Reacquainted with Mario

Late last month, Nintendo rolled out a major update for their Wii U console (though acquiring it is still kind of a pain) that added some new functions to the operating system. Not long after did they finally launch their Virtual Console service. Like the Wii, it will allow people to purchase past-generation titles for play on the Wii U, though now these games have Miiverse community support, and can be played on the system’s game pad as well as on a television. Some have been less than pleased about the launch, at least in North America, arguing its rather barren availability even for an initial line-up. The frustrations seem to carry over from the slow updates to the 3DS Virtual Console, and could be doubly frustrating for people since these releases must now take the game pad and Miiverse service into consideration all while running properly.

Nintendo is acknowledging the thirtieth anniversary of their Famicom console, which pretty much helped put them on the map post-industry crash, and ruled 1980 and 1990s pop culture with an iron fist. They’re currently running a Virtual Console promotion that includes one title a month for the cost of thirty cents. Next week, the lauded Super Metroid will join these ranks.

In addition, Virtual Console games purchased on the Wii can be “updated” to the Wii U for $1.00 (NES), or $1.50 (Super NES).

I’d bought all of the games that were available for the thirty cents: Balloon Fight, (Mike Tyson-less) Punch-Out!!, F-Zero (I only ever played Gamecube’s F-Zero GX, but Nintendo, please make another one!), and Kirby’s Adventure. The only one I paid full price for was Super Mario World, a game I hadn’t played in well over twenty years, for a rather hefty $8.00. That’s pretty crazy to me, considering months back I bought several more recent THQ games in a single bundle for the price of $6.00.

It took me maybe two or three nights to get through it, but I still find it one of the best Super Mario games, and one of the best games in history. Perhaps the most interesting thing to me is that it also gave me a strange, new appreciation for New Super Mario Bros U.

Super Mario World released in 1990, and is as fun now as it was then. It takes us away from the Mushroom Kingdom and places us on the sprawling Dinosaur Island. We meet a new acquaintance, and a future Nintendo mascot in Yoshi: green dinosaur by day, destructive eating machine also by day, and night. He and Mario work together to rescue Princess Peach from Bowser (again), as well as several of Yoshi’s multi-colored friends (all of whom possess specific abilities). In the first or second stage, we find new abilities: the cape, allowing Mario to glide around an entire stage all the way to the exit if the area allows for it, the P balloon that allows him to expand and slowly float to higher ground. I don’t know if any of that is as exciting as it was to discover the coveted leaf from Super Mario Bros 3, but the cape serves a crucial purpose that leads to what makes Super Mario World so special for me: its secret exits, an evolution of warp pipes and whistles.

SPECIAL

Some of the locations in Super Mario World are marked with a shining yellow dot, and others are marked in red. A level marked in yellow is an indication of the area having one exit and one traditional left-to-right path. Red-dotted stages mean exploration. You go up, you go down, needing certain abilities to progress, but all that effort gets you a secret exit — a new level, a shortcut. It’s a strange, almost psychological trigger of accomplishment when you find that key and the keyhole it corresponds to. Once the key is picked up, we see the hole grow larger and then swallow Mario, and a new hidden cove is exposed to satisfy curiosity. These secrets all eventually lead us to the Star World, with its own hidden paths requiring the aforementioned multi-colored Yoshi clan that lead to the Special World. I didn’t spend too much time in the Special World, with its surfer language for stage names like “Gnarly” and “Tubular.” I decided my time with Super Mario World was done for now, and time to jump into something else.

Moving through every world in the game though put me on something of a Mario kick, so I went back to New Super Mario Bros U, one of the Wii U’s launch games (New Super Mario Bros 2 released last year for 3DS as well), and picked up from my previous save file. Three days later, I found myself collecting every last star coin the story mode had for me to seek.

I’m always willing to try out a new entry in the “New” Super Mario Bros games. I kind of go through them on a superficial level, getting through its eight worlds and calling it a day. Most of its popularity seems to stem from the series’ multiplayer modes. It seems like casual fun, though I have never honestly had that experience. The series (from the introductory 2006 Nintendo DS game) has always thrown in the star coins as an additional challenge — three coins in places that range from easily visible to requiring timing, skill, and the right power-up to reach them.

Great place for that coin!

I already liked the Challenge mode in NSMBU, which features a bunch of small objectives but requires a bit of skill for a bronze, silver, or gold medal. I initially went through the story mode with the amount of effort I usually put into the series (half-assed). Man, I really hate the 8-1 level in these games, though. In both this and the 2009 Wii game, you start traversing the hellhole-ish lava world somewhat peacefully until all of a sudden it’s raining meteors and you have to watch your steps very carefully. Imagine trying to score the star coins in that mess, although it wasn’t nearly as frustrating as getting to the secret exit! I hadn’t realized, though, that NSMBU had its share of secrets until I started looking at the chart for which star coins I had collected and which ones I hadn’t. I noticed icons representing levels that hadn’t appeared on the world map, which is arguably as diverse as the Super Mario World map, even if some areas are retreads of previous NSMB worlds.

Nabbing every star coin in a specific territory unlocks a level in the Superstar Road, which is perhaps the big highlight of New Super Mario Bros U. I don’t know if the previous games had its own version of it, but this world is like The Lost Levels for a new generation (though not nearly as cruel). There are no mid-stage checkpoints, and getting the star coins in Superstar Road will unlock a hidden stage there. My biggest nightmare was a stage called “Run for It,” which leaves very little room for error, and felt like Call of Duty 4‘s “Mile High Club” level on Veteran all over again in how this experience played out. Even after knowing the first half very well, it’s after the second star coin that the stage went to hell for me because of how fast the platforms moved.

Exploring these hidden secrets of these two Super Mario games have strangely rekindled my appreciation for the franchise, even if I consider this series an appetizer for the next big entry (Super Mario 3D Land is a fantastic game, too). I never necessarily grow tired of the Mario franchise, but it certainly seems like Nintendo keeps output of the series flowing enough that we become less excited and more somewhat intrigued. This probably doesn’t stop some of us from wondering where Nintendo will take this character as E3 makes its way around the corner.

Man, I honestly never thought I’d have this much to say about Mario.

Game of the Year 2012 — 90s_underconstruction.gif

For a second year in a row, I participated in voting for the best games of the year on NeoGAF. It is a work in progress, as the deadline is in mid-January and I have a number of games to get through (and some to even open, like Nintendo Land). I’m pretty confident about these right now.

You can read my comments for these games here, but here is the quick list, ranked:

1) The Walking Dead (Telltale Games, PC)
2) Sleeping Dogs (United Front Games, PC)
3) Kid Icarus Uprising (Sora Ltd., 3DS)
4) Journey (Thatgamecompany, PS3)
5) Theatrhythm Final Fantasy (Indies Zero, 3DS)
6) Sound Shapes (Queasy Games, PS Vita)
7) New Super Mario Bros U (Nintendo EAD, Wii U)

Honorable mentions:
a) Binary Domain (Yakuza Studio, PC)
b) Tokyo Jungle (SCEJ Studio, PS3)

2011 “Late to the party” award: Yakuza 4 (Yakuza Studio, PS3)

There are a handful of titles I’m trying to give attention to, and Persona 4 Golden has gotten most of it. It’s definitely more upbeat compared to what feels like the more serious, somewhat darker tone of Persona 3 Portable. The color scheme is incredibly vivid and accompanied by great art design, especially on the Vita’s OLED screen. I’m enjoying the writing so far and even the English voice-acting. It’s the social link system, bonding with characters so you can create more powerful Personas in battle, that keeps me hooked. I love experimenting with the fusion system that allows the creation of powerful Personas. I’m 60 hours into it, but nowhere near finished.

A surprising contender for the best of 2012 is Crimson Shroud, from studio Level 5 for 3DS. Superb writing: a fantasy novel cross-bred with a tabletop RPG. Its characters are affixed to bases like game pieces, no less. The battle system requires careful planning based on various circumstances. I enjoy its characters so far and its narrative. I’m only on Chapter 2, but so far a positive experience.

It’s ‘Resident Evil’ Day! (Update: Now with trailer!)

Well, sort of.

Starting today, if you head over to the eShop on your Nintendo 3DS, you’re bound to find the demo for Capcom’s upcoming Resident Evil: Revelations, due for North American release on February 7th. Fan favorite Jill Valentine will be the main (playable) character, and it is set in 2005, taking place between Resident Evil 4 and Resident Evil 5. The game will also release bundled with the controversial Circle Pad Pro accessory, which is exclusive at GameStop. In a rather strange decision, 3DS users are limited to 30 uses of the demo. The demo itself uses 1,146 blocks of memory.

Perhaps the bigger news today is this image that sprang up like a wild Pokémon:

Resident Evil 6 will see a release date of November 20 of this year, available for Xbox 360 and PlayStation 3. Perhaps we’ll see Resident Evil 6: Wii U Edition some time in the future. The game will feature Chris Redfield and Leon Kennedy, debuting in the first two games respectively, together for the first time in a series entry. Ada Wong supposedly plays a role also and will be a playable character.

Credit to IGN for the image. They have more details here:

Link 1
Link 2
Link 3 

Update! The first trailer for Resident Evil 6 has been released via Capcom Unity!

E3 2011: Nintendo’s iPad, the Wii U.

Color me intrigued, Nintendo.

I have owned my Nintendo Wii for three years this month, and my library has never exceeded more than ten games. It would be a disservice to call the console a failure, because the sales numbers would point and laugh at the idea. Much of the system’s charm came directly from Nintendo themselves, with games like Super Mario Galaxy and Super Mario Galaxy 2. The Legend of Zelda: Twilight Princess, Donkey Kong Country Returns (my personal favorite), and the Metroid Prime trilogy offer some quality software for this console–except for the fact that this was the company’s attempt to please the “core” fan base while they showered those darned “casual” folks with mini-game compilations and time-wasters, some providing genuine fun, some amounting to nothing more than shovelware. Yesterday, as I watched Nintendo give their presentation at E3, I started to wonder whether I personally ever gave the Wii a chance at all. I’d been critical of their decisions, as have others: an internet service that is almost at an atrocious level compared to the likes of Xbox Live and PlayStation Network, delays for their own releases when their third-party support is weak and those third-party games that ARE critically well-received seeing no marketing, thus no sales, thus another criticism of the lack of third-party support. Combined with the fact that the Wii is incapable of high-definition past 480p, there is some justification to be critical of the Wii. Maybe I should have looked harder for the games, but these companies should have made more of an effort to show me, to wow me. I remain indifferent about the concept of motion-controlled gaming. It works when it works, and it doesn’t the rest of the time.

Nintendo heard the critics, for the most part, and unveiled their successor to the Wii: Wii U.

The Wii U Controller, resembling a tablet with a button and pad interface.

If you see the image above, this is not the console itself, but the controller, which Nintendo is far more keen to show us than the base on which it operates. It is, according to their web site, a pad with a 6.2-inch, 16:9 touch screen. It features the typical button face, two circle pads (like their 3DS handheld device as opposed to an analog stick), a camera, accelerometer and gyroscope, stylus, rumble, and a microphone. The first disappointing news already is that the touch screen is of the resistive variety, not capacitive, so it may not be as accurate using your fingers, but I imagine at least the stylus will suppress that. What was rather impressive is the ability for video chat on the controller, which I imagine will be just one of many features Nintendo will cook up for that camera. Oh, and the Wii U will still make use of the original Wii remote.

The Wii U will support HDMI output, along with S-video, component and composite. Nintendo will finally, finally deliver in HD.

Now here is where the real challenge lies for Nintendo. One of the major criticisms of the Wii was the lack of third-party support. Nintendo was rather ecstatic to show you the kinds of titles it has lined up, such as Ninja Gaiden (Tecmo), Batman: Arkham City (WB Games), Darksiders 2 (THQ), Assassin’s Creed (Ubisoft), and all things EA Sports. This could work for them. Could. Wii adopters were mostly classified as casual players, and now Nintendo has to sell these games, most if not all will appear on the Xbox 360 and PlayStation 3, to them (which shouldn’t be too difficult) but especially convince the ‘core’ audience to play the Wii U version of the big-budget game. The issue here is that Nintendo has caught up in a race where the competition is ready to move forward. Sony’s PlayStation Vita will sync from handheld to the PS3 console just as the Wii U controller will do. In fact, the PlayStation Portable already does this with the PlayStation 3. Sony has mentioned that they are working however which way on the PlayStation 3 successor. Microsoft is keen on giving the Xbox 360 a few more years by adding more games for its Kinect motion-control device and whatever they are planning for the Xbox 360 successor.

I hope Nintendo is listening to the critics, no matter how asinine the argument, and I hope they have learned from the Wii. With this investment and the kind of technology you are delivering to curious consumers, there is no falling back on Mario or The Legend of Zelda for the numbers. They will have a number of things to consider, also. Ergonomic design of the controller, battery life, comfort, aesthetics (although it does look friendly). Your internet service needs to get people interested, finding a less cumbersome way of security that will give people peace-of-mind in the wake of the PlayStation Network but feel friendly, too. You need online stability as well. Above all, there is price. The price is always the moment you stand on thin ice. Too low depending on production and design costs, you sell at a loss and won’t see profits for at least two or three years, sell high, you drive away the customers and you have your “FIVE HUNDRED NINETY-NINE U.S. DOLLARS” moment you can’t live down for some time. There is absolute promise in this console, though. A Nintendo console offering HD visuals is good enough for now to attract the folks, but think ahead, especially in terms of 3DS cooperation.

Nintendo, what have U got?