Thursday, August 29, 2013

Wii U price drops by $50, Wind Waker bundle announced

Starting on September 20, the Wii U will retail for $299 instead of $349. The price drop comes at a time when Wii U hardware and software sales are far below anticipated figures. After the price drop the Wii U will be $100 cheaper than PS4 and $200 cheaper than Xbox One, both of which launch later this year.

Nintendo has also announced a limited edition Wind Waker HD bundle that comes with a custom GamePad, a digital copy of Wind Waker HD, and a code for the digital version of Hyrule Historia. The bundle will cost $299.

Finally, Nintendo announced a new version of the 3DS called 2DS, which removes the 3D slider and clamshell design of the original 3DS. The system launches October 12 for $130.

Monday, August 26, 2013

The Best of Both Worlds: A Case for Action-Adventure Games

Like books, stage productions, and movies before them, video games can be classified under several distinct genres and sub-genres. While it might be more challenging to compartmentalize video games -- in the last few generations video games have synthesized and transcended many genres -- it's still possible to determine which genre a game represents. But not all genres are created equal. Some produce a far more impressive amount of great games than others. And the one genre that has produced the greatest number of all-time great video game titles is also, maybe naturally, the most amorphous: action-adventure.

The genre itself is almost as old as the video game industry. Most game historians point to Adventure (1979) for Atari 2600 as the first game to blend action and adventure elements into a coherent whole, but it wasn't until The Legend of Zelda (1986) that the genre became part of the collective imagination of video game players. More on that later.

First, some definitions. Every publication, blogger, and historian has his or her own definition of action adventure. What follows is the the definition according to Don't Blame the Controller. An action-adventure game is, unsurprisingly, a game that features a roughly equal combination of action and adventure elements, i.e., a game with elements borrowed from adventure games -- story, dialogue, inventory management, exploration, and puzzle-solving -- and elements borrowed from action games, including physical challenges like running, swimming, climbing, fighting, and fleeing, all of which occur in real time.

It's a very general designation, and it encapsulates many different games from many different eras. But not every title that shares some action-adventure components qualifies as an action-adventure game. Take Halo, for example. Rich in story, plot, and dialogue and heavy with action set-pieces, Halo could possible fall into the action-adventure genre. But the game is primarily oriented around action. Players in Halo are tasked with running, driving, shooting, and flying, but almost never asked to backtrack, explore, or solve puzzles. So it's an action game, or, more specifically, a shooter. Now for another example, Metroid Prime, which shares many qualities with Halo, including a first-person perspective and an epic science fiction storyline. Unlike Halo, however, Metroid Prime is split evenly between fast-paced real-time action -- shooting, rolling, grappling, etc. -- and more slower-paced exploration, data collection, puzzle-solving, and item retrieval. In Metroid Prime, players travel forward and backward across the game world, defeating enemies, locating power-ups, scouring ruins, and unlocking doors. In Halo, conversely, players move more or less in a straight line, blasting anything that moves. Therefore, Metroid Prime is an action adventure game; Halo is an action game.

Halo revolutionized the shooter genre.

These examples are not meant to devalue action games in general or Halo in particular -- Halo, after all, is ranked higher than Metroid Prime and 99 percent of all other action-adventure games on this site -- but rather included simply to articulate the difference between action and action-adventure.

So why is action-adventure so good? What is it about the sub-genre that produces such excellent video game experiences? Put simply, it's the combination of mental, emotional, and physical challenges. In action-adventure games, players, and, by extension, their avatars, must study their surroundings, participate in a story, solve brain-teasers, communicate with non-playable characters (all hallmarks of adventure games), and they must also complete timed challenges, fight enemies in real time, and survive all sorts of environmental hazards and obstacles (hallmarks of action games). It requires brainpower, and logic, and swift reflexes, and strong hand-eye coordination. In other words, it's the best of both worlds.

The original Legend of Zelda.

The Legend of Zelda, which in many ways invented the modern non-linear action-adventure game, is the best example of this perfect union of mental and physical challenges, all wrapped up in a captivating narrative. Although every Zelda game features different items and places, and includes a unique hook, e.g., a 72-hour timeline, the basic formula has remained consistent since the 1986 original. In the Zelda series, focused around a hero and a damsel in distress, players explore a vast land of dungeons, forests, mountains, lakes, and cities, solving puzzles, besting enemies, collecting equipment, money, and trinkets along the way. The details -- the sword and sorcery story, the dungeons, the rupees -- are immaterial. What's important are the pillars of the series: a story to make you care; interesting places and people to make you involved; inaccessible places to make you curious; items to make you organize; puzzles to make you think; physical challenges to make you sweat. These are what makes the series great; these are what make the action-adventure genre great.

As with all genres, it takes a dedicated and talented development team to make an action-adventure game great. Simply writing into a game the basic elements of action-adventure games will not, obviously, make it worth playing. But there is something about action-adventure, something especially interesting, challenging, and, ultimately, rewarding about the sub-genre. Something that satisfies the imagination, the intellect, and the animal instinct in all of us.

Wednesday, August 21, 2013

Sony Cuts PS Vita Price

At Gamescom yesterday, Sony announced that the price of a PS Vita would drop to $199, effective today.

“PlayStation Vita’s new price makes it an even more compelling value for gamers looking for the ultimate in portable gaming,” said SCEA’s Guy Longworth, SVP PlayStation Brand Marketing. “With a strong holiday lineup, including the first PS Vita games from critically acclaimed developers Guerrilla Games and Media Molecule, plus integration with the highly anticipated PlayStation 4, now is the perfect time to become a PlayStation Vita owner.”

Sony also announced price drops in proprietary memory cards. The prices will drop to $79.99 (32GB), $39.99 (16GB), $19.99 (8GB), and $14.99 (4GB).

Wednesday, August 14, 2013

Aliens Infestation

Game: Aliens Infestation
System: Nintendo DS
Genre: Action
Developer: WayForward Technologies, Gearbox Software
Release date: October 11, 2011


Pros: Challenging, atmospheric, excellent "permadeath" mechanic
Cons: Very short, some stereotypical personalities


In an industry where games are becoming easier and easier, and the consequences of failure increasingly insignificant, a game like Aliens Infestation, with its high level of challenge and "permanent death" mechanic, is a welcome change of pace. Many modern games reward players with dozens of extra lives, ubiquitous checkpoints, and unlimited continues. Not Aliens Infestation. In this game, released exclusively for Nintendo DS, players must grind their way through unforgiving enemies and bosses, and lose many lives along the way. And once a life is gone, it's lost forever.

Set after the events of Aliens and Alien 3, Infestation follows several squads of colonial marines on a recon mission to the U.S.S. Sulaco, the military starship featured prominently in Aliens. As expected, things go to hell rather quickly and the surviving marines are tasked with fulfilling their mission surrounded by the deadliest organism in the galaxy, the "Xenomorph." Most of the game takes place aboard the Sulaco, but there are a few other environments to explore, including LV-426.


The power loader makes a reappearance.

Infestation plays a lot like the 2D Metroid and Castlevania games. Marines explore the rooms, corridors, and ventilation systems of the Sulaco, defeating enemies, collecting weapons, and unlocking areas along the way. As more tools and key cards are discovered, more sections of the ship become accessible, making backtracking necessary. Whats makes the game stand out, however, is its "permadeath" mechanic, whereby a dead marine stays dead forever. When the game begins, each player has a platoon of four marines. Think of the marines as "lives"; in other words, you begin the game with four lives. However, each of these lives has a personality and a backstory. Lives can be restocked by finding stranded marines throughout the ship and in other facilities, but it doesn't do much to remove the sting of losing a soldier in battle. In my first encounter with an enemy boss, I lost all but one of my marines. It made the boss fight (indeed the entire game) more exhilarating and stressful, and it made the costs of failure difficult to bear.  This permadeath mechanic is the defining feature of Aliens Infestation, and it makes what could have been a pedestrian piece of software something special.


One of 19 marines available in Aliens Infestation.

When marines aren't sacrificing their lives against super-strong baddies, they're raising hell with several different weapons and tools lifted directly from Aliens. In-game weapons include the iconic pulse rifle, shotgun, flamethrower, and "smart gun," and accessories include motion sensors, flares, and welding tools. The motion sensor in particular is a marine's best friend. Enemies, hidden in ceiling, floors, and walls, will often appear on the motion tracker, giving players a fighting chance. Moreover, Infestation features very little music, so in many instances the throbbing beep of the motion tracker is the only sound you'll hear. That, combined with the gritty, industrial art direction of the game and the frequent scares, make Infestation one of the more immersive and atmospheric games on the DS.

Unfortunately Infestation didn't do very well in sales. It's a shame, really, because the game is solidly constructed, atmospheric, loyal to its source material, and challenging even for veteran players. Plus it features a permanent death mechanic that make life or death decisions much more consequential. Yes, the game is short -- it could be finished over a weekend -- but it's worth your time and money.

Wednesday, August 7, 2013

Nintendo Direct August 7

Here's a quick update on this morning's Nintendo Direct in case you missed it.

Sonic: Lost World is coming to Wii U and 3DS on October 22.

Rayman Legends arrives on September 3 on Wii U. Levels from Rayman Origins can be unlocked (along with Mario and Luigi costumes).

Art Academy Sketch Pad is coming to the eShop on August 9. Players can upload their artwork to Miiverse.

Pokemon Rumble U is coming to North America, along with several collectable toys. Eighteen figures will be sold exclusively at GameStop. They're not required to experience everything in the game, thankfully. Wii U owners can download the game August 29th on the Wii U eShop.



A few games are arriving soon on the Virtual Console, including Summer Carnival ’92: RECCA, a Japanese game that's famously difficult and extremely rare. It joins Wario Land 3 and Super Mario Bros. 3.

Two Layton games will arrive in North America soon, including the final chapter of the second Layton trilogy and a crossover title with Phoenix Wright.

Finally, Luigi is coming to Super Smash Bros. Well, duh.