Posts Tagged ‘Nintendo’

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Why Sony Fanboys Are the Worst of the Bunch

March 13, 2010

Before I get into this editorial/rant, let me set the record straight. I absolutely, positively do not hate Sony itself or the PlayStation brand. I do not blame Sony for the actions of the people who have chosen to stand behind them. I have nothing against the PlayStation brand and I honestly believe that Sony is doing great things with their stable of consoles and handhelds.

Their fanboys on the other hand? They are among the most illogical, irrational, arrogant and all around idiotic group of people I have ever come across. In the past five years of going to various forums and just being in tune with the internet in general as it relates to gaming, I’ve come across just about every type of fanboy you can think of. Microsoft fanboys, Nintendo fanboys, Apple fanboys, even Sega fanboys and none of them, without exception, can compare to Sony fanboys in terms of sheer annoyance.

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The iPad and Gaming

January 30, 2010

I’ve already posted my initial thoughts on whether or not the iPad needs to exist within Apple’s hardware ecosystem but now I’m going to shift gears and examine what the iPad means for gamers. After all, the main focus of Apple’s iPod Touch refresh last summer was gaming so it’s clear that Apple wants a nice big slice of the portable gaming pie that had previously been dominated by the likes of Nintendo and Sony with their DS and PSP systems. Now, the iPhone and iPod Touch represent logical gaming platforms and legitimate challengers to Nintendo and Sony’s portable gaming dominance because of their competitive price points, abundance of features in and outside of gaming, generally far cheaper prices for games and portability. The iPad on the other hand, is a different story altogether. While it has been said that the iPad will run most of the applications (in this case, meaning games) designed for the iPhone and iPod Touch, the real question is not only whether or not the average Joe will want to play games on the iPad as opposed to the already firmly established Nintendo DS or Sony PSP but whether or not someone will want to play a game on the iPad as opposed to the iPhone or iPod Touch.

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Newly Published Articles

October 2, 2008

Pure Review

The following is but a short excerpt of my review of Pure, quite possibly one of the best ATV racing titles ever made.

“The extreme sports genre has always been one that empowers us to live our fantasies.  Pure is yet another in a long line of ATV racing titles that allows for just that. The talented team at Disney Interactive’s Black Rock Studio definitely had their work cut out for them when it came to making Pure stand out from the current crowd. That being said, it’s clear they’ve done a great job in that regard and have produced what is probably the best ATV racing game this generation.”

Justin McBride – Talk Xbox

Full Review

Nintendo Announces the DSi

“Nintendo announces a second redesign to its ever popular DS platform which features many enhancements and added features over the current DS Lite platform.”

Full Article

I’ve also got an editorial coming up that should be published on Talk Xbox tomorrow. When it’s published, I’ll post an update here. In addition, I have some editorial content planned for this site alone and you should see that as soon as I finish it, so of course, stay tuned. If you like what you saw above, spread the word! Digg it, tell your friends and, of course, let me know! I’m always happy to hear from folks who enjoy my work.

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Super Smash Brothers Brawl First Impressions

March 18, 2008

SSBB Logo

Super Smash Brothers Brawl is the third in the long running Super Smash Brothers series which began on the Nintendo 64 and saw a second installment on the GameCube in the form of Super Smash Brothers Melee. When the announcement trailer for Super Smash Brothers Brawl debuted at E3 2006, Nintendo fans everywhere rejoiced, gazing at what would surely be one of the Wii’s best titles. Unfortunately, those same fans had to wait a bit longer than originally thought, as Brawl has certainly seen its share of delays, delays which finally ended upon the game’s release Sunday, March 9th.

After a long day of work on that very Sunday, I was finally able to sit down, Wavebird controller in hand and take the game through its paces. I started, as many likely have, by hopping into the Classic mode to unlock a few characters (including my Melee favorite, Captain Falcon) before venturing into the online arena. Alas, as soon as I started my first match (with Samus), something felt…off. The controls for some reason felt strange, almost slippery, in comparison to Melee. The control scheme, while identical to Melee, took some time to acclimate to but before I knew it, I was up and brawling with the best of them.

As I played through the Classic mode for the first time, there was something I was just itching to try out, something that piqued my curiosity from the very sight of it in the announcement trailer. I’m talking about the Final Smash, each character’s coup de grâce finishing move, which almost always results in a KO, should it hit home. As soon as a Smash Ball floated into the arena (alongside an accompanying gasp from the “crowd”) I rushed to break it open and, upon doing so, unleashed Samus’s Hyper Beam upon my hapless opponent, who was sent flying off the stage in an electric blue blaze of glory. Using each character’s Final Smash is an immensely satisfying and effective feat and one which was implemented incredibly well.

One of the faults that has plagued the Super Smash Bros series since the beginning is the lack of a worthwhile single player mode. In Super Smash Bros, the classic mode is fun but it’s essentially the same thing over and over again with different characters, which can grow tiring. Melee’s Adventure mode was a step in the right direction, but ultimately suffered from the same problem, it was hardly any different (if there was a difference at all) when using different characters. Thankfully many of these problems are addressed in Super Smash Bros Brawl in the form of the Subspace Emissary mode.

Subspace Emissary is an attempt to take the classic Smash Brothers formula, turn it into a side scrolling action/platforming title for up to two players co-operatively and wrap a story around it. This attempt works out remarkably well, creating an addictive and entertaining experience with no shortage of stylish and attractive cutscenes, interesting level design, and, most importantly, fast-paced action. Along the way, you’ll run into just about every character in the game, unlocking several of the secret characters as you go.

As with every Super Smash Brothers game, the emphasis is on the multiplayer action and Brawl once again delivers in spades. There is a great deal of four player fun awaiting you in this title, even more so now than ever before. Super Smash Bros Brawl does something never before seen in the series, and takes the multiplayer experience online. That’s right, in addition to the classic four player action centered around the same console; you can now join three of your friends take on random opponents from around the world. While the online experience isn’t quite as smooth as I’d hoped due to connection problems when trying to play with random opponents and scattered latency issues, I can’t say I’m not enjoying it, and the many online matches I’ve played with my friends have been some of the most fun I’ve had with the franchise in general.

Another thing that impressed me about the game was the sheer amount of content on the disc. Throughout the game’s development, Smash Bros Dojo kept us current on new content with a slew of updates on a consistent basis. I couldn’t help but draw comparisons to Halo 3, another title which was practically bursting at the seams with content. From secret characters to new music and extra arenas to a custom stage builder, there’s no shortage of things to see, do, and play around with in this title and the unlockable trophies and stickers (the latter of which can be applied to characters in the Subspace Emissary mode for enhanced abilities) will keep you busy for quite some time.

Super Smash Bros Brawl has certainly impressed in my short time with it and I don’t see things slowing up any time soon. I can see this is one Wii title that I’ll be playing for quite some time. I can’t get enough of the online throwdowns and there’s even more content just waiting to be unlocked. To put it simply, if you own a Wii, this game should be in your collection. While this is far from an official review, my opinion of the game thus far is very favorable.

Super Smash Bros Brawl has been a long time coming, but I highly doubt the vast majority of Wii owners and Smash Bros fans alike will be disappointed with the results.

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Nintendo Shoots Itself In the Foot…Again

February 22, 2008

It’s official, Nintendo has lost its fucking mind.

I…I almost don’t know what to say to this but this picture sums up my thoughts quite nicely.

Right now. These people should be replaced by…anyone. Go outside and pick a few random people off of the street, hell, you could even bring in a small colony of monkeys and cut them loose in the offices. Anything would be an improvement at this point.

Why in the holy mother of fuck would you even consider charging for the services offered by the Nintendo Wi-Fi Connection? To be blunt, the Nintendo Wi-Fi Connection is hardly worth the price of admission as it is but, at the very least, I’m not paying for it so it’s not too hard to swallow. Now, that all changes since Nintendo has announced the “Nintendo Wi-Fi Connection Pay And Play.” The mere thought of paying for something as lackluster as the service offered on the Wii and DS Lite makes me sick to my stomach.

In the past, I haven’t been very vocal about how much I despise the Nintendo WFC but I figure now is as good a time as any to vent. My biggest problem with the service is not the lackof services. No, what really brings my blood to a boil is the “Friend Code” system, which is utterly convoluted in concept and even more so in execution. Instead of, God forbid, taking a page from Sony or Microsoft and creating a simple online infrastructure in which each user signs up for a single username that covers all games (ala the Playstation Network or Xbox Live), they choose instead to give each user a series of numbers (usually 12 or so) for them to memorize and hand out to friends. What fun that must be!

“Hey buddy, my Friend Code is 392847-496073! What’s yours?” I mean, that’s obviously much easier than telling your friend “Hey, my online name is The Game21x” right? Want to know the best part? You have a different Friend Code for each online game you play! Doesn’t that sound like fun? Worst of all, some games don’t even allow you to play online if you aren’t playing with friends.

Another of my many annoyances with the service is the incredible restrictions and regulations Nintendo is putting on developers who want to implement online functions in their games. It’s like they want to make their online services as user-unfriendly as possible. Communication in a Wii game is next to impossible or convoluted as all hell due to Nintendo’s restrictions. There are no games on the Wii that support voice chat, and even fewer that allow for even basic forms of text communication, even between friends.

 As it stands now, there are…what…4 games on the Wii that support online multiplayer (Pokemon Battle Revolution, Battalion Wars 2, Mario Strikers Charged and Medal of Honor Heroes)? While there’s likely a few more I’ve missed, but the Wii’s online catalog is sorely lacking in comparison to its closest competitors, the Xbox 360 and Playstation 3.

All of these problems with the service, and all of a sudden you expect us to pay for it? Seriously? Please tell me this is all one big joke so I can have a good laugh and go back to respecting you again. I can stomach paying $50 a year for Xbox Live because at least Microsoft provides the illusion that I’m getting my money’s worth, and I’m placated by that. The only scenario in which I could see myself paying to play Wii games online is if Nintendo does a complete overhaul of the service and offers something similar to Xbox Live. This would mean a completely new policy on online play, and a release of the choke-chain currently around the necks of any developers wishing to develop online-capable games on the Wii.

Honestly, I don’t see any of those demands being met and as such, I will not be joining the “Pay And Play”party any time soon. Nintendo, I really hate to say this but you have devolved into a shadow of your former self. In this longtime gamer’s (and longtime Nintendo fan) opinion, Nintendo is, in a purely business sense, doing everything right with the Wii…while screwing gamers over in the process. I hate to be so blunt, but Nintendo needs a wake up call, and fast.