Saturday, April 2, 2011

Pilotwings Resort Review

Pilotwings Resort
Who: Nintendo
What: Flying game
Where: Nintendo 3DS
How much: $39.99

Nintendo surprised me during the 3DS launch. For nearly every other system launch, Nintendo's released at least one standout launch title that would help sell consoles. For Nintendo 64, it was Super Mario 64, for GameCube it was Pikmin, and for Wii it was Legend of Zelda: Twilight Princess. For 3DS, Nintendo took a different approach and released a few games that, while certainly fun, are not exactly system sellers. Pilotwings Resort is a fun and breezy sequel to the lesser-known Nintendo Pilotwings franchise, but doesn't do enough to stand out as the killer app of the 3DS launch lineup.

Pilotwings Resort is a flight simulation game in a very liberal sense. Unlike Nintendo's Steel Diver, there are no realistic flight controls to master; the game's controls are very simple to learn but challenging to master. There are three primary vehicles to fly: airplane, rocket belt, and hang glider, each with their own control schemes.

There are two main modes in Pilotwings Resort. The main mode, Mission Mode, is self-explanatory. Each mission requires the player to complete certain tasks with their aircraft, such as shooting balloons, reaching a certain height or flying through a set number of rings. These missions are fun, but there aren't too many and you could theoretically finish the game in one sitting if you were really determined. The other mode, Free Flight Mode, lets you fly around Wuhu Island (yes, the same island from Wii Sports Resort is the only location in Pilotwings Resort) collecting balloons, Mii Trophies, gold rings and more. The more you collect, the more time you are given to fly in free flight. Collecting items and flying through rings also unlocks 3D dioramas to view, which is the game's version of an achievement system. The collectibles add some longevity to the game, but the game still feels really short and really light on content.

I do recommend this game, but be aware that you won't be playing this game for months or even weeks on end. There's simply not a lot to do here. The Mii integration is a fun touch and the 3D effect is sharp and deep, but this is a game that has a finite amount of things to do. Multiplayer would have gone a long way here. Still, what's included is quality and fun and I did enjoy the game.

Score: 7.5/10

Super Street Fighter IV 3D Edition Review


Super Street Fighter IV 3D Edition
Who: Capcom
What: Fighting game
Where: Nintendo 3DS
How much: $39.99 USD

I am terrible at fighting games. Seriously - the only fighting game I was ever remotely good at was Super Smash Bros. Melee and I count that more as a party game than a pure fighter. I wasn't sure I would be picking up this game with my sparkly new 3DS, but with all the heaps of praise being thrown on the game from all the big gaming press I decided to take a risk and try it. I'm really glad I did, because I'm now totally addicted to this awesome game.

I'm sure that most of you have played or seen someone playing Street Fighter at some point. I liked to play it as a young kid but I was never actually good at it. With IV, Capcom has made it much easier to jump into the game. By assigning macros to the touch screen, it's now just as easy to perform crazy ultra combos for the fighting idiot like me or the expert player.

The game is loaded with features. Arcade mode is the game's primary single-player game complete with unique (and often bizarre) stories for each character. As with all the game's modes, Arcade is totally customizable in terms of difficulty, time limits, costumes, rounds and more. A major hyped feature for the game is the 3D Versus mode, which puts the player behind their fighter, making it more of a third-person fighter. It's fun but by no means a selling point. The Internet matches, my favorite part of the game, are fully customizable and at this point most players are still learning so there's not too much of a skill discrepancy between players.

For those of you that like collecting things in your video games, IV has you covered. The game utilizes Play Coins and StreetPass for a figurine collecting minigame in which you use Play Coins to buy figurines and battle them with others' in StreetPass mode. There are also titles and icons to collect as you play the game that display during online battles and an achievement system in the form of medals. I think Nintendo did the right thing by not integrating a universal achievement system into the 3DS, because it's much more interesting to have unique challenges in each game.

I cannot recommend Super Street Fighter IV: 3D Edition enough. The graphics are stunning, the gameplay diverse and exciting and the game chock full of content that's guaranteed to keep you glued to your 3DS for weeks to come. This is the jewel of the 3DS launch and you need to pick it up.

Score: 9/10

Tuesday, March 29, 2011

Liight Review

Liight
Who: Studio Walljump
What: Puzzle game
Where: WiiWare
How much: 500 Nintendo Points

Liight, a puzzle game announced for the WiiWare service over two years ago by upstart Studio Walljump, has finally been released for 500 points and the amount of content combines with the incredibly inexpensive price makes this a must-download for puzzle fans. Liight tasks the player with arranging and combining different colored lights on the appropriate-colored targets. Where this gets fun and challenging is when you have to mix different colors, avoid static blocks that drown out the music the targets create and get around barriers that stop the lights from reaching the targets. It's a deceptively simple premise that gets really creative and really complex as the player progresses and provides hours and hours of gameplay.

One of the things I was instantly impressed with while playing Liight was the pure level of polish and professionalism the package presented. Everything in the game just oozes with style and distinct identity, from the creatively named levels to the menus to the intuitive tutorials. If you've played a lot of different WiiWare puzzles like I have, Liight will be a pleasant surprise.

The gameplay, while challenging, is surprisingly calm and relaxed. There's no "grades" for solving each level nor is there a time limit. Completing a level is completing a level, which is great for people who may not care about getting an "A" on every level of a game. Unlike most puzzle games for WiiWare (or any games on WiiWare, for that matter), Liight doesn't stop with its main puzzle mode. In addition to the main mode you can also create your own levels using an intuitive design tool and send them to friends in your address book who also have downloaded the game. This is a great way to extend the life of the game and, provided you have friends who have the game, provide tons more challenges. There is also a Nonstop mode, which is more frantic compared to the rest of the game.

The main (and only, really) flaw to Liight is in its highly sensitive control scheme. Using the Wii Remote, it's easy to arrange the lights, but the game is highly sensitive and turning the Wii Remote can be a little finicky. It's also worth mentioning that the game is occasionally picky when colors are combined and will not recognize a combined color until you adjust it to just the right spot. It's not a huge flaw, but it did get to me at times.

I would highly recommend Liight. In a time where WiiWare is becoming an afterthought for many gamers, Liight emerges as a true testament to what can be done with the service when a talented developer takes the time to craft a full, complete experience for the gamer.

Score: 9/10

Monday, March 14, 2011

Interview with 'Liight' Creator Nicholas Trahan


Studio Walljump's Liight hit WiiWare this morning. Fans of fun, dynamic puzzle fans have been on the lookout for this one for a while. I recently talked with creator Nicholas Trahan about Studio Walljump, Liight and what's next for the promising developer. Look for a full review of Liight later this week. Thanks to Nicholas Trahan and Studio Walljump for taking the time to answer these questions. Liight is available on the North American WiiWare service for 500 Wii Points.

1.      Tell us about Studio Walljump. What was it like starting your own development company in this age of massive corporate studios dominating the marketplace?
You know, it seems like the timing was pretty good.  It takes a massive studio to be able to produce a game to the level that people expect on today’s hardware; you aren’t going to find a two man team kicking out Bioshock or Zelda or anything like that.  But that slow move toward bigger studios has created the concept of ‘indie’ studios filling in with the smaller games, and with services like WiiWare or XBLA out there to support them I don’t think there is a better time to be an indie studio.

2.      How did the idea for Liight come about?
I got the idea for Liight while I was doing some contract artwork for another game company in town.  A friend there had come up with a cool shadow-casting demo and I had put together a few ideas of what types of games he could make with it.  When I turned Studio Walljump from an art house into a development studio, the idea for Liight was just right for a first title.

3.      What's it like developing software for Nintendo's WiiWare service?
I have some experience working on Nintendo platforms in the past, but even so, working on the Wii was the hardest part for us.  We were most comfortable working on PC where we had made our initial prototype, and even with the help of some middleware we bought we still spent the better part of two years just porting the game to Wii.  A lot of that has to do with us and the fact that we are two, part-time workers putting together a game whenever life allows.  But we’re in it for the fun, and a lot of moving a game to a real platform like WiiWare means getting the game compliant with a lot of rules and regulations and that can be distracting and boring when you just want to design games.  Even so, we’re grateful that the WiiWare service is out there supporting games like ours.  The people at Nintendo have been great.

4.      Independent, downloadable games are gradually becoming a way for smaller developers to offer creative, dynamic and original intellectual properties and games to users. What's your take on "indie" gaming?
I personally love indie games; I guess that should go without saying.  As someone who grew up with games, I find that most traditional games that come to market now offer very little in the way of truly new game-play concepts.  If you want to play something interesting that you haven’t seen before, you either have to wait it out between releases from a few great developers, or you can dig into some indie games and more than likely come away with a very cool surprise.  Things like the PAX10, IGF and IndieCade are a great tool that players can use to get started finding some gems.

5.      What's next for Studio Walljump?
Whew…. I don’t know exactly.  We’ll never stop making games; we just love it too much.  Plus we’d never hang out if we didn’t have a game to work on.  I think we’re starting to look hard at our next project, but we know we need to keep working on Liight too, for other regions and possibly other platforms.  I don’t know if our leisurely pace through development leaves enough time to make another Wii title, but we will start something soon I think.  If you’re interested, you can follow our twitter and keep up to date with what we’re up to!


Saturday, March 12, 2011

3DS Hands-on at Grand Central Station

Yesterday I dropped by Grand Central Station in NYC to try out the 3DS for the first time. I am happy to report that it was a blast! I tried five games out and while it's safe to say I won't be getting every game I tried, I am glad I had the opportunity to try everything out because I have a much clearer understanding of the 3DS and how it plays. Here are my impressions.

AR Games
One of the games I was most eager to try out during the demo event was AR Games, which incorporate cards bundled with the system and the built-in cameras on the 3DS. The first game I tried was target shooting. When the cameras read the "?" card, targets popped up and I had to move the system to the correct angle to shoot. After a few rounds a boss popped up and I had to shoot the weak spot to kill it. It was fun, but I would have liked the monster to be a classic Nintendo monster instead of a generic dragon. After target shooting I tried fishing, which was surprisingly fun. (I hate fishing with a Wii remote!) My favorite AR Game, though was the graffiti feature - you basically get to draw and paint whatever you want and take 3D pictures of your creation. I didn't get to try any other AR Cards but the games were a lot of fun and showcased great potential for the 3DS.
Steel Diver
I'm sorry to say I was disappointed in Steel Diver. I knew going in that it was not going to be easy, as Famitsu complained about the difficulty in its review, but after trying it for ten minutes and not being able to get the hang of the controls, it's safe to say I'm saving my $40 for another game. For the uninitiated, Steel Diver is a submarine simulator with several modes. The only mode I was able to try the side-scrolling mission mode, which looks like you're playing with a toy submarine in a fish tank. For some reason, I never got the "sweet spot" with the 3D effect and had trouble with it. I also killed my submarine about ten times before I finally gave up. I'm not saying it's a bad game at all, but I was frustrated to the point of putting it down. I guess I like more instant gratification in my games.
nintendogs + cats
Having never played the original Nintendogs, I didn't really know what to expect when I tried nintendogs + cats. I really enjoyed it, though! The dogs and cats in the game were adorable and when I called each one over to pet them with the touch screen they responded adorably. The graphics were crisp and detailed, with the fur effects adding to the realism of the dogs. Walking the dog was fun, too. The dog found me gifts, "left me a gift" if you know what I mean, and made friends with another dog being walked. The cat was appropriately bitchy and made no effort to be my friend, though...
LEGO Star Wars III: The Clone Wars
I'd never played a LEGO game before and this game was surprisingly fun! An action/platform game, LEGO Star Wars III controls like you would expect a game like this to control, with the circle pad (analog stick) controlling your character and the touch screen acting as a kind of management screen allowing you to change characters at will. I did some basic platforming and fighting. I really loved the 3D effect for the game; the depth made the platforming easier and added to the sense of immersion for the game. I may actually be picking this one up, although I've never been a huge Star Wars fan.
Pilotwings Resort
I saved the best for last. I played this game using an airplane during the evening setting with the 3D set to about half. It was, in a word, amazing. Flying the airplane as the sun set on Wuhu Island was simply incredible. I was a pretty bad pilot, and my Mii went headfirst into the water many times, but it was just a joy to control and play and the depth added so much to the experience. This is without a doubt the first game I'll buy for my 3DS. If you've played any of the other Pilotwings games you'll know what to expect. You fly using an airplane or one of many other vehicles, complete missions and try to land safely and gracefully. If you only buy one game with the 3DS, get Pilotwings Resort.

I am going to try to get to Grand Central again before the game is released and try out the games I couldn't get near yesterday, such as Super Street Fighter IV 3D Edition and Face Raiders. If you guys have any questions about what I saw last night feel free to ask!

Tuesday, March 8, 2011

Gabrielle's Ghostly Groove Dances to 3DS

Smile, girl! You're on the 3DS now!
IGN just broke the news that Natsume Inc.'s Gabrielle's Ghostly Groove, originally scheduled to release soon, is being revamped for the 3DS. This is a niche game and will probably either get no press or get bad reviews because it's not an AAA game. I have found that these little games - MIDDLE CLASS, ANYONE? - are very fun and satisfying.

Monday, March 7, 2011

3DS Virtual Console Wish List Top 5


In May, Nintendo will release a system update for the 3DS that installs the new Nintendo eShop to the 3DS operating system. The eShop will carry, among other things, downloadable Game Boy, Game Boy Color, Turbografx-16 and Game Gear games. While I'm not so excited about the Turbografx-16 games (aren't they already available on the Wii?) the thought of replaying my favorite Game Boy and Game Gear games is really exciting. Here's a few of the ones I'm most looking forward to and hoping will be released (note: none of these are really confirmed, just a wish list).

Legend of Zelda: Link's Awakening (DX)
This game is without a doubt my favorite game in the Zelda series and one that I have played through more than once. Link's Awakening is a full, epic Zelda game in handheld form, as opposed to one of the more recent handheld entries in the series, which are truncated and streamlined. With a melancholy, poignant story and challenging and fun gameplay, Legend of Zelda: Link's Awakening is a surefire entry for the eShop.


Pokemon Red/Blue
I am not a huge Pokemon fan today, but back in middle school I was a total addict. I had every game available and even imported Pokemon Silver before it was released in the states. I still believe that these games hold up today and I'm sure Nintendo does too, so I have a feeling we'll be seeing them in the eShop eventually.




Shining Force: The Sword of Hajya
This Game Gear strategy RPG had me hooked as a kid. It had a pretty epic story from what I remember and there was actual character development and deep gameplay, which was rare on the Game Gear. I fell in love with RPGs through this game and I would totally buy it again on the eShop. I don't think it's going to be available immediately, but Sega has a good track record on the Wii Virtual Console so I'm not too concerned.


Dr. Robotnik's Mean Bean Machine
This Game Gear puzzle game was addictive and had a great style to it. It was challenging for me as a kid but I remember putting hours into it. For the uninitiated, Dr. Robotnik was the name given to Sonic's villain before he got too cool for school and got renamed Eggman. Trust me, this game is great.




Defenders of Oasis
I got a used, broken version of this game at Funcoland as a kid and never got very far. It was a pretty generic RPG but I was so interested in seeing what happened in the story and I never got past Chapter Two! It's got a fun, Arabian Nights setting and some nice graphics for its time. I hope that it gets remembered and that someone still around has the rights to bring it to the eShop.




What are some of your favorite old games from the Game Boy/Game Gear era? What would you like to see on the eShop?