Whelp, it’s already here. On November 18th, the Wii U ushered in a new generation of Nintendo hardware, and I’m very excited. Once again, we have a new controller that will deliver different experiences – but as we all know only niche developers and Nintendo will do something about it. Third parties? Haha don’t make me laugh, seriously.
The Pietriots Man of the Year is our annual award honouring individuals for their contribution to gaming drama during the calender year. Everyday gaming news tragics like me devour the latest corruption and sex scandals that engulf the gaming industry. It’s easy to get so caught up in the melodramatics that you lose the time to play games! Not that it matters though as many of this year’s nominees were more entertaining than the games they were invovled with. So without further ado, here are the nominees for the 2012 Pietriots Man of the Year.
The REGGIE SERIES is BACK, barely ahead of some JRPG that a handful of psychos cried for. NOA REGGIE ignored their grievances, spending his time more wisely by Wii-Playing with himself.
It’s been more than a year since Wii Play: Motion arrived, and like it or not, it offered a few glimpses of near-future gameplay elements Nintendo demonstrated in 2011 via 3DS and the upcoming Wii U. It explored additional curiosities beyond Wii Sports Resort, bringing another variety of “basic” motion concepts to life with effective results. Shamefully, the MotionPlus possibilities were hardly revisited in the context of more “complete” products by other game makers (aside from disastrous gimmicks on other systems) until the release of Skyward Sword. Wii Play: Motion is not robust – this 12-mini-game demo pack was never priced to be – but it is somewhat diverse, and some mini-games surprisingly have a lot more content than others (the very term “mini-game” is a bit misleading, making it sound like a one-shot deal worth only a minute before moving on to something new; each activity has a varying number of single and/or multiplayer modes, stages, and difficulty like its predecessor), but you can’t really count on journalists like GI-GN’s Gerstmasamassina to share useful information, can you. To top it off, these itty-bitty games actually work – no privacy-invading webcams and neon balls to calibrate.
Anyway, I have some inappropriate video and gameplay to observe. Reggie demonstrates.
I’m sure you’ve all seen the tired arguments, Nintendo “needs” to get more third party support, they “need” to put more core gigaflops in Wii U, they “need” to offer ten different controllers. Well sure that’d all be great, why not throw in ten free games with the console too.
Hi everyone! What’s the next activity on the schedule? Schedule? Screw that! There is none, we’re on HOLIDAY! I just don’t feel like doing anything. So far we’ve already wet ourselves, gone skateboarding and sniffed some petrol. It’s time for a break. In this article, I’m going to introduce you to the game outside the games, in the game system. Go Vacation features 4 different resorts to roam around in: Marine, City, Mountain, and Snow, all with their own style and appropriately themed activities. The resorts are how you find each mini-game – walk around and you’ll see icons above peoples heads, inviting you to activities. However, there’s much more here than a simple hub for the games: the resorts are vast and contain many nice views and secrets.
Your character controls like any standard third person adventure game: simple analog stick movements to walk around and B to jump. It’s not exactly Mario levels of interaction, but movement is smooth and polished and the animation is consistent. Running is pretty slow however, and if you tried to run around an entire resort on foot it would take forever, so thankfully there’s different forms of transport lying around. If there’s water, you can bet there’s either a kayak or jet-ski nearby. On land, there’s either a motor vehicle, skateboard, or snowboard to speed things up, or even a horse. The game does well to make the transport always accessible; you can teleport to key areas of the map (Xenoblade style) and pick any vehicle you want from a quick menu. Namco has made sure there will be NO discomfort on this vacation!
Motorsport is a big part of Go Vacation, much to my excitement, and it’s found in the form of “Motor Fest” in the City Resort. This one mini-game manages to include not only street races through the resort, but also motorbike racing, checkpoint races, and open-wheel oval racing in a huge stadium. All the motorsport games are controlled with the Wii Wheel setup, using motion to turn – no nunchuck – and much to my relief it feels very smooth, a bit like Mario Kart Wii but faster. The car handling isn’t realistic, but they do wiggle about a bit if you tackle a corner too fast, and you need to lift off the throttle a fair bit, with braking only required on the sharp corners. It’s not exactly Race Pro, but it’s just challenging enough to be satisfying. It’s more comparable to Ridge Racer, which is no surprise when you find out the Ridge Racer development team actually helped work on Go Vacation.
Skateboarding is a huge part of Go Vacation, not only do several games focus on it, but it’s a primary method of transportation around the City Resort. When I was first thrust into the City Resort, I felt like a bit of a retard trying to control the skateboard. The concept of having to move both the Wiimote and Nunchuck in the direction I wanted to go was bizarre and felt awkward. Not only that, but to go forward, you have to shake the controller up and down to take off. This is unlike any other skateboarding game I’ve played; it’s very physical and everything is done by motion. Can’t I use the joystick and hold B? No. The reason for this begins to make sense very slowly, using motion for primary movement frees up the joystick and buttons for spinning and doing tricks while you’re in the air, and having motion turning lets you still move while spinning. The use of motion turning and accelerating also makes the entire experience of jumping, tricking and grinding more connected and active. It really gives you a solid feeling of balance, as you land from a jump and have to steadily correct the controllers to keep going. The simple act of going straight, keeping speed, and jumping from one place to the next is the challenge in this game. Whenever I screw up, it’s because I’m shaking when I should be turning or vice versa. The challenging aspect here is holding everything together and being consistent with your movements. It’s an amazing use of Wii controls to create a NEW experience, and after spending a few hours mastering the skateboarding mini-games I’m absolutely in love with it.
I’ve been playing quite a lot of Go Vacation on Wii. It’s a great way to relax, which i’ve been needing lately; the game is very calm and features a lot of fun mini-games with quite a bit of work put into them. The scope is so huge that a review wouldn’t be enough to give an accurate impression of this game – there’s that many different methods of control and presentation. So instead of doing a boring wholesome review, here I’m going to talk about one of the fifty mini-games, Water Gun Battle, in the first of at least one writeup for Go Vacation.
It’s not from Nintendo. It’s not language barriers or translation issues. It’s not some greedy CEO who gets a hard-on from punishing people. It’s the gaming media, and so called “fans” who are threatening boycotts and trolling Wii just like they’ve been doing since 2006.
People will call me a hippy when I say this but I’ve always felt a resonance with Nintendo consoles. They speak to me through channels I can’t describe. This isn’t some delusional fanboy shit – this is real hippy waves of energy that you just gotta feel, man. When Project Dolphin was announced I was living on a tropical island in the Pacific; when Project Revolution was announced I was a political activist; and for the past year or so I’ve worked as a barista.
Today I was working and thinking a lot about E3 and how it was going to change my life and give me new meaning and direction, man. I looked down at the latte I was making and there I saw it: everything I needed to know about Project Cafe. I was just like Agent Morgan from Deadly Premonition, ciphering messages from the milk and coffee. I stared at it in a trance and it all came to me. This is how it will take place at E3…