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Posts Tagged ‘Wii’

10 items.

La-Mulana Gets New Trailer

March 25th, 2010 | by GeoffS
Posted In: Gaming

The remake of the acclaimed 2005 metroidvania side-scrolling action-adventure game, La-Mulana, just got a brand new trailer. The  development of the archeology themed game looks to be moving right along towards its anticipated 2010 release. Nigoro, the games creator is working with Nicalis, the upstart indie publisher responsible for the recent Cave Story port, to bring La-Mulana to Nintendo WiiWare.

└ Tags: Indie, Nigoro, Wii, WiiWare
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Whole Lotta New Super Meat Boy Screens Now Available

March 20th, 2010 | by GeoffS
Posted In: Gaming


Here is a whole bunch of new Super Meat Boy screenshots just went up for you from Team Meat. As previously mentioned, SMB will be releasing first on XBLA and then on both PC and Wii.

For more information regarding SMB and the on going shenanigans of Team Meat, be sure to check out their development blog.

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└ Tags: Indie, Nintendo, PC, Super Meat Boy, Team Meat, Wii, XBLA, Xbox
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The OnLive Value Proposition

March 10th, 2010 | by GeoffS
Posted In: Gaming

OnLive, the video game industry revolutionizer promising to save you from those big expensive consoles, has released some details about their upcomming release. The platform is expected to go live in June and set you back $15 a month plus whatever rental fees you rack up.

That’s about the point where I decided the value proposal was the real vaporware in the equation and did a little maff. With both Sony and Microsoft anticipating lengthy, in the neighborhood of eight year, life cycles, I was curious just many bananas would be tallied by OnLive over that time frame. Turns out it’s around $1440 dollars for just the monthly premium. So much for the bargain.

Full puffery loaded release here.

└ Tags: OnLive, PC, PS3, Wii, Xbox
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Bit.Trip: Runner Video: I think I just had a nerdgasm.

March 5th, 2010 | by GeoffS
Posted In: Gaming

Gaijin Games’ latest addition to the Bit.Trip series, Runner, has a new video out and it looks amazing. The game appears to be a 2D side scrolling platformer with a rhythm element tied to its, super awesome, music. I get the sense that the game perpetually moves forward much in the way Canabalt does and that your main objective is navigating the obstacles. My favorite part, hands down, is the background art; however, my least favorite part is that it’s a WiiWare game. Unfortunately, with Mega Man 10 and now this looking so delicious, I have no choice but to hook the little white box back up.

source: Joystiq

└ Tags: Wii, WiiWare
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On the Topic of Motion Control

March 4th, 2010 | by GeoffS
Posted In: Gaming

Brooks recently posted his article regarding what he sees as the future of motion control. I think he has a lot of keen insights into how it will effect the future for not only game players but small and medium game developers. Though to be fair I still have reservations about the technology as a primary input device for reasons that are best demonstrated in the following video.

Picture above is a frame from a VGCats strip about Wario Ware go read and chortle about it.

└ Tags: Curling, Funny, vgcats, Wii
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On Motion Control Solutions and the Coming Revolution

March 3rd, 2010 | by BrooksB
Posted In: Gaming

The future of gaming is… well.  Amazingly bright, or glumly dim, depending on who you talk to.  One of the biggest bones of contention in this debate is the looming presence of motion controls for every major console.  Nintendo’s Wii was first to manage something remotely usable, a classic “tv remote” form factor controller featuring accelerometers and an infra-red detecting camera allowing it to determine orientation relative to the screen.  Microsoft unveiled their Project Natal at E3 2009, comprised of primarily a 3D camera system capable of tracking human bodies with a high degree of accuracy with low latency.  Finally, Sony is also developing a motion controller, reputedly called Arc, consisting of a “wand” device capped with a colored ball which is tracked by the existing Playstation Eye camera.  Only time will tell the true outcome of this war of motion, but as an indie developer and a gamer, I think I have an opinion that might surprise some people:  Microsoft’s Project Natal will win, and I’ll tell you why.

Some History

The existing motion control solution, Nintendo’s Wii, has been both cheered and derided.  For many, it has become an entry into the world of gaming that so called “casual gamers” can pick up and play. Game play is generally found to be intuitive but for some, intuitive means “easy.”  For all the same reasons that the casual gaming crowd has latched onto the Wii’s control mechanics, the older gamers and the “hardcore” have seen the change as a dilution of their favored hobby.  Technically speaking, however, the Wii’s controls are lackluster when attempting to perform fine motor functions, bringing rise to the term “waggle” in reference to the gross movements generally used to play motion controlled Wii games.  Because of both these reasons, both Natal and Arc have been similarly derided by those who follow the progress of the gaming scene.  They believe the upcoming solutions will both also inferior to the controllers of old because it will cater to a less gaming experienced crowd, as well as be an inaccurate input method.  Unfortunately, these ideas can possibly be supported by the information presented by the gaming media to date, where demo games for both systems have been shown which are simplistic and “gimmicky,” as well as players reporting feeling “detached” from the play experience when trying to play them.

Departing

And this is where I depart from the general consensus.  While I do believe that the initial crop of games will fall prey to the “gimmicky” and “casual” traps, it is where the capabilities of the technology branch out from there that will prove Natal the winner.  Here is the key difference:  While both the Wiimote and Arc use accelerometers to measure motion of a handheld controller, Natal uses its 3D camera system to track full body movement.  As such, the Natal technology can accomplish a few tasks the other solutions cannot.

Natal Doesn’t Replace the Controller

Natal supplements the controller.  Yes, most of the initial Natal development will overzealously attempt outdo Nintendo by doing away with a physical controller altogether, but I believe that this tact will fail in general, especially among the more experienced gamer.  Instead, I think the true power of Natal will lie in utilizing available input methods in tandem to achieve results.  A racing game for example, could have the steering motion read by Natal while the controller held in the hands would be used for its far more accurate button presses for gas, brakes and other input.  Don’t like the feel of the default Xbox controller?  No problem with Natal, you can use whatever controller you like, unlike Wii or Arc which locks you into the wand form factor.  (No.  Plastic pieces of crap you stick on a Wiimote do not count.)

Natal Can Do Head Tracking

And head tracking is awesome (at least for a single player).  Way back in early 2008, I was amazed when I watched a video by Johnny Chung Lee, then a student of Carnegie Melon University, using Wii remotes and some homebrew software to track a location in 3d space.  This location, namely the head of a single user, was then used by a simple program to draw a 3D demo scene in such a way that when viewed by that user, the scene would appear incredibly immersive.  In fact, you can still see the video on YouTube.

Johnny Lee is now a researcher at, you guessed it, Microsoft, so you can tell that someone thought what he was working on was very interesting and applicable, and I have no doubt his research will be a part of the Natal toolkit.

To exemplify this point, imagine playing a First Person Shooter with the parallax head motion effect for amazing realism, or even utilizing it for something like looking around a corner without moving the character’s body position.  Even 2D games can make use of the parallax effect for a more captivating motion dynamic.

Natal is a Budget Performance Capture Studio

One thing that Microsoft has prided itself on with the Xbox 360, is the ease of development for their platform, and their heightened focus on indie games.  Their XNA Game studio is wildly popular for hobbyist and indie developers, and there is no doubt that eventually it will include libraries for interfacing with Natal.  Not only does this open up Natal development to the general public and to independent developers, who can be far more clever than “professional” developers at times, it also opens up the stream of data captured by the Natal device.  As such, while a professional motion capture studio is prohibitively expensive in purchasing both hardware and software, Natal can be used as an extremely cheap performance capture solution on a limited basis.  It’s powerful enough to recognize a human body without the usage of a suit of capture points, so imagine what someone could do with the hardware, and a little helpful homebrew software to interpret signals into recorded motion capture.  Especially since this can be accomplished on a PC (where the processor limitation doesn’t precisely exist), and saved where it could later be used for either export to 3d modeling software and applied to a bone solution for replay, or using the Xbox’s content pipeline for easy import and usage for replay in games.

It wasn’t too long ago that rendered 3D art and console development were far from the reach of the modern artist.  And before that, professional level music creation and distribution, as well as movie making.  Advances in technology can bring out revolutions in democratizing art when we least expect it, and I think Natal will be one avenue of opening up another level development possibilities to the average person at home.

Closing

How will this all play out?  I can’t say for certain.  But it’s been interesting to me that in paying attention to the gaming media as all this information comes out, that they have chosen to focus on some aspects of the forthcoming technology that I think will fail.  There are a lot of smart people working on these projects right now, however, and I can only hope that they’re smarter than the media that reports on them.  I for one can’t wait to try an FPS with head tracking, or play with developing some game content using cheap motion capture.

└ Tags: Arc, Motion Control, Natal, Opinion, Video Game, Wii
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Team Meat at Nintendo Summit

February 25th, 2010 | by BrooksB
Posted In: Gaming

Team Meat, creators of upcoming platformer Super Meat Boy (for Wii/PC/xbox360) got back from the Nintendo Media Summit 2010 and took to Twitter to show the fans a few shots from the event.

Especially funny amongst the photos, however, were a couple featuring a special guest.

@SuperMeatBoy: http://twitpic.com/158br3 – Reggie decides to give it a go….

(http://twitter.com/SuperMeatBoy/status/9620502692)

Yes, that is Reggie” Fils-Aimé, President and COO of Nintendo America playing Super Meat Boy with Edmund McMillen and Tommy Refenes.  Even better, he’s apparently going to shell out his own cash to buy the game once it’s released!

@SuperMeatBoy: ”I’m buying this with my own wiipoints… im serious guys” -Reggie

(http://twitter.com/SuperMeatBoy/status/9620718467)

And to cap it off after all the updates, some meta humor.

@SuperMeatBoy: http://twitpic.com/158c2d – us currently updating twitter with pics from the nintendo summit…

(http://twitter.com/SuperMeatBoy/status/9620570218)
└ Tags: Indie, Super Meat Boy, Wii
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Mandatory News: Super Mario Galaxy 2 & Metroid: Other M

February 24th, 2010 | by GeoffS
Posted In: Gaming

We usually try to avoid the big news and stick to a path less traveled by juggernauts. But there are certain situations when we must deviate from that prime directive. In this instance we are doing so for the sake of a plumber and a woman in a fancy suit.

Metroid: Other M is slated for a June 27th release, while Super Mario Galaxy 2 is penciled in for a 23rd of May launch.

There see Nintendo news handled, now watch the trailer and muse aloud about how much you wish it was in HD. Then head on over to Joystiq for a whole lot more images from both.


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└ Tags: Video Game, Wii
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Don’t Cross the Wii Streams: Wii Proton Pack & Gun

February 23rd, 2010 | by GeoffS
Posted In: Gaming, General

Jack Rossi a Toy Designer and Manager for “Product Burger King Premiums and Promotions” made himself a Wii Proton Pack and Gun, why? Well I would assume to bust ghosts or to keep that creepy ass BK King at bay. Either way it’s pretty sweet and the good news is since its for his Wii, he can leave the controls nestled in there full time since no one actually has those things hooked up. Check out his site and see all the other shots.

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└ Tags: Make, Nintendo, Video Game, Wii
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Super Meat Boy Confirmed for XBLA: Beats Wii off the line.

February 22nd, 2010 | by GeoffS
Posted In: Gaming

The much anticipated Super Meat Boy, developed by  Edmund McMillen and Tommy Refenes of Team Meat,  has been confirmed as an Xbox LIVE Arcade release.  The more interesting bit of the news is that it is beating the Nintendo Wii and PC releases out of the gate.

The XBLA version will also have online play, which the WiiWare version will be missing. Probably due to the craptacular nature of Nintendo’s online gaming platform, but that is pure speculation on my part. Well that and I never miss an opportunity to talk shit about Nintendo’s Online Gaming.

On a somewhat related note you can hear a lot more of Tommy Refenes talking about indie game development as a regular host of the TIGradio podcast/livecast at TIGradio.com.

Source: destructoid.com & ign

└ Tags: Indie, Nintendo, PC, Super Meat Boy, Wii, XBLA, XBLIG
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