Archive for 2012


Social Log-in Upgrades

Friday, July 6th, 2012

The social sign-in solution that we have been using for the past while with Game Usagi has decided to stop working as well as it used to.  Now when you log-in to Game Usagi, either with a password or with a social media account, it appears like you haven’t signed-in until you refresh the page that you’re on.  To fix this, we’re temporarily disabling social log-ins as we move to a new social log-in system that hopefully won’t present as many problems as our current solution.  Please bear with us during this short transition period and we’ll tell you when everything’s back up and running.

Pikmin 3 (Wii U) Impressions

Thursday, July 5th, 2012

The longest playtime that we had with any single game at E3 was with Pikmin 3.  Our 10 to 15 minutes with Pikmin 3 afforded us a better than average taste of just what Nintendo has incorporated into this apparently relatively early build of the game.  Being a Wii U game, I’ll start off by discussing what the new system has inherently brought to the table for the Pikmin series. 

The most obvious upgrade that Pikmin has received is a shiny new coat of paint courtesy of the Wii U’s increased horse power.  While it looked nice, as I suspected from the peek at the game we received during Nintendo’s E3 press conference, Pikmin 3 still has a ways to go before I could call the graphics “impressive” or “amazing”.  The GameCube iterations of Pikmin always looked like they were trying to be as photorealistic as possible (at least when considering their environments and items), the Wii U version, while obviously benefiting from the HD resolution insofar as aliasing and texture resolution are concerned, seems to be trying to look more like the GameCube versions than taking full advantage of the Wii U’s copious graphical powers.  It more or less looks like the screenshots you see of the Dolphin Wii/GCN emulator running on high-end computers (ie. very little if any aliasing) than a AAA game you would see running on an Xbox 360 or PS3.  To me, this is just evidence that Nintendo is still out of their depth as far as making truly graphically impressive HD games are concerned.  While I do hope that Nintendo is able to bulk up the game’s graphics to an acceptable level for this generation of gaming (let alone the next generation) before the game’s release, history tells us that this is unlikely, so the most we can reasonably expect from Pikmin 3 is having it look like an up-rezed Wii game.  We’ll just have to hope that Nintendo’s unannounced first party titles for the Wii U do more to graphically take advantage of the system’s specs than the ones that we have seen thus far.

The other improvement that Pikmin has seen thanks to the Wii U of course comes from the GamePad controller — which I wasn’t allowed to use to the control the game.  The GamePad was sitting on a stand in front of the TV giving me an overhead view of the map showing where my Pikmin and various items/enemies were located while I was forced to used the Wiimote/nunchuk controller combo to scoot my non-Olimar character and his minions about.  Using the Wiimote, I found that I never really had the opportunity to glace down or use the GamePad in any meaningful way since I wasn’t holding it in my hands and it was more-or-less too far away from me (at about 4-5 feet) to be of any constructive use. The only interesting feature of the GamePad that we were shown with Pikmin 3 is that after you complete a level, the screen on the GamePad can be used to scrub back and forth while watching an icon-based replay of your play through of the level so you can “analyze” where you perhaps could improve your time or score on that level.

The Wiimote controls for Pikmin 3 are essentially the same as the New Play Control method offered on the Wii versions of Pikmin and Pikmin 2.  I’ve never played the Wii version of the Pikmin games, so I was rather upset to find that your Pikmin control under this control method is restricted to throwing the Pikmin, sometimes upwards of a hundred at a time, one-by-one at whatever thing you want them to attack or carry.  When playing on the GameCube, I exclusively controlled my Pikmin by employing the C-Stick to move them fluidly as a group toward whatever I wanted them to interact with.  In Pikmin clones like Overlord I/II, this is the only way that you have to control your followers, and rightly so.  While this method of controlling Pikmin is very sorely absent from the Wiimote controls for the game, I still expect them to include this method when you’re playing the game using the GamePad or Controller Pro — if they’re not, I could not see myself enjoying this game as the “throw your Pikmin one-by-one at stuff” method is supremely tedious and perhaps even game-breakingly bad. 

The game’s mechanics, apart from the disappointing control method available to me in the demo, were mostly pleasant and largely unchanged.  You still parade your Pikmin minions about and have them attack/carry/build/break things in the standard Pikmin fashion, but one thing that I was upset to note is that (at least in the game mode we were shown) time limits for levels (a much disliked feature from the first Pikmin game) seem to have been reintroduced.  This strikes me as odd as the evolution of the level time limits into a day/night system was one of the most touted features of Pikmin 2.  Seeing a step backward of this magnitude, bringing the focus off exploration and back onto arcade-like score challenges is discouraging to say the least.  There are rumours around the web that what we were shown at E3 was a level from a time-challenge mode to be featured in the game, and I very much hope that that is the case.  Arbitrarily throwing a time limit back on Pikmin’s main story mode after the series has already progressed beyond such things would be a mistake, plain and simple. 

You were only able to control two types of Pikmin during the demo: Red and Rock.  The red Pikmin were their usual good fighting/carrying selves and the rock Pikmin felt like a nice and natural addition to the Pikmin family.  The rock Pikmin were used to break down harder barriers and stun enemies (or break their protective shells) to allow the more offensive red Pikmin to do their jobs more easily.  I also used the rock Pikmin to carry broken pieces of pottery to build a shortcut bridge over water back to the spaceship, but in retrospect I could probably have used the red Pikmin as well.  There were various gold items (as well as just plain simple gold) strewn about the level that would give you extra points if you collected them, adding to the arcade-like feel of the demo.  At the end you were graded with a bronze/silver/gold medal on the value of the various things you collected during your limited time on the level.

So, while still obviously a fun game, Pikmin 3 left me with equal parts anticipation and concern.  I’m concerned about the inclusion of time limits in the demo, as well as the apparent inferiority of the Wiimote controls and how the game doesn’t graphically look nearly as good as it could considering the Wii U’s purported capabilities.  I’m excited for the prospect of playing a new Pikmin game in general, particularly one that doesn’t necessarily require me to use my TV all the time, and one that will look and perform better than those that came before it.  Hopefully Nintendo will listen to the reservations held by many of the media that were fortunate enough to get an early demo of the game and we’ll see an awesome Pikmin game that is graphically astounding and that both controls and plays superbly by the time it releases (possibly even for the Wii U’s launch).  We’ll keep you updated as more info on both Pikmin 3 and the Wii U comes out in the coming months, you stay tuned for more coverage.

You can see a video of a good portion of our playtime with Pikmin 3 in our E3 2012 Wii U Video Roundup.

3DS XL Vs. PS Vita Screen Size

Monday, June 25th, 2012

We took the PS Vita and the 3DS XL from Kotaku’s recent size comparison image and overlapped them so that you can get a better picture of just how similarly sized the screens are now.  It’s still worthwhile to note that the pixel density on the PS Vita’s 960×544 screen is nearly twice that of the 3DS XL’s effectively 400×240 screen.  When August 19th rolls around we’ll be able to tell for sure just how much better/worse 3DS games look on the XL’s screen.

 

Opinion: Your Game is Boring

Monday, June 25th, 2012

Fable III has been included as a pack-in title with many versions of the Xbox 360 console for a long time, so for a lot of newcomers to this console generation Fable III may have been their first Xbox 360 experience.  For anyone out there curious about this game, be forewarned!  Let me save you the trouble, because this game is about as exciting as doing the laundry.  I’d even go so far as to say that it’s the most boring current generation title that I have ever had the misfortune of playing.

Let me start by offering a brief disclaimer that this article is simply the rant of a single frustrated gamer and this is not the official Game Usagi Fable III review (which happened to be favourable).  A few years ago I had great fun playing through Fable II, which is why I was so eager to dive into the next title in the series ? big mistake.  My busy life (also known as a day job) does not afford me much opportunity to kick back and play video games, so when I do find an hour of free time here and there, the game had better darn well be amazing.  I get supremely insulted when I feel like an awful game is recklessly wasting my precious time, so why does Fable III get my bloomers in a knot?  Read on…

(more…)

3DS XL High-Res Images

Friday, June 22nd, 2012

Here are the high resolution images that Nintendo has released of the upcoming 3DS XL system.  Interesting things to note include that the stylus is once again one solid piece and no longer telescopic, and that the annoying green “3D” light from the original 3DS seems to have (hopefully) been done away with.  Remember that you can right-click any of the images in the gallery below and select “Open Link in New Tab” to see the images in their full huge resolution:

Nintendo Direct June 21, 2012 News

Thursday, June 21st, 2012

Well, Nintendo surprised everyone with their Nintendo Direct conference today.  A new version of the 3DS called the 3DS XL was announced and while I would rather have had it announced at E3 (where I could have played it), it still looks pretty decent.  So here’s the big news that we got from the Nintendo Direct today:

  • 3DS XL coming out in North America in both Red and Blue colours (along with a 4GB SD Card) for $199.99 on August 19th.
  • 3DS XL has 90% larger screens than the original 3DS and will also have better battery life.
  • Kingdom Hearts: Dream Drop Distance is due out on July 31st and a playable demo is now up on the eShop
  • Professor Layton and the Miracle Mask coming to NA in November (yay~)
  • New Prof. Layton will also have daily new puzzles available via the Internet for an entire year
  • Namco Bandai team (including leads from Tales games, SoulCalibur, and TEKKEN) will be working with Sakurai on the Wii U and 3DS versions of the upcoming Super Smash Bros. game
  • Art Academy game with art lessons coming to 3DS
  • Kirby 20th Anniversary Dream Collection for Wii (launching Sept. 16th) to include music CD, artbook, and the following six Kirby games: Kirby’s Dream Land, Kirby’s Adventure, Kirby’s Dream Land 2, Kirby Super Star, Kirby’s Dream Land 3, Kirby 64, and challenge levels done in the style of Kirby’s Return to Dream Land.
  • New Super Mario Bros. 2 (also coming out Aug. 19th) will have a Coin Rush mode where you complete 3 challenge levels and then compare scores with others through StreetPass.
  • NSMB2 will also be the first 3DS game to feature full 2-player local co-op for the entire game and bonus Coin Rush DLC levels will be available for purchase after launch.
  • Fire Emblem 3DS coming to North America in 2013.
  • Super Mario Land on sale at $2.99 on eShop starting tomorrow for 7 days
  • 2 new Virtual Console titles coming out for eShop every week now
  • photoshowcase.nintendo.com to be a curated online gallery where you can submit and vote on 3DS pictures starting on July 2
  • Pokemon Black/White V2 coming out “this fall”
  • Pokemon Dream Radar and Pokedex 3D Pro available for purchase on eShop along with Pokemon Black/White V2
  • Also had the first (very short) trailer of footage from the English build of Pokemon Black/White V2
  • Animal Crossing 3DS due out this year in Japan (no love for NA apparently)

Also, here’s a better picture of the 3DS XL from Nintendo of America’s Twitter feed:

I’m not sure what to think about Namco Bandai primarily developing the new Smash Bros. games, but I’ll wait on passing judgement on the game until there’s actually something to see.  The 3DS XL will hurt my wallet, but I’m not actually as upset about it as some other people may be.  The DSi XL is far and away the best way to play DS games, so I’m sure the new 3DS will perform admirably as well.  The only thing I’m really kind of peeved about regarding the 3DS XL is that I’ll probably have to buy a larger version of the Circle Pad Pro to play games like Resident Evil Revelations on it, and that sucks.  Considering everything Nintendo’s learned about needing two control sticks, you’d think they would have been smart and included the second circle pad in this redesign too.  Oh well, I’m getting my Professor Layton this fall, so I’m satiated for the time being.  We’ll continue to keep you informed on the rest of Nintendo’s random announcements in future weeks as they come, so stay tuned to Game Usagi.

Here Comes Another Nintendo Direct [UPDATE]

Thursday, June 21st, 2012

[UPDATE: North America is getting a Nintendo Direct presentation too also starting at 10:00PM CST.  The Nintendo Direct page says that it will be regarding the Wii, DS, and 3DS (again, no Wii U).  You can check out the North American Nintendo Direct page here, and we’ll have a combined summary of both of the Nintendo Direct presentation go up tonight after they have aired.]

Nintendo is broadcasting another Nintendo Direct presentation starting today at 10:00PM CST.  Apparently it will focus primarily on the Wii (not the Wii U) and the 3DS, so no one knows quite what to expect accept for perhaps a few more details on the Kirby 20th Anniversary disc for the Wii and Animal Crossing on the 3DS.  It’s not the heavily anticipated announcement of Wii U release details, but we’ll be getting some kind of news from Nintendo tomorrow and we’ll have a summary of the salient points up as per usual shortly after it’s broadcast.  Bear in mind also that this is a Japanese Nintendo Direct and it may not have too much information that applies directly to the rest of the world.  Check in with us later tonight to find out what Nintendo has to say.

Page 5 of 18
1 3 4 5 6 7 18