Currently, you can get a bundle from Amazon featuring Prototype, Prototype 2, and the latter's RADNET downloadable content for $9.99 via download. It's admittedly not the best time with all of the holiday's major releases happening, but some of us like to stockpile.
I enjoyed Prototype when it released. Despite some overall issues with the game, being able to infiltrate military bases one person at a time somehow never got old, and the sense of freedom in movement when running and gliding through the city was satisfying.
While I've yet to personally play the sequel, Jim found it to be a rather solid entry. Something tells me I'll want a mindless action game to help bring about the decompression process during the holiday break. For $10, Prototype 2 seems like an easy buy.
Earlier today, I shared an English-language Nintendo Direct that detailed many of Nintendo Network's features. Who would have guessed that the Japanese branch would follow up a few hours later with yet another Direct with little warning. Nintendo truly is a company of shinobi.
You can watch Iwata's latest info dump above, but it won't benefit you unless you are fluent in "Nihongo." Thankfully, NeoGAF user cvxfreak was gracious enough to summarize the entire shebang. I've posted his notes past the break, or you can hit the link above and jump right to the source NeoGAF page.
Up for discussion are parental controls, USB storage options, backwards compatibility, and the Deluxe Digital Promotion. The Wii U will be able to read external hard drives up to 2TB in capacity, but it must be properly formatted so that it only works with the console. USB-powered HDDs are not 100% guaranteed to work unless you use a two-pronged USB Y cable. Wii Virtual Console titles can't be played on the GamePad, but Nintendo is working on launching a Wii U Virtual Console that will allow such functionality. And the points your earn as part of the Deluxe Digital Promotion can be used not only on the Wii U eShop but also on the 3DS eShop, Wii Shopping Channel, and DSi Shop.
Read on for the rest.
Parental Controls
Nintendo realizes that some parents may fear that their children may use the Wii U's internet functionality without permission. Wii U has Parental Controls.
Can restrict content based on user age, CERO (Japan ESRB) rating, internet functionality, internet browser, e-Shop spending, Miiverse functionality, friend registrations, videos, data management, internet settings
Wii U keyboard input can save user input habits and predictive input in a specific database that depends on the game and user. Wii U does not save input data that you don't want other users to know into the database.
Miiverse settings can be turned on/off depending on the save profiles per game.
USB Data Storage
8GB = 7.2GB, 32GB = 29GB in terms of actual save data. Wii U uses around 4.2GB when using the system for the first time.
NSMBU is ~2GB, Nintendo Land is ~3.2GB. So, both won't fit into the Basic set at the same time.
Wii U lets you put data onto a connected USB media drive.
One USB drive at a time only.
Cannot disconnect the external drive while plugged into the Wii U and receiving power.
You can use general drives.
In terms of powering the HDD while connecting to the Wii U, if you do not use a Y Cable Type drive (2 USB cables), then Nintendo cannot guarantee it will work properly.
Nintendo can guarantee functionality if the HDD plugs into a power outlet.
No games on USB Flash Memory due to games not running properly all the time (whatever this means...)
Wii U will read up to 2TB only for external hard drives
In Data Management, you must format the connected media drive. Note that this means you cannot use the drive with a PC.
You can move data from internal Wii U storage to external USB media in Data Management and vice versa. Data on both internal and external media will appear in the menu.
At launch, only 1 USB hard drive can be connected, but through a future update, more than 1 will be possible and you will be able to move data between them freely.
SD Cards can hold PC data, Wii Virtual Console, Wii Ware, and Wii save data, but cannot be used to save Wii U game save data.
Backwards Compatibility
Wii games, Virtual Console, Wii Ware stuff cannot be played using the GamePad screen, but only on the TV in Wii Mode
Iwata: "We understand that there are people who were looking forward to playing Wii games, Virtual Console games, and so forth on the GamePad, but unfortunately we cannot accommodate those users' expectations."
There are plans for a Wii U Virtual Console that WILL be compatible with the Wii U GamePad. Please look forward to it in the future.
Nintendo Network Premium
For Premium Set buyers only
Point service
Make Nintendo Network ID, then login to find and user the service
After logging in, you can see the points you have earned
Buy with download card or download number
Earn 10% back on purchases
Earn back purchase points in ¥500 increments
Points earned can be used with Wii U/3DS e-Shop, Wii Shopping Channel, DSi Shop
The Slender Man craze seems to have really blown up in recent times, reaching a wider audience that somehow includes my sister and countless other YouTube-browsing teens. It seems many of us love a good scare. A game seeking approval on Steam Greenlight, Faceless(previously known as Slender: Source), has attempted to build off of this interest, but there's a problem, and it doesn't have to do with garnering enough support.
"We've been the No. 1 game since the service launched and have yet to be Greenlit due to copyright issues with Slender Man, which is a free-to-use entity, and we've even gotten permission from the creator Victor Surge," developer Justin Ross told Joystiq.
What will it take for the game to move forward and see a full Steam release? Valve's response to Ross was that "The permission from Victor Surge/Eric Knudsen is fine but since he has an option holder we'll need their permission too." A setback, to be sure.
It sounds like Ross is still working to reach a resolution, saying: "I have a feeling we'll get the go-ahead once everything is done with the option holder, but it's kind of hit a stale mark in the road. The option holder hasn't gotten back to me in about a week, and I'm mildly worried by that. If all else fails, we'll just bail from Greenlight and publish the game on ModDB so we can avoid all these copyright issues."
Whoa, now! We've got a live one! Let me introduce you to Doni, a Canadian electronica producer who has given his own spin to several game soundtracks, from Streets of Rage 2 to Katamari Damacy. Do visit his site to check out what else he's cooked up.
Doni's newest endeavor is Gombette, a five-track EP of remixed tunes from Super Mario RPG, Paper Mario, and Paper Mario: The Thousand Year Door. It's short, sweet, and only five bucks. FIVE BUCKS! That's a Starbucks coffee, you cheap ass.
Like many other fan-made albums recently, it too was licensed through Joypad Records, so I don't wanna hear any more whining, "Waaaaah! Someone's making money off of copyrighted material!" Suck it up, babycakes.
Even having now seen gameplay footage of Little Infernothanks to this latest video, I'm still not entirely sure what is going on in this Wii U and PC game from Tomorrow Corporation. As expected, you burn various things -- in what look to be specific combinations? Again, I'm not feeling confident.
Either way, it's a pyromaniac's dream and the premise is certainly unique. I'm still eager to see what the deal is. Little Inferno launches on Wii U on November 18, and the Steam version will see a release the day after.
Four episodes into the IGN-hosted web series Castlevania: Hymn of Blood, Simon Belmont has yet to do battle with so much as a mud man. All he does this week is ride on a horse and drink wine. I want to see some violence, man!
If it wasn't apparent already, this show has more in common with Lords of Shadow than the original Casltevania games, demonstrated further by the mention of the Brotherhood of Light. Does that mean Simon will eventually be equipped with the Combat Cross? Maybe.
I'll keep watching Warp Factor 2's tribute series in the hopes that the action will heat up soon, or at least until I see Worf turn into a wolf.
With the launch of PlanetSide 2close enough so that I can smell it, the beta will lamentably cease on Friday. Don't fret, however, as that's three days of large-scale combat left, and then on November 20 the game itself will be released.
If, for some absolutely crazy reason, you've not checked out the beta, now's your chance to rectify this terrible mistake. Those of you who are already shooting, flying, and dying should squeeze as much time out of it as possible. I'd never condone skipping work to play a beta, but you should totally skip work to play the beta.
Archie Comics continues to repackage old issues of the long-running Sonic the Hedgehog series into mass market paperback format for the sake of new fans who want to get up to speed as well as old fans who like to build towers out of their exhaustive comic collections. As of today, you can pick up Sonic Archives #19, which consists of issues #71-74.
This is an important milestone as it marks Sonic's in-comic transformation from the old Genesis look to Mr. Green Eyes. Wanna know why his eyes changed color? He ran really f**kin' fast. Not joking. This is DC Flash-level sh*t, people.
Also out today is Sonic Super Special Magazine #5, the next issue of the quarterly periodical that provides oodles of supplementary art and commentary. It includes pull-out posters of 24 different cover art pieces, as well as the fifth entry in "The Mobius Timeline," which attempts to recap the insanely convoluted history of the comic. It's quite the undertaking.
Check out this video which sets the stage for for Sleepwalker's Journey, a recently released platform puzzle game now available on Android and iOS. Moonboy, as you can see, has been ejected from his bed by a mighty lunar sneeze, which has also displaced the sky's stars. Somnabulating as a result, Moonboy needs the player's help to return to his bed while collecting the lost stars by moving environmental objects.
I picked up the game after watching this and I'm having a really fun time with it. Great for visits to the toilet, it has a nice, gradual difficulty increase and more than 45 puzzles to play (with more planned in future updates). You can grab it on iTunes or Google Play right now for a buck.
Brand new screens from Square Enix Japan have me actually whimpering for some DQ action on my 3DS. Check out the bottom middle screenshot in the header image -- you'll see monsters visible on the field. No random encounters! Suddenly 100+ hours of playtime doesn't sound as bad.
[Mash Tactics airs Monday through Friday at 4p.m. Pacific on Dtoid.TV. Watch King Foom play a variety of games, each day with its own theme. With a heavy focus on community and viewer interaction, you can be as much a part of the show as anything else.]
Join us tonight on Mash Tactics for another evening filled with multiplayer shenanigans. We'll once again be firing up some Call of Duty: Black Ops II, and playing a few rounds with the live crowd during the duration of the show. As well, we'll be joined by Mikaela, and Kelly of the gaming and cosplay group LT3 in hopes that they can help me sharpen my skills ... as hopeless as that may be. Be sure to get there, join in, and watch me get my face shot off by not only these ladies, but by everybody else in the world, only at Dtoid.TV!
When I made my first awkward steps into the world of MMOs, my mouse had a ball in it. Every now and then, I'd need to twist the bottom a little bit, take out the ball, and clean out all the grime and dust that had somehow been picked up. It had two buttons and a scroll wheel which constantly got stuck. It was an awful peripheral.
Now I find myself with a 20-button, multiple gaming profile-holding, precise-as-hell mouse specifically built for MMO players. The G600 is one of several MMO mice on the market, but it manages to stand out thanks to its logical button layout, excellent customization options, and an understated but aesthetically pleasing design.
Upon unboxing the G600, I was pleasantly surprised to find it lacking the gaudiness or design quirks one often sees in its contemporariness. Its curves mimicked indentations made by palm and fingers, and it is rather wide to accommodate the ring finger, which rests on the third button, but otherwise it looked rather conservative, though sleek.
While it's a wired mouse, the cord is braided and thus far has not become tangled on my desk, despite the massive clutter. The cord is flexible, yet stays in place, and I find it to be a much better alternative to the rubber cord. It's far from light, and the surface is plastic, not rubber, so those who intend to play the MMO of their choice for an extended period and suffer the terrible affliction known as sweaty palms may find that the grip could be better. It never once got away from me, but it's something to consider.
Twenty buttons might seem like a lot for a mouse, but managing spells, attacks, potions and items can require a hell of a lot more. It's rather handy, then, that the G600's "G-Shift" button -- the one on the far right -- doubles the number of commands of the 12 thumb buttons, once pressed. That's 24 commands under your thumb.
The thumb buttons themselves may be squashed into a small space, but it didn't take long for me to get used to them. They are split into two sets of six, with each row of three feeling distinct from the row next to it. The shape of the buttons means that unless you have the thick, calloused hands of rope maker, it's not difficult to tell what button you are attempting to press. The buttons are also quite resistant, so firing off a spell by mistake shouldn't be a concern.
Under the rubber tilt scroll wheel, itself of competent design, are the final two buttons; G7 and G8. Like all of the buttons, these can be customized, but the latter switches the mouse mode by default. This allows users to change the profile -- which can be saved on the mouse's onboard memory -- they are currently using. Profiles can be edited and saved using Logitech Gaming Software that can be downloaded from their site.
Using the software, commands can be reassigned to any button, the lights on the thumb buttons can be customized, even to denote what profile you are using, and DPI sensitivity can be tweaked. As this can all be saved on the mouse, one doesn't have to worry about faffing around fixing profiles should they use the mouse with another PC.
While the DPI can be fiddled around with, the G600 lacks a dedicated DPI adjusting button -- altering it requires interacting with the downloadable software. In MMOs, this isn't a great concern, but if you plan on using this mouse in an FPS, it might become a mild annoyance. However, the DPI does range from 200 to 8,600, allowing for great control over pointer sensitivity.
Using the G600 in an MMO is a delight, though one that took me a couple of hours to get used to. The back row of thumb buttons can be a bit tricky to reach, requiring one to move their thumb down slightly, which is a tad awkward, but I barely notice it now. In games like Guild Wars 2,Champions Online, or The Secret World it really proves its worth, freeing the left hand up to focus entirely on movement. With kinetic or more action-based MMOs, this was a massive boon.
$79.99 for a mouse you just use for MMOs is pretty steep, though, so it is fortunate that it can be employed more generally. The considerable customization lends itself well to other games, if not quite as well as it does to MMOs, and I found it perfectly serviceable when playing RTS titles, shooters, and even using programs or just browsing online. The device's weight hampers it somewhat, but unless you're lifting it off the mat frequently, you'll find it hard to notice, thanks to the anti-friction pads that assist it in sliding across mouse mats in satisfyingly smooth fashion.
As an all-purpose mouse it's good, if not quite great, though when compared to other dedicated, programmable gaming mice, it's a bit on the expensive side, heavy, and somewhat specialized. The Logitech G9X, for instance, has changeable grips, customizable weight, and more profiles; though it lacks the vast array of programmable buttons of the G600. For MMOs, however, few mice compare. It features more buttons, better software, and, at least for my hand, a far more comfortable layout than the popular Razer Naga MMO mouse, while costing the same.
So, if you're willing to drop a not insignificant amount of cash for the sake of taking the strain off your dainty little left hand, the G600 is more than worthy of your attention.
Want proof that eSports and MLG is blowing up? Try a 334 percent year-on-year growth stat for online live streaming video viewers. MLG says that more than 11.7 million unique viewers logged in to watch the MLG Pro Circuit Championships. Compare that to last year's 3.5 million viewers.
MLG shas another impressive stat for online video: more than 15 million hours were consumed on Pro Circuit weekends. And if you're one that likes demographics, viewers of MLG's content are mostly 18-34 year old (60 percent) males (85 percent). About 40 percent of viewers have a household income of over $100,000.
The last two years of MLG's 10 years in business have shown a 636 percent growth in live viewers. That likely means that next year will be even bigger.
[Read on for a description of every Wario game ever released in the US, and my completion of them all in 2012.]
Why Wario?
Ok, this is the last one for 2012, I promise. After squeezing in Kingdom Hearts to top off my Tony Hawk and Resident Evil Quests, I said I was done until I tackled Metroid, Kirby, and who knows what else in 2013.
But the other day, I had a dream: it involved Wario, Waluigi, and the transformation of New Super Mario Bros. 2 into Super Wario Brothers. Despite the fact that Waluigi is my favorite Nintendo character ever, I knew that I had to pay homage to the next best thing: Wario!
Wario is one of my favorite characters of all time. From the get-go, he symbolizes the quirky, unconventional side of Nintendo, and I love him for it.
I know what you're thinking -- Wario didn't have that many games. But you know what? If you count all the spinoffs, he actually had quite a few -- enough to rival many other Nintendo franchise characters and then some. For the purposes of this Quest, I'm including all WarioWare games and spinoffs (such as Wario's Woods) released in the US. Sadly, I'll miss out on Mario & Wario because of this US requirement.
Also, this is officially Wario's 20th anniversary, as his first appearance ever was in 1992. He deserves something.
If you haven't joined me on my Quests before, the way they work is pretty simple. It's kind of like a retrospective, but rather than just give you an overview of a franchise, I'll generally let you know what I thought of the game when it was released, and what I think of it now.
If I didn't provide a complete vision of what the game is like before I replay it, I'll provide an "extended thoughts" section below each applicable entry. I'll update my progress in real time through my blog, and after I finish the entire Quest, I'll share it with you guys on the front page.
Wario Land: Super Mario Land 3 - Game Boy, 3DS eShop [Owned]
COMPLETED
Wario actually got his start in Super Mario Land 2: 6 Golden Coins as the villain in 1992, but he wasn't playable. For the time, I can't tell you how amazing this was, getting a break from fighting Bowser for the 1000th time (Wart and Tatanga didn't really leave a lasting impression on me).
Wario's existence is fairly simple: he is the antithesis -- the polar opposite of Mario. He's the Bizarro-Superman to Clark Kent's Superman.
Wario quite literally is an amalgamation of Mario and the word "warui," which is roughly translated to "evil" in Japanese. Combine warui with Mario and BAM, you have Wario -- the evil Mario. To be honest though, I didn't think the character would continue, as he seemed more like a "one-off" kind of deal -- thankfully, I was wrong.
So how was his first game? Well, I'm a bit rusty on my memory of it, so I can't wait to finish it and share my thoughts below.
EXTENDED THOUGHTS:
The first Wario Land game plays incredibly well, even if the controls feel like a carbon copy of Mario Land. Thankfully, the game's actual mechanics are where you get your unique Wario charm.
Coins play a deeper role in the Wario series than Mario was ever used to. Coins not only open up the chance to play minigames, but you can also "pay a toll" to unlock checkpoints, and in some levels, you have to pay to complete.
This all reinforces the recurring theme that Wario is obsessed with coins, which makes it all the more insane that New Super Mario Bros. 2 was not Wario themed.
It also introduces the antagonist Captain Syrup, who doesn't overstay her welcome, and only shows up in Wario Land II before taking a ten-year hiatus, making a late appearance in the Nintendo Wii's Shake It!
Multiple endings based on your performance is also an awesome addition that would show up in later games, and something that the Mario series hardly ever replicates.
Wario Blast: Featuring Bomberman! - Game Boy [Owned]
COMPLETED
This game was freaking bizarre. It was also one of the first partnerships between Nintendo and Hudson -- one that would last well through the Mario Party games, among others.
What's even more odd about it is that it's actually a Bomberman game with Wario shoehorned into it. In fact, the Japanese version didn't even have Wario in it! When it came out here though, it came with a fair amount of bells and whistles -- Super Game Boy support with enhanced functions, and a password system, which put it above previous Bomberman titles.
I do remember playing this when it came out but I'll need to replay it in this Quest to give you a clear picture.
EXTENDED THOUGHTS:
So this is totally a Bomberman game with Wario copy/pasted into it and nothing more.
I probably shouldn't have even picked this up as it would have better fit a Bomberman Quest, but I did it because...science, or something.
I think I played Wario's Woods more than I slept in 1994. Oddly enough, the game was released for both the NES and SNES in America in late 1994 -- I opted for the SNES version.
You have to understand that at the time, Wario's Woods was unique. Before the thousands of iOS puzzle games, endless iterations of Puzzle Quest, Bust a Move and similar games, Wario's Woods was a gem amongst Tetris-likes. In fact, I still get guff for liking it better than Dr. Mario.
The objective was fairly simple on the surface: you just create lines of colored monsters and destroy them with colored bombs -- but the execution was flawless, and the game had a ton of charm.
The cool thing about the game is that it's essentially a platformer -- you can walk up lines to get to the other side of the screen, or walk up walls to grab items preemptively. You could also pick up entire stacks, just one part of the stack, or climb to the top of the stacks with separate buttons.
Gameplay was very nuanced, making it one of the most complex, yet enjoyable puzzle games ever made. It helps that all of these things are taught to you from an incredibly fleshed-out tutorial that teaches you comprehensively how to play the game button by button.
It's also one of the only games in Nintendo history with a playable and heroic Toad that wasn't just an ancillary character. So there's that.
If you're a fan of puzzle games, watch this video then decide whether or not to pick it up on WiiWare.
Virtual Boy Wario Land - Virtual Boy [Owned]
COMPLETED
Yep, that's right -- I actually bought Virtual Boy Wario Land and procured a Virtual Boy for this Quest. In fact, it was the first game I didn't own that I ran out and purchased.
This is also one of my favorite Wario games because it's just so bizarre -- mostly because it's on a failed system. It fits his personality perfectly!
I have to be honest, I'm a little bit worried about my eyes, as I plan on playing extended sessions with this. I remember one day (the night Virtual Boy launched actually), I played the VB literally all night long. I don't think I slept for two days after that.
BRING ON THE BURN, BABY.
Wario Land II - Game Boy, Game Boy Color [Owned], 3DS eShop
COMPLETED
Wario was starting to hit his stride. For the time, Wario Land II was an incredibly fresh take on platforming, and truly brought the Wario series into its own, without looking like just a Mario Land "spinoff."
Overall, it wasn't game-changing, but it brought Wario to the forefront and allowed him to be taken seriously, which is an awesome accomplishment.
Also, yep -- the roman numeral is correct -- the official naming convention here is "II," before the Big N got back to basics with Wario Land 3 and 4.
EXTENDED THOUGHTS:
Wario Land II makes a decided effort to attempt to create a brand new gameplay experience that is completely foreign to the Mario series. Similar to Sonic, Wario now loses coins when he takes damage. Additionally, the controls feel utterly different from the first game in the franchise -- unfortunately, they are a bit clunkier.
But despite some control issues, the team really steps it up in terms of level design. Every single world in Wario Land II feels unique to the Wario universe, right down to the first set stages that involve Wario's bizzare castle/mansion. The multiple ending scheme is back, but it's more fleshed out and even harder to obtain.
Finally, there's one major addition that this game and its direct sequel share. Wario cannot die! That's right, Wario is literally impervious to damage when he gets hit.
While it may seem like this cheapens the game, the series makes strides to focus more on puzzles and platforming than action, so no matter how invincible you might seem, if you can't make a certain jump, you aren't beating the level.
Wario Land 3 - Game Boy Color [Owned]
COMPLETED
In Japan, Wario Land 3 is known as the "Wario Land 3: The Mysterious Music Box," because, well, the game featured a music box.
I'll take the time here to trumpet the Game Boy Color. I think that portable didn't get nearly enough respect, and the advent of color (especially if used correctly) was an amazing addition to the portable market, even if other systems did it nearly a decade before (ye old Game Gear). With that said, Wario Land 3 might be the best game in the entire Wario series. It's just that good, and an example of a pure platformer through and through.
The game isn't out yet on the 3DS eShop in the US, but if necessary, I'll just buy the Game Boy Color version.
EXTENDED THOUGHTS:
Yep, Wario Land 3 is just as good as I remembered. Bringing back the multiple ending and invincibility shticks from the second game, "3" basically expands on everything further, and cements Wario as a legitimate franchise.
Considering Wario Land 3 abandons the "primary" antagonist Syrup after just two games, it's obvious Nintendo wanted to make it clear that this franchise was going to defy conventions. While I absolutely love the Mario series and may do a Quest for it in the future, there's something to be said about the teams that work on Wario, who strive for originality in their games.
Wario Land 4 - Game Boy Advance, 3DS eShop Ambassador Program [Owned]
COMPLETED
I obtained Wario Land 4 through Nintendo's 3DS Ambassador program, which was quite an amazing pickup, as the game is a gem. The graphics are crisp, the controls are tight, and the quasi-open ended nature of the game lends itself very well to multiple playthroughs.
Level design wise, it was also one of the most uniquely designed games in the franchise -- the ghost, forests, toy, and technology worlds were all memorable. It was also one of the first games that eased out of the "impossibly hard Game Boy and Game Boy Color" retro era, meaning that the game doesn't feel dated if you were to play it today.
If you enjoy platformers, this is a fairly easy recommendation.
WarioWare, Inc.: Mega Microgame$! - Game Boy Advance [Owned], 3DS eShop Ambassador Program [Owned], GameCube
COMPLETED
I remember the first time I played the very first WarioWare game -- it was glorious. My best friend and his little brother and I just played it all day long.
The "five-second" mini-game gimmick was intoxicating. It was also one of the best games ever to just whip out when hanging out with friends on the GameCube, as you only need a few minutes to get a full experience in.
This first iteration sets up the formula for pretty much every other game after it. After learning the ropes from Wario's tutorial level, you'll tackle increasingly difficult stages one after another featuring brand new original characters.
Crazy franchise characters like Jimmy T. and Mona may not be as iconic as Nintendo staples, but they get the job done and have lasted over a decade's worth of WarioWare games.
It helps that 9-Volt's video game themed stages are among my favorites of any minigame collection ever. Although it has since been eclipsed by its predecessors in many ways, the first game is by no means a bad pickup, even today.
In case you're wondering, the GameCube version is basically the same as the GBA version -- it just has multiplayer.
Wario World - GameCube [Owned]
COMPLETED
I'm a firm believer that a few Nintendo franchises had their low point on the GameCube. Although I will defend Super Smash Bros. Melee, Metroid Prime, and Mario Sunshine to the death, there were games that faded a bit in terms of franchise power on Nintendo's blue box -- Wario World was one of them.
I'll say this outright: I barely remember this game, so maybe I'm misremembering. ONWARD into the unknown!
EXTENDED THOUGHTS:
Wario World is an odd game that could have been great, but falls short in many respects. It's kind of like a bizarre love child of Banjo Kazooie and a 3D Mario game, with wonky controls, and one of the worst cameras known to man.
It has some neat ideas, like semi-open world exploration within stages, and a ton of variety to boot, but the game feels extremely unpolished, and it's hard to endure some of the game's convoluted later stages.
I have to admit though, despite the faults, the game isn't a lost cause, and I still enjoyed it. The best way I can describe Wario World is by calling it a worse Tomba. If the prospect of that excites you, maybe you should look into it on the cheap.
WarioWare: Twisted! - Game Boy Advance [Owned]
COMPLETED
WarioWare Twisted was a neat concept indeed. Like the various pinball games on the Game Boy that would use that awesome rumble-pak built-into the cartridge, Twisted had a similar gimmick -- a gyro sensor (with rumble too!).
Using the gyro sensor, you could tilt, dip, dive, and spin your way to success on your Game Boy Advance. The results were so successful, that it was one of the highest rated Game Boy Advance games of all time.
Oddly enough, the game was supposedly banned in Europe because the gyro sensor had mercury in it: even though this was never proven. That's so Wario!
EXTENDED THOUGHTS:
Oh man, Twisted is so much fun, and potentially the best game in the WarioWare series. Like every other game in the sub-series, it's super easy to pick up and put down at any given time.
Due to the nature of twisting the device around, there are some pretty clever uses of the screen here. For instance, one boss fight has you tilt the screen to the side and play a mini-shmup with the system held sideways. It's kind of like the "vertical mode" that's found in a scant few PSP shmups (Neo Geo Heroes - Ultimate Shooting).
At the end of the day, most of the WarioWare games are good in their own way.
WarioWare: Touched! - Nintendo DS [Owned]
COMPLETED
Yet another WarioWare game! Phew! We're nearly halfway done here so bear with me. WarioWare Touched was a DS game, and as you can imagine, it heavily utilized the touch function -- in fact it was damn near the best touch game on the entire portable.
The fact that a stylus is in the picture means more variety for the actual micro-games, giving you a ton of different ways to abuse your DS. Because of this, it's actually one of the easiest games in the series, but it's so much fun that it isn't a detriment.
I'll take the time right here to say that the DS is one of my favorite systems of all time, and this game is partially the reason why. Although over time, with the advent of multi-touch, stylus control faded as a relic of the past in my eyes, in the prime of the DS, it was king.
There's only so much that I can say about these very similarly functioning games, so I don't blame you if you skip over them! Just make sure and give this one a try on your 3DS with backwards compatibility if you can.
WarioWare: Smooth Moves - Wii [Owned]
COMPLETED
Smooth Moves was an excellent game that came at a perfect time -- near the launch of the Wii. After I had exhausted Twilight Princess, I hastily found myself short of Wii games to play -- until Smooth Moves launched.
The WarioWare formula was getting a bit stale for the general populace, even with the "Twisted" gimmick, and Smooth Moves really shook things up. Although I'm an admittedly outspoken detractor of unnecessary motion controls, what better way to showcase wacky stuff like picking up a Wiimote phone than a Wario game? Wacky things like doing squats and slicing up things with the Wiimote were just awesome, and this was before things became gimmicky and stale.
Party mode was also a blast, as it was basically a digital Twister. Provided you have an open mind, this is easily worth a purchase for your new Wii U.
If I could put a quote on the back of the box, it would be "WarioWare: Smooth Moves: waggle done right."
Wario: Master of Disguise - Nintendo DS [Owned]
COMPLETED
Like Wario World, this is the only other game I didn't really get into -- probably because it wasn't very good. In fact, this is probably the only Wario game in the entire franchise that I'll outright say wasn't a good game.
The costume gimmick quickly got old, as it was always an implied mechanic in past games, and it was a bit too much here. Some outlets went so far as to call the game "third party." Ouch. Extended thoughts will eventually be available below so you can get a better picture later this year!
EXTENDED THOUGHTS:
Master of Disguise sought to mix things up with adding more puzzle elements. Unfortunately, it failed. While good touch controls can augment a DS experience, it's a blatant chore here, on top of the janky, unfun puzzles.
The level design is also unimaginative, which is a far cry from the rest of the series. Simply put, Suzak Inc. didn't do a very good job developing this one, and it's a no-brainer that they haven't been put in charge of any major Nintendo properties since.
Wario Land: Shake It! - Wii [Owned]
COMPLETED
I can't say enough good things about Wario Land: Shake It. I feel like it fell by the wayside on the Wii, which is an absolute shame, as it's one of the strongest (and hardest) games in the franchise. Like the old Wario games, gameplay was very simple on the surface, but ascended into depth as you played it.
The game could be as short as five hours, or as long as thirty, depending on the amount of collectibles and challenges you're striving to go for. The game is also fairly cheap now -- if you're looking to bolster your Wii library for the upcoming Wii U, give it a shot.
Even more-so, if you enjoy a challenge, you should easily give this game a chance -- the final boss is a doozy. A controller-throwing doozy.
WarioWare: Snapped! - DSiWare [Owned]
COMPLETED
Snapped was a cool concept, and the fact that it's cheaply available on DSiWare helps alleviate any disappointment that may occur. As the name implies, the "snap" part of the moniker implies use of the new (at the time) DSi camera that's incorporated into gameplay.
Basically, this game is operating like Kinect, before Kinect was even a thing. It snaps your photo, then uses it as a guide for you to do stupid things like shake your head and hands on the screen. At the end of a minigame collection, you get to see yourself in action looking dumb with some choppy video, which is the best part (you can't save them though -- super sad face).
To be blunt, your mileage may vary on this one. Snapped is barely a WarioWare game, as it only features a small number of stages sans boss challenges, but it's still fun in it's own right -- especially for a few bucks.
WarioWare D.I.Y. - Nintendo DS [Owned], WiiWare
COMPLETED
Do It Yourself is one of my favorite WarioWare games simply because, well, you do a lot of the legwork yourself! D.I.Y. allows you to create your own games, visuals, and music with hilarious (and often fun) results. It has a fairly solid tutorial to teach you everything, and you can get started basically right away.
Like LittleBigPlanet, the amount of enjoyment you get from it is basically what you put into it. A lot of people may consider this lazy design, but from time to time, if done well, I can dig it.
D.I.Y. was probably one of the only Nintendo games that came close to the legendary Mario Paint. Although a Mario Paint 2 on the Wii U would make me go absolutely insane, this is a decent alternative.
Also, you have to pick a virtual nose to delete your save. Amazing.
Game & Wario - Wii U
I actually had a chance to play Game & Wario at a press event a few months ago. Although I liked what I saw, I don't know if I'd call it a "must have" yet.
Put simply, it's yet another WarioWare-type game (this isn't officially being lumped into WarioWare at the moment) that uses the Wii U GamePad as the gimmick. It wasn't offensive at all -- the demoed games just seemed like a fairly shallow use of the GamePad.
When this game launches, whether it's in 2012 or 2013, you bet I'll be giving you my thoughts on it. Just make sure and bookmark this page and check back a week after release!
Collection Photo:
Final thoughts:
Wario has been through a lot in the past twenty years. He was always kind of an oddball, doomed to obscurity, but he endured. Fans like myself kept coming back time after time, and for good reason: he provides a weird slice of Nintendo that you really can't get anywhere else.
Just when he starts to slide into repetition, he reinvents himself. WarioWare is a constant bastion of unique gameplay, and everyone should experience at least a few games in the Wario franchise. I have to say, while this wasn't my favorite Quest so far (Tony Hawk takes that honor), this was yet another easy one to glide through.
Seattle is the battleground where Google and Microsoft will duke it out in a dispute over yearly licensing payment amounts. Google's Motorola feels that Microsoft should be paying somewhere around $4 billion a year for use of patents on some pretty standard stuff, like video and wireless connectivity. According to BBC, Microsoft is thinking of a much lower yearly figure: just over $1 million.
As you can imagine, Microsoft feels that Google is asking too much for their patents. On the flip side, Google is trying to block the sale of MS products, like the Xbox 360, in the US and Germany. Last May they actually won an injunction in Germany, which could have had them blocking sales of MS goods, though further ruling was required for enforcement.
The judge's decision in this case could set the tone for how much tech companies can charge for licensing for standard technologies from here on out.
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