Friday, July 22, 2016

The "Sin" of Metroid Prime: Federation Force

Picture Source: Nintendo

If you're lifelong dream was to beat me in a game of Blast Ball I have good news for you. You don't have to wait another two Months until Metroid Prime: Federation Force launches in Europe because Nintendo, out of nowhere, decided to release Blast Ball for free on the e-shop. So grab it while it's still hot.

This got me thinking however. It seems the negative publicity surrounding Federation Force is getting to them if they release a mode from the game for free. To me it looks like a desperate atempt to gain back a little bit of favor. This move simply screams: Just take a look at it and you'll see that it's not too bad.

This is sad for a game, which has only one problem. It's a Metroid game. Metroid Fans are just sick of waiting for the next adventure of Samus Aran since 2010 (or 2007 if you didn't enjoy the lackluster Other M). If Federation Force was it's own IP it wouldn't even receive a fraction of the hate it gets now. In fact I'm sure some people absolutely lambasting the game would be quite interested in trying this new co-operative Shooter for the 3DS.

And in a recent interview Kensuke Tanabe, Federation Force Producer, revealed that the, to put it lightly, controversial Chibi Artstyle came to be because of the 3DS. The technical limitations and the smaller screen forced them to make the characters easier to distinguish.

It seems from the get got everything was stacked against Federation Force. As a multiplayer only download title for the Wii-U with decent graphic it maybe could have been a moderate success. Of course the sales figures will tell us if the game is a success or not, but from the current lookout I wouldn't be to optimistic.

Another problem with the Artstyle is the fact that it pushes Metroid further away from it's roots. Nintendo is in dire need of a more adult oriented IP and Metroid has stepped in and fulfilled this need in the past. Federation Force, with its Chibi Artstyle and multiplayer and action focused gameplay, moves away from the series roots. Lonely exploring dark and dangerous alien worlds has always been the core of the Metroid franchise.

Picture Source: Metriod

Fans are angry at Federation Force because it ignores this core and transforms Metroid into something that it isn't. Now with a true Mainline Metroid to go along with and by clearly declaring this as a spinoff the blow could have been lessened. But as it stands the fans are alone with their fears about the future of Metroid. And with no proper title on the Horizon to squelch those fears Federation Force gets all the slightly undeserved, but completely understandable heat.

Still Blast Ball is a lot of fun and you should try it, even if Federation Force doesn't interest you.

But what are your thoughts on this controversial game? Do you intend to give it chance? Let me know.

And as always

thanks for reading

Thursday, July 21, 2016

Pokemon Go and Nintendos Mobile Future

Picture Source: The Pokemon Company and Niantic

It's an undeniable fact that Pokemon Go is, at least, a moderate success. Well more like a gigantic success to tell the truth. Everywhere outside you can see people playing the new mobile sensation. Nintendos stock exploded and it even overtook the entirety of Sony. Pokemon Go is simply everywhere. In the News, in your Facebook Feed, in your favorite Restaurant.

And because of this amazing success People have been quick to urge Nintendo to go full mobile. And if you only look at the timeframe in which Pokemon Go launched you even have a point. After years of struggling to make profit. After the failure of the Wii-U. With one mobile game Nintendo is now back on track. Their Stock is nearly as high as during the Wii/DS era. So the shortstighted answer to the Question if Nintendo should go full on mobile is yes. But it doesn't take into account a myriad of factors.

Pokemon as a franchise fits the Mobile genre perfectly. That is why the mainline games have always stayed on the Nintendos portable systems. The basic appeal of going out and hunting for wild beasts is simple but effective. Pokemon Go does a perfect job at capturing this formula. It was a match made in heaven from the start.

But just because this works with Pokemon, a franchise that was build on the foundation of portable gaming, doesn't mean that every Nintendo franchise will see the same success. Just look at Miitomo. Nintendos first try in the mobile market had an impressive start as well, but is now mostly forgotten.

It is a fact that the mobile market is a fickle one. Rarely a huge success is followed by another from the same company. Many people look through rose tinted Hype glasses, when they call for an all mobile Nintendo.

I would argue that Pokemon Go is such a huge success because it originated on a dedicated gaming platform. Nintendos IPs are strong because they have their home on Nintendos own consoles.

One thing Nintendo always understood is that video games should be fun for everyone. With that attitude a family friendly approach at gaming is a given. And that is exactly why we all grew up with NES, SNES, Nintendo 64 and all the great Nintendo consoles. With Pokemon Go Nintendo is now reaping the reward of the seeds it planted all those years ago.

And that is exactly why Nintendo should never give up making games for dedicated gaming platforms. Yes they can and should branch out to other forms of media. But their core will always be their own hardware. Because only there you can grow and foster brands as enduring and legendary as Pokemon, Zelda, Mario, Kirby and others.

This is Nintendos Identity. And I hope they never lose it.

And as always

thanks for reading

Friday, July 8, 2016

Open World Pitfalls


I'm a fan of Open World adventures. I like the feeling of being lost in a huge world, the ability to go nearly anywhere and the countless possibilities to experience the game. Because of that I'm pretty hyped for the next Zelda. And looking at the countless e3 awards the game won I'm not the only one.

With Breath of the Wild Nintendo returns to the Open World genre, which the first ever Legend of Zelda was a pioneer of. And from the looks it's a return to glory. But today I don't want to praise Zelda or Open Worlds. That has been done enough in the past couple of weeks and months. Today I want to take a critical look at the trend to turn every series into an Open World. I doesn't matter if it's a shooter, adventure or even Puzzle Game. Everything today needs to have a huge world. If this serves the game or not is only a secondary concern.

For Zelda it was a natural fit. Like I said above the first Zelda was one of the pioneers of the Open World style of game. But in the last couple of weeks, after the reveal of Breath of the Wild, I even heard wishes for Mario to go Open World. Or Metroid. Or Donkey Kong. And while one could argue that at least Metroid often has a semi Open World experience, it's that fact that is its strength and therefor it shouldn't go full Open World.

Now what's the Problem with games such as Metroid going Open World? Well it's something that can be observed with several other series which have performed the transition. Metal Gear Solid 5 or the actual Mirrors Edge Catalyst both suffer from a lack of urgency and direction. And while Snakes last adventure still was a great game Mirrors Edge unique gameplay suffered from the by the numbers Open World.

I think the same would apply to Mario or other Nintendo properties if they were forcefully transformed into Open World experiences. Metroid needs the boundaries to function. Mario needs confined levels to work.
This restrictions create the framework which makes these games work. By creating a set of confinements the player has to abide they can create a tight gameplay experience. This is a strength that no Open World game will ever achieve.

Source: Metroid Prime

Advancing technology makes it possible to create bigger and bigger worlds, but sometimes it's a small world that hast the biggest impact. I know I may sound like a bitter old man and I'm not talking down on Open World games in general, but the decision to transform a linear game into an open one often comes with a lot of sacrifices. Being able to go anywhere anytime is not always a good thing. Often game developers loose focus on what made their game them work in the first place because they get lost in the huge world they created.

In the end it depends on the developers to make it work. They need to compensate the unpreventable tradeoffs. They have to find a way to adapt the gameplay of their title to this new surroundings. But sometimes it's just not worth it.

But one thing I think we all can agree on. If they step into an Open World than this should never be done half halfheartedly.

In the end this is a question where the answer is based on personal preferences.

Focus against Freedom. What is your preference?

And as always

thanks for reading

Monday, July 4, 2016

Tokyo Mirage Sessions#FE Censorship Part 3: The Final Cleavage

Picture Source: Censored Gaming

Are you enjoying Tokyo Mirage Sessions#FE? I found a used copy yesterday because a good friend of mine was praising the game day in day out. And I have to agree with her sentiment. It's a good game. Very Japanese, but also very entertaining. The gameplay is more than solid and honestly I'm having a lot of fun so far. But sadly it's dragged down by stupid censorship. I already covered why Censorship in such titles I just plain stupid and I don't want to repeat myself. Still I didn't want withhold this video. Some of you probably know Censored Gamin already, and for those who don't, it's a Youtube Channel focusing on localization changes and Censorship. Two days ago they put out this video detailing all changes in the international release of Tokyo Mirage Sessions#FE.

Source: Censored Gaming

Now like I said I don't want to repeat myself on this topic, but I have to say that this video made me angry. The Censorship in this game is just all over the place and inconsequential. This makes the whole thing even worse. The Hot Spring DLC was removed but some Bikini Outfits weren't. Tsubasas skin is painted white to cover her cleavage, but another costume gives you a full view.

This kind of censorship makes me angry because it shows a complete disregard for the source material. Sometimes changes are necessary for different markets, but they need to be done with sense and direction. The patchwork localization done to Tokyo Mirage Sessions#FE is a disservice to the game.

I reached out to Nintendo, but I'm just a random nobody, so I got a standard customer support answer back.

In any case it's sad to see that Nintendo has so little faith in its own game and the audience. So what is your take away from the whole situation? Can you still enjoy Tokyo Mirage Sessions#FE or has Nintendos poor handling of the game soured the experience?

And as always

Thanks for reading 

Saturday, July 2, 2016

Open World Adventures Part 3

Picture Source: The Legend of Zelda: Breath of the Wild

In the last couple of days we looked at different approaches to Open-World Games. The Themepark where the Overworld serves as a way to connect the different attractions and the Sandbox where the Overworld is the attraction. Both are credible ways of creating your game and both come with different perks and challenges. Personally I prefer the Sandbox approach and that's what I want to focus on in this last part.

I really like games where you're left to your own devices. Where you can explore a world and discover things for yourself. I loved Skyrim and I loved Xenoblade Chronicles X. But one thing I always missed was a world that truly felt alive. It's true that Open-World Games made huge leaps in the last years, but with bigger worlds it also becomes more and more apparent that everything revolves around you. In a way you're the main attraction. This only applies to single player games of course. And that is something I'd like to see changed.

Now first let me explain what the problem is with that in Sandbox Games. Let's use Xenoblade Chronicles as an example. Also I'll spoil some plot points for that game, so be warned.

After their ship broke apart and forced them to land on Planet Mira the game revolves around the search for the Lifehold. This is the part of the ship, where their actual bodies are stored. The Player and other characters are only remote controlling Cyborg Bodies from there. The Lifehold threatens to run out of energy, killing every human on the Planet. So the final Mission sends you onto a dramatic rescue with only a few percent of power remaining. Every second counts.
But wait. Nope it doesn't.
It's an old problem found in many videogames. Something threatens the world, but you'd rather do some sidequests. I don't care about Alduin devouring the Souls in Sovengarde I have rats to kill.
This creates a rift between the game and the player.

I know that this is often unavoidable and the idea that I'm about to propose isn't a 100% solution to this problem, or even a viable one ,but still I wanted to talk about what I'd like to see in a future Open-World game.


A living World:


Picture Source: Skyrim

Let's look at Skyrim as an example of how my idea could work. The first and most important thing to this is, that there is no world ending threat. And the second is that your actions and even more important your non-actions have consequences. The world doesn't revolve around you. So let's start.

The player is still the dragonborn. He is still has the power to absorb dragon souls and use shouts, because this is a cool gameplay mechanic. But this time there is no Alduin. The Civil War still wages on, the Foresworn are still a problem in the Reach and Draugr still haunt the crypts. In fact the World still is in need of a hero, but, and that is important, it doesn't wait for you.

Let me explain this with an example. After a long journey you reach a small town in the woods. You only want to rest here for the night, because your goal is to quickly reach Whiterun to join the Companions. Now in the inn you hear some people talk about the strange lights seen in the forest recently. Especially around the old crypts. Of course this rings some bells. You decide to delay your journey and check out the crypts. Down there you find a necromancer trying to raise an army of the dead. You battle him and put a stop to his plan.

But what would happen if you instead head for Whiterun and ignore the threat? Well normally it would wait till you return, but not this time. In this game after a couple of (ingame) weeks have passed the Necromancers army is big enough and he attacks the village. Now when you return you only find smoking ruins. The Necromancers has made the inn into his fortress and his mighty magic prevents you from entering. You now have to venture into the crypts uncover a trinket that helps you overcome his barrier and then slay him. But the village is lost.

The same goes for the Civil War. You could choose a side and help to win or you could ignore the war and let it play out. Yes even without you participating the world would change.

Of course this would mean a lot of work. And it still wouldn't be a truly free world, but also this isn't possible in video games. Check out the Stanley Parable for more on that. It's a great game that teaches you a lot about freedom in video games.

Still I'd really love to see a world which changes without the players input.

What are your thoughts about this? What would you like to see as next step in Open-World Games? Let me know.

And as always

thanks for reading



Friday, July 1, 2016

Open World Adventures Part 2

Yesterday we took a look a first look at Open-World adventures and the different basic approaches developers can take when creating one. For that I used terminology that is often associated with MMO Games, but can also be applied to offline Open-World adventures. After we talked about the Themepark approach we take a look at the opposite today. So get your shovel and hop into


The Sandbox:



While in Themeparks the Overworld serves as a way to connect the different attractions with each other, in Sandboxes it is the attraction. While there is a clear distinction between actual content and fluff in Themeparks, this doesn't apply to Sandboxes.

A Sandbox Open-World only offers a vague goal. How your reach this goal is completely up to you. This kind of gaming experience has become quite popular on the PC in the last couple of years. Games like Rust or DayZ helped popularize an open style of gameplay.
Now that doesn't mean the sandbox doesn't offer any goals, but it keeps them vague. This, of course, comes with the challenge of keeping the player engaged. What good does a huge world, when I don't have any goals to chase. Games like Rust solve this problem via their multiplayer. The Players create their own stories, their own adventures. Maybe some other group murdered your friend, while you were asleep and now you want to seek revenge. There are countless great tales from Rust and DayZ players, which don't have to hide behind the scripted stories of AAA games.

But what do you do, when your game doesn't offer any multiplayer? The Rise and Fall of a good Sandbox is the World. It itself needs to be engaging. The areas should tell a story by themselves. They should invite the player to explore them without the need of specific quests telling them to do so.

Picture Source: Dillian

A good example for such a world is the Planet Mira from Xenoblade Chronicles X. Each of its five contintens offers a a completely fresh approach at world design and tells it's own story. Also thes continents open up little by little to the player. At first you explore them on your feet before unlocking your Skell and finally you take Skell into the air and a completely new perspective opens up. The world invites you to explore with different rewards, sometimes small sometimes bigger, collectibles and breathtaking views.

Picture Source: Dillian

Breath of the Wild seems to follow suit and even enhance this sandbox gameplay further. The feature that struck out the most was undoubtedly Links ability to climb nearly every surface in the game world. From trees to buildings to massive mountains. Nothing is out of reach for him. This greatly changes the way you traverse the world and tackle its challenges. This truly removes the limits set by other games. While Xenoblade Chronicles X has a great Open-World it still creates boundary, which you can't overcome. Later this is weakened by your Skells ability to fly, but only by a little. Breath of Wild however doesn't seem to have such boundaries. There is no ''if you want to enter this canyon you better walk around the mountain and enter it from this exact location.” No you can simply climb down and surprise your enemies that way.

Picture Source: Nintendo

Sandbox style Open-World games are slowly on the rise. I think Breath of Wild will only strengthen that development. Still only creating a huge world is not enough these days. While Themepark games have many different attractions to choose from the Sandbox only has one. The World itself. This is both, a challenge and a huge chance, and it's up to developer to create a world worth exploring.


What are your thoughts on Sandbox games? Do you enjoy their vast Open-Worlds? Or do you prefer a more focused experience?

Tomorrow we'll take a look at the future of Open-World games. More specifically my ideas for the future of Open-Worlds.

And as always

thanks for reading