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Reggie: Wii users don’t care about HD Netflix streaming
As spotted by Siliconera, Nintendo of America boss Reggie Fils-Aimé recently told CNBC that users streaming Netflix through the Wii aren’t going to miss the HD content they won’t be able to access — free content that’s available through other devices. He justified that claim with a simple argument: “over 26 million consumers have bought a Wii. The consumer is saying, for them, the quality of the visual is not nearly as important as the overall entertainment.” It may irritate 360 and PS3 proponents to no end to hear him lay it out that plainly, but we’re having a hard time finding a flaw in Reggie’s logic.
[Source via Nintendo Wii Fanboy]

I don’t believe this.  Not that it makes any real difference to me, I already stream Netflix through my Xbox 360 (a system that actually decided to utilize it’s built-in broadband technology) and through my Netflix-capable TV.  I don’t understand Reggie’s logic here at all.
Gameplay shouldn’t come at the expense of quality.  Why can’t Wii owners experience both instead of sacrificing one of the two?  I haven’t played a Wii game yet that felt revolutionarily immersive.  Which isn’t really the point I’m trying to touch on.
“over 26 million consumers have bought a Wii. The consumer is saying, for them, the quality of the visual is not nearly as important as the overall entertainment.”
He does realize that he’s talking about the streaming of videos and not the Wii’s motion controlled selling point, right?  He’s basically saying “Plenty of people bought the Wii although it doesn’t play high-definition games, because of our fun and immersive motion controls.  Why would they want to watch high-definition television and movie programming?”
I don’t understand why Nintendo goes out of their way to cut corners and short people out of a better experience.
I’m a Nintendo fan through and through.  I just can’t stand how they’re screwing over their fanbase in order to take the easy way out.  The sad part is they’ve never made more money.
Swear to God, Nintendo.  I’ll give you one chance to pull off a “perfect Zelda”.  If it’s nothing but awe-inspiring, I’ll strangle my inner child with the stupid  nunchuk attachment you forced me to buy and start greasing up my cornhole for Kaz Hirai and Major Nelson.

Reggie: Wii users don’t care about HD Netflix streaming

As spotted by Siliconera, Nintendo of America boss Reggie Fils-Aimé recently told CNBC that users streaming Netflix through the Wii aren’t going to miss the HD content they won’t be able to access — free content that’s available through other devices. He justified that claim with a simple argument: “over 26 million consumers have bought a Wii. The consumer is saying, for them, the quality of the visual is not nearly as important as the overall entertainment.”

It may irritate 360 and PS3 proponents to no end to hear him lay it out that plainly, but we’re having a hard time finding a flaw in Reggie’s logic.

[Source via Nintendo Wii Fanboy]

I don’t believe this.  Not that it makes any real difference to me, I already stream Netflix through my Xbox 360 (a system that actually decided to utilize it’s built-in broadband technology) and through my Netflix-capable TV.  I don’t understand Reggie’s logic here at all.

Gameplay shouldn’t come at the expense of quality.  Why can’t Wii owners experience both instead of sacrificing one of the two?  I haven’t played a Wii game yet that felt revolutionarily immersive.  Which isn’t really the point I’m trying to touch on.

“over 26 million consumers have bought a Wii. The consumer is saying, for them, the quality of the visual is not nearly as important as the overall entertainment.”

He does realize that he’s talking about the streaming of videos and not the Wii’s motion controlled selling point, right?  He’s basically saying “Plenty of people bought the Wii although it doesn’t play high-definition games, because of our fun and immersive motion controls.  Why would they want to watch high-definition television and movie programming?”

I don’t understand why Nintendo goes out of their way to cut corners and short people out of a better experience.

I’m a Nintendo fan through and through.  I just can’t stand how they’re screwing over their fanbase in order to take the easy way out.  The sad part is they’ve never made more money.

Swear to God, Nintendo.  I’ll give you one chance to pull off a “perfect Zelda”.  If it’s nothing but awe-inspiring, I’ll strangle my inner child with the stupid  nunchuk attachment you forced me to buy and start greasing up my cornhole for Kaz Hirai and Major Nelson.

So sorry.  I’ve been ridiculously lazy lately.  I’ve been gaming, though.  I’ve got Bioshock and Assassin’s Creed II reviews coming up soon.

And maybe Prototype.  Or I could just spoil it now.  I wish I had stayed home and ripped my balls out.

Promise I’ll have some actual content soon.

Column: Nintendo is Lazy and You Don’t Care

Written by Matt Casamassina, Head Editor for the Wii section of IGN.  Seems to cover my thoughts on the matter pretty well and saves me from writing my second blog.

The company that shaped the industry as we know it seems content to cut corners and cash in. And for many gamers, that’s just fine.

by Matt Casamassina

December 11, 2009 - In New Super Mario Bros. Wii’s multiplayer mode, you can play as icons Mario, Luigi or two versions of sideshow character Toad. So when famed Nintendo designer and development leader Shigeru Miyamoto is asked prior to the game’s release why Princess Peach wasn’t included as a playable character instead, he pauses and says that it would’ve been nice, but that the physique of Toad more closely resembles that of Mario. “And if one of the four had a dress, we’d have to come up with a special programming to handle how the skirt is handled in gameplay,” he jokes. 

I know the legendary producer — a man responsible for many of my favorite games across two decades — is just kidding about Peach’s dress, but it’s the first part of his comment that strikes me as interesting and even a little disturbing. He just told a room full of reporters that the only reason gamers must play as multi-colored versions of Toad instead of Peach or other beloved Mushroom Kingdom characters is because Toad has the same body shape as Mario and it was simply easier for Nintendo to recycle him. 

With all due respect to Miyamoto, a proven gaming genius and innovator, that’s just lazy. Either that, or Nintendo has gone off the deep end in its dogged pursuit of the business bottom line. This is not a two-man garage developer which works on games after its kids go to bed. It’s a multi-billion dollar corporation with thousands of employees, many of whom have helped shape the very industry as we know it. A cash behemoth with unrivaled game-making experience. That it might even ponder recycling a character for one its most beloved and lucrative franchises so that it might save time, money, or whatever, seems ludicrous. That it actually did so is unbelievable.

New Super Mario Bros. Wii looks a lot like its DS predecessor.

It’s not an isolated incident or I’d have no column. Nintendo has been cutting costs and taking shortcuts ever since it launched Wii. Not unanimously, of course — it still goes all out now and again and delivers unequaled traditional experiences like Super Mario Galaxy, one of my favorite games of all time. It has the artistic quality and the technical knowhow to push Wii harder than any other company. But often, either to save time or money, to keep smaller teams or simply because it just couldn’t care less, it doesn’t bother. 

Let’s travel backward. The Wii remote is an outstanding piece of technology that has transformed the way many of us play games and Nintendo deserves full credit for having the foresight to disengage itself from the system wars and try something completely new. Obviously, the choice paid off. I covered the Big N through the evolution of N64, GameCube and finally Wii and I remember all the decisions and comments made by the company’s executive staff. Wii exists today because Nintendo is brilliant, but also because the company saw rising development costs, time and resources and didn’t want any part of it. Smart business move. But for players who do value cutting-edge graphics and audio — there are millions of us, by the way; we’re not a niche, as six million copies sold of Modern Warfare 2 in November show — it’s a slap in the face and a clear case of the bottom line taking precedence.

Wii Music is an embarrassing example of Nintendo cutting costs in presentation.



Wii is a more powerful GameCube. It won’t play high-definition titles. Laughably, it won’t even output in Dolby Digital surround sound — a feat PlayStation 2 accomplished nine years ago — because the hardware includes only a stereo component. Nintendo created a console that it could manufacture cheaply and sell at a reduced price, which is an honorable goal. The side effect to this, however, is that because Wii is incapable of competing technically with its competitors, players have granted Nintendo unofficial license to coast by with a wealth of games whose presentations journey backward and not forward in time; a generational reprieve from even trying.

Nintendo bet the farm on Wii Sports and that took a lot of guts because it could have gone either way. I clearly remember the first time I played it in a security-guarded tent prior to the start of the Electronic Entertainment Expo. Then, nobody was certain which direction Nintendo was taking Wii. So you can imagine my surprise when Wii Sports loaded and I was greeted by limbless Mii characters short on textural detail and fluid animation. I really thought the company had finally lost its collective mind. But then, of course, I played it and came to understand and embrace its qualities. 

We all praise Nintendo for returning gameplay and not graphical pop to the forefront. Since their conception, games have been designed to be fun first and everything else second. Nintendo seems to realize that more than any other developer in the world, which is why some of its presentational shortcomings are usually overshadowed by welcomed over-compensations in control and design. But make no mistake: Wii Sports is also the product of Nintendo’s bottom line and, yes, even laziness to some degree. The developer could have achieved a simple, accessible visual style with lots of added detail and effects, but it chose not to. Wii Sports dons a crisp, clean look, but is otherwise decidedly generic, static, and frankly, archaic. Nintendo spent less time, energy and money on the graphics because it had a winning hook to fall back on, which was of course the new motion controls. Why, though, should innovation come at the expense of presentation? Because it’s easier and cheaper. 

Expend less energy, cut costs and somehow make more money anyway. Sadly, save for only a few epic hardcore titles like the Legend of Zelda: Twilight Princess and Super Mario Galaxy, this mantra of sorts has been the Nintendo way through Wii’s lifecycle. I wish it weren’t so, but I can point to a dozen examples, from actual games to outdated models that the firm clings to only (so far as I can tell) because it remains reluctant to change. 

The Wii controls in New Play Control! Mario Power Tennis were inferior to the original setup.
There’s Wii Play. It doesn’t host a single experience that isn’t playable for free and probably better as an iPhone app. It’s a collection of lazily constructed mini-games, some of which aren’t even enjoyable — a simple technical demo of the Wii remote. And Nintendo struck gold with the title because it packaged it with a controller. It is the best-selling “game” this generation. 

Don’t even get me started on Wii Music, a game that so easy that it not only nearly plays itself, but houses a soundtrack full of public domain songs (because they’re free for Nintendo to license) and MIDI-style music (because it’s easier and cheaper to produce than orchestrated songs). The bottom line might as well have its own logo on the box. 

What about more traditional software like, say, Animal Crossing: City Folk? The series has long been a fan favorite for its relatively non-linear, free-form gameplay. When Nintendo first announced that it was working on a new Animal Crossing game, Wii owners like me automatically imagined the possibilities. A much grander city to explore. Online play. Perhaps Nintendo would even create some kind of epic massively multiplayer experience. Nope. City Folk shipped as an all-too-familiar cross between the previously released GameCube and DS efforts. No real innovations. No presentational leaps despite Wii’s added horsepower. Still fun but certainly aged and undeniably lazy. 

It gets worse. Imagine an entire series of games re-purposed with tacked on Wii controls. Requires minimal effort on Nintendo’s part and it’s easy money. Cue the New Play Control! games. Pikmin, Pikmin 2, Donkey Kong Jungle BeatMario Power TennisChibi Robo and even Metroid Prime 1 and 2 in worldwide territories. Some of these games — like DK Jungle Beat and Mario Power Tennis — are actually worse on Wii. In less than one year, Nintendo has shipped seven of these games, three of which it ported internally. In the same period, the company has developed only five new games for Wii: Animal Crossing, New Super Mario Bros. Wii, Wii Music, Wii Fit Plus and Wii Sports Resort. 

Taking the cynic’s viewpoint, both Animal Crossing and New Super Mario Bros. Wii look and play like their DS predecessors. The only thing truly new about the latter is a multiplayer mode. Wii Music is a flimsy, dissatisfying title. Wii Fit Plus is a marginal upgrade to a previously released game and it’s sold at a discounted price. And Wii Sports Resort is a new set of mini-games in the series. Harsh, maybe. Most of these titles are pretty good. But none of them were supported by the manpower, finances or sheer effort that games like Twilight Princess and Galaxy require. For at least a year now, Nintendo has taken it easy and played it safe. 

Epics like Twilight Princess are few and far between.
And really, why should Nintendo try when its strategy not only pays off by the millions but goes largely unquestioned by the fans, some of whom vehemently defend the company’s every move. I’ve heard all the excuses. The primitive graphics of the Wii Sports series are intentional and therefore it’s all right. Sure, the characters are limbless, lack fluid animation, geometry and texturing, but the game is supposed to look simple. It’s supposed to be accessible, not daunting. And hey, everything’s really crisp and it runs at a great framerate. Give Nintendo a pass. And so what if New Super Mario Bros. Wii plays and looks like the DS title before it? Who cares if the game’s graphics aren’t dazzling? It’s fun, isn’t it? That’s what matters.

It’s ironic because it is precisely the hardcore Nintendo fan who is most influenced by the company’s changed practices. With the rare exception — a morsel of food for the starving — we are not getting the titles we want because Nintendo has hit upon a winning formula, which is to make quicker, cost-efficient software, sit back and then reap the rewards. The expanded audience doesn’t read every word about the next title in the Legend of Zelda franchise. It doesn’t care if New Super Mario Bros. isn’t as beautiful as it could and should be. We do. And yet many of us defend Nintendo even when its motives benefit the business, not the players. We celebrate its monthly sales victories and then we re-play Super Mario Galaxy, Twilight Princess, and Smash Bros. while we sift through Nintendo’s cash-ins on the way to its next big thing.
The Legend of Zelda: Spirit Tracks

I finally gave into my inner urges.  No, you don’t have to hide your daughters.  Those urges can be fixed with a rubberband, a microwave and a handful of sliced ham.  I have urges that dig much deeper than that.  I hated littering my own personal Tumblr with fanboy rants and ravings instead of littering it with thoughts that I, and only I, deemed necessary to share with the world.

This blog is dedicated to my thoughts and opinions on the very forms of media sucking the life out of me.  I figured I’m opinionated enough to be obnoxious, and I also have the free time and will to carelessly throw my life away to video games.

My first “review” is fitting enough.  One thing I’ll go ahead and make clear.  I don’t joke around with the Legend of Zelda.  It may seem like I’m biased towards Nintendo - but that’s with good reason.  Save for the past two years, Nintendo usually makes consistently good games.  So it’s only natural that I’d choose The Legend of Zelda: Spirit Tracks as my first punching bag.  Enjoy!

- Ryan

When the winds carry a tale of a new outing for Link, my body goes through a series of changes.  Usually (but not restricted to) my delicates.  This wasn’t the case upon the announcement of Spirit Tracks.  Looking back, I probably took the best approach.  I viewed it as a recycled rehash of The Legend of Zelda: Phantom Hourglass thrown at Nintendo’s rabid fanbase in order to keep them from going completely feral in the sea of Wii Fit, Wii Fit +, Wii Fit Advanced, Wii Fit the Next Generation, Wii Sports Alaskan Survival, etcetera etcetera.  Of course I wasn’t going to say “no” to a new Zelda, but my pants certainly didn’t get any tighter.

Spirit Tracks is set roughly a hundred years after the events of Phantom Hourglass.  It’s heavily implied in the game that the generation of characters in this era are the grandchildren of the cast and crew from The Wind Waker/Phantom Hourglass.  One character, Niko, even returns as an old man.  That’s right kids.  Eat your veggies and you too can live 100+ years and used by Nintendo to see how much they can screw with people and get away with it.  Link and Tetra discovered a new land to call their beloved Hyrule.  Unfortunately the land was inhabited by a demon king beforehand and sealed away by a group of spirits under a tower which served as a lock.  Train tracks were then placed to serve as the chains.  Thus, the name “Spirit Tracks”.  Eh?  Get it?  Spirit Tracks?

Interestingly enough, Zelda joins Link for the adventure this time - a first in the Zelda series; although for the most part, she works as a guide mechanism in the same vein as Navi/Tatl/King of Red Lions/obvious Game Device.  While through the bulk of the game she directs you on your objectives and makes you want to strangle her for stating the obvious about everything for the first half of the game, during the recurring Spirit Temple sections Zelda possesses a suit of armor, or a Phantom (ala Full Metal Alchemist) in order to mix things up for a little cooperative dungeon play.  The phantom is controlled by drawing a path with the stylus.  Zelda will help Link (that’s you) travel across lava, distract enemies, cross spikes, block bolders.. just about anything that the dungeon conveniently wants to throw at you.  Which made me wonder, what if the temple architects made the temple around the idea of 3 people?  How SOL would they be then?  Anyway.  Besides the point.

Like Phantom Hourglass, the game is controlled completely with the stylus.  The D-pad, which isn’t even necessary is only used to bring up the map which you can scribble notes or dirty pictures on (you can identify exactly which dungeons I got frustrated with by the awkwardly shaped and aggressively drawn penis stretching across the map).  While it certainly doesn’t add to the level of control we’ve had in more traditional games, I can’t say that it takes away from it either.  It’s certainly not gimmicky, which is what you’re used to seeing on the DS.  But that’s a point I’ll touch on later.  It’s more of a different interpretation of the way you can play Zelda.  There’s a missed action here and there.  I would accidentally drop in a pit instead of tossing a vase once in awhile, but nothing excessive.  The controls are also a little fine-tuned from Phantom Hourglass.  Rolling is just a matter of double-tapping rather than trying to recreate the roof of the Sistine Chapel on your DS screen.  Plus, there’s a guilty sense of satisfaction while cramming your face full of stale potato chips and playing your video games seamlessly without putting so much as a hiccup in the flow of gaming.

The game’s guilty of starting ridiculously easy.  So much that I was a bit skeptical at first, but by the time I reached my last dungeon I was ready to rip my own balls out because I’m the selfless kind of guy who wouldn’t want to bring children into a world so calloused and cold to have a 23 floor Spirit Tower.  For each typical “stand on the switch, get the key, unlock door, fight boss” dungeon there’s an equally challenging dungeon.  The same is said for boss fights.  Some are the same old “been there, done that” fight seen throughout the Zelda franchise.  Others are a breath of fresh air that can only be pulled off on a system like the DS.  I would even go as far as to say two of the bosses might have one of my favorites so far in the series.  New items (including one of my favorite Zelda items of all time now.. the Snake Whip) make their debut appearance and aren’t just discarded after the end of the temple.  My only gripe is that they recycled a lot of items from Phantom Hourglass.. and once you fill your item list, it still feels a bit lacking compared to the other 2D handheld Zeldas.

In terms of sidequests, there are plenty to do.  Transporting people from Town A to Town B.  Delivering goods using your freight train.  Collecting stamps in a stamp book.  Collecting rabbits (Yes.  It’s Zelda.).  My only complaint is that they can seem pretty redundant, and I wouldn’t really call them challenging.  Or rewarding, for that matter.  While collecting treasure allows you to opt-in for some customizable parts for your train, delivering townsfolk only make.. more tracks.  Which don’t really serve a purpose rather than.. overworld shortcuts?  It’s satisfying to complete - but it doesn’t really go beyond that.

One thing I’d praise Spirit Tracks on is the use of the DS hardware.  Where other companies will take the DS and feel like they’re forced to do the generics with the touch screen and microphone, Spirit Tracks utilizes both in unique and innovative ways WITHOUT feeling like it was forced in, simply because it’s a DS.  For instance, Link uses a panflute to play melodies.  In order to use it, you slide the pan flute from left to right on the touch screen while blowing into the microphone.  While it can be off from time to time, I have to admit that it’s surprisingly engrossing.  Sometimes I felt like I was really playing a panflute.  Another item that Link uses blows gusts from a plant-like fan which is also activated by blowing on the DS.  While you’ll look like an absolute schizophrenic blowing into your DS in public, it’s still a neat idea that doesn’t feel obligated to the hardware.

In terms of a DS game, I don’t think you can get much more quality than this.  It’s an expansive game, easily breaking the 10-15 hour mark.  More if you want to dedicate your time to the sidequests.  While characters like like pixelated pear-headed babychildren, it’s one of the better looking DS games I’ve played.  I do think Nintendo was a bit lazy using the same models from previous incarnations.. especially considering that these are NOT the Wind Waker characters.  Usually different Links have a slightly altered model.  So I’d have to dock points on Nintendo for not at least mixing it up a little bit.  The environments (the train areas specifically) are large and impressive, even beyond the DS’s standards (although you ARE restricted to a train track).  Production is high and there’s PLENTY to do to eat up your time.  It’s not a game that you’ll pick up and be done with after a three hour road trip.  It fixes most of, if not all of the shortcomings of Phantom Hourglass and definitely makes it one of the more deserving Zelda outings.. while still feeling like it lacked the depth of Link’s Awakening and the Oracle games.

If you have a DS, it’d be a shame not to pick this up.  More worthy of an adventure than Phantom Hourglass and one of the best portable adventure games money can buy.

9/10

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Themed by: Hunson