1778: Enough with the “Nintendo on Mobile” Nonsense

Another article about whether or not Nintendo should move into the lucrative but (largely) morally bankrupt world of mobile phone games came up today, this time from Forbes.

Thankfully, Forbes’ Erik Kain actually has his head screwed on correctly, unlike the various analysts who have, over the last few years, said that Nintendo “should” go mobile owing to the decline of dedicated handheld gaming in favour of gaming on smart devices, and the general underperformance of the Wii U compared to both its peers and its predecessor the Wii.

Nintendo’s in a very different position to where it was during the Wii and DS years, for sure, but the company is coming into the Christmas period in a strong position with regard to games. The Wii U in particular is in a much better position than it has been, with strong first-party titles like Mario Kart 8 and Super Smash Bros. (as well as Captain Toad Treasure Tracker soon) doubtless having places on many Christmas lists. The 3DS, meanwhile, is largely keeping to itself for the most part, but still has an enormous library of great games to draw from — not to mention backwards compatibility with the wealth of fantastic software available on DS.

Kain brings up an excellent point in his piece, which is something I’ve been saying for a while: Nintendo shouldn’t move into mobile game development because the philosophy behind it is fundamentally different to the way Nintendo does things. And not, for my money, for the better; while excellent mobile games like The Room, 80 Days and the like exist, for every one of those there’s a Candy Crush Saga, Hay Day, Clash of Clans: mindless tapping games designed not to be in any way fun, but instead to extract as much money out of their players as possible. And, worryingly, players are lapping these up. The aforementioned games all make obscene amounts of money each month — enough to be able to afford advertising campaigns that rival (and in many cases exceed) the presence of the most big-budget triple-A titles — and they’re all a load of cack.

Nintendo, conversely, is all about the fun, and I’ve been reminded of this as I’ve played Super Smash Bros. and revisited Mario Kart 8 this week. Nintendo makes games by the old book: they’re not trying to be movies, they’re not trying to be spectacular, they’re simply trying to be enjoyable fun that anyone can pick up and have a go with, but which those willing to put in a bit more time and effort can get even more out of. Every time I play a Nintendo game, it feels like that Christmas I got a Super Nintendo; they’re games just made to be enjoyed and savoured for the joy of playing, nothing more. They have no desire to be “art” — though for sure there’s artistry in both their aesthetic and top-quality mechanical design — nor any desire to say something about the human condition; they’re just… you know, fun.

Moreover, they’re games that are designed to gradually train players to get better and progress a little bit at a time, demonstrating their skill rather than how deep their pockets are. If you get stuck in a Nintendo game, it’s up to you to get good, scrub; no paying to skip a difficult bit here.

Up until very recently, Nintendo games didn’t even have downloadable add-on content; that’s changed with Mario Kart, but even that demonstrates Nintendo’s “players first” attitude. Rather than pre-purchasing the DLC costing as much as a new game as tends to happen with new triple-A games and their obnoxious “Season Passes” on Xbox, PlayStation and PC, Mario Kart’s DLC costs £12 and clearly shows exactly what it is you’re getting for your money and when. (8 new tracks and 4 new characters now; another 8 new tracks and 4 new characters in May of next year; alternatively, you can pay about £8 and get just the first half now.) Not only that, but when playing online, the player-base fragmentation issue that DLC creates is deftly taken care of by a simple on-screen button that asks whether or not you want to play with the new tracks included, or just those that came on the disc. Simple, effective.

I have not played a single mobile game for… probably well over a year now. Very little has appealed — though I do intend to give 80 Days a go at some point — and, moreover, the problems both Android and iOS have with discoverability have only continued to get worse and worse as time has gone on; the market is flooded with identikit crap from developers trying to make a quick bit of cash from reskinning existing games and cloning popular titles. There’s the odd diamond in the rough — stuff like Monument Valley, Threes! and the aforementioned 80 Days — but it’s very much in the minority and, frankly, even these great games are very rarely up to the standard of what you can get on 3DS and Vita, whether technically or in terms of gameplay.

Conversely, I take my 3DS and my Vita to work every day and play an hour of something like Senran Kagura Burst (3DS) or Hyperdimension Neptunia Re;Birth1 (Vita) every lunchtime, and I have an absolute blast. I can enjoy a game without requiring an Internet connection, without having to pay up to progress, and without “social features” constantly bugging me to share my every move on Facebook and Twitter. I’ve said it before, I’ll say it again: I’ll continue to prefer dedicated handhelds for portable gaming for as long as companies like Sony and Nintendo continue to make them, and it will be a sad day for me when the only available portable gaming platforms are mobile phones and tablets. I hope that day never comes.

Now, maybe a Neptunia dungeon or two before sleep…

1510: Hidden Ninpo

Been playing a bunch more Senran Kagura Burst over the last few days, and the more I play, the more I like it.

This is partly because of the interesting, well-told story that actually bothers to explore its characters in some degree of depth thanks to some lengthy visual novel sequences, but that’s not what I wanted to talk about today. No, instead, today I wanted to talk a little about how what initially appears to be a simple, straightforward brawler grows more and more interesting to play as you progress.

Senran Kagura Burst gives you five playable characters on each of the two “sides” of the story, plus some secret characters, I believe — haven’t unlocked them yet, but there’s a conspicuous question mark on the character select screen. Initially, these characters all have their own distinct characteristics — from the Hanzou path, Asuka has speedy attacks, Ikaruga has a long reach, Yagyuu hits hard, Katsuragi fights without weapons and Hibari hits lots of times — but they all “handle” fairly similarly. In other words, at the outset of the game you can pretty much button mash and get some good results.

Thanks to an RPG-style levelling system, however, the characters evolve as you play them in several ways. At various level boundaries, they unlock new “arts”, usually in the form of extending their usual combos, but as you play levels in one of two modes — Yang, which is “normal”, for want of a better term, and Yin (or “Frantic”), which sees the girls stripping off all their clothes (and defense) in exchange for a massive damage boost — you build up power in your Yang and Yin stats. Separately from your experience level, you unlock new Yin and Yang abilities as these statistics build up, until eventually fighting in Yin and Yang are as different as… well, you know. Playing a level in Yang sees you chaining together massive combos and getting ridiculous hit counts — potentially well into the thousands if you’re good at chaining knockouts together — while playing in Yin sees you steaming through, obliterating everything in your path. I finished the first boss level in the game in two seconds earlier thanks to a level 30 Asuka with a fully buffed up Yin stat.

The game doesn’t start with these two “modes” feeling different, however; no, it takes some time until the differences start to take effect — initially the only difference is in what the girls are wearing as you fight. But as you gain levels and increase the Yin and Yang stats, more and more depth is gradually added to the game until you’re playing something a lot more technical and interesting than what initially appeared to be a fun but fairly mindless button-basher.

This becomes particularly apparent as you work on several characters at once — the story often forces you to use specific characters the first time you take on a level, and so you’ll get some experience with all of them while undoubtedly finding favourites. Again, initially, all the characters feel very similar outside of their obvious differences in weaponry, but again, over time, they start to become more and more distinct. Asuka, for example, becomes a whirling death machine able to hit lots of enemies at the same time with a spinning attack, then launch them all into the air. Katsuragi, meanwhile, actually changes significantly from her low-level incarnation; rather than being able to launch enemies simply by hammering the Fast Attack button and unleashing a combo, Katsuragi begins requiring Heavy Attacks to be in the mix in order to successfully launch them. This forces you to play Katsuragi noticeably differently from the other characters — and I’m sure the others are different again, and I’ll come to discover their own quirks over time.

The pace at which all this happens is really good, too; you start getting additional techniques and new moves just as hammering “Y” repeatedly starts to get a little tiresome and you start wondering whether there’s anything more to it. It’s not long after that your rate of pressing the attack buttons slows down from the frantic pace it almost certainly begins at, and you start actually counting how many attacks you get in in order to use the moves you want to. In a funny way, it reminds me a bit of Bayonetta, which I still regard as the benchmark of 3D action games — there was never a moment in Bayonetta where I didn’t feel in control of the character, and that, likewise, gradually grew in complexity (and, consequently, in how rewarding it was to play) over time. Bayonetta is probably a superior game with more variety than Senran Kagura, but to get a similar vibe from it is testament to the latter’s satisfying brawling.

Anyway, if you’ve been hesitating over picking this up — perhaps you’re an American holding out for a possible physical release? — then, well, I’d strongly advise you to grab a copy if you enjoy a good brawler. And then help me bug Xseed to bring the Vita game to the West, too.

1504: Life and Hometown

As promised (well, suggested) I booted up Senran Kagura Burst for the first time last night, and I’ve felt a strong urge to keep going back over the course of today. The reason? It’s one hell of a lot of fun. Who’d have thought it?

The reason I like it so much is not, as you might conjecture, all the bouncing boobies (though I won’t lie, the various members of the main cast all push my buttons in various different ways — why deny it?) but rather the fact it plays like a modern-day brawler. Streets of Rage at turbo speed, if you will; the only thing that’s really missing to make it into a truly authentic arcade brawler is a cooperative two-player mode, which appears to be sadly lacking.

Still, this isn’t a massive omission on a handheld game, and particularly not when there’s seemingly so much to work your way through. There are two hefty stories to play through, each with five different playable characters, and when you’ve completed each level you can go back and replay it with any of the other characters in order to earn rankings and experience points for them. And then you can play it with each character in “Frenzy” mode, whereby they do 750% more damage but take considerably more damage on account of the fact that all their clothes have fallen off and they’re fighting in their swimsuits. In other words, you can play each level up to ten times altogether — five for each character normally, then again with each of them in Frenzy mode — and have an enjoyable experience each time.

Like the classic brawlers of yore, Senran Kagura’s controls are simple and straightforward, but can lead to satisfyingly ridiculous combos. Senran Kagura’s main contributions to the ridiculousness are the “Aerial Rave” skill, whereby landing a combo on enemies makes a green circle appear, and tapping the A button at this point launches them into the air for further punishment, and the Hidden Ninja Art attacks, each of which are themed around an animal and cause varying amounts of disaster for the enemies around or in front of you depending on which one you unleash.

There’s some lightweight RPG mechanics in there, too; completing levels earns you experience points, which levels the girls up, and new Hidden Ninja Arts become available every so often. Moreover, “Yin” and “Yang” bars build up depending on how many levels you’ve played in Normal or Frenzy mode, with various benefits (and potential shortcomings, particularly in the case of Yang) becoming available to you as these bars increase. It looks, then, as if the game will gradually grow in complexity as it progresses — though from the look of things, it will still remain pleasantly accessible.

I haven’t got that far into the game’s story yet — I’ve been having too much fun challenging the first few levels with all the characters — but so far the cast seems to be a loveable bunch, each with their own distinct personalities. Many of them are anime trope-tacular, of course, but I have no problem with this whatsoever; tropes become popular for a reason, after all — and I’m particularly intrigued to see how their personal stories unfold over the course of the game, as I know that those who particularly enjoy the series see the character development as a real highlight of the whole thing.

Further thoughts to follow, I’m sure; for now, I’m off to kick some Shinobi ass!

1483: Virtue’s Almost-Last Reward

I will finish this game. I will finish this game. It’s been 40 hours. It’s a matter of pride now.

There may be mild spoilers for Virtue’s Last Reward in this post. There will almost certainly be spoilers for 999. I haven’t quite worked out what I’m going to write yet; I just feel like I need to do something like a brain dump in order to try and work out what on Earth is going on.

Putting in a “read more” tag so those casually browsing the front page don’t run into any spoilers… see you after the jump if you’re continuing to read.

Continue reading “1483: Virtue’s Almost-Last Reward”

1376: Turnabout Weekend

I am glad this week is over. Really glad. It’s not been a great one.

Granted, pretty much all of the “bad things” that have happened have actually happened to Andie rather than me — she’s the one who got ill, then her phone broke, just to add insult to injury — but what with me being somewhat of the anxious persuasion, all this has had a bit of an effect on me too.

Still, pretty sure the worst of everything is over and done with now, which means we can hopefully enjoy a quiet, peaceful weekend and get back to some semblance of normality next week. Andie’s not yet sure if she’s going back to work next week or not, but that’s up to her, not me, of course.

So what am I up to? Well, I spent a chunk of this evening playing Hyperdimension Neptunia Victory and finally cleared the enormous backlog of sidequests I’d built up, leading me to achieve a “perfect 40” rating for a chapter, which is what I was really after. Helpfully, chasing all these sidequests has equipped me with some powerful items and levelled my characters up to “comfortably overpowered” status, so the remainder of the story should be reasonably straightforward — though, of course, there will be plenty more sidequests to do along the way, too.

I also downloaded Ace Attorney: Dual Destinies (aka Ace Attorney 5) yesterday, and am already in love with it. Those who know me well will know that the Ace Attorney series is one of those few series that, like Neptunia, I will immediately purchase a new installment of without question and without reading reviews. I’m only partway into the game’s first chapter so far, but it’s already impressive stuff.

The DS versions of the Ace Attorney series were actually enhanced ports of Game Boy Advance games, and thus were rather technologically limited. It wasn’t until brand new content was added in the fifth case of the first game, the fourth game in the main series and the Ace Attorney Investigations spinoff came out that we started to see some slight variations on the formula — better use of the touchscreen, for example, along with objects that could be examined in 3D.

Ace Attorney 5 is a bit of a milestone for the series, then, in that it’s the first installment to be specifically built for the platform it’s on rather than based on old code and assets. And it shows.

I was a little worried when I heard that Capcom was making the shift to 3D characters and environments — the 2D artwork of the original games was always charming and full of character, and I was concerned that the move to 3D would lose some of this. Thankfully, it hasn’t; the 3D characters are cel-shaded and look convincingly like much better-animated versions of their 2D counterparts, with a few tweaks here and there. Phoenix Wright looks noticeably older, for example, but this makes sense — by this point, he’s a veteran defense lawyer, not the frantically sweating rookie he was in the first game.

The 3D aspect also allows for more dramatic, cinematic presentation; occasionally, in the old games, the view would switch to an overview of the courtroom while the peanut gallery would mumble about something that had just been said. Now, rather than this being a static image, it’s a dynamic pan across the courtroom that looks much cooler. It’s a small touch, but it’s neat.

There’s anime sequences, too, to depict things that don’t really work with just the usual visual novel-style narration. This also means that characters have a voice; I’m pretty sure Wright is voiced by the same guy who did Jude in Tales of Xillia, which will continue to prove distracting until I find out for sure.

In fact, let me research that right now.

………

Yes, he is. Here’s proof. Well, that answers that. So long as Wright doesn’t start coming out with things like “I wish we didn’t have to fight, but we must!” I think we’ll probably be all good.

Oh, yeah. You should buy Ace Attorney: Dual Destinies. I’m sure there will be more enthusing about it in the very near future. Now I’m off to play Ace Attorney: Dual Destinies and flip the bird to this week. Mata ne.

1244: New Leaf

I started playing Animal Crossing: New Leaf on 3DS today. I haven’t played an Animal Crossing game since whatever the one on the DS was called, and I didn’t really get very far into that one. It wasn’t that I didn’t like it, it’s that it came out at a time when there was all manner of other stuff I wanted to play, and I didn’t give it enough of a chance to get into it. Consequently, when it came to time to trade some stuff in — this was back when I still traded in games, something which I rarely do these days (though I still buy used games) — it was one of the first things to go.

Consequently, I’m still pretty much a complete newcomer to Animal Crossing and the way it does things. And I’m still somewhat confused. But in a kind of good way.

Most games you play these days take a very proactive approach to directing the player’s enjoyment. “Go here,” the game will say. “Do this.” In the case of terrible, awful, shitty Facebook games, more often than not the game will literally prevent you from clicking on anything but the thing it wants you to click on.

Animal Crossing, meanwhile, takes the complete opposite approach. It drops you into a strange world — a small town populated by animals in which you are inexplicably the only human resident, and which you have somehow become the mayor of — and then pretty much tells you to just get on with it. There are characters wandering around who will give you a nudge in the direction of things to do, but for the most part, the game is all about figuring out what the fuck it is you’re supposed to be doing.

And the answer isn’t a simple one. There’s a sense of structure given to the game by the ever-present loan-shark raccoon Tom Nook and his increasingly-unreasonable bills he keeps lumping you with game after game, but other than that it’s entirely up to you to make your own fun. Will you cultivate a crop of profitable fruit trees? Will you spend your time catching bugs? Will you dig up fossils and try to fill the museum? Or will you primarily spend your time bumming around your friends’ towns, stealing their fruit when they’re not looking?

This latter part is where the 3DS version is infinitely superior to the DS version. Theoretically, the DS version featured Internet connectivity and the ability to do things with your friends, but when I was playing I didn’t know anyone else, and as such this feature — which is, to be honest, a big part of the game’s appeal — was completely useless. Contrast that with today, when I went over to my friend Jeff’s town along with our mutual friend Cody, then we took a trip over to a tropical island, swam in the sea, harvested bananas and mangoes and marvelled at Cody’s ability to catch the most enormous fish I’ve ever seen.

It’s an utterly pointless experience at heart, but unlike many of those utterly pointless Facebook games out there which are only after your money, Animal Crossing’s self-contained nature means that there’s always a sense of gentle, good-natured humour about the experience — and, more importantly, no pressure on the player. It’s an escapist experience for you to dip into for half an hour to an hour at a time, not something you play as your “big game”. And yet even in those short, bite-sized sessions — ideal for handheld play — there’s plenty of stuff to do, and enough variety to keep some people playing for hour after hour after hour after hour.

It remains to be seen how long I stick with it, but I’m interested to see how much more there is to the experience over time. Something must be there to keep people playing for upwards of a hundred hours; let’s see if I can find it.

1199: Back… to the Mansion

I never played the first Luigi’s Mansion, to my shame, but I understand it was a good time, if perhaps not quite up to the standard of some of Nintendo’s other, more high-profile titles.

I have, however, been playing the second Luigi’s Mansion game thanks to a copy generously provided to me by my brother for my birthday. Yes, it’s the second 3DS-related post in as many days, but I actually want to talk a little more generally about Nintendo and how they do things rather than go into the specifics of the console and the game itself.

Luigi’s Mansion 2 doesn’t come with a manual. It comes with a pathetic little single sheet of paper that outlines the basic controls, plus all the other usual health and safety crap that Nintendo always bundle all their products with.

What struck me in the couple of levels of Luigi’s Mansion 2 that I’ve played so far was this, though: it doesn’t need a manual, because it is so immaculately and intuitively designed that even someone completely unfamiliar with the original game will be up and ghost hunting within seconds, and all without any real “tutorial”. Okay, there are a few messages the first time you get items, but an awful lot of stuff isn’t explicitly explained at all — it just makes perfect sense.

This is in direct opposition to the way that a lot of mobile and social games work — pretty much every mobile and social game out there begins with a long, tedious, badly-worded and unskippable tutorial that literally doesn’t allow you to do anything but the thing it’s telling you to do. No sense of exploration, no means of discovering things for yourself, no means of skipping the bullshit if you’re already familiar with how to “Build Your Own Town!” and then spend the rest of your life tapping on things every time your phone lights up.

I found this interesting, because ostensibly a lot of Nintendo’s games target a similar demographic to those who play mobile and social games. This isn’t to say that they’re dumbed down or “casual”, I hasten to add — but their recognisable, consistent, family-friendly aesthetic and “pick up and play” nature makes them ideal for pretty much anyone to try for themselves and probably have a pretty good time with.

I think it’s a difference in approach. Nintendo comes at it from a rather welcoming angle that is friendly to both experienced gamers who have been helping Mario out since the ’80s, and newcomers who are coming to a Nintendo game for the first time on the 3DS. “Come on in,” their games say. “We’re going to have some fun. If you know what you’re doing, go right ahead and enjoy yourself. If you’re not sure what to do, though, don’t worry — we’ll help you out.”

Compare and contrast with the way that, say, Zynga treats you when you start one of its games. “YOU!” the game seems to say. “You are STUPID. You are a WORTHLESS IDIOT who has NO IDEA how to play a fucking video game. Why else would you be playing one of OUR games? Let me walk you through everything EXTREMELY SLOWLY. No, I don’t believe that you know how to play this game already. SHUT UP. You can start playing when I say so. Don’t click there, click here. I said CLICK HERE. I’m going to wait here until you click here. No, I don’t care if you want to make it full screen. I say click here, so you DAMN WELL BETTER CLICK HERE. Twat.”

I’d never really noticed this strong distinction until recently, but by golly it is noticeable. And it makes the difference between me playing a Zynga game and feeling like I’m having my intelligence insulted at every turn, and playing a Nintendo game and wanting to show everyone how awesome it is.

#oneaday, Day 40: Technology is Exciting!

It’s been a funny few weeks for the games industry, what with spats between high-profile journalists such as Leigh Alexander and Jim Sterling; the whole Penny Arcade “dickwolves debacle”; and, yesterday, Fox News making the astonishing claim that Bulletstorm directly encourages rape.

This sort of thing is oddly symptomatic of the modern industry, though. We take technology for granted so much these days that new, exciting things are met not with the excitement that they deserve, but with cynicism, caution and, at times, outright hostility. This is arguably wise, given that technology generally isn’t cheap, particularly for early adopters. But sometimes I miss the days of wide-eyed wonderment at a new gizmo that does something no-one else has ever done before.

Case in point: Sony and Nintendo’s upcoming handhelds, the NGP and 3DS, respectively. Both are pretty impressive pieces of kit—the 3DS for offering glasses-free 3D glasses (which may or may not prove difficult to appreciate for those who actually wear glasses) and the NGP for being a veritable behemoth of pocket-sized power. Both will make a significant dent in your cashflow should you choose to adopt them, but both are incredibly exciting pieces of technology.

So then, why do the industry press feel the need to publish articles like this? This is perhaps a bad example, because PocketGamer did, in fact, also publish a counter-article about why you will buy an NGP. But this is by no means an isolated incident; game sites are filled with list articles like this offering you “reasons to sell your Wii”, “reasons not to buy an [x]”, “reasons why the [y] is rubbish” (I’m paraphrasing, obviously). It’s a curious offshoot of fanboyism that some game sites seem to be voluntarily perpetuating—presumably because it encourages “discussion”. Discussion means hits. Hits mean ad revenue. That’s what it’s all about for many of these sites these days, after all.

Sometimes I think there’s a market for a site that treats things with the kind of wild-eyed enthusiasm that we as kids and teens in the 90s used to show for every new and exciting thing. Remember when Starfox/Starwing came out and it looked like games we’d been playing on home computers for years but everyone still loved it because it hadn’t been done on a console before? Remember when the Atari Lynx had hardware sprite scaling? Remember when you were gobsmacked about how many layers of parallax scrolling Shadow of the Beast on the Amiga had? Yeah. That. I want that back.

Perhaps it’s symptomatic of the fact that technology advances have slowed somewhat since those days. An oft-quoted line with every new generation of gaming technology is “it’s difficult to imagine how graphics could possibly get any better than this”, or “[x developer] claims they’re using 100% of the [y console]’s power”. But then someone does something cool. It might not be as huge a leap as that between, say, the SNES and the PS1. But it’s still an improvement, and something that I, personally, feel is still worth getting excited about.

For so-called “enthusiast press”, sometimes we’re not very enthusiastic.

[Thanks to @Alex_Connolly for inspiring today’s comic.]