, you’re supposed to point it in the opposite direction like a flashlight. Tilting the remote does nothing. Nintendo chose to eschew 4 years of Wii game design convention for some reason.

Speaking of eschewing game design conventions. When you’re playing a Zelda game, and there is a big eyeball on the wall, what you do you? You shoot it, right? The game gives you the slingshot not long before you go into the first dungeon. The first real puzzle of the dungeon has an eyeball on a wall above a door. However, when you pull out the slingshot, it shuts tight and is impervious to your pellets. Fi, the spirit of the sword or something and your Navi replacement for the game, notes that the eye follows the tip of your sword. I decided that I needed to make it dizzy. I swung my sword left and right and nothing happened. I swung my sword up and down and nothing happened. After trying to shoot the slingshot and get out my sword so maybe it’d open its eye in time to be hit I looked up the solution online. I was supposed to swing my sword in a circle to make it dizzy and open the door. So congratulations go to Nintendo for going against 20 years of Zelda game design tradition and making the first puzzle of the first dungeon an unintuitive use of motion controls.

Motion Minus
One of my biggest problems with playing the game doesn’t appear to be the games fault. It’s the Wii Motion Plus. While the technology is more sensitive that the standard Wii Remote controls, it seems to be prone to accumulating error. Over time its origin (how it’s oriented so that it thinks you’re pointing straight forward) seems to drift, making actions difficult to perform. In many cases you can press down on the D-Pad and it will recenter itself to its current orientation but there are times when you can’t do this and are forced to pause the game where you can recenter it. It can really break your immersion to have to do this, and it can really harm your gameplay if it happens at a critical moment. I’m just glad that since I bought the special edition at Wal-Mart’s Black Friday sale I didn’t have to pay extra for a Wii Motion Plus controller.

Right-Hand Bias
The games is only slight right-hand biased. I've had two issues with it so far: one is minor and the other is cosmetic. All weapon wielding enemies I've encountered hold it in their right hand. Since they hold the weapon mostly upright, this means that you cannot usually initiate your attack with a left-to-right swing, which is the most natural swing for a left-handed person. The game slightly favors right-handed people in this way. The other way that it favors right-handed people is that if you want to hold your sword in a cool way, such as pointed behind you, you can't do this and it will look really weird. Overall, I had worse fears and am not bothered by this.

I know that I complained quite a fair amount of the past 900 or so words, but I really do like the game. It’s still a very solid game and lives up to all my expectations about the quality of Zelda games. The graphics are, of course, not that great. The models all look very good, but the environments do leave quite a bit to be desired. As with Twilight Princess, the more stylized scenes do look absolutely gorgeous. If you like Zelda games, then I’ll bet that you’ll like this game. I love it so far.

Wednesday, June 8, 2011

How the next generation should shape up.

Nintendo has shown part of their hand. You could definitely argue that it's probably the most important part of their hand, but it's definitely not all of it. We now know what the new controller gimmick is going to be for the WiiU and we know that it's graphical power will be comparable to the PS3 and the Xbox 360. So how are Sony and Microsoft going to respond? This post will be an analysis of how I think they should respond and how I think the next generation should shape up.

Online
We know nothing about what, if any, improvements will be made to the WiiU's online functionality. The Wii has the worst online functionality of the three systems and the Xbox 360 is far and ahead in the lead. I firmly believe that both Sony and Nintendo need to make the social aspects of their systems more robust and more prominent. Every console's online system needs bio's, status updates, now playing status, and a more robust messaging system.

One of the limiting factors for Sony is the XMB. The XMB interface is minimalistic, too minimalistic. The design doesn't lend itself to the amount of information that needs to be displayed for the social aspects of the console's online functionality.

Nintendo's online functionality just needs more. And no more friend codes. I want to be able add someone by their username and be given a list of people that I have recently played list so that they're easy to find and add to my friends list.

Controllers
Every controller for current generation systems needs to work for next generation systems. Nintendo has already confirmed that Wii Remotes will work with the WiiU. The PS3 and XBox 360 standard controllers need to work with their respective followup systems and the Kinect and Move also need to work with the followup systems. The standard gaming controller has reached it's pinnacle, it's not getting better. The motion controllers need to carry over to the next systems because they have yet to be fully utilized.

Power
The next generation from Sony and Microsoft could once again be the humongous leap in visuals that the current generation was over the last, but I don't think that it should be. I think it would be great if the next generation was a more conservative step forward. This will help keep the price of the console's lower and it will help keep the price of game development lower. It will also let the consoles be smaller.

I think that it would be perfectly possible for Sony and Microsoft's next series of consoles to be enough of a step forward that they distinguish themselves graphically from the WiiU, but close enough that making a three-platform game isn't so hard that is makes the WiiU version not worth the cost of development.

Price
I started to mention this in the last section, but the next series of consoles needs to be cheaper. The XBox 360 was somewhat expensive and the PS3 was far too expensive. You can tell that Sony learned their lesson with the PS3 from their Vita price announcement. There's a reason that the PS2 and the Wii were such successes and the software was only part of it.

E3 Impressions: The WiiU

Picture from nintendo.com
Those who were paying attention to video game news closely had already seen rumors which turned out to spoil what the big twist would be for the next Nintendo console. The twist, is that you have a standard controller (Dpad, dual analog, 4 face buttons, 4 shoulder buttons, rumble) that also has a 6.2 inch touch screen with microphone, front facing camera, speakers, and motion sensing.

The new gameplay types that are supported by this new technology are vast. This allows for (certain) games to be played without the television (as shown in the picture above, the console still plays the game, the picture is just transmitted to the controller). This allows for DS style gameplay where extra information and game controls are placed on the controller's screen. It allows for stylus oriented gameplay. This also allows for asymmetric multiplayer and hidden information.