Wednesday, October 29, 2008

Wii Play Review: Not Bad At All!

Nintendo's move of packing in Wii Sports with every new Wii sold in the US proved to be a genius move. Though it was little more than a simple collection of tech demos, Wii Sports can perhaps claim some of the credit for the system's immediate mainstream appeal because it provided built-in proof of the kind of fun, accessible gameplay the Wii was capable of. Less than three months after launch, Nintendo follows up with Wii Play, a similar collection of minigames that lacks that athletic theme as an anchor. Those looking for more of what they got out of Wii Sports will undoubtedly be disappointed because the quality and lasting value of the games aren't as high. There are a few keepers in there, but for the most part the novelty wears off quickly.


Possibly the best feature in Wii Play is the game's prominent and pervasive use of Miis, the simple, caricatured avatars native to the Wii. When you first boot up the game, you're asked to choose a Mii to play as, and from that point on you'll see a variety of Miis--those that reside in your console's Mii Plaza and Mii Parade, along with more-generic Miis produced by the game--everywhere. Considering the paucity of games that employ the Miis, it's a welcome bonus in Wii Play.

There's not much structure to Wii Play beyond the individual games. At first you'll have access to only one of the nine games, and you'll have to play it and then each of the following games you unlock before you'll gain access to all of them. You start off with Shooting Range, which is basically Duck Hunt with fewer ducks, and in it you use the Wii Remote as though it were a light gun. The game consists of several rounds, during which you'll pop balloons, shoot clay targets, juggle tin cans in the air, and, in the final round, prevent marauding waves of UFOs from abducting Miis. The controls are good enough, but the game is not particularly dynamic. The passing references to light-gun classics like Duck Hunt and Hogan's Alley are a nice touch, though they kind of make you wish one of those games had been ported directly.

After that you'll gain access to Find Mii, which is similar in concept to Where's Waldo, though on a smaller scale and with faster pacing. With the clock ticking, you'll be challenged to pick out matching sets of Miis from a small crowd, identify Miis that are out of sync with the others, and find a Mii that you had identified as a "favorite" several rounds earlier. It's not particularly challenging, and it takes its sweet time in turning up the difficulty by having the Miis run or swim around the screen and limiting how much of the screen you can see at once. The biggest problem, though, is the limited number of Miis that are ever onscreen at once.

Considering how much physical fun the tennis portion of Wii Sports was, you might be expecting more than you'll be getting out of Table Tennis in Wii Play, which doesn't require you to serve or even try to score points. Your only objective here is to rally with the other player for as long as you possibly can, which requires you to just keep up with the ball by moving the paddle side to side.

Pose Mii is likely the most abstract minigame in Wii Play, and it also happens to be one of the least fun. As bubbles containing silhouettes of your Mii in one of three different poses fall down the screen, you'll use the Wii Remote to move your Mii around the screen. Your goal is to pop the bubbles before they reach the bottom of the screen. You press the A and B buttons to cycle through the different poses and twist the Wii Remote to line up your Mii with the positions of the silhouettes. There's a little strategy here because you'll see specially marked bubbles that, when popped, will cause all the other bubbles onscreen to freeze in place. Things get tough as the bubbles start falling faster and at crazier angles, and the game mixes up the types of silhouettes it throws at you more quickly, but it's also repetitive and not particularly fun.

Laser hockey requires almost no explanation, because it's just air hockey with a glowing neon motif where you use the Wii Remote to control the paddle, twisting it to hit the puck at different angles. Still, this is one of the better games in the package, due largely to its strength as a two-player game and its conceptual simplicity. The visual style of Laser Hockey is also simple, but the clean, sharp look makes it easier to focus on the action. Billiards is also pretty self-explanatory and fun. It has you aiming your shot with the D pad, then aiming at a specific spot on the cue ball before pulling the Wii Remote back and then pushing it toward the screen, like you would a pool cue. Though it takes some time to get control over the power of your shots, the controls feel pretty good, and it's slick how you can control the spin of the cue ball. The problem with Billiards is its lack of gameplay options--you can play a game with eight balls where you have to sink them in numbered order, and that's it.

Fishing has you going after what appear to be construction paper cutouts of fish in a pond the size of a kiddy pool. It's a neat idea, but it's hard to get a good sense of depth, and it can appear that your lure is in the water when it's really far above it. The game's arts-and-crafts visual style is really the best thing it's got going for it. Charge is another game with a cute visual style but not much in the way of gameplay. In a world where everything appears to have been hand-knit, your Mii will ride a cow down a winding path, knocking down scarecrows and hopping over vaulting gates. You control the cow by holding the Wii Remote sideways--you steer the cow by turning the remote from side to side, move faster by tilting the remote forward, move slower by tilting it back, and jump by quickly lifting the remote up into the air. This kind of control scheme was novel when the Wii first came out, but by now enough real, full-featured games have used it for Charge to not really matter. Lastly there's Tanks!, the one game in Wii Play that you can play with the Nunchuk. It's quite reminiscent of Combat for the Atari 2600 and has you piloting a tank around a field apparently constructed out of wooden building blocks, dropping mines and firing shells at CPU-controlled tanks. The Nunchuk definitely makes it easier to move and shoot at the same time, but even without it, Tanks! is decent, simple fun.

It's not all bad, but Wii Play doesn't hold up as a stand-alone retail game. Nintendo seems to be aware of that, because the only way you can get Wii Play in North America as of this writing is as a pack-in with a Wii Remote. The continued scarcity of the Wii Remote, and the fact that the Wii Play package is retailing for only $10 more than a remote by itself, makes the game's shortcomings easier to overlook. Regardless of price, Wii Play probably isn't going to hold your attention for long.

Sunday, September 14, 2008

Games Cheat Codes

Games cheat code (also alleged adapt cipher or backdoor) is a code that can be entered into a computer affairs to adapt the run-time behavior or agreement of that program.

The code may abide of an alphanumeric cord entered via a keyboard, a alternation of pre-defined movements of a bold controller, or any of assorted added appropriate ascribe sequences accomplished by the user. Cheat codes are frequently associated with video games and Live CD accession media, and are sometimes undocumented or contrarily accountable alone through easter eggs.

During Live CD initialization, a user about may resort to application one or added bluff codes to change the booting behavior. These alter from administration to administration but can best generally be accessed aloft aboriginal cossack awning by one of the action keys.

In adverse to the acceptance associated with video games, Live CD bluff codes are not about associated with the abstraction of accepting arbitrary advantage or disappointment accepted rules. Instead such codes are usually advised to abridge accession for altered scenarios including abnormal accouterments configurations or special-use scenarios.

Video bold bluff codes commonly change the game's behavior, adapt characters' looks and abilities, skip levels, or admission added hidden features. A prime archetype of this is the Konami Code (↑ ↑ ↓ ↓ ← → ← → B A Start), which back entered usually gives the amateur a ample cardinal of lives or powerups.

People accredit to these as "cheat codes" because some may accomplish it easier to complete a mission or game, accordingly cheating. Some "cheat codes" may not accomplish it easier, aloof accomplish it added fun, such an archetype would be "spawning" an article like a car or weapon. Or some can change the gameplay like authoritative your appearance larger/smaller. Some aloof change the looks of the game, such as altering the weather.

There are added kinds of cheating accessible for altering your gaming experience, but these can't be begin on a bluff cipher armpit on the web, these accept to be done yourself. This is alleged hacking. Hacking takes abode back it is accessible to ability and adapt the book database of the game.

Cheating can be done (depending on the bold arrangement and/or game) by either access cheats in a bluff cipher area in "options" of a game, or artlessly by acute assertive buttons in a assertive adjustment while in gameplay.

While accustomed bluff codes are congenital into the bold by the programmers, actionable bluff codes can be created by manipulating the capacity of the anamnesis abode for a active game. On video bold consoles, this is done application a bluff cartridge. Users of some aboriginal home computers alleged these codes pokes, called afterwards the command acclimated to ascribe them. In the case of bugs: If a austere game-stopping bug is encountered, a bluff cipher may be able to bypass it afterwards the charge to alpha the accomplished bold over afresh from the beginning.

The bold Micro Machines for the NES had a bug area the bold would benumb if the amateur antipodal over the start/finish band at the alpha of the race. This was due to a distinct aught actuality a one in the code. Discovered afterwards bags of amateur were made, Codemasters, rather than bandy the cartridges away, which would accept been actual costly, acclimated technology from their Bold Genie bluff armament to carbon the cipher in every game.

Sunday, June 8, 2008

Games Industry: Struggling with Nintendo Wii Owners?

Everyone knows that the great success, everyone understands that led to a new audience to play (or at least until game consoles - handheld platforms and casual online gaming are pulling in families, the elderly and women in middle age for the year), but there still seems a bit confused about what and how you Wii is a powerful software market for Nintendo's oddity.

The New York Times ran a piece yesterday about how Wii gamers do not buy that many games. Sure, hardly groundbreaking stuff - we know that the console is essentially survives on his extensive in-house titles, and we know that third party devs have had trouble producing compelling games (see here for the last article on the subject).

However, the author points out that even the big-Hitters are not to attract the numbers. Super Smash Brothers, shifted 1.4 million copies in its first week in the States, but sales fell 90% over the next month. Zack & Wiki and No More Heroes have also failed to make much of a dent in the charts.

Partly this is about 'casual' gamers with the same urgency to buying games. Lazard Capital analyst, Colin Sebastian, told the NYT:

"You do not see many of the titles that may reach 30 to 40 percent of the installed base. My in-laws in Texas have a Wii sitting on their living room floor next to the TV, which to me is kind of amazing. They have Wii Sports, a game Brain Age, Wii Play. That's about it. "

But pundits are also placing some of the blame on poorly targeted marketing:

" Game creators have yet to embrace unconventional advertising methods that can reach this broader audience. Nintendo did it by promoting its memory Brain Age game on the radio. "

It's funny, but now that the gaming industry has made contact with this strange alien race of non-hardcore gamers, they do not really know how to speak. Not everyone can afford to hire Nicole Kidman to pretend to enjoy their games at prime time slots TV - indeed, this approach may be advanced for a large part of the new user.

I mean, why is it always assumed that you must go super chic to take over a non-specialist audience? As a freelancer, I accidentally watch a lot of daytime TV, even during ad breaks, I rarely see Wii games touting for business amidst the flow of debt consolidation shysters. Why not? Not all Wii owners read Vogue.

Of course, it's debatable whether it is filling the airwaves with ads would be much difference - the underlying problem, Wii owners simply do not buy that many games, and probably never will. I liked what Mike CAPPS, president of Epic Games, has recently said about the popularity of the console. He referred to it as a viral phenomenon:

"It is a virus which you buy and you play with your friends. So you stop playing after two months, but they buy them and stop playing after two months, but they showed it to someone else who then go out and buy it and so on. "

This reminds me of what Brian Hastings of Insomniac said about Wii in his polemical blog, Ten reasons why PS3 will win this generation:

" Your friend Reggie invites you over a Wii party. It is awesome. You and your friends participate, in whatever beverages are legally appropriate for your age. The next day everyone who went to the party rushes out and buys a Wii. A week later Reggie hosts another Wii Party. This time only half of the group. It is still fun, but there is not so much shoving to get at the Wiimote. "

" The next week Reggie hosts another Wii Party. You tell him you have bird flu. "

Of course, both Brian and Mike are the American school of gritty hardcore shooters, and Brian insist that Wii was a fad is now looking very dated. They have a point about the console of the transitional appeal - plus, their ambivalence speaks volumes about how the industry is confused and factions and its relationship to the machine.

Almost everyone wants love Wii, they just do not know how. And this is not addressed to the love for complicated cases - at least not in the west, where the development of infrastructure are highly attuned to the direction of work in the field of advanced 3D engine and then operate with several boys own adventures.

I may be biased, but I treasure mobile developers will rise up and steal the Wii third-party market. They are used to treat a completely unpredictable audience, they are used to create the kind of bizarre lifestyle / puzzle franchises casual gamers who gulp in their millions, and mobile advertising industries do not hesitate in 'low brow & # 39; Places like the back of magazines, in addition to adult chat lines (heck, most of them write adult games).

That is my prediction. And that's probably the reason why I am not a highly paid marketing analyst, dishing out stat-packed reports on the nature of Wii.