In a shock opinion that’s shocked a few people somewhere, some guy who used to work on stuff has declared this the future of gaming,
Not only is this the future, but it’s good enough to kick Nintendo out of the videogame market. How does that work, you say? Free flash games, a threat to Nintendo’s business? Well Trip Hawkins, the man behind Digital Chocolate, makes some very good points. He’s come out and criticised Nintendo for not using the world wide web and creating companies with open platform game.. something.. or some shit. I don’t know what he’s f**king saying but it’s not good. This guy made the 3DO so he knows what he’s talking about. It all results in Nintendo going bankrupt and being forced into the dark age to build things out of scrap metal.
F**k it, no-one cares. I just wanted to use the headline.
After 2 slow years – more than 220 hours of inconsistent on-off indulgent gameplay – I had gotten to a desired level of satisfaction in Rune Factory: Frontier. Can’t quite say that I wasted lots of time, since I savored so much of it. Full of repetitive (but profitable) tasks, blushing faces, sexy voicework, and adorable chitchat, I consider this to be my “Animal Crossing”; a relaxed, low-intensity enjoyment of cleverly interconnected content that doesn’t get tossed out after the first-month’s internet hype has already died and found something new to whine about. My Game of the Years, indeed.
In one (real time) week of play (last month) did all the crazy stuff come crashing at the end of the game’s calendar year: got MARRIED on FISTMAS EVE, beat the MAIN QUEST, started another SPRING SEASON, skipped thru SPRING SEASON, and entered a world of brand new CUTE BATHING SUITS. While the timing was incredible, I didn’t exactly plan it this way (the bikinis had been the Top-Priority! above all else)(and I didn’t cheat my way out of Runey management, BILL). The rapid chain of rewards/events simply served to amplify the sense of accomplishment. So much hawtness in such a short time.
Below, I share my joy. (JUICY SUMMER TIME IMAGERY, AHOY)
Continue reading “You’re playing it right – Rune Factory: Frontier”
No Monado this month. No Wii games, either.
Super Monkey Ball, the once great franchise that kept gamers up at night perfecting their scores and mastering levels, was dealt a serious blow when Step & Roll came out on the Wii. Gone was the challenge, along with any originality in the level design, and the fans and success were lost with it. The original two games sold over a million copies on the GameCube, praised for their challenging, refined gameplay. Then Banana Blitz made things even more intense with the addition of the jump button and precise Wii motion controls, and sold two million copies.
Step & Roll was next, and Sega decided to change things up. The game was designed to be as easy as possible, in an effort to attract new “casual” players. It completely bombed and didn’t even make a dent in the sales charts. After comparing the reception of these two approaches, you would think Sega would go back to the old, successful approach for Super Monkey Ball 3D. You’d be wrong.
Continue reading “Super Monkey Ball 3D”
I guess the timing is right to present the sequel to our Conduit/GoldenEye Wiimote Controls – my control settings for the first Conduit adapted to the sequel to The Conduit, which isn’t exactly The Conduit 2, but simply Conduit 2, a.k.a. DUKE NUKEM’s official return to video games. (The previous Note still applies, so keep those conditions in mind) My controls are geared toward an exploration/realism perspective, so it’s probably not the l337 onrine FPS’ing scheme suited to all those childish twitch-turning high-jumping strafe-running genre conventions that you were hoping to employ. I am raging infinity suns, but it’s not how I play shooty games.
Fortunately, this project includes somewhat less ranting and more explanation/analysis. Read on for screens/details and technical issues the gaming press probably didn’t mention in the reviews.
Continue reading “Conduit 2 Wiimote Controls”
I’m not interested in writing retrospectives, so I’ll just revisit the facts.
In the spirit of our previous efforts to showcase the horrible atrocities committed to the Wii by third-party developers, we at Pietriots are proud to announce our new 3DS Wall.
The 3rd Party Wall of Shame was an analysis of wrongs committed after the fact. This wall is intended to be a display of the building libraries of every developer for the 3DS, along with aggregated critical scores of each title individually and together as a group.
The original wall was made in response to unscrupulous claims from a few third parties that complained that their games were not selling on the Wii, despite their “obvious quality,” and that people were buying Nintendo’s games instead. The 3rd Party Wall of Shame showed those claims to be totally unfounded, as said third parties published some of the worst titles in their histories. The question was asked, “Who deserves to sell more?” The responses were silence and sudden anger at the creators of the Wall.
This is an ongoing project, which I will attempt to keep up with weekly or bi-weekly, depending on holidays or work. And sometimes just mood.
Continue reading “The Continuous 3DS Wall Project”