The original Trauma Center: Under the Knife was one of the best little surprises of the early DS lineup. Sure it had its flaws like an uneven difficulty curve and an overly complicated and melodramatic sci-fi storyline but the idea of using the touch screen to play doctor was so novel and fresh those faults could be forgiven at the time. However, as the series continued the freshness wore off and the flaws just got worse. With the new Trauma Team publisher and developer Atlus is hoping to reinvigorate the series on Wii with some drastic changes. But have they succeeded?
Previous Trauma games had you take control of one to two doctors to simulate surgery. Trauma Team’s first and largest departure is that you are now in control of six distinct doctors each with their own medical specialty.
Surgery is still here and still has you cutting and injecting patients with the pointer and shocking them back to life with motion. Little touches like no more timers and an adjustable difficulty level makes things less frustrating but ultimately it is the same score-driven action puzzle game it has always been. Not that that is a bad thing however.
First response has you providing basic emergency care to multiple patients at once. The motions you do here like setting up a splint are more hands-on and satisfying. Plus the whole juggling of patients adds some nice tension since you only afford to lose so many. However, with your limited abilities and extra patients missions can repetitive which might have been a problem if it had been the crux of the whole game. Other specialties have this problem too so perhaps Trauma Team is smart in the way it combines partial game ideas into one fun whole.
Orthopedics is a bizarre, slow-based combo focused version of fixing bones. The slow pace of these missions may turn some off but repairing a skeleton does seem like it would be a long ordeal. This specialty and others have a limit for mistakes that can be made preventing players from getting sloppy. Twisting the remote to place bone fragments and pounding it to set plates are the right ways to use motion controls: simple but fun and just close to real life.
Endoscopy forces players to physically maneuver a tube through various passages inside the human body and elsewhere. The exploration aspect of this one is clever but again there are only so many things for you to do. Plus having to constantly push the Wii remote forward is immersive in a bad way.
Examination and Diagnostics are both adventure style games unlike the operation missions. The first has you investigating and solving crimes Phoenix Wright style while the other has you diagnosing diseases by talking to patients and looking at various scans and graphs. Unlike the others, one chapter of these missions can take full sittings to play and an odd save system makes resuming progress a hassle. Also, the sheer linearity endemic to the adventure genre leads to fun conclusions but poorly-defined paths to get there. Using a guide may be cheating but prevents a ton of frustration.
So while each style may have its problems, they each have their share of fun and rarely outstay their welcome. Each campaign is a decent length and you can skip around or even avoid playing as one doctor all together if you do not dig their style. With so many choices there is bound to be a doctor whose gameplay you do enjoy. My personal favorite is the fast-paced first response. However, in order to unlock the final mission each doctor’s campaign must be completed. It is a good amount of missions too so you will want to play them if you want to get your money’s worth of content.
Your opinion on Trauma Team depends on how many of the different styles you like and whether you can fine not playing the ones you do not. However, there are some points shared amongst the professions. The music is the smooth soft jazz found in Japanese games of this type including the cheesy final ballad. The two adventures games use perfectly fine anime artwork while the ones taking place inside bodies use stylized 3D graphics that is clinical and cool but more serviceable than visually exciting.
Then there is the story. Each doctor has his or her own character arc and it is kind of funny, ridiculous and occasionally Punch-out style racist how their problems and personality comes from their profession. Hot-headed Hispanic first responder Maria Torres has to calm down and learn to except help from others while peaceful giant Native American Hank Freebird moonlights as a super hero in between fixing bones. But there is also a main story thread linking them together. So much so that the game is almost half visual novel than it is game. While the plot does involve a dangerous super disease the more realistic tone puts it above past games in the series. The tale is intriguing and its different bits are cleverly woven throughout the missions. The only real problem is the writing, voice acting and stereotypical characters (the honor obsessed Japanese princess/endoscope operator Tomoe Tachibana, guilt-ridden amnesiac criminal surgeon CR-S01 and mysterious white-haired private investigator Naomi Kimishima and who happens to come from an earlier Trauma game) you would expect to fine in mediocre anime. Plus, who is allowed to smoke in a hospital? According to this game, diagnostician Gabe Cunningham, rounding out the rest of the main cast, can.
For me the Trauma series and the Ace Attorney series have also been linked in my mind. For starters they were both good DS games that were released in a time when that was a rarity. But they were also plot-heavy, cleverly controlled and very Japanese games about professions that were rarely portrayed in games if ever, being a doctor and being a lawyer. Those franchises also both developed the problem of being so niche that they became inapproachable. Trauma Team, however, with its mostly intuitive Wii controls, variety and adjustable difficulty is the first Trauma game I can recommend to a newcomer since the first one.
4 out of 5
- Jordan Minor
To some, StarCraft is the new chess. Okay, while that might be somewhat hyperbolic the immense depth, limitless strategies and perfect balance of Blizzard’s beloved real-time strategy game has taken it from a video game to something resembling a sport. The thing about sports though is that they tend not to get sequels. Luckily, while the wait for football two continues, StarCraft II: Wings of Liberty, the sequel to the 1998 original, is finally here. Hell, it’s about time.
While certainly not the first, StarCraft helped to define the real-time strategy genre along with Blizzard’s own (not World of) original WarCraft. In StarCraft II the fundamentals are largely the same. You have a base, you gather resources, make units and use them to destroy your opponent. There are three races to choose from. The durable humans known as Terrans, the malevolent insectoid Zerg swarm, and an enigmatic psychic alien race called the Protoss. Each race is distinct and requires a different play style but no race outshines the other. This variation on the standard one to two race formulas of previous RTS games is but one of the ways StarCraft changed the mold and while it is not as fresh here and it remains effective. Plus they do a good job of covering sci-fi archetypes in an Alien vs. Predator kind of way.
Let’s get this out of the way now. There are plenty of little changes like a cleaner interface and new units. Terran vikings are basically Transformers. Protoss colossi give the War of the Worlds tripods a run for their money and Zerg roaches are just gross. But outside of its impressive graphical overhaul, sometimes you will lose because you spent too much time marveling at how a battle looks, StarCraft II is StarCraft I. Here’s why. StarCraft’s multiplayer is a global phenomenon. It is played professionally on TV, the internet and South Korean PC bars. There are teams. Players get sponsored and give endorsements. The dedicated fan base has kept the game relevant for this long. However, those people would also be quick to simply ignore any sequel that changes the formula too much. It is a problem similar to fighting games or anything that competitive. It is also probably why the game, while pretty, can be scaled down enough to work on the older machines of StarCraft players in less fortunate parts of the world. Calling StarCraft II a retread of the original and a game that has refused to adopt the tenants of more modern strategy games, like less punishing micromanagement, is a fair criticism. But honestly, that is what the people want. I cannot fault Blizzard for listening to their fans.
With that in mind, it is easier to appreciate how fleshed out the multiplayer system is. The new Battle.net service has killed LAN play unfortunately, but the matchmaking, ranking and achievement system almost make up for it. Starting free-for-alls and games with friends is a breeze as is spectating matches and watching replays but the real challenge is finding your place in the league. After your fifty practice matches (that really fly by), you will play five placement games and be placed in one of several leagues based on your skills ranging from bronze to gold to diamond. Matches take some time and can
be mentally taxing what with all the minute unit control and long-term planning going on, but earning points and going up the ladder is so satisfying you will keep coming back for more. It is the beauty of StarCraft. The hard work and actions per minute necessary to win is paid back with interest.
Single-player is not at all the point of this game. But for something that most purchasers will play simply because they are afraid of being crushed online, it is actually extremely well-produced. Taking place a few years after StarCraft and its expansion Brood War, Wings of Liberty sees Terran freedom fighter Jim Raynor assembling a team Mass Effect-style and taking various missions all the while trying to topple his former partner Arcturus Mengsk’s fascist Dominion. Meanwhile, Protoss Dark Templar Zeratul has learned of a prophecy involving Raynor’s girlfriend-turned-Zerg Queen Sarah Kerrigan (voiced by Battlestar Galactica’s Tricia Helfer) and what just might be the end of the universe. It is sort of cliché and the whole space cowboy motif stopped being cool once Firefly was canceled but the voice acting is good and Blizzard’s cut scenes continue to astound.
The missions you will be taking however are bursting with creativity. One has you surviving a zombie- style apocalypse. Another has you guiding one unit throughout a prison complex and one even forces you to lose with the goal being to last as long as you can. There are even some RPG elements. In between missions you can go around your ship adventure game style and talk to people, hire mercenaries and buy upgrades. Sometimes you will even be presented with two missions and choosing one over the other will impact the rest of the story. By not having to worry about multiplayer balance, the campaign also gives you some exclusive new units like the railgun-toting diamondback as well as old units that have been cut like the wraith and the goliath. Overall, it is a long, fulfilling experience that for some will be worth the price of admission all on its own. Plus, it is a decent tutorial for the multiplayer.
Here’s the rub. You only play as the Terran race, with the exception of a Protoss mini-campaign. Wings of Liberty might as well be StarCraft II: Episode 1. The Zerg and Protoss campaigns are coming as expansions but not for at least a year. Make no mistake, the campaign is a fully-featured and uncompromised experience. After playing it, one can understand why the game has been broken up. But as a Protoss fan myself, while I do not feel cheated, I am a little disappointed. Good thing the ending, though a bit of a cliffhanger does have a good sense of finality to it.
However, being too much like StarCraft and having too much StarCraft for one game are two problems that a sequel to StarCraft should probably have. That is to say, there are not that bad. If you are StarCraft veteran looking to test your skills and be rewarded, this is your game. If you are a beginner looking for a compelling RTS campaign, this is your game. If you love World of WarCraft and therefore love Blizzard now, this is your game. If you like great games, this is your game. With this out of the way, now it is time to start the countdown for StarCraft: Ghost.
5 out of 5
- Jordan Minor
Who would have guessed that in 2010 the Wii would get a sequel to a 2000 Japan-only shoot’em up for the N64? But sure enough we now have Sin and Punishment: Star Successor and we sure are grateful. Already being masters of their craft, Treasure, the makers of shooter classics like Ikaruga and Gunstar Heroes, has played with the formula to create a bizarre, action-packed thrill ride that takes great advantage of the Wii remote.
Sin and Punishment: Star Successor takes the side-scrolling shooter concept and translates it into 3D. At first it resembles an on-rail shooter but your characters can be moved independent of the environment. Plus the occasional 2D sections and the sheer amount of fire you will be encountering betray the game’s bullet hell roots. It is more like Starfox 64 than anything else. Using the Wii remote and nunchuk you move a character on screen while aiming their gun with the pointer. There is a dodge button, melee attack and depending on whom you are playing as, a charge shot or multi-shot. The original used a strange lock-on system and while that is present here as well, freely aiming with the Wii remote is the best way to go. Learn these controls quick
because this game is fast and relentless.
There is some dumb anime storyline about a boy and some monster girl he loves trying to escape from some evil Japanese space syndicate but that is just a pretense for you to fly through eight crazy courses blasting anything that moves. And I mean anything. The enemies in this game are insane and totally without a theme. One moment you are shooting some six-armed radioactive monster and the next a giant panther has merged with a giant vulture in order to take you down. Running at a near constant sixty frames a second, it’s not a bad looking game, although the character models are a little rough and the colors are weirdly dim, it is just an incredibly strange one.
With that strangeness though, comes a variety that makes this game that much more intense. You will spend more time fighting the larger-than life, multi-stage bosses with ridiculously long health bars than shooting random grunts and those boss fights are a delight. One has you slashing train cars apart to stop a stampeding creature. Another has you avoiding a sea monster’s snapping jaws while trying to remain in a current of water. One has you killing the entire crew of a battle ship before fighting the ship itself and another takes your gun away and has you fist fight the boss. I will not spoil the glory that is the final boss but rest assure, Sin and Punishment: Star Successor is so fun and so good because it never lets up and always surprises you.
Unfortunately, like most good shooters, that fast pace and intensity come at the expense of the running time. It is a hard game and you will die often but even still, beating the game will probably only take about four hours. Extra difficulties levels and characters help pad out the package but like all true arcade style games, the real name of the game is high score. Sin and Punishment: Star Successor has plenty of ways for you to increase and multiply your score but it resets once you die. And since your scores can be uploaded online, an absurd amount of time can be sunk into trying to get the highest score possible and showing it to the world. But even if you are more about hanging out with friends than inflating your ego, Sin and Punishment: Star Successor still has you covered. While both characters sadly do not show up onscreen, another player can grab a controller and help you blast your way through the galaxy. Sin and Punishment: Star Successor is too hard and too niche to recommend to everyone. That combined with its short length makes this a game one should rent and test their tolerance for before making a full purchase. As only a casual fan of hardcore shooter however, I still found this game to be a thrilling experience that is one of the purest forms of fun.
4 out of 5
- Jordan Minor
Playing Red Steel 2, the sequel to the Ubisoft Wii launch title, the first thought that comes to mind is not “Wow, this is so much better than the first game” instead it is “Wow, why aren’t more developers using Wii motion plus”. While its fresh new visual style certainly helps, it is the fantastic controls that make this first person shooter/slasher an experience unlike any other.
The first Red Steel was an average shooter that was notably for being one of the first first person shooters on Wii. Unfortunately, the pointer controls were fidgety and the sword fighting, the game’s other main hook, could only recognize slashes in the eight cardinal directions. It was not nearly as revolutionary as the trailers made it out to be. Add in rather bland visuals and storylines about an American bodyguard saving his Japanese mob princess girlfriend and you had one of Wii’s first major disappoints.
It took four years and a new piece of hardware but Ubisoft has addressed nearly all with the sequel. Actually, reboot is probably a more accurate term. The only things Red Steel 2 retains from the original are the sword and gun mechanics and a plot about Western and Eastern cultures colliding. One of these aspects is stronger than the other but together they create one of the most improved sequels seen in quite some time.
Red Steel 2 takes place in Caldera, a strange town resembling a cross between some cowboy-filled desert and a Japanese village. The culture of the local population reflects this mishmash as well. You play as the nameless final member of the Kusagari clan, a group of gunslinger samurais, out for revenge while protecting the town from vicious gangs and powerful warlords. The plot is thin and is the weakest part of the package but the multi-ethnic fusion has led to one of the game’s strengths, the new art style. Instead of the first game’s boring realism, the world of Red Steel 2 is a bold, cel-shaded wasteland that is a joy to look in way not unlike Borderlands. The character designs are not great but you will be seeing so little of them it will hardly matter.
Red Steel 2’s structure has also been slightly revamped. The game is broken up into chapters but instead of being completely linear, each chapter gives you a new hub, like a saloon or a train station, and presents you with new missions to complete. It is like a stripped down open-world game. Unfortunately these missions can be quite repetitive at times. You will either be fighting guys, destroying stuff or learning some new sword technique. Plus the game hides its somewhat lengthy load times with the same doors, adding to the feeling of déjà vu. The game recognizes that the combat is it is main attraction. Everything surrounding it feels like an excuse to get back into the action. But that action is so sublime, you can hardly blame them.
With the power of motion plus, Ubisoft has created a sword simulator on Wii so good, the upcoming Zelda may have something to worry about. Every slice and block is detected. The strength of your blow matters, there is a boatload of special moves (like slicing a guy into the air and leaping after him) and an addictive combo system will have you trying to make every encounter as stylish as possible. Red Steel 2 just feels good to play and if you upgrade your character all the way, soon you will feel as badass as he is once you starts cutting dudes down. Even with the fantastic new sword controls, Ubisoft did not forget about the gunplay. While guns do feel underpowered once armored enemies start showing up, the aiming now works which is a huge improvement. But the sword is more fun and the game smartly expects you to supplement your offense with the gun instead of relying on it. Using both weapons in tandem adds a strategy to the combat but I still suspect that a player could never fire a bullet and still get through 90% of the game.
Unlike the first game, multiplayer is unfortunately nowhere to be seen. But at least the campaign is a decent length and every level can be replayed. Again, the game is clearly about the swordplay and the visuals. Everything else was an afterthought. Without the swordplay controls Red Steel 2 would be a competent shooter with a unique visual presentation. With it, it is one of the most satisfying and tactile video games on the market. It is a Wii game that truly shines because of how well it takes advantage of the platform. It is a justification of motion-controlled core games.
And do not worry, your arm won’t get tired!
4 out of 5
- Jordan Minor
This September Pokémon Black and Pokémon White will arrive in Japan before their international
release next spring. The fifth generation of Nintendo’s handheld RPG phenomenon is fast
approaching. Right now we know pocket monster fanatics can look forward to “innovations”
such as 3D graphics, three-on-three battles and idle animations for new creatures like Zorua and
something resembling a “fire pig”. Plus DSi and 3DS owners can use the cameras on their systems
for video chat. But ever since Pokémon Gold and Silver ten years ago the series has gone nowhere.
If they want me to put down the cash to catch ‘em all again more things are gonna have to change.
1. Have Pokémon That Don’t Suck
To me there are only 151 Pokémon. Sure some of the more decent ones are pretty cool but after
forcing your designers to come up with 493 of the little things it is only naturally that their
creativity has run dry. Pokémon Black and White should focus on dreaming up some higher quality
beasts even if it means having fewer of them.
2. Make a Story That Matters
We all want to be the very best, like no one ever was but that does not mean that every Pokémon
has to have the same “rise to the top of the ladder” storyline. Maybe it is time to take the criminal
gangs out of the fringes and put them in the spotlight. Or better yet, develop the Pokémon world
beyond the trainers. In a world where God can be caught in a ball by a little boy, how have
Pokémon affected the rest of the world?
3. Speed Up the Gameplay
JRPGs are the slowest of genres and Pokémon is no different. But still, the interface can definitely
be sped up, especially now that we have a touch screen. It is kind of a shame that Nintendo is so
opposed to changing their golden goose that something as simple as streamlining the menus is saved
for later installments.
4. Change the Gameplay
This is a hard one. Specifically, it is hard for this to not be vague. Basically, I’ve been doing the
same thing for the past decade of Pokémon games. I love the concept and the games are still great
but now I want to do something new. A new generation means a new chance. I do not know what
new thing I want to do but figuring that out is the job of the game designers. I trust they have ideas.
5. Consumers, Don’t be Racist
If sales data comes back saying that Pokémon White has sold four million units while Pokémon
Black only sold five copies in Detroit, America will have some explaining to do.
Game Freak has said that they want to change up the Pokémon formula with Black and White.
Here’s hoping that they are telling the truth.
- Jordan Minor
If there is anything negative to be said about Super Mario Galaxy 2 it is that the quietly beautiful story of its predecessor has been scaled back considerably. But the bit of plot it does have contains a message that perfectly describes this amazing game. The gentle pull of the universe eventually brings all things together. Just as Mario shall always be reunited with his special one Princess Peach, we have been surprisingly and gratefully reunited with 2007’s game of the year through a sequel that tops it in every way.
It has only been a few months since New Super Mario Bros. Wii was released and sold a billion copies but its influence has already started to show. In addition to sharing that game’s love for a gigantic Bowser, Galaxy 2 straight-up begins with Mario in a 2D sidescroller introducing familiar concepts like star bits and spin attacks before gradually adding an additional dimension. With the exception of one glorious spoiler, it is really as if the first game never happened. Just as NSMBW reintroduced the masses to 2D Mario, Nintendo hopes Galaxy 2 will do the same with 3D Mario.
This philosophy is also carried over into the new streamlined interface. Until now 3D Mario, Galaxy 1 included, have used hub worlds like castles and observatories to serve as locations for level entrances and playgrounds for ability testing. A Galaxy 2 still has a hub world, an asteroid shaped liked Mario’s face, but it has been shrunk in favor of a 2D Mario style map. The exploration is gone but getting around is much easier and straightforward. Besides, it is the levels that really matter.
Describing all of the inventive, mind-blowing and just plain fun things you will do to get all 242 stars would make this review the length of a small novel. Sure you only need 70 stars to win but you will want to keep going after that because there is always something new around the corner. Even the green star challenge which places 120 new stars in levels you have already visited is worth doing because it tests your proficiency with Galaxy 2’s pitch-perfect platforming controls. In this game you will long jump through gravitational fields, fall forever around rotating logs, drill through planets to take down giant koopas, wall jump off reforming platforms and past shadowy clones, fly giant birds and slide upside down through giant tree trunks. Add in power-ups from the last game (fire flower, spring suit, boo suit, bee suit but sadly no ice flower) and crazy new ones like a powerful rock suit and platform spawning cloud suit and you have the ingredients for exactly what you would imagine out of a next generation Mario game and so
much more, surreal to think about but with gameplay that feels just right.
The first Galaxy had these things as well but after playing this sequel, you get the feeling Nintendo held back a bit last time. They were introducing so many new concepts at once they toned them down to avoid overwhelming the player. With Galaxy 2 the kid gloves are totally off. Galaxy 1 also recycled some ideas a few too many times. In fact, the lowest points of Galaxy are the few moments the pulled from Galaxy 1, namely the giant 8-bit Mario purple coin collecting nightmare. Plus Galaxy 2 is looks a little better too.
Whereas Galaxy 1 had dark-blue space backgrounds, Galaxy 2 is brighter and more colorful, appropriate considering its summer release. The music remains as excellent as it has ever been with my personal favorite being the theme to Fluffy Bluff Galaxy and Cloudy Court Galaxy. It is thunderous, majestic and triumphant in a way only orchestrated music can be. Props also have to be given to Throwback Galaxy’s remix of bob-omb battlefield. The soft jazz nicely compliments the nostalgic remake of the classic Mario 64 level.
Galaxy 2 has one more ace in the hole that Galaxy 1 lacked. Yoshi, Mario trusty green dinosaur steed, makes in appearance in what has to be his best 3D representation yet. On his own he provides Mario with a higher jump, faster speed and a tongue capable of swallowing enemies, spitting projectiles and pulling levers. But much like Super Mario World, Yoshi can power-up just like Mario. Peppers give him a speed boost, berries turn him into a balloon and glowing fruits allow him to illuminate invisible platforms. This game succeeds because of its variety and Yoshi adds to that variety immensely.
It is always possible to nitpick. Sure levels are a little small and yeah some of the prankster comet challenges are ridiculous but after playing 60 hours of this game and having the time of my life during 59 of them, giving this game less than five stars would be a disservice. It is one the best things to come out of Nintendo, platforming games, and this generation of games. We all want to see Mario do something new in his next game but where you go after you have already, twice, gone out of this world?
5 out of 5
- Jordan Minor
Nintendo has the Wii Remote and Wii Motion Plus. On November 4th Microsoft will have Kinect for $150 (supposedly) and on September 19th Sony will announce their entry into the motion controller war with the release of the PlayStation Move. It will not be long until the trifecta is complete. How is Sony’s candidate compared to the others?
First let’s look at the price. These days buying a Wii will net you a remote, nunchuk and motion plus as well. Getting another complete set adds another $70. Kinect is more the twice that plus the cost of the Xbox 360 itself but remember, with Kinect YOU ARE THE CONTROLLER! Once you have bought the camera you are done. Finally there’s Move, a device most comparable to the Wii controller. Sony’s remote will cost $50 and while you will not need a motion plus you will need to spend another $30 for the nunchuk stand-in required for more core games. Multiply that by the number of players and it ends up potentially being the most expensive controller out there not accounting for bundles.
But core gamers are always willing to shell out cash if the games are compelling. Say what you will about the Wii but by having motion controllers be a core part of the system it has forced developers to at least try using it leading some very quality games in a variety of genres. The main advantage it has so far is that it has somewhat proven itself. Kinect is a radical new experiment but so far even the best games we have seen for it have been casual games with the sole exception of the REZ sequel Child of Eden. The Move is similar to the Wii remote in ways beyond look and function. Like the Wii remote it has enough flexibility and familiarity (buttons) to work for traditional games in addition to the waggling craziness. It’s a safer bet. A compromise.
But will this compromise pay off? At E3 the Move proved to have fidelity possibly higher than even Wii Motion Plus. But even with that level of control and potential for amazing core games, casual games again got the spotlight. Sports Champions, EyePet, and Tiger Woods will probably all play great - but are they enough to buy this add-on as opposed to the Wii? And so far the only Move functionality core games seem to be using is the pointer. SOCOM 4 with Metroid Prime 3 controls sounds awesome, but it does not sound new. People already have Wiis, they are not spending the money to basically get a Wii HD. And while new is great, new *and* good are even better (sorry Kinect).
The problem with this coming war is how reactionary Sony and Microsoft seem to be. History has shown that mid-cycle add-ons tend to fail, just ask the Sega Genesis. It is not that they do not know what they are doing, they are just not that committed and it painfully shows. As much as it may hurt, they should stick to their bases, admit that Nintendo has won for now and make motion controls a meaningful part of their next consoles. But who knows, by then we might have all moved on to smell-o-vision.
- Jordan Minor
At this year’s E3 in Los Angeles, Microsoft showcased Kinect - the project formerly known as Project Natal. Videos of the new product are now all over the Web. Kinect is essentially a motion-sensing device that that lets players become the game’s controller. I think to pause the game you slap your forehead but I’m not sure… Anyways, while this could forever end childhood obesity, it may be doomed to fail for a number of reasons - not the least of which is its Microsoft origins.
First of all, gaming is typically a sit-down activity. People usually play games while already worn out from a tough day at work. The last thing you want to do is jump around like a pansy. Kinect is never going to catch on with the hardcore (or even general) gaming community for this reason alone. Kinect is also extremely limited by what it can really do. Serious gamers get into exact control with specialty controllers that can perform exact and accurate controls. This will never happen with full-body control, as it would be too hard to make it work properly, and game developers do not have the money right now to spend on that kind of R & D.
Then there is another bad part: hardwood floors. Unless your home has a slab floor of solid concrete (or a really thick carpet), no one is going to put up with the room and house shaking that from this “body controller.” This forces the games to be played on a cement floor. Live in an apartment? Have fun getting evicted.
Have a second-floor gaming area? You might as well buy your kids a real drum set. Even with thick carpeting, this will be a nusiance to anybody who is not playing, which is most of the people in the house, since it appears the controller can only handle two people at a time.
Don’t get me wrong: I’m sure that Kinect, like Rock Band or a Nintendo Wii, will be fun to have at a party. It will also be a good way to help stay in shape. It does seem like an fairly amusing way to run in place and perform other lame motion exercises. The bowling game might be interesting (although that horse has been beaten to death with Wii Bowling). Tai-Chi and yoga fans might warm to this as well.
But when all is said and done, game consoles were invented with game controllers in mind. The Kinect is a gimmick, and as gimmicks go, its popularity will be brief, unless the most compelling game in the world arrives built around it. And I do not see that happening anytime soon. It certainly wasn’t at E3.
The E3 Convention began on Tuesday with Microsoft, Sony, and Nintendo all showing off their newest and coolest: Microsoft’s new Kinect motion-sensing device, and Playstation’s Move surely drew some large crowds. But the biggest news from the event was Nintendo’s new 3D system called the 3DS. 3-D is clearly the next big thing and Nintendo, being ahead of the curve as usual, has developed a portable system which focuses on where the video game market is headed, as opposed to where it is now.
The line to play this new system wrapped out the door, around the corner, and into Sony’s territory. People waited a about an hour in line to play. The system looks pretty similar to the mock-up that’s been making the rounds. It has a 3.5” 3D display up top, and a touch screen below. No glasses are needed for the 3D and you can control how much of a 3D effect you want (or even turn it off completely). Graphics are improved over the DS graphics, it has a Slide Pad (which seems to be a kind of analog controller), motion sensor and gyroscope sensor. It was two outward facing 3D camera lenses, and photo basic editing software. It can even play 3D movies from Warner Brothers, Disney, and more.
In addition to games, Nintendo will offer 3D movies that you can watch on the 3DS. The 3DS also has a kind of passive multiplayer system built in.
Finally some 3DS-specific games were mentioned. The return of Kid Icarus in Kid Icarus: Uprising is sure to get old-school Nintendo fans excited. Also Miyamoto is working on a 3D version of Nintendogs...& Cats. Virtual pets are in this year, it seems.
All in all, the 3DS sounds very impressive on paper, but the only bad news is that we didn’t get a price or a launch date for the Nintendo 3DS, although rumor has it, it will be ready in time for the 2010 holiday season.
Nintendo also had plenty of new Wii games to show off: The Legend of Zelda: Skyward Sword for the Wii (and using the Wii Motion Plus & Nunchuk to control sword and shield)., Mario Sports Mix, Wii Party, Just Dance 2, (more family-friendly titles) a new Goldeneye 007 game for the Wii (about time, and not so family-friendly), Kirby’s Epic Yarn, a textile-themed game featuring characters and levels that all seemed to be constructed out of yarn and fabric, and Donkey Kong Country Returns (Wii, coming this holiday season).
All in all it was a great press conference for Nintendo, they were clearly the big winners at this year’s E3.
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How it Works:
1) To begin getting cash back on purchases at vpgames.com, first sign up for a Bing Cashback account at bing.com/cashback
2) Once you have signed up, find vpgames.com on the list of Eligible Cashback Stores, or visit our store here. Note: you will need to click on this exact link each time in order to enable Cashback
3) Start shopping! Choose from the over 15,000 products we currently have in stock. Each product we offer has a cashback amount between two and fifteen percent. So if you purchase an item for $300 and the cashback rate for that item is 10%, then you will receive $30 back in your Bing Cashback account!
Note: The money you build up in your cashback account is real, hard, cash. It can be used for anything and does not have to be used at VP Games. You can request a check from Bing or you can use the Cashback for further shopping - it’s totally up to you.
Bing Cashback is a great way to earn money back on all of your video game purchases.
For more information, read How Bing Cashback works, or see the Frequently Asked Questions