Resident Evil 4 – Wii on Wii U Edition

leonhunnigan

*tch* This is Leon. I’ve arrived on the Wii U through the Virtual Console, some kind of digital download service. They took a sample of my blood and uploaded it. I’ve also been injected with a virus, it seems to have changed my reflexes. I can see a green cursor wherever I aim my gun. It seems to be beneficial so far, but I’ll keep you posted on any adverse affects. Leon out. *tch*

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Pietriots Best Of Nintendo Wii!

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.

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Hey U – Give Me Real Controls

The Wii Remote & Nunchuk was last generation’s innovation in violence – still strong today, still better than the competition. This was the method of controlling the last true console Resident Evil experience the world would know: The Umbrella Chronicles.

For the previous console cycle, there’s a seldom-stated lesson Capcom briefly learned (see RE4:Wii) then immediately forgot (see their “HD” games): if you’re pretending to KILL in a video game, do it properly. It’s just a shame we don’t have to pretend anymore: modern games, such as Capcom’s premiere action series, have gotten so smart that they play themselves (step aside Super Guide). The games don’t hesitate to handle much of the excitement on their own, and work hard to convince us that quick-button-context-flashback-retrospection-cutscene was an artistic achievement (“Best QTE of 2012,” is there such a thing?). Opponents of violent gaming love to point out how video games “teach kids how to kill”, but I know that’s rubbish cuz most games suck at that, especially as more games suck at being games. It’s supposed to be like watching a movie, right? Why not an effing GAME? Thru these last couple generations of analog masturbation, popular shooters have more or less surpassed “REALISTIC EVERYTHING” – nevermind the gameplay. And in a (not really) fun twist, “more realism” cheerfully graduated to “more Hollywood”; new gameplay became movies that look like gameplay. “Wow, it’s like playing a game,” – thanks, my confidence in the new generation is at an all-time high.

Before proceeding, I want to be clear that the major ideas in the blocks of text below don’t necessarily apply to every genre or gameplay mechanic. Many of our favorites are derived from things like tennis, team sports, board games, gambling, mazes, vehicles, boxing puppets, and Donkey Kong – there’s no reason to mess with certain core elements. However, TANGIBLE VIRTUAL VIOLENCE has a raw, engrossing quality that the majority of the Industry has not been interested in embracing for some time; fluid human movements seek the spillage of human fluid, yet they insist gamers don’t like movement and just seek Mountain Dew. Trapped in the game industry’s electronic erection contest, the prestigious computing “arms race”, we continue enduring their fake war: fake gameplay and fake value. Cash and companies continue to perish in the high-priced struggle to show violence; rarely do we see genuine imagination towards playing violence. It doesn’t have to be this way; we can still search for decency. Aim off-screen and raise your real arms to rediscover what’s in front of you: the gameplay in your hands.

/wii joke

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Ju-On – Fright Simulator Gone Wrong

Ju-On: The Grudge starts off very quickly. After a bizarre cutscene of a curious dog running around, you’re suddenly standing in a dark room holding a flashlight. This is where the dog went, it’s a factory. Pointing the Wiimote around to look, you mash every button and discover that B moves you forward. The room is dark and quiet until you take a step; the footstep echoes off the metal floor and bounces around the room. There are no prompts, the game hasn’t explained the controls yet. Is this real? Where’s the tutorial? There’s a door ahead, you make sure you know how to step backwards before approaching it. Down on the d-pad? Sure, why not. There’s something on the door, it looks like two handprints. Is someone trapped? This is the only door in the room, how did you even get here? All you can do is go through and look for answers.

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Pandora’s Tower – Love’s Chain

Pandora’s Tower is one hell of a climb. 12 towers of brutally overpowered enemies, clever puzzles, and awkward camera angles make sure of that. Each tower contains a piece of monster flesh you need to bring back to your vegetarian girlfriend Elena, who suddenly has to eat meat to prevent a curse from turning her into a beast. There’s no real explanation on why all this is happening, but why not? She’s cute! The curse has a time limit, so I better hurry! As I eagerly pursued the first tower, Elena sat in the observatory, awaiting my flesh.

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Conduit 2 – One Man, Three Balls

Conduit 2 demands your attention. It’s a first person shooter with incredible controls, great graphics, good humour, addictive gameplay, a wealthy amount of options and customisation, and a whole lot of style. It’s a fairly short game, but it’s full blown entertainment from start to finish, and makes no compromises or excuses for it. Michael Ford is here to kick ass and take names, and he’s all out of names. Life’s too short for formality – there’s no time for “the” anymore – this is simply Conduit 2, and it’s time to shoot bad guys.

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Skateboarding (Go Vacation) – Impressions

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.


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Water Gun Battle (Go Vacation) – Impressions

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.


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Conduit 2 Wiimote Controls

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.

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Wii Sniper Rifle Video – Gameplay Montage

(DivX video link at end of post; watch the new video here)

A follow-up to my previous The House of the Dead: Overkill videos, this time focusing on the two affordable current-generation last-generation games that handle aiming calibration properly: Ghost Squad and The House of the Dead 2&3 Return. The video is a series of quick gameplay cuts trying to get the point across: with the appropriate gun+game combo, everything works “great”, not perfectly, but sometimes better than I expect. The footage says a lot, but there’s more I want to add.

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