I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts
Wednesday, May 05, 2021
Mean Machines
Labels:
2DSXL,
Acorn Electron,
Amiga,
Commodore 64,
computer games,
DS,
DS Lite,
Gameboy Advance,
Master System,
Mega Drive,
Nintendo,
PlayStation,
PS2,
PS3,
PS4,
PS5,
Sega,
SNES,
Wii
Saturday, August 20, 2011
Xenobonus
I ordered the new Wii rpg Xenoblade Chronicles, but I decided I wouldn't start playing it until I'd cleared at least one game from my current backlog. I've been near the end of Final Fantasy XII for a while, but I've been reluctant to go for the final push until I'd mopped up some of the subquests and side missions. As of today, I've done that, so I cracked open the Xenoblade box.
Hang on, what's that little flash of blue there under the clip that holds the manual?
Well, that's unexpected:
It's not much, but giving away a little freebie like that is a nice touch. Well done, Nintendo.
Hang on, what's that little flash of blue there under the clip that holds the manual?
Well, that's unexpected:
It's not much, but giving away a little freebie like that is a nice touch. Well done, Nintendo.
Labels:
computer games,
Nintendo,
Wii,
Xenoblade Chronicles
Thursday, July 01, 2010
Not Ready
There's a new X-Box 360 out, it seems. They call it the "slim", after the PS2, but it doesn't look much different to me. Anyway, the advert tells us that it has a hard drive, wireless connectivity, and is "ready for Kinect", Micro$hite's more-subtle-than-Sony-but-not-by-much attempt to jump on the Wii bandwagon.
One reason the Wii has succeeded is because Nintendo have reached out beyond video game fandom. Their adverts show actors pretending to be real people, playing the games with their families, and showing how the games work. Simple. Micro$hite's advert doesn't even say what Kinect is, let alone show it in action; I know because I do follow some gaming news sites, but the audience they want to poach from Nintendo are not going to be avid readers of video game journalism.
(Never mind the suggestion that being "ready for Kinect" suggests that Kinect itself is not ready.)
Just showing pictures of the machine, with no indication of what it does, is no good at all. Those weird adverts from a couple of years ago with the drooling idiots with holes in their heads were better than this. But then this is the company who gave their machine a name with no meaning whatsoever, so marketing is obviously not a strong point.
One reason the Wii has succeeded is because Nintendo have reached out beyond video game fandom. Their adverts show actors pretending to be real people, playing the games with their families, and showing how the games work. Simple. Micro$hite's advert doesn't even say what Kinect is, let alone show it in action; I know because I do follow some gaming news sites, but the audience they want to poach from Nintendo are not going to be avid readers of video game journalism.
(Never mind the suggestion that being "ready for Kinect" suggests that Kinect itself is not ready.)
Just showing pictures of the machine, with no indication of what it does, is no good at all. Those weird adverts from a couple of years ago with the drooling idiots with holes in their heads were better than this. But then this is the company who gave their machine a name with no meaning whatsoever, so marketing is obviously not a strong point.
Wednesday, August 12, 2009
More Mario!
We've been playing a lot of Mario Kart Wii of late at Brainsplurge Towers; we've had it about a year now, and it's still great fun. In fact, it's pretty much the only video game Meg actively enjoys playing, and she rattled through a bunch of the time trials the other night, unlocking stuff I couldn't even get near in all the time we've had it. I'm astounded at how much play this thing has still got in it, but it could still have a lot more. I've been playing a bit of Guitar Hero World Tour on and off, and it got me thinking about downloadable content. Such content is pretty common on computers and other consoles, but it's still a bit rare on the Wii, although GHWT does its best to mimic the service available on the "grown up" consoles, with most of the same songs available for download.
It occurs to me that, with at least five games' worth of tracks in the franchise history, Nintendo could quite easily offer Mario Kart circuits for download. The Wii edition already has a number of older tracks, so we know they can be updated. It seems like an obvious move to me, and something which would extend the life of the game even further. I doubt anything of this sort would happen, and it's not like Nintendo executives are reading my ramblings, but I had to get this frustration off my chest, and that's what blogs are for after all.
If you ever do want a race, our Wii Code is 7714 7295 2393 7107, and our Mario Kart Wii friend code is 3093 9646 0225.
It occurs to me that, with at least five games' worth of tracks in the franchise history, Nintendo could quite easily offer Mario Kart circuits for download. The Wii edition already has a number of older tracks, so we know they can be updated. It seems like an obvious move to me, and something which would extend the life of the game even further. I doubt anything of this sort would happen, and it's not like Nintendo executives are reading my ramblings, but I had to get this frustration off my chest, and that's what blogs are for after all.
If you ever do want a race, our Wii Code is 7714 7295 2393 7107, and our Mario Kart Wii friend code is 3093 9646 0225.
Labels:
computer games,
Nintendo,
Wii
Tuesday, February 17, 2009
Mister Blobby
A few years ago, I'd almost given up on video games. The whole industry seemed to have devolved into an absurd graphics arms race, and gameplay didn't so much take a back seat, but got forced to the back of the bus to that manky seat with all the dried chewing gum and bogeys stuck to it. Every game seemed to be a World War II first person shooter, a Japanese-style role-playing game, or a sports title. A tiny number of genres dominated, as the big publishing companies saw what was popular and pumped out more of the same. This has always been a problem in the industry, as all the beat-em-ups and scrolling shooters in the 16-bit era prove, but as games got more elaborate, we saw the disappearance of those bedroom programmers who just had an idea for a fun gameplay mechanic and built an entire title around it, whether or not it would sell.
And then came Katamari Damacy. Presentation aside, it could easily have been a £2.99 Commodore 64 release. It's got a unique central mechanic, and the rest of the game is there to serve and embellish that. It's a game for gaming's sake, and I loved it to bits. I bought the sequel, and loved that too. Then came the Wii, and Nintendo's new approach of "sod the graphics, let's make games fun again" and after almost putting video games away forever, I'm back in. I was waiting for Katamari Wii; the philosophies match up, and anyone who's played the rolling ball levels on Super Mario Galaxy knows that the game could work well on Wii, but it was not to be. Instead the Firebomb360 got a half-hearted sequel and Wii owners got nothing.
Until de Blob. It's definitely a post-Katamari game, and probably wouldn't exist without that title; they look very similar, and have the same sort of almost-therapeutic feel to the play. The purity of the game's philosophy is also similar; while there's a token plot*, it's all about the fun of the mechanics, of just playing the game for its own sake. It's not a clone of the earlier title, however; the central mechanic is quite different, based on colour rather than mass, and with the ideas of colour mixing, patterns, and combinations thrown in, it's even a bit more complex than Katamari, although just as intuitive in its own way. The control scheme is by necessity different to the earlier game, and doesn't borrow from Super Mario Galaxy either, presenting a new take which works well and makes good use of the Wii's unique controls.
The graphics aren't groundbreaking, but that's not the point, and the central conceit of painting colours back into a grey world works very well. The music isn't as manic and varied as the wonderful Katamari tunes, but it is a good fit for the game, and quite cleverly associates different sounds with different colours, making the soundtrack somewhat interactive, as (for example) the doo-wops accompanying de Blob as he (literally) paints the town red give way to some freestyle scratching if he turns brown and starts daubing things in that colour.
(As an aside, I'm not sure if there's not something slightly racist about associating the colour brown with "urban" sounds, but perhaps I'm reading too much into it.)
It's not as refreshing as Katamari, but de Blob is nonetheless a very welcome reminder of games-as-games, which is surely why we play these things in the first place, and is a good fun game in its own right. There's lots of replay value in the various unlockable levels and secondary play modes, and it looks to have a decent multiplayer mode, something the Katamari series lacked. All in all, it's a very solid title, and a worthwhile purchase for any Wii owner.
*There is a political edge to the plot, with much talk of revolutionaries and an oppressive police state, and the central conceit of graffiti as a form of protest. There's no real depth to it, but unlike Katamari, the plot is at least about something.
-----
In other news, I started my new job this past Monday. It's not that different to my old job, and it's in the same office, and technically it's a promotion, but I had to apply and interview for it, so it's all a bit strange and unusual.
And then came Katamari Damacy. Presentation aside, it could easily have been a £2.99 Commodore 64 release. It's got a unique central mechanic, and the rest of the game is there to serve and embellish that. It's a game for gaming's sake, and I loved it to bits. I bought the sequel, and loved that too. Then came the Wii, and Nintendo's new approach of "sod the graphics, let's make games fun again" and after almost putting video games away forever, I'm back in. I was waiting for Katamari Wii; the philosophies match up, and anyone who's played the rolling ball levels on Super Mario Galaxy knows that the game could work well on Wii, but it was not to be. Instead the Firebomb360 got a half-hearted sequel and Wii owners got nothing.
Until de Blob. It's definitely a post-Katamari game, and probably wouldn't exist without that title; they look very similar, and have the same sort of almost-therapeutic feel to the play. The purity of the game's philosophy is also similar; while there's a token plot*, it's all about the fun of the mechanics, of just playing the game for its own sake. It's not a clone of the earlier title, however; the central mechanic is quite different, based on colour rather than mass, and with the ideas of colour mixing, patterns, and combinations thrown in, it's even a bit more complex than Katamari, although just as intuitive in its own way. The control scheme is by necessity different to the earlier game, and doesn't borrow from Super Mario Galaxy either, presenting a new take which works well and makes good use of the Wii's unique controls.
The graphics aren't groundbreaking, but that's not the point, and the central conceit of painting colours back into a grey world works very well. The music isn't as manic and varied as the wonderful Katamari tunes, but it is a good fit for the game, and quite cleverly associates different sounds with different colours, making the soundtrack somewhat interactive, as (for example) the doo-wops accompanying de Blob as he (literally) paints the town red give way to some freestyle scratching if he turns brown and starts daubing things in that colour.
(As an aside, I'm not sure if there's not something slightly racist about associating the colour brown with "urban" sounds, but perhaps I'm reading too much into it.)
It's not as refreshing as Katamari, but de Blob is nonetheless a very welcome reminder of games-as-games, which is surely why we play these things in the first place, and is a good fun game in its own right. There's lots of replay value in the various unlockable levels and secondary play modes, and it looks to have a decent multiplayer mode, something the Katamari series lacked. All in all, it's a very solid title, and a worthwhile purchase for any Wii owner.
*There is a political edge to the plot, with much talk of revolutionaries and an oppressive police state, and the central conceit of graffiti as a form of protest. There's no real depth to it, but unlike Katamari, the plot is at least about something.
-----
In other news, I started my new job this past Monday. It's not that different to my old job, and it's in the same office, and technically it's a promotion, but I had to apply and interview for it, so it's all a bit strange and unusual.
Labels:
de Blob,
I review computer games,
Nintendo,
Wii
Friday, July 04, 2008
Crime and Punishment
Super Smash Brothers Brawl is brilliant. I knew it would be.
For those who might be interested, my Friend Code for the game is 0388 0323 8824, and my Wii Code is 7714 7295 2393 7107.
I've yet to unlock Sonic the Hedgehog, so I can make that mid-90's Sega versus Nintendo rivalry come to life, but I'll get there. I've waited long enough, after all; the game came out in Japan and the US circa 1758, and when it was finally released here last week, my copy was delivered to Meg's workplace and was then promptly stolen. The building CCTV caught the thief, who turned out to be someone from one of the other firms in the complex; the police have closed the case, however, deciding that there isn't enough evidence. That's despite the following in the footage:
Two people walk by the mailbox. Both can confirm the game was there.
Someone walks up to the mailbox, puts something in her bag, and leaves.
The earlier two people return and can confirm that the game was gone.
However, since the camera is at slightly the wrong angle, you can't see what exactly that third person puts in her bag, so the police have decided that they can't press the case. On the plus side, the building owners refunded the cost of the game, since it was stolen on company property.
This week's post also brought a copy of Rol Hirst's PJANG!, and this was thankfully not stolen. I haven't looked back on the art I provided since I finished it, and seeing it now makes me cringe a bit, but that's pretty common for me. I've heard that such a reaction is healthy, because it means you're aware of the faults in your work, and that's a first step to improvement. I hope so. The other two stories are illustrated by Tony McGee and Andrew Cheverton; I'm a huge fan of Tony's work (I thoroughly recommend Angel Nebula, in particular), but I have to say that Chev's strip is my favourite here. Part of that is down to the writing; it's the best of the three stories by far, a sort of revenge thriller with a creepy, almost Clive Barkerish, twist. Chev's art is what really grabbed me, though; I've not seen his artwork in print before, so I don't know if he usually goes for the Mike McMahon-esque style he uses here, but it's a striking approach and fits the unsettling tone of the story quite well.
Tony's work is good too, of course, and the writing in all three stories is as strong as I expect from Rol, but that one story is really good stuff, and easily worth the (very reasonable) £1.75 cover price. Sir Nigel of Lowrey disappoints by only providing a cover, but it's a great one, so I can't complain too much. And thanks for the Death's Head cameo, Nige!
For those who might be interested, my Friend Code for the game is 0388 0323 8824, and my Wii Code is 7714 7295 2393 7107.
I've yet to unlock Sonic the Hedgehog, so I can make that mid-90's Sega versus Nintendo rivalry come to life, but I'll get there. I've waited long enough, after all; the game came out in Japan and the US circa 1758, and when it was finally released here last week, my copy was delivered to Meg's workplace and was then promptly stolen. The building CCTV caught the thief, who turned out to be someone from one of the other firms in the complex; the police have closed the case, however, deciding that there isn't enough evidence. That's despite the following in the footage:
Two people walk by the mailbox. Both can confirm the game was there.
Someone walks up to the mailbox, puts something in her bag, and leaves.
The earlier two people return and can confirm that the game was gone.
However, since the camera is at slightly the wrong angle, you can't see what exactly that third person puts in her bag, so the police have decided that they can't press the case. On the plus side, the building owners refunded the cost of the game, since it was stolen on company property.
This week's post also brought a copy of Rol Hirst's PJANG!, and this was thankfully not stolen. I haven't looked back on the art I provided since I finished it, and seeing it now makes me cringe a bit, but that's pretty common for me. I've heard that such a reaction is healthy, because it means you're aware of the faults in your work, and that's a first step to improvement. I hope so. The other two stories are illustrated by Tony McGee and Andrew Cheverton; I'm a huge fan of Tony's work (I thoroughly recommend Angel Nebula, in particular), but I have to say that Chev's strip is my favourite here. Part of that is down to the writing; it's the best of the three stories by far, a sort of revenge thriller with a creepy, almost Clive Barkerish, twist. Chev's art is what really grabbed me, though; I've not seen his artwork in print before, so I don't know if he usually goes for the Mike McMahon-esque style he uses here, but it's a striking approach and fits the unsettling tone of the story quite well.
Tony's work is good too, of course, and the writing in all three stories is as strong as I expect from Rol, but that one story is really good stuff, and easily worth the (very reasonable) £1.75 cover price. Sir Nigel of Lowrey disappoints by only providing a cover, but it's a great one, so I can't complain too much. And thanks for the Death's Head cameo, Nige!
Labels:
computer games,
Nintendo,
PJANG,
self promotion,
Smash Brothers,
stuff that I drew,
Wii
Tuesday, April 29, 2008
Healthy Sales
I've never been much of a fan of the Grand Theft Auto games. I've enjoyed the freeform elements, but the plots are rubbish, so I've often spent more time trying to jump from one skyscraper to another on a moped than I have in beating up Generic Thug 1 because Generic Thug 2 said so, and there are only so many hours one can waste doing that. However, like Halo, the mediocrity of the GTA series hasn't stopped a huge fanbase developing around the game. People are very excited about GTA IV, so I was quite surprised to see that all the shops still have massive stacks of copies, but can I find a single copy of Wii Fit in all of Brighton?
The Wii, you'll remember, is Nintendo's vanity project, which will never be successful because teh grafx r suxxor5!
I'd be interested to know what the ratio of order to sales have been on the two titles, because despite my ambivalence towards the series, GTA IV should be selling shedloads. I can only assume that the shops all massively over-ordered GTA, and perhaps under-ordered Wii Fit, thinking it wouldn't catch on.
The Wii, you'll remember, is Nintendo's vanity project, which will never be successful because teh grafx r suxxor5!
I'd be interested to know what the ratio of order to sales have been on the two titles, because despite my ambivalence towards the series, GTA IV should be selling shedloads. I can only assume that the shops all massively over-ordered GTA, and perhaps under-ordered Wii Fit, thinking it wouldn't catch on.
Labels:
computer games,
Nintendo,
Wii
Monday, March 03, 2008
Too Hot ta Trot
I'm geeking it up again at the Virtual Console Archive, this time with a feature article on the mighty Commodore 64.
So that's comics and video games; to complete the set, I suppose I'd best start writing about the fourth edition of Dungeons & Dragons or something...
Labels:
computer games,
Nintendo,
self promotion,
Wii
Friday, February 08, 2008
Heavy Metal Thunder
A lot of my fondest video gaming memories involve not the games themselves, but their soundtracks. The Amiga in particular had some great music ; Chaos Engine and Stardust are classics, and I remember playing through Lemmings mainly for the tunes.
I never had a PC Engine, as they were about as abundant as unicorn tears in Britain; in fact I never even saw one until very recently when one turned up in the window of GameStation. So I missed out on a whole system's worth of games, which I'm slowly catching up with on the Wii's Virtual Console.
I just downloaded Lords of Thunder, which like many PCE titles, is a shoot 'em up. Not one of my favourite game genres, to be honest, as I lack the inhumanly quick reactions needed to be any good at them, but Lords of Thunder is still worth playing, if only because of the absurdly over the top power metal soundtrack. Really, I've heard nothing like it before; it's as if DragonForce have set up shop inside the Wii and are rocking out like the galaxy itself depends on it.
It's sheer silly big-haired guitar-wielding brilliance:
Genius. How the guys at ocremix haven't been all over this game yet, I don't know.
Labels:
computer games,
God of Power Metal,
Lords of Thunder,
Nintendo,
Wii
Wednesday, August 08, 2007
Too Hip to be Square
They let me in again. I've just had another article published at the Wii Virtual Console Archive; this one's about finding alternatives to the big role-playing game franchises like Final Fantasy.
Am I a video game journalist now?
Labels:
computer games,
Nintendo,
self promotion,
Wii
Tuesday, July 10, 2007
Horizon Broadening
I've written an article! One about something other than about comics! But I haven't strayed too far from my usual path, as games we hope never get released on the Virtual Console is typically mean-spirited and grumpy, even if the subject matter is a bit different.
Labels:
computer games,
Nintendo,
self promotion,
Wii
Wednesday, April 18, 2007
Overboard
I really like the Wii's Virtual Console feature, where you can download old games and play them on your new shiny bit of kit. There are a lot of features I'd like to see added, however, and one of those is board game support. I quite like the idea of firing up an online game of Scrabble, Settlers of Catan, or Risk, or, as has just been announced, Talisman. Stuff like this is available on X-Box and the Playstation Network, and the technology is already in place on the Wii, so let's have it, Nintendo!
Labels:
computer games,
Nintendo,
Wii
Sunday, February 25, 2007
Wiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!
And just like that, all my spare time disappears.
Twilight Princess is fantastic. Have a look at this sequence, which almost made me wet myself with geeky delight:
Our Wii's Friend Code, should any of you want it, is: 7714 7295 2393 7107
Labels:
computer games,
Legend of Zelda,
Nintendo,
Wii
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