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

No comments:

Post a Comment