Tuesday, February 28, 2017

Top 5 3rd Party Franchise that should be on the Nintendo Switch

Calling the relationship between Nintendo and the 3rd Party developers difficult is a slight understatement. During the Glory Days of the SNES Nintendos position as the market leader had them grow quite presumptuous. Their dominance in those days allowed them to treat 3rd party games on their platforms as a secondary thought. As we know these days are long gone. In todays market the 3rd Partys often overshadow the First Party offerings of a console. But Nintendo still had the mindset of their early days. This lead to the pretty bad 3rd Party support during the Wii and Wii-U days. And while the Wii cushioned the shock through it's success and because it was cheap to develop for, the Wii-U suffered the full brunt of that failed policy.

Now with the Switch Nintendo has vowed to change many things and their relationship with the 3rd Party developers is one of those. And while Skyrim on the Switch is not enough to quench my worries, I believe that they truly try to get things right this time.
In todays industry a solid offering of 3rd Party titles is important for the success of any console. And because of that today I'd like to share my five picks for 3rd Party game series that need to be on the Nintendo Switch.


5: Assassins Creed



I'm not specifically talking about Assassins Creed in this entrant, but use the series more as an example for the Ubisoft Open World style of games. No one can deny that Watch Dogs, FarCry and Assassins Creed share a similar structure in their world building, but also no one can deny that these games are hugely successful. And they would certainly be a valuable asset in the Nintendo Switches Library.

From all the big publisher Ubisoft always struck me as the one with the best ties to Nintendo. They even supported the Wii-U for far longer than any other 3rd Party Company. And because of that we got two Assassins Creed Games for the system. But here is the thing that has to change with the Switch.
Although Ubisoft supported the Wii-U it was a rather half hearted support. We got Assassins Creed but we didn't get any DLC or support for the game. So from the get go Wii-U owners knew they would get an inferior version. The natural consequence of this was lackluster sales for the series on Nintendo Platforms. Why should I buy a inferior version on my Wii-U, if I can also buy a better one on my PS4/X-Box One/PC.

Ubisof seems quite dedicated to the Nintendo Switch and I'm sure for the first one or two years they will support it regardless of its success. But this time they hopefully do it right. That means no gimped or late ports of actual games and full support.


4: Fifa/Madden



I know, FIFA has already been confirmed for the Nintendo Switch, but even the Wii-U got FIFA 13. No I'm talking about long term support. The Switch needs to get the yearly release of those games. And it needs to be on par with the other consoles offerings. Multiplayer, Ultimate Team... everything needs to be on-board.

Because if the Switch version is in any ways inferior to the PS4 or X-Box offerings then it's not a real choice you have. If this is the case and you have the chance to buy the game on another system you naturally will choose the best version. And for people, who only own a Nintendo console, this will be an even worse situation. Because if you buy the inferior version of the game on the Switch, you'll always be reminded of that fact. And because of that many will instead choose to ignore the game. This leads to bad sales and this leads to no long-term support.

So this time EA needs to do it right from the start. Hopefully they will.


3: Call of Duty



Love it or Hate it, but you can't deny that Call of Duty is one of the most influential gaming series of all time. Year after year it sells millions of copies and even when it's declining, like this years Infinite Warfare, it still outperforms nearly every other game series on the planet. Call of Duty is huge, and honestly it's not a bad game series. Even Infinite Warfare, which got a lot of flak, is a fine game. But the yearly release schedule doesn't do the series any favors.

Call of Duty should be on the Switch for several reasons. First of all it is a sign towards the more adult oriented players, that the Switch also offers experiences for them. And yes I know that the game is mostly played by twelve year olds.
Still it is a hugely successful series and the focus on Multiplayer could help Nintendo promote their Online Services.

It simply would be a wasted opportunity to get some of the shooter crowd onto the Nintendo Switch. And even some of the more dedicated Nintendo Fans probably crave a good ego-shooter from time to time. Just look how successful Goldeneye was on the N64.

And if Nintendo can't even get the biggest gaming franchise on the Planet onto their console, then why should the customer trust them to get other 3rd Party AAA-Games?


2: The Elder Scrolls: 6



I know this game hasn't even been announced yet, but we all know that it is in development. After the monumental success of Skyrim you can be damn sure that Bethesda won't let this series die. And you can also be sure that the next game in the franchise will be an even bigger success. Building on the foundation of Skyrim everyone and their grandma will want to play The Elder Scrolls 6.

And that is the reason why it needs to be on the Nintendo Switch.

Nintendo has promised that with the Switch they won't forget Hardcore Gamers. People, who love to delve into a game for hours upon hours. The Elder Scrolls is the pinnacle of such games. Bringing the next installment to the Switch would be a showing that this time Nintendo truly intends to follow through on their promise and that the 3rd Party Developers are on-board for more than the first year. It's a sign that the 3rd Party truly believes in the Switch and it's success. And if the developers have faith in the console, then we, the customers, can too.


1: GTA



Well what else could be Number One than the biggest Game on the Planet. And yes even though Overwatch is huge and Pokemon is a phenom, nothing comes close to the Sales, Hype and Media Attention of GTA. So bringing this series to the Nintendo Switch would be absolutely massive.

GTA 5 sold nearly 60 Million Copies worldwide. That is a feat that no other game manage to pull off. And yes Nintendo Fans aren't normally people, who buy GTA, but with the Switch Nintendos aim is to extend far beyond their faithful fans. And no other game is capable of doing that like the GTA series.

So while Rockstar and Take 2 have shown little to no interest in developing for the Switch so far, it is now up to Nintendo to provide them with an environment that makes it desirable to bring their games to the Switch. If the manage to pull this off, it will be a huge win for the Switch and a sign for a golden future.


What are your thoughts on this topic? Which games or franchise would you like to see on the Nintendo Switch? Let me know your opinions in the comments.

And as always

thanks for reading

Monday, February 20, 2017

Top 5 DLC for Nintendo Games

I'm very sorry about the break last week, but different obligations and a nasty flu kept me from producing any content for the blog. I hope you can understand. But now things should be back to normal.
So this announcement created some waves last week.


For the first time in history a main line Zelda Game would receive additional content. And to say the reaction to this was mixed would be an understatement. Now in this post I won't judge this decision. This will have to wait until this weeks Thoughtpiece. Instead I want to focus on the past times Nintendo decided to create DLC for their Games. So here is, without further ado, the five times Nintendo did DLC right.


5: Super Smash Bros. for Wii-U/3DS


Now this is a little bit controversial of a pic because the Game got a lot of flak for it's DLC and I can see why, but overall I think the DLC for Smash Bros. was done very well.
Fighting Games are always a little bit iffy when it comes to DLC. Things that should be unlockables in the game are often sold instead. Even Smash Bros. is no exception to that with the countless costumes sold for Mii Characters. But I'm willing to forgive this because of the huge amount of content and costumes already present in the basic game.

And while the Mii Costumes weren't exactly a stellar example for DLC the characters themselves are. Bayonetta, Cloud and Co. are DLC done right. Sometimes people tend to forget how much work it is to create a character from the ground up for a Fighting Game. Looking at those DLC characters from this angle, I don't think the are overpriced. Especially those which also include a new stage.
Also most of those characters play very unique and offer a different experience from the fighters in the base game. They are also quite well balanced and fit right into the Meta.


It is clear that Sakurai and his team did their homework with each and every one of those DLC characters. They are a lot of fun and if you play Smash Bros. regularly they are worth their money. And that is what good DLC is all about.


4: Fire Emblem Fates: Revelation


I am one of the loudest critics of Fire Emblem: Fates. The decision to split the game into two parts still leaves a bitter aftertaste in my mouth, even though each part is a fully playable game. Also the blatant and stupid censorship in the title didn't help.
But I'm also the first one to admit that the game is really, really good. Birthright and Conquest both tell a great and engaging story and playing them both gives you a deeper insight into a complicated conflict and backstory. But what if you didn't choose either, Nohr or Hoshido? What if you choose your own path? For anyone also asking this question Nintendo released Fire Emblem Fates: Revelation. A DLC for the the game that has exactly this question as basis.


Instead of choosing one of your two families, you instead reject both and head out to forge your own path. It is an interesting concept and very well done. It is a completely new game and more than worth it's money.


3: Hyrule Warriors


Hyrule Warriors DLC was announced similarly to the Breath of the Wild Expansion Pass. You got some skins directly and a general outlier of what was planned, but no specific information what exactly was part of the DLC. We didn't know which characters would be included only their number. They repeated this vagueness with Hyrule Warriors Legends and I can understand that some people are upset about this practice. When I pay 15$ for a DLC without really knowing what I'm going to get in return, it will always leave a bad aftertaste. Buying the Cat in the bag never feels good.


In the End Hyrule Warriors offered pretty good by the Numbers DLC. Nothing to special or surprising, but a solid extension of the classic game. But it didn't truly offer anything new. Now don't get me wrong. Extending on the main game, adding new characters and adventure maps is fine. And the the fact that this DLC offering is Number 3 on this list, speaks volumes. Still I missed something. New Stages or a new Game Mode would have done wonders for Hyrule Warriors.

But the offering was still excellent. The new characters often had a fresh approach and lots of fan favorites got added this way. Also the DLC Maps for the Adventure Mode played really differently from the original. The factor that holds this DLC offering back from raising further on this list is the lack of new stages to fight on. Even the best stages, like Skyloft, get boring if you have to do them over a hundred times. So to truly become a excellent DLC Hyrule Warriors would have needed some more variety in it's offering.


2: Mario Kart 8


Well it was clear that this game would be on this list and I think many of you probably expected it to be Number One. And while it didn't quite actually make it to the top it's still the absolute best DLC in terms of value. For only 12$ you'll get six new characters, eight new carts and 16 new courses. The value this DLC provides is just insane. Especially because the courses are amongst the best in the entire series. Wild Woods is probably my favorite racing course in any game ever. But enough about me and my love for that course. Instead let us talk about why this DLC is so excellent.

Mario Kart 8s DLC is the epitome of more of the same, which isn't a problem if that means you'll get more of the best course design in any Kart Racer. It can't be stressed enough that the new tracks are the absolute top of the crop. Even the reworks of classic tracks are excellent. Tracks like Ribbon Road are hardly recognizable with their origins. They look and feel like completely new courses.
And while the characters aren't as exciting they still do their job well and the inclusion of Link opened up the possibility of a true Nintendo All-Stars Racing in the future.


So while Mario Kart 8s DLC is truly excellent and is still the absolute Number One in terms of value, why didn't it take the Number One spot on this list. Well it's because the DLC doesn't offer anything new. Like I said earlier it's just more of the same, which isn't a problem, but DLC should also be a possibility to build on the foundation and expand to something new. It doesn't always have to be that way, but if done right, it will result in absolutely amazing DLC.


1: Super Luigi U.


Now some of you may say that this is just a level pack for Super Mario Bros. U and with that statement you couldn't be further from the truth. One the first glance it may seem this way. It is just a level pack for Super Mario Bros. U offering 96 new courses to complete. And instead of Mario you can play as Luigi with his unique controls (Higher Jumps, lower friction). But this is only a very superficial look at this game. Super Luigi U is much more than just a level pack for the original. Instead it is a true expansion. Something that uses the same foundations, but creates an entirely new experience.


You see in Super Lugi U you'll only have one hundred seconds for each level. This has a huge influence on level design and on how you approach the stages. Speed is an essential ingredient of this game. This fact, coupled with the higher difficulty of the game, creates an entirely different experience than Super Mario Bros. U, without departing so much from the core that it becomes an entirely new game.

It is hard to describe with only words, but the flow of Super Luigi U. differs completely from Super Mario Bros. U. And that is why Super Luigi U. is an excellent DLC. It's the perfect way of progressing past the end of the original. If you've mastered Super Mario Bros. U, you're prepared for Luigi U. It gives Veteran Mario players a new challenge and new experience in one package. And because of that it's still my favorite DLC for a Nintendo Game.


So what are your thoughts on DLCs in Nintendo Games? Which ones did you enjoy and which ones aren't worth their money? Let me know your opinions in the comments below.

And as always

thanks for reading

Thursday, February 9, 2017

The Star Fox: Zero Dilemma

Star Fox: Zero was a curious case. Ten Years after the last proper Star Fox Game expectations were high, but the game sadly didn't live up to them. Still it wasn't a truly bad game. But it was the perfect example of Nintendos torn philosophy regarding innovation and progress. Star Fox: Zero was hurt by both, lack of innovation and innovating no matter the cost. While playing the game again recently I had a really strange experience. It was fun at a basic level, but because of that I saw the flaws all the more clearly.

Star Fox: Zero was teased at e3 2014 and finally unveiled at the show the following year. Originally it was scheduled to release by the end of 2015, but it had to be pushed back to April 2016. After it's first showing it was widely criticized for its graphics and overall presentation. And while I didn't think the graphics looked bad, I can't disagree with those sentiments. Another point that got a lot of flak was the control scheme, which I liked honestly. But it really needed a lot of training to get right and felt quite unintuitive.

All those problems the game had did come from one of two factors. Either to much or to little innovation. Yes, Star Fox: Zero is a game torn between progress and standstill, and today I would like to talk about it.


Time is flat circle:


The story of the game can be told rather quickly. The mad scientist Andross swears revenge against the Cornerian Army and launches a full scale attack on the Lylat System. The leader of the Army, General Pepper, enlists Star Fox for the fight. Now if this Story sounds a little familiar then because it is the same one as in Star Fox 64 and the original Star Fox. Yes Star Fox: Zeor is basically a retelling of the N64 classic, which was basically a retelling of the original Super Nintendo Game. So Plot and Story wise it brings nothing new to the table. And that is the first problem this game has. The Way the Story is structured and presented is exactly like 20 years ago. Nintendo is often unwilling to move forward with their Stories. They are still caught in their glory days were it was enough to give a basic story without much depths.


I'm not saying that today you absolutely need a massive and ''epic'' Story to succeed. Mario should always stay Mario and a stolen Banana Hoard will always work as motivation for Donkey Kong, but games like Star Fox, Metroid, Zelda and Co. would certainly benefit from it. A game like Star Fox is the perfect background for a vast Space Opera style of Story with intrigues and betrayal waiting around every corner. There could be done so much more than telling the exactly same story for the third time.
While it failed in other areas, in that regard Star Fox: Assault on the Gamecube actually succeeded.

Nintendo is often unwilling to make the necessary step forward and as a result their Games often feel the same as their predecessors. And while established cornerstones of a Franchise have their right to exist, it can help to break them up from time to time. Pokemon Sun/Moon are a perfect example for this. They got rid of some of the most basic concepts of a Pokemon Game (always having 8 Arenas to go through) and as a a result the games felt fresher than nearly every Pokemon Game since the original Red/Blue.

What I'm trying to say is that Star Fox: Zero was clearly held back by a confining story, which was serviceable 20 years ago, but in todays gaming environment just seems out of date. After waiting more than 10 years for a true new Star Fox game the fans not only wanted more of the same, but also something new. Because while the time may have stood still for Fox McCloud and Shigeru Miyamoto it moved on for the rest of us.


Forceful Change:


While the game was stagnating in the Story department, it went into innovation overdrive on the other end. Over the Wii-Us lifespan one of the loudest criticisms of the system was that the main feature, the second screen, was hardly ever used for something worthwhile. Even Nintendo mostly used it as map screen or for Off-TV Play. Sometimes their own games even turned of the second screen completely (Donkey Kong Country: Tropical Freeze). But with Star Fox: Zero the aim was to give us a completely new gameplay experience not being possible on other systems. The team wanted to fully utilize the potential of the Wii-U Gamepad. And during that process they lost sight of the things that actually mattered.


They used two screens to simultaneously show different viewpoints of the action, but didn't realize that this lead to a contest between two screens. And with that they sacrificed a good playability for innovation. One one screen you had a view of your ship from behind, which was perfect for controlling and maneuvering, while on the GamePad you had a cockpit view, which was perfect for aiming. So during an intense dogfight you'd have to use the GamePad view, but this caused you to loose sight of your surroundings, making it easy to ambush you. This created hectic situations where you constantly needed to switch between screens because none of them actually delivered a satisfying experience.

Another thing that amplified that Problem even further was the use of Motion controls for aiming. The Wii-U GamePad is no Wii-Mote. And while it's weight is a non issue during normal play, when you are forced to hold it directly in front of you to aim, it can tire your arms pretty quickly.

So with all this in mind the standard way of playing Star Fox Zero was you frantically switching between two Screens, while also avoiding a cramp in your arms. It was just not enjoyable. And while stressful situation have their place in Video Games (especially in Horror Games), you shouldn't have the feeling that you're constantly fighting with the game itself and not the enemies inside.


Stuck in the Middle:


Star Fox: Zero truly showed a problem of the actual Nintendo. The company is often trapped between Nostalgia and Innovation. Their unwillingness to let some of their franchises step into the modern age and move beyond their simple roots, has hindered some great games from gasping their full potential.
On the other hand they often force themselves to innovate the gameplay, even if it does more harm than help. The control scheme of Star Fox: Zero was born out of the desperation to validate the Wii-U GamePad. It was Innovation for Innovations sake. And that is never a good idea.


In the end Star Fox: Zero is a strange cross between being trapped in the Past, while simultaneously forcing something new (that doesn't fit) onto a perfectly working skeleton. And while the Game is not bad by any means, it also is a testament to the importance of balance between new and old, when moving forward in an established franchise.


And as always
thanks for reading

Wednesday, February 8, 2017

Breath of the Wild Info Dump *Spoiler Warning*

Only a little more than three weeks to go until we finally get to play Breath of the Wild. After more than four years, when the game was first mentioned, and nearly three years from its first showing, it is understandable that people are getting quite hyped. And because of that we now have to face a very difficult decision. Game Informer recently ran a huge story about Breath of the Wild, revealing a lot of things about the World and even one of the dungeons. Of course this is huge spoiler territory. And now we have to ask ourselves. Do we want to know the information or want to go into Breath of the Wild blind? Well I took the bite and spoiled myself, so I can recap the information about you and then give my own opinions about it. So if you don't want to be spoiled I would advise to ignore this post completely and return later when the planned Thoughtpiece about Star Fox: Zero is released. 
You have been warned!


The Information:


  • Nintendo previously made Zelda games by making small areas and connecting them together
  • For Breath of the Wild, the team first had to figure out what needed to be placed on the map
  • Groups were created out of the over 300 devs to work on specific section of the world
  • Gam Informer's demo starts at Serenne Stable
  • Yammo runs this place
  • Link can rest in bed and restore health here
  • Stables also let you store horses, meet with merchants, NPCs...
  • Stables are located throughout the world
  • Each one is run by a distinct character
  • You can spend rupees on a more expensive bed, giving you an extra heart at the next morning
  • These hearts are yellow and can't be recovered if you're hit in combat
  • Spending time by fires in the world passes the time faster
  • Dynamic weather system in the game, with the world reacting as a result
  • Ex: when it starts raining, NPCs outside the stable quickly go inside
  • Beedle is back to sell you goods
  • Have to be careful during a thunderstorm, since your metal items can attract thunder
  • Metal weapons and shields can be discarded or thrown at enemies
  • Link can get killed by lighting
  • Difficulty spikes depending on where you are, since you can go around it and avoid it until you're stronger
  • Over 100 Shrines
  • You can find an item that identifies Shrines
  • Discover a Shrine for it to be a fast-travel point
  • Shrines also give a Spirit Orb
  • Trade in orbs for unknown items
  • Dedicated team handled animal A.I.
  • Bears, wolves, deer move through the snow
  • You can get overwhelmed by enemies quickly
  • Link can keep multiple horses at a time
  • Affection/Loyalty is important with horses
  • Feed and take care of horses to raise their stats
  • Can call horses over to you, but horses need to be in a certain proximity to be called
  • Horses can be killed by enemies
  • Aonuma wanted players to choose their own path, so no companion character this time
  • Stamina meter encompasses sprintign, paragliding, climbing
  • Meter can be upgraded, but Nintendo won't say how
  • Different shields have different speeds and level of control for snowboarding
  • Can mine rocks which can be sold for rupees or used for crafting
  • Can place stamps to mark areas of interest
  • 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond
  • Every style of weapon has a unique set of animations and feel different
  • No invincible weapons in this game, Nintendo says
  • Zelda can get mad at you and scold you
  • Players can see the ending without seeing everything from the story
  • A certain element was added in the game to make for a more cohesive storyline
  • Most difficult Zelda game to make
  • Aonuma is still finding new things in the world

New Dungeon:
  • Nintendo took Game Informer directly to a dungeon
  • This dungeon is constantly moving
  • Game Informer says: Link must manipulate the entire enormous mechanism through his own ingenuity
  • Players can skip dungeons if they want and go straight to Calamity Ganon
  • The substance known as malice covers the dungeon
  • Link gets hurt if he touches it
  • Can be destroyed by finding and attacking each pocket of malice's eyball
  • Sheikah Slate serves as Link's map, binoculars and more
  • Use the slate in the dungeon to see a 3D model, til the entire dungeon from here
  • Doing so slices blocks into place and opens up angles you can use to paraglide to new locations
  • Voice tells you that you need to access terminals with the slate across the dungeon, marked on your map
  • All bombs in the game are remote and don't blow up on a timer
  • Simpler approach with dungeons in Breath of the Wild
  • Game Informer didn't see the familiar chest opening animation and signature music
  • Never found a signature Zelda item or compass
  • Wind Blight Ganon is the dungeon boss here
  • Voice tells you, “It's one of Ganon's own, it plays dirty.”
  • Wind Blight Ganongis a huge monster, has no face, gun-like arm
  • Wind Blight Ganon can create tornadoes and will fire large spikes



The Analysis:


Well that is certainly a lot of information right there. Let's focus on the World first before we take a look at the dungeon information, which hold some juicy tidbits for speculation.

By this point Breath of the Wild truly seems like a survival game first and foremost. And a hard one at that. From different streams we already know how dangerous the enemies in this game can be. From terrifying guardians, which can kill you in one hit, to Lizalfos, which will gang up on you and us different tactics to take Link out. But now we also now that the environment itself poses some danger. I really hope Nintendo managed to create a breathing and living world, and all the information we got so far seems to indicate just that.
Another interesting tidbit is that the Overworld will feature “difficulty spikes”. So some areas will be much harder to survive than others. They feel it's okay because you can always avoid these areas and return later, when you're better prepared. I really like that idea. It makes your skill and equipment the only determining factor for your progress. This feels much less artificial as, for example, a force field that blocks a specific portion of the map until you complete a certain task. It also makes the world feel much more open. It also makes exploration much more rewarding. Finally beating an area, which you couldn't complete earlier, will be extremely satisfying.

We also got a lot of expected information. Like for example that the Stables serve as a place to rest and trade. You can gather materials and craft. Also much of the information about the Horses has already been known.

But there are still two interesting tidbits left. First of Zelda can get mad and scold you. To me this sounds like Zelda will be a much more engaged character this time. Maybe she'll even travel alongside you for longer periods of time. My theory for the Story of Breath of the Wild is that after their 100 year sleep Link and Zelda travel around Hyrule to unite the people of the land. Because only a unified Hyrule has a chance to stand against Calamity Ganon. The Scenes in the last trailer with the Gerudo Girl, the Zoras, Orni and Gorons supports this theory.

"Hylians pass stories of a destined time long past where multiple races lived and worked together in harmony. The Sheikah Tribe's blue aura breathed through the land and this mutual prosperity continued until a cataclysmic disaster stuck. The Hero and the Princess attempted to seal the terror which became known as the Calamity Ganon. Divine beasts awoke from four directions and deployed a mechanical army which made the King and his people fearful. They fractured Ganon's power and sealed him but the Sheikah were banished from the land ever since."

From this introduction text, which was leaked earlier, we know that Zelda and Link failed the first time against Calamity Ganon and that four divine beasts rose with a mechanical army to defeat him. This fractured Ganons power and sealed him away, but the frightful king and his people also banished the Sheikah, which were responsible for the four beasts, from the lands. So we have four beasts and (possibly) four dungeons and four races. I think you can catch my drift here. To me it sounds like after the King send the Sheika away distrust grew amongst the races of Hyrule and the Kingdom fractured. Meanwhile Ganon started corrupting the mechanical beasts and guardians and plotted his return. During the Trailers we saw those huge mechanical creatures, which are the divine beasts, either powered by blue or red energy. As we know the red energy is Ganon's malice, so it's clear that he was successful in corrupting the beasts and Link has to cleanse them. Together with the information we got from the Dungeon section, we now can figure out that Link will have to enter these four divine beasts and cleanse them from the inside.
I think the dungeon Game Informer got to play was the huge Bird seen in earlier trailers.

The Beast is constantly moving around and the boss Wind Blight Ganon certainly fits the dungeon. This is also probably the dungeon connected to the Orni. And from a map shown during the Treehouse stream several weeks ago, we also know the other beasts/dungeons.


The camel is linked to the Gerudos. We already saw Link and the Gerudo Girl/Sage during the last trailer looking at the beast from afar. And the death mountain robot is clearly linked to the Gorons. Which leaves the elephant as the Zora dungeon, which is an interesting choice. So the quest seems clear. Link has to travel to the home of the four races with Zelda, unite them and cleanse the divine mechanical beasts from within. He has to defeat the four fragments of Ganon corrupting the beasts and in the process weaken Clamatiy Ganon. Or he can head straight to him, defeat him without all that and probably get a different ending.
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The last interesting point in the overworld section is the fact that there are no “invincible” weapons. Does this mean that the Master Sword can break? Or that you don't get the Master Sword at all? My guess would be that you only get the Master Sword for your last fight against Clamity Ganon. Or maybe you only get the sword, after you completed the four main dungeons. After all it seems that the different important characters from the different races are this games Sages. At the beginning of Breath of the Wild the Master swords seems to be resting next to the Deku Tree and has gotten quite rusty. So after saving the Zoras, Gorons, Orni and Gerudo and recruiting the four sages from those tribes Link and Zelda can restore the Master Sword to full power to battle Calamity Ganon. Or once again you could ignore all this and beat him with a Bokoblin Club.


So even after all this information you see there is a lot to speculate about. What are your thoughts on all of this? Do you agree with my theories? Or do you have some of your own? Let me know in the comments.

And as always
thanks for reading

Tuesday, February 7, 2017

Top 5 Uses of the Wii-U GamePad

The final days of the Wii-U are upon us and before the console rides of into the sunset with one last Hurra that is Breath of the Wild, let's take this chance to look back upon the troubled history of the Wii-U.
After it was announced not too many people were excited about the console. But one thing that intrigued most of us was the GamePad. It was the center piece of the experience. It was he reason for the relatively high price, but also the justification because it would enable unique gaming experiences.

Now about five years later we haven't seen too many of these unique experiences and it is safe to say that the GamePad mostly fell short of its promises. Still there were some great uses of the technology and it would be a shame if we'd forget about them. So today I'd like to show you five great uses of the Wii-U Gamepad. And now Star Fox: Zero is not on this list. While it's use of the GamePad was unique, it also was far from good.


5: Project Zero: Maiden of the Black Water



When it was announced that Project Zero would return on the Wii-U I was looking forward to how they would incorporate the GamePad. It was quite obvious, but the use of the Pad as Camera Obscura was implemented perfectly. Project Zero is a Japanes Horror Game in which you have to banish Ghosts by taking pictures of them with a cursed Camera. It is a very atmospheric series and the use of the GamePad enhanced that even further. In a Horror Game it is ok for the two Screens of the console to contest with each other. Being forced to look down onto the GamePad to fight the Ghosts, makes the whole situation much more stressful and, in the Process, increases the Horror Factor.

You'll use the normal 3rd Person view on the Big Screen to explore the curse areas of Mount Hikami and when you encounter a Ghost, you're then forced to look through the lens of your camera on the GamePad. This narrows down your field of vision considerably and creates a threatening and stressful atmosphere. Also it felt quite natural to use the Pad in that way.

Project Zeros use of the GamePad is perfect way of increasing the games immersive nature even further. Using the Pad as Camera felt natural and easy to handle, but it also created a more threatening environment. So the factors that contributed to Star Fox: Zeros Downfall (narrow field of vision on the GamePad, imprecise aiming on the Big Screen) actually enhanced the experience in this case. If you're a fan of Horror Games and like to see your GamePad justified you should definitely take a look at this game.


4: Super Mario Maker



The Idea behind Super Mario Maker is ingenious. Giving everyone the opportunity to create their own, perfect Mario Stage is simply brilliant. But this genius Idea would've never been as successful if it weren't for the Wii-U GamePad. Through its touch screen it offered a great an easy to use way of creating levels. Simply dragging and dropping level elements has never been as easy. Little Big Planet, another game which offered the possibility to create your own levels (with even more tools than Mario Maker), in parts failed because of the complexity of its level creating tool.

Mario Maker doesn't have the same problem. With the Wii-U Gamepad literally anyone can create great and unique stages. It is the perfect example of a complex system simplified through an intuitive input system, and something they should have thought more of when designing other games.


3: Lego City: Undercover



If we're talking about under appricated games on an under appriciated system, then we have to mention Lego City: Undercover. The child friendly GTA knockoff was a lot of fun even for adults. And as one of the first games for the Wii-U it was also a prime example on how to use the GamePad right.

The game used the Pad in several different ways. The most boring, but also most widely used was its function as a Map. Lego City was, of course, not the only game that featured this, but luckily the GamePad Use didn't end there. It also served as police communicator and had a variety of applications. Via the GamePad you were able to track criminals, scan for clues, get mission information and look through walls. It truly opened up the world with countless possibilities.

Its use also didn't contest with the regular gameplay. While during the high tense action scenes you were always concentrated firmly on the Big Screen the Pad would only get used during the slower puzzle solving stages. It opened up new fields of view and you felt as if you'd truly use some High Tech tool to find the solution to your problem. Lego City: Undercover is a prime example of the Wii-U Gamepad and the Big Screen working together to create a cool gameplay experience.


2: Nintendo Land



Talking about cool Gameplay experiences. Asynchronous multiplayer was one of the biggest possibilities of the Wii-U, which was used to sparsely. The second screen on the GamePad allowed for one player to see something completely different than the others on the Big Screen.
This concept was used perfectly in one of the first games on the System, Nintendo Land. It was a mini game collection centered around the GamePad and it's innovative features. From the motion controls to the Touch Screen everything was used quite perfectly.

Some of the games also featured the previously mentioned asynchronous multiplayer experiences. For example one Player would control a Ghost, which the others then had to hunt. Something that wouldn't be really possible in a split screen experience. But with the Wii-U GamePad you had the possibilities to create such a game. While the Ghost Hunters on the Big Screen can't see the Ghost the player with the GamePad has a perfect view of the areal and can move freely, while remaining invisible to his opponents until he attacks. This creates a high intense game of cat and mouse, which is a lot of fun.

Nintendo Land is one of two Games that focused on this asynchronous multiplayer experience. The other one, Mario Party 10, did the same with its Bowser Party Mode. Both games showed the promise of such a concept and it is a shame that it was underused this badly during the Wii-Us lifespan.


1: Zombi U



While the GamePad and the Big Screen worked together in Lego City: Undercover in Zombi U it was the total opposite... and it was great. Like I stated with Project Zero in a Horror Title it can actually be beneficial, if the two screens contest with each other. It forces you to make decisions, which aren't always easy. Zombi U took this concept to the extreme.

The GamePad serves as communication tool, backpack and scanner, but the hook is that the game doesn't pause for either of these actions. So when you look at your inventory Zombie still can attack you. Not only does your character kneel down and look inside of backpack, but your actions on the couch reflect this. You look down onto your GamePad. This creates extremely high tense scenes, where you rush as much as possible with your looting because you're completely vulnerable during this time.

Forcing the Player to switch between GamePad and Big Screen constantly, without pausing the action, creates incredible stressful situations, which only serve to increase the Horror of the Game. It is a perfect use of the tools available to create the best result possible. Knowing that Zombies approach, but still being forced to look down onto the GamePad to hack a door, while you can hear (and see if you take a glance) the menace come closer on the big Screen is a unique feeling of Horror, which hasn't been recreated by other games so far.

Zombi U is an under appreciated gem of the Wii-U and proof that in the early games of the Systems developers where eager to test out the possibilities of the unique control scheme. Sadly this all fell flat with the flop of the system, but at least we got some entertaining and unique games out of it.


So what are your thoughts on this subject? Is there a game that truly blew your mind with it's GamePad use?
Let me know your answer in the comments.

And as always
thanks for reading

Friday, February 3, 2017

Lost & Found: Doomed since 1989

Hello and Welcome to todays episode of Lost & Found.

As we Nintendo Fans all know our favorite gaming company is doomed and will go out of business soon. I know many of you probably can't hear that Nintendo needs to go third party, or needs to drop out of the console business, but this isn't anything new. In fact as early as 1989 people were calling for the end of Nintendo.

 

Some things truly never change and it is fun to see how Nintendo has survived over the years, while everyone around them called for their end. But still here we are in 2017, 25 years after the ''end'' of Nintendo and the company is still going strong. So I wouldn't count on them going anywhere soon. Here's to the next 25 years of Nintendo is doomed articles.


And as always

thanks for reading

Wednesday, February 1, 2017

Grow Up Nintendo!

With the Switch Nintendo intends to start a new chapter in their company history. You can clearly see this when looking at the way the console is presented and marketed. It's a new and fresh concept for young adults. Hardly do you ever see kids in the videos for the console. The Switch seems to be aimed at the young, urban adults, and so this begs the question. Does Nintendo need to grow up to attract this crowd?
While, as so often, there is no easy answer to that question I think it it's worthwhile to take a look and discuss this topic. Because for a long time this has been one of the most prevalent criticisms thrown at Nintendo. They need to grow up.
But... do they?

It's an undeniable fact that a good chunk of Nintendos audience is in their mid thirties now. People who grew up with the NES and SNES. Even I, who grew up during the N64 era, is now in the midst of their twenties. But it is also a fact that Nintendo is still highly popular with todays kids. Even the Boss of Sony, Kaz Hirai, said that Nintendo is important for the videogame business because it often is still the first contact children have with the medium. So Nintendo is still the company that brings people to play videogames.

So, as always with these posts, let us take a look at the positive and negative aspects of Nintendo growing up.


It's time to grow up:



Nintendo has one of the most loayal fanbases around. Even the Wii-U, which basically appealed only to Hardcore Nintendo fans, sold 13.56 Million Units. And you can see how dedicated these fans are on the basis of the systems software numbers. Mario Kart 8 sold 8.26 Million Times on the System. That is an insane attach rate of 61%. No other console manufacturer can hope to come close to this numbers. But are those hardcore fans truly enough? As we have seen via the Wii-Us failure the answer is a clear no. Nintendo can't be satisfied with only selling to ten million people, while their competition pulls on five or even ten times these numbers.

It is a fact that many of todays gamers grew up with either SEGA or Nintendo. And even though they moved on they still have fond memories of those companies. And that is the point. They moved on but Nintendo didn't. They grew up and changed their tastes in gaming. And while they probably still enjoy a session of Mario Kart or a round of Mario Party this is not enough to warrant the purchase of a console, which doesn't offer anything else to them. And even though the Switch is clearly marketed towards those age groups, it doesn't look like it fixes the core problem. What shall these people play after they purchased the Switch?

It's quite simple. As long as Nintendo won't grow up, it won't get back those customers. Luckily there are two ways to achieve that goal. The first is the obvious one. Nintendo needs to produce more adult oriented games. The purchase of the Fatal Frame (Project Zero) IP and their partnership with Platinum and Nintendo was a step in the right direction. But it's not enough. Nintendo needs to step out of their comfort zone and start producing more than just Jump'n'Runs. Where is the Uncharted or Halo equivalent from them? Where are the big and adult oriented Open World titles like Horizon? In todays environment you need to WOW people to garner any interest in your product. And to achieve that Nintendo needs to produce some classic AAA-Games.

Another way of achieving that goal, and the more likely alternative, is the strengthening of 3rd Party developers on your platform. They tried this with the Wii-U, although rather halfhearted, and now try it again with the Switch. Skryim Extended edition is a good start, but hardly enough. For Nintendo to truly succeed they need FIFA, Madden and Call of Duty. And they need the full versions of these games. Not watered down ports without DLC.

So what speaks in favor of growing up? Well Nintendo could extend it's userbase a lot beyond their current Nintendo faithful. They would attract people, who still have fond memories of their childhood with Nintendo, but have grown out of those style of games. A mature Nintendo would be able to to compete with Sony and Microsoft.

But...


Child at heart:



Do we truly want that? If Nintendo were to ''grow-up'' there is no doubt that they would become just another Sony/Microsoft. Right now Nintendo is the only competitor left in the field that does something truly unique. Now this is not an attack directed at Sony or Microsoft. They are great console manufacturers, but two companies aiming in that direction is more than enough.

Right now Nintendo is the only company that still makes games that can be enjoyed by all age groups. Yes they tend to be bright and colorful, but there is nothing wrong with a little color in your life. Nintendo should keep this attitude because right now they are the only company offering gaming experiences for people, who aren't into gaming. Mario Kart or Super Mario 3D World can be played with your children, younger cousins/siblings or girl/boyfriend. They have an universal appeal. And this appeal would be lost if they concentrated on mature games from now on.

Also this would mean that Nintendo has to enter the graphics race. I don't say this to devalue these games, but graphics are the main selling point for most adult oriented AAA-Games nowadays. It's where the focus in marketing lies and all they talk about during e3 and similar shows.
To compete with these games or get them on your system you need strong hardware. And while the Switch is a clear step up from the Wii-U and pretty powerful, she is not on the level of the PS 4 Pro or even the regular PS 4.

So instead of fighting a fight, which they can't win (or would be very costly) Nintendo should instead focus on their core strength. Fun for the whole Family.

This also doesn't mean they can't make mature games. Take Metroid Prime as an example. The Game got a PEGI 12 age rating. This means a lot of younger Nintendo fans could still play this title, but I think only adult gamers truly appreciated the genius of this game. It is the perfect example of a mature game and atmosphere without relying on violence and gore. Metroid Prime offers everything other ''adult'' games offer, just without (red) blood. It has a deep and dark story, an unparalleled atmosphere and excellent gameplay.


Nintendo doesn't need to grow up, because it already was from the very start. Over the course of the years they often managed to give us deep and meaningful storys and games without sacrificing them on the altar of the brown color palette. Games like Paper Mario: The Thousand Year Door or Majoras Mask tell deep and dark stories which only adults will fully grasp. Metroid always has a dark and lonely atmosphere and builds threatening worlds for you to explore.
And stop wishing for a dark Mario Game... it already happened... several times.


                                                    Source 

So what are your thoughts on this topic? Let me know in the comments.

And as always

thanks for reading