Showing posts with label shigeru miyamoto. Show all posts
Showing posts with label shigeru miyamoto. Show all posts

Sunday, May 17, 2015

Nintendo E3 2015 Predictions


It’s that time of year again and so I’d thought I’d make some E3 predictions on the Nintendo side of things. Nintendo had a fantastic showing last year, with some great reveals, fun events, and just an overall incredibly positive atmosphere throughout the week mainly thanks to the excellent Treehouse steaming event. I’m glad that Nintendo recognized that they had something great last year and have decided to pretty much do the same gig again this year, which is fine by me. After fumbling for a few years, it seems the quirky company has found their unique E3 sweet spot. This year could be another great for them, or it could just be solid; what made last year great was all the surprises and just the overall presentation of the thing. I have no doubt the presentation will be on point again this year, but so far I’m a little iffy on whether they’ll have as exciting a show, with their lineup being composed of a lot of games we already know a lot about, an already confirmed absence of “Zelda U” (which could change, but I’m inclined to think not, as much as it saddens me), and no Smash Bros. to fall back on this year. Still, I’m hoping they have a few mystery projects in store.

First off, the obvious: Mario Maker, Yoshi’s Woolly World, and Xenoblade Chronicles X will all be present and demoed (and hopefully will get release dates, and in Xenoblade X's case, finally get a western release date), with a big focus on Mario Maker since 2015 marks the 30th anniversary of the original Super Mario Bros. (they’ve already announced that Mario Maker is going to be the Best Buy demo title this year). Super Smash Bros. DLC will also be discussed, with a  release date for Lucas, perhaps they’ll surprise us by announcing that Lucas is available the very same day (they’ve already said he’s coming in June, so why not?). Some more DLC details will likely be talked about, perhaps a hint at another character, maybe the return of Wolf to tie in with Star Fox later this year, and also some talk about how the Smash Ballot is going. I’m also predicting that Mother 3 will finally be announced for a western eShop release to go along with Lucas, maybe for release also in June, maybe later in the year. The new Wii U Star Fox game will finally get its proper big reveal and be demoed extensively by the Treehouse, likely with Shigeru Miyamoto in tow, passionately talking about his game with Bill Trinen by his side as always. Speaking of Miyamoto, it’s possible we’ll some more of his “Project Guard” and “Project Giant Robot” games in more mature forms, and maybe with proper titles.

Star Fox is gonna be big this year

Next, the surprises: Most of the stuff above is expected, and most of it is games we’ve either already seen extensively or at least know about already, so I’m hoping Nintendo has some nice surprises in store for us. Here’s what I predict. First off, a new Metroid for Wii U from Retro Studios. We know that Retro has been working on something since the release of Donkey Kong Country: Tropical Freeze back in February of 2014. As much as I wouldn’t mind a follow-up to the sublime platforming masterpiece that is Tropical Freeze, I doubt they’re doing another DKC game. Maybe they’re working a new IP or something else, but it’s clear that people want a new Metroid from Retro, and I think Nintendo and Retro are both well aware of it. Given how much Nintendo has been catering to its fans lately, I think there’s a good chance that it’s happening. We’ll probably only get a teaser trailer and the game probably won’t be out until 2016 at the earliest, but we’re long overdue for a Metroid game, and even more overdue for a good Metroid game.


Hopefully the actual boxart won't be this terrible

My second prediction is either less likely or more likely, I can’t decide which. Miyamoto has already hinted that they’re planning a big Mario game for Nintendo’s next home console. We also know that EAD Tokyo, the group responsible for all of the 3D Mario platformers since the original Super Mario Galaxy has been working on a new Mario game, though they won’t say for which platform. This mystery Mario could very well be for Nintendo’s next home console (which would explain why they won’t say which platform it’s on), but I’m also still not completely ruling out another 3D Mario on Wii U. With the 30th anniversary and all, I think now would be a good time to announce something like that. Maybe it would simply be “3D World 2”, but I’m predicting it will be something close to the Galaxy style, something that fans have also been asking for. There is definitely evidence that would make something like this less likely. Perhaps they want to focus on Mario Maker for one, and not distract from it. Or perhaps EAD Tokyo, assuming they are the ones developing it, want to put all of their energy and focus into this big Mario game for Nintendo's next console (which is something I'm not against). Some also say that Nintendo is not going to go back to a style more in line with Galaxy or dare I say, Super Mario 64 or Sunshine, and looking at the progression of the 3D games in the series and also hearing statements from the core people currently involved in the 3D Mario games, they’re probably right. I personally really want to see the next huge evolution in the series or at least something completely new (which in my eyes hasn't really happened since the first Galaxy, though arguments could be made that the 3D Land/World style was an evolution of sorts), but I wouldn't be completely opposed to another 3D outing on Wii U before then, and if that other Wii U outing is that revolutionary title, than that'd be pretty great too. I just have a feeling…something else Mario, something rather big, is going to show up this year.


Maybe...

I'm hoping there are some more surprises that I can't predict as well, even if it's just a teaser here or a small tech demo there; that kind of stuff is part of what made last year such a great E3 for Nintendo and I hope we see some more stuff like Miyamoto's "project" games, the cryptic Star Fox "reveal", and even the Zelda teaser; some stuff to get me excited in addition to the more substantial game trailers and demos.

One last prediction that probably won’t happen: So Eiji Aonuma has already confirmed that “Zelda U” won’t be making an appearance at this year’s E3. Aonuma and the Zelda team could change their minds and give us a short trailer or something, but I’m not counting on it. However, perhaps the Zelda series won’t be entirely absent. Given the game’s very positive reception, both critically and fan-wise, I wouldn’t be surprised if we got another 3DS game in the same style as A Link Between Worlds; the “Majora’s Mask” to A Link Between Worlds, if you will. It probably wouldn’t take too long to develop either, if it reused that game’s assets. Maybe we’ll get that reveal at E3 this year; after all, I’m unaware of any huge new 3DS games on the horizon, besides that new Fire Emblem game coming at some point. Obviously, this is a wild guess, and I’m not in any way expecting it, especially on the heels of Majora’s Mask 3D’s release. I’m thinking that Zelda will probably just take a break for the rest of the year, which is honestly fine by me. The Zelda series has gotten a lot of love recently and in order to avoid oversaturation, I’m fine with Link and Zelda (and Tingle) taking a break for a little bit. …Although I won’t lie: the void left by “Zelda U’s” absence at this year’s show is probably going to be felt, at least by me.

I wouldn't mind another dose of top-down Zelda goodness on 3DS

So there you go! Agree? Disagree? Have some E3 predictions of your own (Nintendo or otherwise)? Let me know!

I'm not sure what picture to put here, so just enjoy this photo of Iwata, Reggie, and Miyamoto hanging out with Donkey Kong

Monday, December 15, 2014

Pikmin Short Movies HD (Wii U) Review


Today, I'm going to give a brief review of three short films, a first for this blog! In terms of how faithful they are to the source material and how well-produced they are, Pikmin Short Movies HD is how video game-based films should be done. These three shorts, which were directed by Masaru Matsuse and executive produced by Pikmin series creator (and general Nintendo guru) Shigeru Miyamoto, are a wonderful homage to the Pikmin series as well as a beautiful and charming work on their own. Putting a lens on the world of the Pikmin and illuminating their day to day experiences through short films was a brilliant idea, and I'm glad Mr. Miyamoto decided to try something new. The stories here are humorous and even touching at points as well as consistently entertaining the whole way through. The films look gorgeous, the animation is fluid, and the sound design is also spot-on, including sound effects from the Pikmin games and other Nintendo titles. The music was done by several composers, including Pikmin series veteran Hajime Wakai, and features both familiar tracks and new ones. I'm going to fully spoil what happens in these films so if you haven't seen them, I'd suggest you run to either the Wii U or 3DS's eShop right now and check them out; they're well worth your five dollars (I opted for the HD Wii U versions, which I think probably do the Pikmin's miniature world more justice, although the films can also be viewed in 3D on the 3DS, which I imagine has its own merits). Come back and read the rest of this review when you're done! ...please!

While 'The Night Juicer' is more of a brief taste (no pun intended) before the two longer films, it's still enjoyable and just a little creepy (if not predictable for anyone who's a fan of the games). Seeing such grizzly imagery in a colorful Nintendo-produced work is a little surprising at first, but it's actually not that out of place for the often unforgiving world of Pikmin.


'Treasure in a Bottle' is probably my favorite of the three shorts. It's interesting seeing the Pikmin go about their business without the aid of any captain guiding them, and seeing the Pikmin displayed as intelligent, sentient creatures here capable of communication, laughter, and planning makes me feel even more horrible for all the ones that I've sacrificed in the games or carelessly let perish! It's actually touching seeing all the Pikmin trying to help their trapped buddy (the different-colored Pikmin coming up with plans that utilize their unique skills from the games is a nice touch) and the moment when they all form a chain to grasp hands with the trapped red Pikmin and pull him out of the bottle is actually quite heart-warming. These films as a whole, especially the way the Pikmin are characterized, actually remind me of the work of Hayao Miyazaki and Studio Ghibli, with the Pikmin reminding me of the Soot Sprites from My Neighbor Totoro and Spirited Away and the Totoros of My Neighbor Totoro. Actually, when presenting these films at the Tokyo International Film Festival, Mr. Miyamoto collaborated with someone who works at Studio Ghibli, and while I won't jump to conclusions, I can't wait for that Ghibli-animated Legend of Zelda film!


'Occupational Hazards' is the longest and fullest of the three films and it delivers on both an amusing first half and an exciting second one. The giant construction vehicle is an excellent set-piece and the many ways in which the Pikmin interact with it and harvest its many parts is a highlight. One of my favorite aspects of the Pikmin series is how ordinary settings and human objects become intricate levels for the captains and the Pikmin to explore, and this short demonstrates that central charm of the series well. The encounters with the Fiery Blowhog and Bulborb are also highlights, although I felt a little sad when the Bulborb fell to its doom (not to mention after the numerous Pikmin casualties during this film, especially when the poor little 'Min who got curious died from electric shock). The Pikmin series has always been relentless in its casual depiction of the slaughter of the countless adorable little titular creatures as well as the gruesome deaths of the territorial enemies of the Pikmin and these films are no different.


Overall, I greatly enjoyed watching these movies. I think that these short films are an experiment for Nintendo and Mr. Miyamoto, to see how Nintendo's lovable properties fair in a different medium. I think the prospect of seeing more Nintendo characters and worlds making the faithful transition to film with the close involvement of the original creators like Mr. Miyamoto is an exciting one. After all, I can only think after watching these films that I want more. I joked before, but seriously, an animated Legend of Zelda film (that's not this), maybe? Or perhaps an actually faithful adaption of Super Mario Bros.? Actually...

Please?

Sunday, November 10, 2013

Paper Mario: Sticker Star (3DS) Review


Perhaps a better name for Paper Mario: Sticker Star would have been "New Paper Mario". Not only is the game essentially a reboot of the series, but it feels much more like a paperized version of the New Super Mario Bros. series than any Paper Mario experience that came before. Almost immediately, something feels off about Sticker Star. After playing the game for about an hour, I realized what was wrong: this game feels nothing like a Paper Mario game. I didn't know what it was exactly, but it wasn't a Paper Mario game.

Let me start out by saying that the Paper Mario series (the original on N64, The Thousand-Year Door on GameCube, and Super Paper Mario on Wii) are some of my favorite video games of all time and are what I believe to be some of the finest and most creative games that Nintendo has ever crafted. If you're reading this and have never played any of these games, stop thinking about Sticker Star and go play the others. I'll say it right now: Sticker Star is not only far and away the weakest of the series, but it really doesn't even deserve to sit on the same shelf as the previous three games.

Pictured: A colossally better game than Sticker Star

Before I get into everything that is so wrong with Sticker Star though, I want to talk about what I liked about the game, because Sticker Star certainly has its merits. The best thing about Sticker Star is its level design (not to be confused with level aesthetics, which I'll get into later), which is actually quite good. I said SS doesn't feel anything like a Paper Mario game, but it also doesn't feel anything like an RPG (more on that later as well), and part of this is due to its level-based structure. The game features an overworld inspired by Mario's 2D platforming adventures, particularly Super Mario World with its large, interconnected map. Each individual level is set up just like a course in a Mario platformer, with lots of enemies to fight, some minor platforming to be done, and a goal at the end (in this case, a shining Sticker Comet piece). These levels encourage and reward exploration by containing numerous, cleverly hidden pathways and rooms full of rare items. In addition, a lot of the levels feel unique from each other by having some kind of central set-piece or gimmick. While the first world is admittedly pretty bland, the desert features a gigantic Yoshi Sphinx to explore, the forest has Mario literally falling onto the stage of an eccentric game-show hosted by Snifits; there's ancient ruins to explore in the jungle, a snowed-in haunted mansion reminiscent of The Shining, and more. There are definitely levels that feel repetitive (especially in the forest), but most levels do at least one new thing to keep things relatively interesting.

In addition to its focus on exploring and combing every environment for secrets, Sticker Star is also Nintendo's most non-linear, not to mention tutorial-less, game in quite some time. I don't know if I'd really call this a positive since the game's nonlinearity doesn't really make the game any better, but it's worth noting that after getting stuck halfway through the third world, I was able to, by simply exploring around and experimenting, open the way to the fourth and fifth worlds and subsequently complete the entire fifth world before returning to the third one. The lack of tutorials is also refreshing and it's nice to see a Nintendo game in this era where the player is charged with exploring and thinking their way through the world instead of being led by the hand with endless exposition and hints that constantly interrupt the experience. The lack of direction in the game and the sometimes cryptic nature of what to do next will definitely frustrate a lot of players, but I'm the sort of weirdo who enjoys getting stuck and having to retrace my steps and explore every possibility in order to find out what to do.

Sticker Star doesn't hold your hand and is surprisingly non-linear

Sticker Star also lives up to the title of "Paper Mario" perhaps more than any other game in the series. Previous games used the paper setting in clever ways, but Sticker Star goes overboard with the concept. The entire game is literally made out of digital paper. The whole world is designed to look like an elaborate papercraft diorama, with cardboard mountains, folded-up paper houses, paper shrubbery, paper flowers; the water is made out of paper, the lava is made out of paper, the clouds are paper, the hills are cardboard; everything looks like it was glued and taped together by hand. The characters in the game often get folded up, creased, blown away, and flattened. The designers went out of their way to utilize the paper concept in funny and creative ways during combat as well. Certain enemies can halt Mario's movements with a paper clip, foes can be crumpled and unable to move, water attacks make them soggy, and fire attacks burn them to ashes. The paper aesthetic also comes into play when interacting with the outside world, with one highlight being a segment where Mario knocks a cardboard tree over and causes a lengthy and amusing chain reaction that alters the entire level.

The papercraft aesthetic is quite charming

Then there are the "things". Throughout the adventure, Mario can collect massive real-world objects like a fan, a baseball bat, a pair of scissors, a rubber ducky, a battery, an oil drum, an air conditioner, and much, much more. By utilizing a special shop in the game's central town of Decalburg, the player can turn these "things" (that's literally what the game calls them) into stickers that can be used to decimate Mario's enemies during battle as well as solve puzzles out in the world. These realistic objects clash with the colorful fantasy world of Mario in a nice way and their inclusion also adds to the feeling that this game is really just some miniature diorama that some kid is playing with and he accidently dropped a battery into it or uses his fan as a way to create wind in his little paper world. In battle, these items can be used for comical and often brutal results. Scissors do exactly what you think they do to paper creatures, but enemies can also be bombarded with thumb-tacks, cooked in an oven, sucked into a vacuum, and even eaten by a giant goat statue. It's ridiculous and always amusing to watch. These "things" bring to mind the giant real-world objects that Captain Olimar and crew discover in Pikmin 2, and like in that game, these large objects can be stored in an in-game gallery along with amusing descriptions by Toads who interpret a gigantic high heel as a sleeping chamber and a bowling ball as some sort of demolition device, similar to how the Ship and Olimar would interpret our earthy treasures in Pikmin 2.

Slingin' a thing

The 3D effect of the 3DS only enhances the paper universe and really makes it feel like you are looking in on a miniature, hand-crafted world. While the world's strict commitment to this paper aesthetic does give the environments a bit of a basic, bland feel, this is more the fault of the aesthetics of the environments than the paper idea. And since I've now mentioned those aesthetics twice, I suppose it's time to get into what's wrong with Sticker Star.

While the game has some neat ideas, good level design, and is overall fun to play for the most part, Sticker Star's biggest failing is its rejection of all the wild creativity, personality, and soul that the previous Paper Mario games (and Mario RPGs in general) have in droves. Sticker Star follows up the most interesting story ever told in a Mario game in 2007's Super Paper Mario with...no story at all. Really: there's no more going on in Sticker Star than there is in the latest New Super Mario Bros. title. The game opens with yet another generic Mushroom Kingdom star festival, this time one in worship of the wish-granting Sticker Comet. As Princess Peach is hosting the annual Sticker Fest and welcomes the Sticker Comet, Bowser shows up and touches the thing, yes, simply touches it, after which it explodes into our six shiny MacGuffins for this game (as well as a bunch of little pieces that serve as the previously-mentioned goals for each individual level), which neatly land in the game's five main "worlds", the remaining one landing on Bowser's head (they're known as Royal Stickers; basically sticky crowns that grant the bosses of the game extraordinary powers). After this event, Mario meets up with the sticker fairy, Kersti, who is basically this game's Navi, Tippi, Starlow, "insert advice-giving Nintendo fairy sidekick here", and the two set off to recover the shiny doo-dads, defeat Bowser, and save the princess, who of course has been kidnapped for no practical reason. That's really it. The plot doesn't go anywhere else until the end of the game, when, big spoiler, the MacGuffins are secured, the bad guy is stomped, the princess rescued, and everything goes back to happy fun times.

New Super Mario Bros. U has a more compelling narrative than this

But even if there's no plot, surely Sticker Star has all the funny, quirky, unique characters we've come to expect from the series and every other Mario RPG, right? Well, besides a handful of generic toads with no visual differences besides the odd green, blue, pink or yellow-spotted one among the sea of red-spotted ones, and a handful of generic enemies that we've seen a thousand times before, like goombas, koopas, shy guys, etc., there are really only three characters in this game. There's Kamek the magikoopa of Yoshi's Island fame, who's basically the main villain in this game (more on that in a bit), the aforementioned feisty sticker fairy, Kersti, and a giant wiggler very creatively named Wiggler. I'm not counting Mario, Peach, Bowser, or Bowser Jr. Mario has all the character and personality of a stump (granted, he usually does, but this fact stands out in SS because of the lack of interesting characters around Mario, as well as a lack of any voice clips), Peach has maybe one or two lines of dialogue in the whole game, whereas Bowser, who has traditionally been a standout role in the Mario RPGs, has no lines of dialogue in the whole entire game (side-rant: I know it was made by a different development studio, but how does Nintendo follow up Mario and Luigi: Bowser's Inside Story, the most recent Mario RPG before Sticker Star, a game that starred Bowser and was generally all about Bowser, and featured a very self-aware, tongue-in-cheek attitude on the Mario series' classic Mario vs. Bowser plot, with a game that witlessly casts Bowser as the main villain, has him kidnap Peach, and gives him zero character and nothing to say at all?), and finally Bowser Jr. is only here to be as annoying and unnecessary as usual and for three easy boss battles.

Kersti adds some much-needed personality throughout the adventure (but not too much) and gets a single touching moment at the end. I call Kamek the main villain because he has the most personality and dialogue out of all the villians, shows up multiple times throughout Mario's journey and actually, you know, does things to try to stop the plumber in his quest. By the end of the game, I found the final encounter with Kamek to be far more meaningful than the one with Bowser, who may as well have been just be a big, spiky piece of plain cardboard. The ocean of generic, completely uninteresting Toads get some lines here and there and some of the generic baddies have some dialogue, but nothing that really stands out. The bosses are either giant versions of standard enemies or returning faces (with one exception) who get little more dialogue than something like "SHINY-SHOOBY!" before attacking. Then there's the game's only actual identifiable "character" besides the main heroes and villains: a giant wiggler named Wiggler who has no defining physical features and looks like every other wiggler out there, but he's really the only named character that factors into the adventure in any meaningful way.

Meet Wiggler, one of the game very few "characters"

Characters aside, one of the best things about previous Paper Marios are all the varied and interesting locales that Mario and friends visit over the course of the adventure. The games are also set up in a chapter-based format where each chapter has its own characters, villains, and sub-story often with some kind of mystery that needs to be solved. Chapters in The Thousand-Year Door include Mario taking part in a fighting tournament high above the clouds, saving a twilit village from a haunted steeple whose bell is turning the villagers into pigs, and even a trip to a futuristic base on the moon. Super Paper Mario sees Mario venturing into the "Bitlands", a world inspired by Nintendo's pixel-fueled past, into a prehistoric land where a war between rock people and flower people is taking place, and even dying and travelling through the Paper Mario universe's version of the Underworld. Not only were the locales different and interesting, but the chapters of previous games were full of intriguing subplots and mysteries to solve. Each chapter usually had its own unique villain and there were also asides between chapters that had the player take control of Princess Peach and Bowser (well, at least in the first two games; in Super Paper Mario, Peach and Bowser joined the main party eventually).

Sticker Star has thrown all of this out the window in favor of the incredibly dull and played-out lineup of grass, desert, forest, snow, and volcano worlds. Not only this, but these worlds are heavily inspired by New Super Mario Bros. aesthetically. Most of the lands have nothing interesting going on visually besides the papercraft aspect I mentioned earlier. The grasslands are as generic as they come in the Mario series, with no enemies besides goombas and koopa troopas, and featuring a backdrop of those spotted cylindrical hills first made famous by Super Mario World. The desert is full of Pokeys and dull-looking yellow pyramids. The forest is full of spotted trees and purple poison. I've seen all of this dozens of times before, and if you've played a handful of Mario platformers, especially recently, then so have you. There's just very little new or interesting going on in these worlds' aesthetic design. Not only did Nintendo release two New Super Mario Bros. games mere months apart in 2012, but they also managed to sneak out Sticker Star, a title heavily inspired by those games aesthetically, that same year. The original Paper Mario featured familiar environment types like a desert and a snowy mountain as well, but these themes were used very well to create interesting and fleshed-out locations that felt original in that game. Even if a theme was familiar in a past Paper Mario game, the environments were still very unique and interesting. Not so in Sticker Star, where the areas are as generic as they come. Sticker Star's central town of Decalburg is also one of the blandest towns in any video game I've ever played, RPG or otherwise, never mind how much it pales in comparison to the bustling Toad Town, Rogueport (especially Rogueport), and Flipside/Flopside, the hub towns from the previous three games in the series.

Dullburg

Each world manages to pass by (or drag on in the forest's 12-staged case) without any of the intrigue, any of the interesting subplots, and very little of the well-written, charming dialogue of past games. Sure you might battle an enemy here or there that has a few funny things to say, or a toad that looks like every other toad might show up to utter a few lines, but when a spark of personality does happen to show up here and there, it feels out of place in Sticker Star's bland world. Luigi, who has traditionally been a highlight of the series, recounting his adventures in the Waffle Kingdom or masquerading as the memorable Mr. L, has been downgraded to a voice-less Easter Egg in Sticker Star; basically just a collectable to be found in each world. This is just another demonstration of how basic and boring Sticker Star's presentation is. It makes no witty asides about Bowser hatching the same scheme for the 70th time, and instead of doing something interesting with his character, it treats Luigi like a nothing.

Sticker Star has a few nice touches, like the way sombrero-wearing shy guys strum their guitars to the melody in the desert, and each world has a few highlights, like the aforementioned game show and snowy haunted mansion levels. Actually, the snow world as a whole gets a special mention for having the haunted mansion and another particularly creative level. Also, the jungle world sticks out mainly because I wasn't expecting it, as it isn't really based on a New Super Mario Bros. cliché (at least its first half isn't, before it turns into the obligatory lava world). The jungle area has some interesting ideas and levels too, like a river raft ride and an ancient temple full of traps. But these glimpses of actually inspired content do little to mute the sour taste left in my mouth by Sticker Star's overall commitment to blandness, to the same and the worn-out, to throwing all the creativity and spirit of past games in the rubbish bin.


Shy Guy mariachi bands rock

Generic locations and characters aside, Sticker Star is also pretty bland gameplay-wise. Let's talk about the central gimmick of the game: stickers. Stickers are everything in this game. Instead of having a set of constant abilities, Mario fills an album with one-time use stickers. Stickers are your attacks, your defense, your health, and your puzzle-solving tools. There's no leveling up and no real character progression at all in Sticker Star. It's all about having the most powerful stickers. SS is basically an RPG built entirely around consumable items. It's fun at first filling up an album of unique stickers, and there's also a collect-em'-all goal because you can store all of the stickers you find in a sticker museum. The shiny stickers even realistically glisten in your album on the bottom screen if you move the 3DS around. It's also fun initially trying out each sticker in battle to see what they do. But by the third world, I'd pretty much seen every kind of attack (besides the "thing stickers", which there are so many of that I probably didn't even use half of them in battle by the end of the game) and the only ones left to find were just stronger versions of each attack.

You see, there's really only two basic methods of attack in Sticker Star: jump and hammer (there are a few others, like throwing fire balls, but mainly jumping and hammering will be your primary attack methods). While the timed button presses that allow Mario to do more damage in battle are still fun to execute properly, battles get pretty monotonous pretty quickly because even if there is a variety of different kinds of jump and hammer stickers, they all use the same basic timed button presses, with few variations. Running out of stickers isn't really a problem, thankfully, because stickers can be found stuck all over the various environments of the game, and can also be bought in a multitude of shops. The only reward for battles is coins (and occasionally a few stickers), so most battles can actually technically be passed right by with little consequence. If you're like me though and fight every battle, and also explore every nook of every environment, you'll have more than enough coins and powerful stickers to mop the floor with every basic enemy in the game. When I was around halfway through the game, I had rows upon rows of overpowered stickers that dealt out damage numbers triple that of the HP of the poor goomba that I was stomping. Previous Paper Mario games and Mario RPGs in general have multiple party members and various special attacks that gave the player plenty of options and kept things fresh. Besides the thing stickers, which act sort of like "summons" in a Final Fantasy game, Sticker Star only has jump, hammer, and a slot machine that gives Mario the option of multiple consecutive attacks.

Battles are fun at first, but become very monotonous over time

Boss battles are a different story, but not in a good way unfortunately. Basically, every boss in the game is weak against a specific thing sticker and there's no real way to figure out what that sticker is unless you first see the boss and somehow figure it out from their appearance (and also just happen to be lucky enough to have the right sticker in your album), die and retry against the boss so Kersti gives you a hint as to their weakness, or simply randomly experiment. The thing stickers are absolutely necessary for most bosses too, as they have massive amounts of HP and, until their weakness is exploited, take little damage from Mario's basic attacks. Some bosses I beat with dumb luck or by simply having more than enough mega-powered stickers, some had obvious weaknesses, others were trial and error because I didn't have the right sticker or use the right sticker at the right time, forcing me to restart and try again. In the final boss's case, a stupidly drawn-out five-phase affair, each of which require the player to have a specific sticker they couldn't possibly guess unless they waste their time trial-fighting every phase once, I just gave up and used a walkthrough to finally put this game to rest. I hope from reading what I just wrote, it should be clear enough how silly and poor this kind of boss design is. Maybe it was a neat idea to have each boss have a specific weakness and be sort of like a puzzle (kind of like Zelda bosses), but I really have no clue how the sloppy end result of this kind of design made it past the cutting-room floor, nonetheless got the thumbs-up from testers and made it into the final product.

Good luck beating this boss if you don't have that one, specific "thing" sticker in your inventory

Most of the game's overworld "puzzles" are also entirely based around the thing stickers and are also just trial and error. Some are really obvious (like needing a bowling ball to knock down some cardboard pins), but others are really cryptic (like a vague brick structure in the snowy mountains). By "paperizing" the world, Mario can turn everything into a 2D picure Okami-style and tear out certain objects or stick certain ones. This is a cool idea and sometimes it factors into some neat designs. The problem is that there's nothing really puzzling about any of the game's puzzles since every single one of them just amounts to "when in doubt, paperize" and then it's just a matter of trying every "thing sticker" you can think of until you get the right one. There are some clever uses of things, like using an air conditioner to freeze over a fiery volcano, and luckily some puzzles give some leeway and allow the player to use a few different things for the same result, but others are very strict and require a specific item. After trying to melt some snow with a lighter, matches, and a radiator, and getting zero results from each one, it turns out all I needed was a simple fire flower. Then in that same area, I used the radiator to melt a different pile of snow (this one, admittedly, was much bigger). It's all a bit cryptic and silly.

When in doubt, paperize!

While some of the puzzles might be obvious (though certainly not all), where to go in the game is often not, as I touched on before. I mentioned how I got stuck in the third world and then ended up discovering and conquering the game's penultimate world by chance (the fact that I could do so with ease is a testament to how the player doesn't really grow at all over the course of the game, besides finding HP upgrades, and there's no real actual challenge to anything, just artificial challenge in the boss fights). While I personally enjoy getting lost and revisiting old areas to see what I missed, I know many will be very frustrated by this and many more will probably just give up halfway through. It might be obvious where you need to use a certain "thing" to solve some kind of problem in a certain level, and it might even be obvious what thing you need, but that thing is often somewhere across the world is some obscure place that you're never going to find unless you simply wander around and experiment a lot.

As a stand-alone game, Sticker Star is a decent adventure. The papercraft design is novel, the level design is good, the adventure has its moments, and it is still relatively fun from the start to finish, if not quite repetitive and monotonous. But Sticker Star isn't really fulfilling in any way, and after it was over, I felt very unsatisfied, almost like I'd just wasted 40 hours playing it. This is because the heart and soul of the Paper Mario series, the vibrant characters, diverse and creative locales, and interesting stories, have been completely stripped away and swapped with a routine, bland, and unspecial experience. But why is this? Why is Sticker Star so dry when the previous three Paper Mario games are a bastion of creativity in the often criticized nostalgia-fueled Nintendo?

Part of the blame lies in the fact that the team that developed Sticker Star was comprised almost entirely of newcomers, and also it seems as if they were unwilling or unable to let their own creativity blossom. Why would they be unable? Well, that's because the other part of the blame lies with, believe it or not, the man himself, Mario's creator, Shigeru Miyamoto.


Pictured: Iwata (right) asks Miyamoto (left) something


You see, thanks to Iwata Asks, all becomes clear and the sad, puzzling truth about why Paper Mario: Sticker Star is so...sigh..."paper thin" comes out. You can read the interview in full here, and I recommend you do, but I'll just quote the most critical parts that apply to this review. Originally, Sticker Star was much closer to the first two Paper Mario games, featuring a cast of partners for Mario and a more story-focused RPG adventure. But after playing the prototype, Miyamoto claimed that it was "just a port of the [GameCube] version" (I don't know what universe Miyamoto is living in where he can say something like that when series like New Super Mario Bros. and Mario Kart exist, but I digress...). Now, I don't have a problem with the series changing things up; after all, that is exactly what Super Paper Mario did, and I love that game. While I admittedly prefer the first two games and the more traditional RPG structure, Super Paper Mario kept the heart and soul of the series intact, and also added in some awesome new ideas, so overall I really enjoyed it. No, the problem comes in the form of the restrictions that Miyamoto laid down for the team.

Apparently, Miyamoto really took charge on the direction of the game. According to Kensuke Tanabe, one of the game's producers: "Aside from wanting us to change the atmosphere a lot, there were two main things that Miyamoto-san said from the start of the project—'It's fine without a story, so do we really need one?' and 'As much as possible, complete it with only characters from the Super Mario world.' Now, I am well aware of Miyamoto's aversion to too much story in a video game, especially Mario games, but why the restriction on characters? One of the many strengths of the Paper Mario series was its diverse and colorful cast of characters, both old and brand new. And in regards to story, this is supposed to be an RPG, one that follows other story-heavy RPGs. I don't care if it's Mario or not, it is not "fine without a story." But don't let me tell you, Nintendo President Satoru Iwata basically takes the words right out of my mouth when he says, "In some ways that would be the exact opposite direction from recent games in the series."

Paper Mario has always had a talent for bringing together a varied and interesting cast of both old and new characters

Regarding the characters, Tanabe goes on to say: "But being unable to use new characters is pretty strict. Of course, we could not make any new enemy characters, and as for allies among the Super Mario characters, there's really only Toad in various colors!" Um...okay, except in every previous Paper Mario, even when there were toads, many of them appeared wearing unique clothes and had their own unique names and characters. In addition, Mario teamed up with goombas, koopas, yoshis and all manner of creatures from the vast array of the Mario universe. Co-existing with these more familiar faces, there were new races and new characters which only enhanced the richness of the world. Ignoring how asinine the suggestion is, how the team took 'use only familiar characters' to mean 'replace the varied cast of familiar characters from past games with generic, nameless, featureless toads and generic, nameless, featureless goombas, koopas, shy-guys, etc.', I am simply at a loss. The newest installment in the Mario and Luigi series (Paper Mario's sister RPG franchise), Mario and Luigi: Dream Team, is full of new characters and enemies. The upcoming Super Mario 3D World has new characters and enemies. Hell, even New Super Mario Bros. 2, the most redundant, unoriginal Mario game ever made, had a couple of new enemies. But Sticker Star? Nope, can't have anything new. I'll quote Tanabe again: "Of course, we could not make any new enemy characters". Well, why the hell not? Seriously, Mr. Miyamoto, with all my due respect, just why? And especially in a Paper Mario game. Things begin to make a little more sense when you consider that, according to Tanabe, Sticker Star "started with a near complete renewal of the staff" and according to executive managing director Kenji Nakajima, "A few programmers continued on in order to make use of previous assets, but in planning and design, about 90% were participating for the first time". So basically, Sticker Star was made by an almost entirely different team than previous games, and boy does it really show, and not for the better.

Exhibit A: Creative new enemy characters in the upcoming Super Mario 3D World

Miyamoto has been talking for ages about how he wants to give other developers more freedom and doesn't want them to always need his help, yet his dictatorial stance on Sticker Star is in exact contradiction to that, and once again with all due respect to Mr. Miyamoto, he clearly does not understand what makes the Paper Mario series so special, creator of the character or not. Why so many restrictions? Iwata says that "Creatively, restraints aren't necessarily a bad thing. A lot of new attractive features come out of that." Sometimes that's true. In Sticker Star's case, that couldn't be farther from the truth. All the restrictions turned what could have been another unique and fantastic addition to the Paper Mario series into a bland and unspecial product. Sticker Star has a unique idea in the sticker-focused gameplay, even if it is flawed in execution, and with some tweaking to this gameplay, the game could have been something great if it had the personality and originality, the spirit, and the heart and soul of older Paper Mario games. A few comical lines of dialogue here and there aren't enough.

So basically, part of the development goal with this game was throwing away everything that made previous Paper Mario games so special and enjoyable: the intriguing stories, the great characters, the creative environments, all the personality and magic; the heart and soul of the series, and homogenizing everything so there was nothing but familiar, stale characters, nothing of a story, and familiar, stale environments. I respect Miyamoto beyond words and without him, I might not have ever fallen in love with video games, heck video games as we know them might not even exist, not to mention the countless ways in which his creations have touched and inspired me, even his more recent ones. I have so much love and gratitude for Mr. Miyamoto, but he got it dead wrong this time. Miyamoto is all about the gameplay, and while tight gameplay and intuitive controls are undeniably important in games like Mario and Zelda, they are far from everything. Atmosphere, narrative, character...there is so much more that makes Miyamoto's creations and the series that they have spawned so special. It's troubling that, at least with Sticker Star, he fails to realize that. It's even more troubling how the Sticker Star team blindly followed his orders. Maybe they had to, or maybe because Miyamoto garners so much respect, they really didn't have a choice, or perhaps they even agreed with his decisions, but whatever the case, I'm sorry to say that, despite all the magic he has birthed and everything that he's contributed to the video game world, sometimes Miyamoto makes bad decisions, just like everybody else, and I wish the designers at Nintendo were more willing to take a stand in cases like this and offer a different course of action.

Ultimately, it's downright depressing what Nintendo has done to Paper Mario. Hopefully, Sticker Star, with its mostly lukewarm reviews and seemingly almost universal negative fan reaction, is merely a failed experiment and the series might find some of its magic in a future installment. But with apparently most of the people that made the old Paper Mario games no longer on the team and with Taro Kudo, Sticker Star's co-director and script writer, saying this (I bolded one part myself for emphasis): "We worked hard so that this game would become the new standard for future Paper Mario games, so please play it to the fullest!", not to mention the incredibly homogenized and standardized feel of most recent Mario games, I'm not getting my hopes up.

Oh yeah, but Sticker Star does have a really nice, jazzy soundtrack, though. Great stuff in the musical department at least.










Thursday, October 3, 2013

The Power of Video Games: How Pikmin 2 Helped Me Fight Depression


This is going to be a much more personal one. In my last "The Power of Video Games" post, I talked about how Ecco the Dolphin for Sega Genesis instilled a sense of fascinating terror in me that has followed me into adulthood. This time, I'd like to talk about a much different video game and quite a different experience.

I've been struggling with various anxiety conditions for as long as I can remember and as I've been told, anxiety can often open the door for depression to sneak in. Unfortunately, for the past two years, this sort of situation has been exactly what I've been dealing with. It got pretty bad last year, after my dog and best friend, Max, fell suddenly and rapidly ill over the course of a few weeks and then was diagnosed with severe, terminal cancer and consequently put to sleep all in the time of a single day. After this, coupled with a post-college stagnation in my life and a worsening resurgence of many of my anxious hang-ups, I began to get depressed.

Max

Now, depression isn't "feeling sad". It's not lying in bed for a few days after a break-up or crying all the time. I've heard and read about the symptoms of clinical depression, but really I can only describe my own experience and "sad" isn't the way to put it. Activities and situations that would normally make me happy and bring me joy began to bring me nothing at all. I began to have trouble getting out of bed and mustering the energy to do much of anything at all. I would try to go out with friends, but I would feel isolated in social situations. I don't think most people really noticed because I'm naturally quiet a lot of the time anyway, but there's a big difference between being my normal quiet and introversive self and feeling depressed. I would feel exhausted by social activities and feel like I had nothing to offer or to say at all. Afterwards, I would go home feeling lonely and worthless.

Likewise, activities that would normally bring me enjoyment during my personal time started to fall flat. This includes reading, writing, and of course, video games. I tried playing a lot of games, but I found myself struggling to really find that "sweet spot", that rich sense of immersion I normally get from the medium. There were moments of enjoyment here and there, sure, but it wasn't like before. There was just this sense of emptiness in me that seemed to be swallowing any and all positive vibes.

Late summer of last year, I decided to play three GameCube classics in anticipation of their upcoming sequels the following year. First up was the original Luigi's Mansion, and following that I decided to tackle the Pikmin series. I've owned the original Pikmin since its release, but never finished it. I started anew in the game and after finishing it, I picked up its sequel, Pikmin 2, which I'd never experienced on GameCube and which had conveniently just been re-released with enhanced pointer controls on the Wii.

I was able to get through Luigi's Mansion and Pikmin without much trouble since they are both relatively short experiences, but Pikmin 2 was another story.

I remember starting the game and enjoying what I initially played quite a bit. The improvements and new features compared to the original game caught my attention and this updated interface, lack of the 30-day time limit that made the first Pikmin feel rushed, and gigantic, real-world objects like a Duracell battery and a crushed soda can charmed me so much that I remember scolding myself for never having played the game before.

"Why have I never played this before?"

But then things hit a wall. Pikmin 2 is a much longer experience than the first game and try as hard as I might, I began to struggle to play to play the game for any lengthy period of time. As depression tugged at my ankles more and more and I began to sink deeper and deeper, I found it hard to do much more than sleep. I had to force myself to try to play Pikmin 2, but I began becoming overwhelmed and having to turn the game off after about half an hour of play. Real-time strategy games have never been my expertise, but Pikmin's unique premise and charming world attracted me. I wanted to get into the game, but its strategic nature and high-risk style of challenge began to make me stressed and overwhelmed. I just didn't feel up to managing these hundreds of tiny creatures and conquering the game's many challenges. I knew there was something about the game that I liked, loved even, but I just could not muster the energy.

So to give a broader picture of my life at this point, I was basically just waking up, going to work, coming home, trying to find enjoyment in something, usually failing, and going to sleep. On days off, I would sleep most of the day, wake up, eat something, and then sleep some more. I tried spending time with friends, I trried gaming, I tried doing other thing I enjoy, but everything just "fell flat". That seems to be the best way to describe it because that's how it felt, and how I felt. Just flat, empty. I didn't really have anything to look forward to and I just felt like nothing.

But then something happened.

One night, I was lying in bed around 9 o'clock at night. If you know me at all, you know that this is nowhere near my normal bedtime and is very unnatural. Like many other days, I didn't feel like doing anything and I simply just gave up, crawled into bed, and shut the lights off. But I knew this was wrong. I wasn't really tired. I didn't want to do this. I knew I was doing exactly what I shouldn't be doing. I was angry at myself. I wanted to fight this.

Reluctantly, I opened my eyes, dragged myself out of bed, and I decided to try. To try to overcome this. I turned on the TV and booted up Pikmin 2. I just wanted to try to play it, if only for an hour. To try to get some enjoyment out of an activity that has typically brought me so much fulfillment.

I don't know if it was the particular part of the game that I was in, or if my mood was just right, or maybe it had something to do with Pikmin being unlike any other game I'd ever played and thus it ignited something lost within me; it was probably some miraculous combination of all of these things. Whatever the case, that night I finally broke the barrier and got into something. I forgot about being depressed, forgot about anxiety, forgot about everything wrong in my life, and I simply lost myself in the weird and wonderful world of Pikmin. Everything suddenly clicked and the game didn't seem so difficult anymore, playing it didn't seem like an insurmountable task. As I journeyed deeper and deeper into one of the game's multi-leveled cavernous dungeons, I began to feel something again.

For the first time in months, I really felt something. A hole being filled in. Accomplishment. Joy.


Working together

By the time I had finished playing that night, after about a five hour session, it was well into the early hours of the morning. I hadn't looked back once while playing. I just played. For me, at the time, to find myself having been deeply involved with something while feeling no nagging feelings or no fatigue, felt like a miracle.

And honest to God, it was all uphill from there. Don't get me wrong, I wasn't magically cured of all my anxiety and depression. I didn't open my window shouting about Christmas morning and go running through the flower fields smiling and laughing. Oh, I still had issues; oh I still do have issues. But after that night, after Pikmin 2 dragged me up and pulled me in, I began to feel better. No, not to feel better, but to feel more normal. I was enjoying a video game again, and I realized that I had only just scratched the surface of Pikmin 2, a lengthy, atmospheric, and challenging experience. When I finally finished the game towards the end of the year, I felt exhilarated. After conquering the game's terrifying final creature, rescuing my partner, Louie, and salvaging every last piece of treasure in the game, I felt a massive feeling of accomplishment. Not because I'd finished a video game, I've finished many of them, but because I felt like I had dealt a serious blow to depression, that I had spit in its face and fought back, that I had cut through all of its shackles and conquered something (and not only that, but legimately enjoyed something) that depression told me I could not.

After that, I began to enjoy playing games again. And after being able to enjoy myself when I was alone, I began to enjoy spending time with friends again. I began to look forward to things again, become excited about things that I'm passionate about again, and to feel some hope again. And there are no words that can accurately describe how good that felt and how thankful I am for these kinds of feelings that so many take for granted.

I am far from being in the perfect place in my life today, I'm still wrestling with depression and discontent, and I will always be fighting a war with anxiety. But I am far better at this present moment right now than I was one year ago. And although at the end of the day, it's because of my own perseverance and determination that I've been able to fight back against depression, it was Pikmin 2 that helped pull me back, and it's this strange, wondrous video game, this fresh, unique experience that was unlike anything I'd ever played before, that I ultimately want to thank today.

Thanks Miyamoto and Co.







Wednesday, June 12, 2013

E3 2013 Day 1 Impressions (Nintendo!)


Oh Nintendo…

You’re the only company that both thrills and disappoints me simultaneously all the time. Yet I stick with you. I can’t help but have a huge derpy grin on my face whenever Shigeru Miyamoto takes the spotlight to talk about his newest game. I can’t stop my heart from taking a leap every time a new Zelda is unveiled. Every. Damn. Time. Hell, I’m listening to the Super Mario Galaxy soundtrack right now.

But like every whiny fan out there, I can’t help but bitch and moan about you all the time as well. So Nintendo, I apologize in advance, because this is gonna be a long one. Remember though, I criticize out of love.

If E3 is my favorite week out of the year, than the Tuesday of that week, the day that E3 officially starts and the day that Nintendo has traditionally held their annual press conference, is probably my favorite day of the year. This year Nintendo chose not to hold a press conference. I understand why. Nintendo isn’t really competing with Microsoft and Sony anymore and they were almost forgotten entirely yesterday in the wake the green and blue giants’ battle (actually it was more like a massacre). Nintendo is sort of its own entity now; they walk their own path and do their own thing, and that’s fine. We look forward to whatever surprises the historic developer has in store for us each year, no matter how exciting or baffling they may be. So I didn’t have a huge problem with Nintendo doing a Nintendo Direct on Tuesday morning instead of a press conference, that is until I tried to watch it.

As the live stream finally stuttered into view after I missed the first five minutes and proceeded to pause every two seconds, followed by lagging and skipping, and finally crashing all together just in time for the big Super Smash Bros. trailer, I quickly realized just how much of a bad idea this was. Nintendo didn’t seem to count on millions of people watching their video at the same time (believe it or not Nintendo, we do still care about you) and their crummy video player just couldn’t hold up under the pressure. This basically ruined the hour (or so) of hype I look forward to most every year. The new game reveals and surprises of the conference were spoiled for me as a new Mario game slowwwwly was revealed to me and I was forced to agonizingly listen to Smash Bros. footage while staring at a black screen and being unable to see Mega Man fighting Mario and Donkey Kong. I watched the entire Direct (this time crystal clear and smooth) on YouTube, where it was thankfully posted, immediately after the live stream, but it wasn’t the same because the hype had already been spoiled.

The lesson learned here? Next year, just have a normal press conference, Nintendo, so the big name gaming sites can stream it (it’s nice to have options) and be prepared for the millions of fans watching.

On to the games themselves, which are what I want to primarily focus on in this blog. As Nintendo’s own Reggie Fils-Aime has repeatedly said this E3, it’s all about the games. I will mention briefly how Nintendo’s overall presence at E3 today stacked up. I bought the Wii U to play Nintendo games, plain and simple. It’s no surprise that Nintendo’s third-party offerings are minimal and that they have a very solid mainly first-party line-up for the rest of 2013 and going into 2014. If you’re a fan of the video games that Nintendo develops, there has to be at least one title in there that you’re excited about. That’s of course the key: if you’re a fan. If you don’t care for Mario, Zelda, or don’t know what the hell Pikmin is, the Wii U probably isn’t for you. Reggie has himself basically said this. Nintendo isn’t even really trying to say their console is anything else but a box that plays the big N’s latest games. “There’s only one place that the consumer can play Zelda, Mario, Donkey Kong, Pikmin 3. That is our ace in the hole,” says Reggie. This is the blatant truth and I knew exactly what I was getting into what I bought the Wii U. I plan on getting a PS4, and I also have my PS3, but I bought a Wii U for my Nintendo fix.

With that out of the way, it’s Nintendo’s line-up of software that I’m going to focus on and as has been the case lately with Nintendo, it’s a big bag of mixed feelings.

I’ll start on a positive note. The best-looking video game that Nintendo is bringing to the Wii U this year is a game that we’ve known about since last E3. It’s only looked and sounded better with each new piece of footage and information that Nintendo has released for it.

“We didn’t make Pikmin 3 to simply extend the series. We made it because we wanted to,” says Miyamoto and isn’t that when not just Nintendo, but every developer, makes the best games? Because they want to; because they are genuinely inspired to create something. Hearing Mr. Miyamoto passionately talk about the third entry in one of gaming’s most unique series, I can’t help but share his excitement. It’s telling in and of itself that Miyamoto, someone who oversees in some way just about every first-party project that Nintendo develops, appears in the Pikmin 3 “Developer Direct” video that Nintendo put out. (Miyamoto’s influences are everywhere in Nintendo’s current line-up: he recently spoke about wanting to return to the unique gameplay from Super Mario Bros. 2, and the newest Mario calls back to it with its four playable characters with different abilities and the new Donkey Kong Country features “plucking” mechanics; he wanted to return to the kind of world seen in A Link to the Past with stereoscopic 3D visuals, and now we’re getting a sequel/rebirth hybrid of that game on 3DS). These developer insights into Nintendo’s newest games are a great idea and I applaud Nintendo for giving the consumers this kind of attention. Pikmin stands out from the latest Mario, Zelda, Pokemon, and all the rest because it’s not just another iteration in a series that we all expected (well, it was teased for years, but you know what I mean), it’s a game Nintendo wanted to make and it looks fantastic. The gameplay looks like it builds on the strategic foundations of its predecessors, the visual design and art direction are gorgeous (maybe the visuals c an’t stack up to the PS4 but they still look pretty to me), and the game just looks like an overall delight. It looks familiar yet fresh and somehow it’s more compelling to me than anything Nintendo has shown today (besides maybe Smash Bros.)

Another game that is something special in Nintendo’s line-up is The Wonderful 101. I personally got the chance to play this new IP from Platinum Games at PAX East and can confirm that it’s fun, stylish, and unlike anything else I’ve played. The gameplay ironically bears a resemblance to Pikmin, where you control an army of little superheroes to take down giant baddies, but the way the game plays and flows is entirely different. This game also stands out to me because both the character designs and campy superhero flavor echo the GameCube classic, Viewtiful Joe, which is no coincidence considering the fact that Viewtiful Joe’s director Hideki Kamiya and producer Atsushi Inaba have reprised those same roles for The Wonderful 101. We never got Viewtiful Joe 3, so I suppose this game will have to do.

After opening its E3 Nintendo Direct with a new trailer for Pokemon X/Y, Nintendo unveiled its first Wii U title: Super Mario 3D World. If nothing else, this game really caught me off guard. Nintendo promised that a new 3D Mario game from EAD Tokyo was going to be at the show and I think everyone was expecting the bold reveal of Super Mario Universe, the massive successor to the Galaxy titles. I was a bit suspicious that we would be seeing the next huge main series 3D Mario game so soon, due to the same team just putting out Super Mario 3D Land at the end of 2011. Since the new game was rumored to be coming out by the end of 2013, it just didn’t seem like the next great innovative Mario title could be conceived, created, and released in that short time period. Now it makes sense. We’re not getting the next Galaxy, instead EAD Tokyo has chosen to use their experience from 3D Land to create a console follow-up to that game.

This is definitely a surprise and the game is painfully charming and adorable thanks in large part to this new game’s latest animal suit: the cat suit. I mean, just look at this trailer.

That little cat sound when Mario picks up the bell is too much. I also already have that theme song stuck in my head. I was surprised by how excited I was to see that Princess Peach is actually playable, float powers and all, for the first time in a main series Mario platformer since Super Mario Bros. 2 (USA version). In fact, the game stars the same four playable characters as that classic, each with their own unique abilities. I mean, with two four-player New Super Mario Bros. games out, why did it take so long for this kind of set-up to return? Anyway, the game is pretty visual-wise and notable for bringing 3D Land’s unique “3D Mario that plays like a 2D Mario” style to a home console. It’s going to be fun. It’s going to be Mario.

But how can I not be a little disappointed?

Of all Nintendo’s announcements, the promise of new 3D home console Mario game was the one reveal that I thought was a safe bet. Super Mario 64, Sunshine, and Galaxy all innovated and raised the bar in terms of creative, powerfully fun and memorable platformers. I thought we’d be seeing the reveal of an HD one of those. But of course with Nintendo, it’s never that cut and dry. I commend them for going in a different direction, but this new Mario game, as fun as it may be, also looks very safe. When I saw the reveal of Super Mario Galaxy, I was blown away. Mario in space!?! It was the next bold attempt to once again revitalize the Mario brand. Lately, however, Nintendo seems content with letting Mario simmer and dare I say, stagnate. I haven’t been thoroughly satisfied with a Mario platformer since 2010’s Galaxy 2, and even beyond that haven’t really been extremely excited for one since the first Galaxy in 2007. The reason that we're getting 3D World instead of another Galaxy-type game is mainly because of multiplayer. This trade-off isn't worth for me, as I'm the type who would rather have a giant single-player-focused experience.

It’s just…I’ve played a game like Super Mario 3D World so many times now. Don’t get me wrong, 3D Land had a unique style and this new game is bringing that to a console for the first time, but I just mean that kind of colorful Mario game where I hop-and-bop through done-to-death grass, desert, and snow-themed levels collecting three star coin collectable thingies in each one. Fighting Bowser. Saving the Princess. I think that’s why seeing Peach in action excited me so much; it just felt so refreshing and felt like something that should have been in Mario platformers for years now. It was a breaking of the traditional mold and the fact that it startled me so much perfectly demonstrates just how routine and safe Nintendo has gotten lately. I’m still going to play the game (I’m going to play most of these games), but if these “3D Land” games become the next “New Super Mario Bros.” and Nintendo becomes content to let even Mario’s big 3D console outings (which have traditionally been not just good, but generation-defining) become stale, spirit-less shells of Mario’s former glory, I’ll finally hang up my red cap for good. New Mario games need more than just a new adorable animal suit to be something exciting and special.

Actually, I’m more excited for Sonic’s latest 3D console outing, Sonic: Lost World, a console exclusive for Wii U (although it is also on 3DS). Take a moment to read that sentence again, because it’s fairly bizarre for a few reasons. The fact that I’m more excited for the next modern 3D Sonic game than the next modern 3D Mario game might seem pretty backwards given the comparative quality of Mario’s 3D outings vs. Sonic’s. Add to this the fact that this Sonic game is launching on Nintendo’s console around the same time as Mario and it becomes a trip to the Twilight Zone for anyone who grew up in the “Nintendo vs. Sega” days. But I swear it’s true! The fantastic Sonic Colors and Sonic Generations were more compelling than any Mario game I’ve played lately and Lost World looks to continue Sonic’s rise back to relevance with a vibrant, energetic, creative-looking platformer. As someone who grew up playing Sonic even more than Mario in my early days, I announce this with pride and warm, spiky, blue nostalgia in my heart. Good to be excited for your new games again, old friend.

Mario Kart 8 was shown next, another title we knew would be there and it looks really nice visually. It’s great to finally see Nintendo’s colorful worlds being brought to the modern era of HD and they mostly look great. Anywho, it’s another Mario Kart game, the eighth one in fact, and this one’s latest gimmick is anti-gravity. Nifty. I would’ve rather had a new F-Zero though.

Nintendo next pulled back the curtain on the new HD remake of The Legend of Zelda: The Wind Waker. I’ve been holding back judgment of this visual makeover of what is one of the most visually impressive games I’ve ever played until I saw the game in motion. Now that I finally have, a lot of my fears have been confirmed. I have three words for you, Nintendo: Too. Much. Bloom. Why did The Great Sea become so damn bright?! For the most part, the game looks solid, in fact nighttime and indoor scenes look quite good, but the daytime scenes are far too oversaturated with an obnoxious bloom effect that I find very distracting. In addition to this, although the visuals look crisp and clean and high res, the game just has this plastic-y look and the lighting all around just doesn’t “pop” like in the original. All this downplays and hurts the original’s animated, lively, cel-shaded look. The colors in the original are more vibrant and seem more muted in the remake. Take the daytime sky, for example; it looks more “realistic” and doesn’t have that vibrant, animated quality of the original. Everything just looks too clean and doesn’t have that “living cartoon” look anymore. The atmosphere of the original is one of the game’s strongest assets. In fact, no Zelda game since has matched it for me in terms of its magical quality. The remake doesn’t look terrible by any means, it just doesn’t look as good as the original on an artistic level. Maybe when I sit down and experience the full game for myself and play the game and see every minute detail in person my feelings will change. I really, really want to be excited about this game. The changes to how the game actually plays so far look pretty smart: the sail being mapped to the A and B buttons instead of taking up an item slot, in addition to The Wind Waker, cannon, and grappling hook being mapped to the D-pad, a new faster sail option, and charming, non-intrusive little Miiverse integration. But seeing as I’m someone who actually enjoyed the sailing in the game and also have no problems with the infamous “Triforce Hunt” (which Aonuma also hinted is being altered somehow), the visual upgrade is honestly the most important thing for me. “Graphics don’t matter.” Yes, they do. Atmosphere is everything in video games for me, and The Wind Waker’s gorgeous, vibrant art direction plays a huge part in that. I'm surprised by The Wind Waker HD's problematic visual direction, because every other HD iteration of their popular franchises Nintendo has showed off look great, such are Super Mario 3D World, Mario Kart 8, Pikmin 3, and Super Smash Bros on Wii U. All of these look gorgeous. So why is The Wind Waker so bloomy? I've read that the effect mimics the sunny, salty sea air...maybe, but for now I'm still leaning towards the original as being visually superior (if not technically superior).

The original game still looks great, so I just have to ask: did we really need a visual remake of the prettiest Zelda game you’ve ever made Nintendo? I’d rather whoever is working on this remake take inspiration from The Wind Waker’s deep side-content, sophisticated story-telling and character-building, and timeless art and use it to help build the next original Wii U Zelda game, as many of these elements, which games like Majora’s Mask and The Wind Waker excelled in, are sorely missing from more recent Zelda titles.

The Wind Waker HD wasn’t my biggest disappoint from Nintendo, though. That honor goes to Retro Studios’ new game. If you read my pre-E3 post or my last post about Monday’s news, you’ll know that I had three big hopes for Nintendo’s showing: More information on Monolith Soft’s new RPG “X”, which we indeed got a new trailer for, but no real new information except that it’s coming in 2014. There’s still no official title, no story details, no confirmation on whether it’s a Xenoblade or Xenogears sequel. The game is looking terrific though. The second hope was a new HD Metroid game which we didn’t get (only Samus’s unfortunately Other M-influenced design in Smash Bros.). Finally, and perhaps my biggest hope of all, was Retro Studios’ new project. Retro Studios is the little western developer that stunned video game lovers everywhere when it successfully brought the Metroid series in 3D with the mesmerizing, captivating, atmospheric Metroid Prime in 2002. Besides helping out on Mario Kart 7, the developer has been quiet for the past two and a half years. As Retro quieting began amassing talented developers for a new secret project, rumors and hype began to run wild. Retro itself said it was something that everyone wanted. One of the mystery game’s artists said it might be the highlight of his career. What was it? I heard it all. A new Zelda. A return to Metroid. Star Fox. A Star Fox/Metroid crossover. A brilliant new IP from the studio that had proved it itself on iconic Nintendo franchises and was ready to create one of its very own. Anticipation has been high for this game and I only hoped that this year’s E3 would see its reveal. I considered all the possibilities, with a new IP or Metroid being at the top of the list and a sequel to the developer’s last big game, Donkey Kong Country Returns being at the bottom...

Retro’s super secret ambitious Wii U project, ladies and gentleman. A Donkey Kong Country Returns sequel. Maybe I should have seen this coming with the recent release of the first game’s remake on the 3DS, but I thought Nintendo only released that as an easy way to pad the 3DS’s library and to keep one of their character’s relevant. Donkey Kong Country: Tropical Freeze is going to be a terrific platformer. The game looks to be carrying the first game and Retro’s tradtion of great game design and art direction. It will be enjoyed by many. But it’s not what I wanted by a long shot. I like the Donkey Kong Country games, but I’ve never been a diehard fan and I really wanted to see something new (or a resurgence of Metroid, but I feel like the studio wouldn’t want to make another one, and I’d rather they make something that they want to).

Donkey Kong was Nintendo’s big surprise for this year’s E3 and unless Retro is secretly working on another ambitious Wii U title, it’s their big mystery game too. No Metroid. No new IP. Just a Donkey Kong sequel. Excuse me while I go cry myself to sleep.

So Super Smash Bros.! YAY! I was honestly shocked at how far along the game is in just one short year of development. The 3DS version looks decent, but the Wii U one really looks beautiful with crisp animations and gorgeous HD visuals. I wasn’t even sure we’d get a trailer, but not only did we get Mega Man, but just listen to series’ creater Masahiro Sakurai talk about the project here.

That’s some great gameplay footage, eh? And from the way he talks, the game is moving along quite smoothly. I’m excited to see what he means by “every player having their own system”. Like all of Nintendo’s products, Sakurai looks like he’s putting a keen attention to detail in this new game and with new photo updates on Miiverse on the game five days a week and a new website for the game going live, have the infamous Super Smash Bros. Dojo updates begun again? I’m excited to hear more and surprised that the game is launching as early as 2014. So far, it seems that partnering with Namco Bandai was a good move on Nintendo’s part.

And how ‘bout that Wii Fit Trainer, huh? Nintendo trolled us all when it teased a ‘big surprise’  after the Nintendo Direct. Is it my Metroid??? Nope! It’s this weird mannequin lady! (Although she actually looks really fun to play as.)

This is already way too long as usual, but I do want to briefly mention some 3DS games. Nintendo’s 3DS lineup of late has been brimming with quality software in comparison to its current Wii U offerings. A new Yoshi’s Island game looks nice, but what about the Yarn Yoshi Wii U game, Nintendo? I’m more interested in that one. Mario and Luigi: Dream Team looks like another solid Mario RPG, and I’m actually digging the series’ new visual direction. Finally, Nintendo quietly released another trailer for its A Link to the Past sequel on 3DS and also announced its title: A Link Between Worlds. The title’s fine I guess, although a little odd when you consider that the same title could have easily been applied to the original A Link to the Past and worked. The new game footage, while not showing much of anything new, seems to confirm my biggest fear with this new Zelda title. That fear being that as Nintendo has admittedly promised, the game seems to be recycling the same overworld we all know and are very familiar with from A Link to the Past. Nintendo keeps saying this is a “brand new game”, but I’m sorry, Nintendo, if you reuse the same overworld, it’s half a remake. Nintendo wanted to return to the top-down style of ALttP to see how 3D depth effected the sort of elevation changes seen in this style of game, but a brand new world with the same style would've accomplished this just as well. I'm looking forward to the game, and the new drawing mechanic looks cool and adds a new dimension (literally) to exploration, but I can't say I'm as excited as I would be for an entirely new Zelda game.

Man, remember when I said this: “I can’t stop my heart from taking a leap every time a new Zelda is unveiled.” If you are actually still reading this mess, first of all my commendations, but you might recall that I said this way back at the beginning of this Nintendo tirade. While that sentiment still holds true, I have never been more unenthusiastic for new Zelda games. In fact, I’ve never been unenthusiastic for new Zelda period. I’m definitely more excited for this “new” 3DS Zelda than The Wind Waker remake, but this new A Link to the Past remix is just the bookend on Nintendo’s overall strategy of playing it safe.

The only reason Nintendo has been able to get away with shipping the same five franchises year after year is that they constantly reinvent these games, give breathing space between releases, and make each new iteration exciting and fresh again. This is not only essential for the health of Nintendo’s iconic characters, but it’s the bare minimum these games need to remain relevant. Nintendo seems to have forgotten this ever so important rule. Remember the GameCube days when we got the rebirth of Metroid? The bold new artistic and thematic direction of Zelda in The Wind Waker? Mario Sunshine? Luigi’s Mansion and Pikmin? Remember when Nintendo took risks? Remember when they first brought out Animal Crossing and how unique and awesome it was?

To be fair, we’re seeing sequels to many of these unique games now, but they’re still sequels and not fully original ideas anymore. As nice as it is to see a new Luigi’s Mansion and Pikmin, they’re still expansions on ideas pioneered in those earlier days. We’re not getting as many of those kinds of new, ambitious projects from Nintendo anymore.

Maybe you’re one of those people who are perfectly fine with playing through the same damn desert world in the newest Mario upgrade with the newest suit, maybe you’re the type who just wants to play Ocarina of Time remixes 'til the end of time, maybe you’re fine with more Donkey Kong Country instead of a brilliantly talented developer working on something new, maybe you’re the type who is actually excited about New Super Luigi U. Well, fine. I’m glad you’re happy, but some of us want more, some of us expect more from a developer that has defined much of their life with video games with stellar experience after experience and memorable adventures through countless memorable worlds.

Maybe the risky, ambitious titles I ask for won’t sell as well as the safe ones and help Nintendo grow as a business, but Nintendo’s not exactly making a killing on the Wii U these days anyway.

I just want to see that creative spark again from Nintendo. I just want Miyamoto to be able to excitedly talk about more games.