Monday, November 14, 2011

Wear a tie and watch this video of the Legend of Zelda orchestra recording a CD

by on Nov 13th 2011 3:00PM



It's difficult to compare to a live symphonic performance, but a CD that comes free with initial printings of The Legend of Zelda: Skyward Sword is a close contender, followed by anything that we would have to pay for, and ending with "Buying the songs on iTunes for a long ride on the New York subway with only one headphone in our right ear and a wet Doberman Pinscher growling into our left the entire way."

A five-minute video showing the recording of the CD falls somewhere between "Free CD" and "Going to Best Buy to buy the CD, finding out they don't have it, driving across the street to Target and buying it plus $100 worth of stuff we didn't know we needed that day." We'll take it.


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Experts on Nintendo's immediate future, post-losses

by on Nov 4th 2011 2:00PM

Last week's news was tragic for Nintendo: Profits for its fiscal first half were deeply in the red to the tune of $926 million.

A near $1-billion six-month loss is potentially catastrophic for most companies, but for a game company like Nintendo the profits typically come at the end of the fiscal year, the period ending in March, which includes the heavy holiday buying season. First and second quarter losses are not unheard of; they're even expected. What isn't expected, at least for Nintendo, is a potential loss for the entire fiscal year, which is what Nintendo is facing this year, projecting revenues $264 million in the red for the first time since the company began reporting profits in 1981.

To get some perspective on what this means for Nintendo and, perhaps, the game industry, I spoke with two men who have been following recent events intently, and Nintendo as a whole for most of its existence: Kyle Orland, News Editor at Gamasutra, founder of Super Mario Bros. HQ and self-confessed "Nintendo fanboy," and Bill Harris, industry analyst and blogger at Dubious Quality.

"When you're used to generating a profit consistently for dozens of years, suddenly dipping into the other direction is bound to cause some soul-searching as a company," says Orland, suggesting this recent loss announcement is a potentially defining moment for the Japanese gaming juggernaut.

For 30 years, Nintendo has been a profitable company. It's been raking in cash longer than most of their competitors have existed. To put it into cultural short-hand, Nintendo has been profitable since Pac-Man Fever was cut into vinyl. Until last week, the white board at the company's Kyoto headquarters read "It has been 10,950 days since our last unprofitable fiscal year." Today, that white board reads "1."

"To be fair," says Harris, "Japanese companies are getting hammered in general: just this last week, Panasonic announced its worst quarterly earnings in a decade, and Honda's top American executive said that this year was the 'worst I've seen.' However, Nintendo has navigated choppy waters successfully for a long time, so this still stands out."

The "what happened" is arguable by degrees, but there's no disputing Nintendo could have (and probably should have) sold more games this year. According to Harris, it's not just games in general the company should have focused on, but games designed at extolling the virtues of the company's innovative products.

"Even with the pricing structure of games collapsing around them," says Harris, "Nintendo still made a terrible mistake not including a pack-in game [with the 3DS] as proof of concept for how 3D could work. Wii Sports was what made the Wii such a sensation, because it very clearly demonstrated why motion control was so much fun. It's incredible that Nintendo didn't absorb the lesson that something new and substantially different must be immediately demonstrated and explained with a high quality pack-in game."

Incredible, perhaps, but it happened. And it seems to happen over and again for the company which, at times, appears to be the most innovative voice in games development, and at others one of the most brain-dead companies in the world.

"Nintendo has historically been both incredibly brilliant and incredibly stupid," says Harris, "so it's not like they haven't gone through ups and downs before. But they always managed to make money, and I think that's because they've always been careful about managing risk. This time, though, they haven't done that well, and I think they're entering a very difficult period."

Difficult because of creeping instability in both the games market and the global economy, but also because of the market-shattering threat of mobile and social-based games. When looking
at how Nintendo has stumbled with 3DS, and the challenges that lie ahead, anyone not looking at how Apple's iOS and App Store have dramatically changed the landscape isn't seeing the whole picture.

In-game virtual items are worth trying, but it certainly isn't going to address the real problem here, which is non-dedicated mobile devices that also play games.- Bill Harris

"Apple and Google (with tablets and cell phones, along with the iPod Touch) have destroyed the
pricing model for games that gaming companies spent decades protecting," says Harris. "It's a massive democratization of content, with a focus on rapid development and ultra-low pricing, and it really strikes at the heart of what Nintendo does, which is make beautiful, hand-crafted, highly polished games ... [with] almost complete control of the pricing model. It's not just Nintendo who will struggle with this -- it's everyone, basically."

For now, the company's response strategy seems to be to aim for the short-term, focusing on minor course corrections that will hopefully energize demand for the 3DS and upcoming Wii and Wii U games. Nintendo announced late last week that it will be rolling out virtual item sales and DLC for the 3DS system, via a firmware update. This could be a crucial step for preserving the company's traditional edge in mobile gaming, but whether it will convince gamers to lug another device with them on the train or rather if they will stick to their smartphones remains to be seen.

"In-game virtual items are worth trying," says Harris, "but it certainly isn't going to address the real problem here, which is non-dedicated mobile devices that also play games."

On that front, Orland makes a case for cautious optimism: "It's possible that the prevalence of mobile/social gaming has fundamentally changed things this time around," he says, "but I think we need to wait at least three months -- to see the effect of Super Mario 3D Land, Mario Kart 7 and a lower price with holiday season promotions/gift buying -- before we can say that with any kind of certainty. Until then, I'd tell Nintendo to stay the course.

"Keep in mind the 3DS has yet to see its first holiday sales season or its first Mario game, two things that are about to change."

Yet while the experts may be conflicted over the wisdom of Nintendo's current focus, both are bullish about the company's ability to weather the storm. "Nintendo reportedly has about a $10 billion stockpile of cash," said Orland. "That means they're going to have quite a bit of time to find their footing, even if they stay in the red for the next few years."

Harris suggests another alternative: Plan B. "They can just stop making hardware, he said. "Even in a worst-case scenario I think they survive as a software developer. The Nintendo franchises are both successful and beloved to a degree that very few other franchises can match."

Keep in mind the 3DS has yet to see its first holiday sales season or its first Mario game, two things that are about to change.- Kyle Orland

Whatever happens in the short term, whether the company makes good on its projected $264 million loss for the fiscal year or -- somehow -- pulls its collective ass out of the fire, it's indisputable we're talking about a company with a lot going for it and a long track record of succeeding where others have failed, starting with its phoenix-like rise from the game industry crash of the early 1980s.

If any of the current gaming Big Three can pull off a dramatic turnaround in the midst of staggering competitive threats and an unprecedented economic collapse, one has to assume it's Nintendo, although if it's by bottling lightning again with the 3DS And Wii U or by jettisoning the hardware business entirely and making Mario games until they drop remains to be seen. The good news: We'll know rather quickly.

"If the losses continue through the next fiscal year," says Orland, "that's when it's a panic-inducing turnaround of historic proportions."

Russ Pitts is the former editor-in-chief of The Escapist and the former producer of TechTV's The Screen Savers. He is currently writing freelance and blogging at False Gravity. Follow him on Twitter.

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Walmart Black Friday: Batman, Battlefield 3 $28 each, blue Wii $99

by on Nov 10th 2011 10:00AM

This year, you say, you're not going to watch retailer websites all Thanksgiving weekend for deals; you're not going to give in and drive to a store at midnight for cheap games. Walmart is the first to try to convince you otherwise, posting its Black Friday circular with discounts and exclusive offers it hopes will bring you back on the most dangerous shopping day of the year.

For $199, you have a choice of console bundles: an Xbox 360 4GB with Gears 3, 3 months of Live, and a $50 gift card; an Xbox 360 4GB with Kinect, Kinect Adventures, and a $50 gift card; or a 160GB PS3 with Ratchet & Clank All 4 One, LittleBigPlanet 2, and 3 months of Plus membership.

The blue Wii, announced in Europe as a Mario & Sonic bundle, will be released in America exclusively to Walmart ... at the crazy low price of $100.

If you're already set for systems, Walmart is also offering limited-time deals on games. From Thanksgiving night at 10pm through Friday, you can get recent releases like Batman: Arkham City, Battlefield 3, Gears of War 3, Infamous 2, and Call of Duty: Black Ops for $28. Dance Central 2, Kinect Sports Season Two, and Epic Mickey (among others) are $15. You can also get Yakuza 4 for ten damn dollars -- plus the cost of having to fight for your life at Walmart.

[Thanks, Justin.]


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The Legend of Zelda: Skyward Sword review: Such great heights

by on Nov 11th 2011 3:01AM

The Legend of Zelda: Skyward Sword is a game that is going to mean a lot of different things to a lot of different people. For the base which took hold of Nintendo's initial vision for the Wii console, imagining future games where the controller in your hand was -- hey! -- not a controller, but the Master Sword itself; it is that. For those who simply imagined a narrative evolution of the long, long-stagnant Hylian franchise, it is that, too. For Wii owners who just want something to play, it is that as well. It must be that.

As the flagship component of the Zelda franchise's 25th Anniversary, you couldn't ask for a better identikit of the series. As it moves through the all-too-familiar cycle of temples, tools and time-travel, it touches on the franchise's lowest points, adopts its most stellar attributes and, at frequent intervals, taps into a kind of magic that no game ever has before.

... as a franchise-long veteran, I wasn't anticipating how long some of these temples took me to solve.

That magic doesn't come in the form of a bold reinvention of the formula that's served as a backbone for the entire series. You, as the emerald-clad savior of the golden-haired apple of your eye, are still going to make your way through temples, collecting relics and handy tools while dispatching final bosses. That's set in stone, as is most of the order of these dungeons -- can you guess what treasures you'll find in the forest and fire-themed temples? If you answered "a slingshot and bombs, respectively," congratulations, you've played any Zelda game ever.

Part of the wonder comes from, as ever, the Variations on this Theme. Take, for instance, the main form of locomotion for the citizens of Link's levitating hometown, Skyloft. They dive brashly off the decks of their aerial island, only to be swooped up by their soulbound, gigantic bird mounts mid-plummet. Every time I did this (and boy, did I do it a lot), I fell a little more in love with the conceit. It's one part Evil Knievel and one part office retreat trust falls, a combination which is equally delightful the first and hundredth times you execute it.

You'll do a lot of traversal between the sky realm and surface world, which you can only access through gradually unlocked holes in the cloud barrier that divides them. There are a few other hovering islands to explore as well, but as a whole the overworld (a term which applies quite literally here) of Skyward Sword doesn't nearly rival the size or density of Wind Waker's. Which might not be a bad thing, if said game's lengthy transit times left you more than a little seasick.

Though the order of the dungeons hasn't changed, their content has been largely refocused on puzzles rather than exploration. They're not linear by the strictest definition, but few times did I go into a room and realize that I wasn't ready to be there yet. Instead, I would go into a room and be greeted by a clever, oftentimes devious puzzle to be solved. This ethos is by no means new, but it's never been as refined as it is in Skyward Sword -- as a franchise-long veteran, I wasn't anticipating how long some of these temples took me to solve.

"Refined" is an apt descriptor of the whole experience; many of the constituent, familiar elements which compose Skyward Sword are the best the series has ever seen. Its temples are the smartest. Its boss fights are the most satisfying. Its characters are the most endearing, and the best-written, to boot. Its fully orchestrated and expansive musical score is by far the greatest accompaniment in the franchise's history, and as a result, possibly the best video game soundtrack of all time.

Even its RPG elements have been expanded in robust and meaningful ways. In addition to his main items, Link also has an Adventurer's Pouch, which can be expanded and filled with non-essential items that will make the journey a bit easier. You can store and equip tools like bomb bag expansions, empty bottles, shields and medals which increase the drop rates of treasure, hearts or so on, effectively adding a deep and rewarding loadout system to the game.

These bonuses, as well as a handful of your other tools, can be upgraded in any number of ways at the Skyloft Bazaar, your one-stop destination for self-improvement. Want to make your shield stronger, or your potions more potent? Trade in some loot you found on fallen monsters or bugs you've caught to enhance them. Straightforward though they may be, these systems are addictive. More than once I caught myself going back to the surface world, looking for that one last component to upgrade my bug-catching net.

And, of course, the Wii MotionPlus attachment is implemented both frequently and perfectly through the course of the adventure. The 1:1 swordplay not only works, it turns every fight into a dynamic puzzle requiring pattern recognition and swift, decisive movement. Fights against fellow swordsmen feel like proper duels, moreso than any motion-based game ever has before.

It is a game punctuated by near-constant moments of genuine exhiliration, dishing out a stream of physical and mental satisfaction which moves between taxing and rewarding the player with an almost flawless equipoise. It is, however, a stream that's tragically interrupted by the filler which has reared its ugly head in so many of the series' past iterations.

Link is forced to pay his dues before entering each new dungeon, and while this requirement is hardly a new one, it's never been so egregious as it is in Skyward Sword. A few of these interludes introduce new mechanics and provide valuable hints as to how they'll be used in the near future. A vast majority, however, require hours of backtracking, fulfilling fetch quests which do nothing but stuff a few more insubstantial hours into a game that, without them, would still be 25 to 30 hours long. It's so rare that a game can be added to by subtraction, but some of the biggest offenders in Skyward Sword simply have no reason to exist. The fetch quest which has you re-traverse the majority of a completed dungeon to secure an item from the final room? The third time you have to beat the same boss, with a few minor changes between each encounter? I cannot believe sequences like these appear in a game with such unsurpassed polish.

Somewhere within Skyward Sword slumbers the best Zelda game of all time. It is choked by a dozen hours of needless cruft; but it's there, a masterpiece entombed by a misguided ambition to be the lengthiest game in the franchise's history. It's still an incredible game, but it could have been the greatest game ever made, and the moments that keep it from doing so are absolutely going to break your heart.

That being said, that buried brilliance of Skyward Sword is given plenty of time to shine through its excess, and when it does, it will completely consume you. It's a vessel for concentrated feelings of adventure and heroism, frequently reducing the barrier between player and protagonist to an imperceptible sheet -- and in those moments when you let it, it can even remove that barrier altogether. Brace yourself.

This review is based on a retail version of The Legend of Zelda: Skyward Sword for the Wii, provided by Nintendo.

Joystiq's review scores are based on a scale of whether the game in question is worth your time -- a five-star being a definitive "yes," and a one-star being a definitive "no." Read here for more information on our ratings guidelines.


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Partial Retro City Rampage soundtrack available online, for free

by on Nov 5th 2011 5:00AM

Waiting for a game is probably the worst thing in the world. But if you're waiting for Retro City Rampage, you can at least ease that burden a bit by checking out select tracks from the game's soundtrack right now, free of charge.

This Soundcloud page has a few of the game's tracks for streaming or download, as well as some remixes that were the product of a recent contest. We're not sure how long it'll be available, but said page says to look for the full soundtrack in January or February 2012. We've contacted Brian Provinciano, the game's creator, who told us that these tracks will be available indefinitely. The full soundtrack is being printed right now, but you'll have to (obviously) pay money for it.


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Sunday, November 13, 2011

London Philharmonic's game music album $1.99 on Amazon

by on Nov 9th 2011 11:00AM

The London Philharmonic Orchestra's The Greatest Video Game Music album is currently available on Amazon for $1.99. Regularly priced at $2.99, it loses $1 off the price if you use the code "GAMESMP3." The album features 21 notable tracks selected from the past three decades of video games.
The quality of the album is spot on. The "Tetris Theme (Korobeiniki)" should never sound that good ... actually, take that back, the theme to Angry Birds should never sound that good. There are also great arrangements from Metal Gear Solid: Sons of Liberty, Battlefield, Call of Duty and Final Fantasy. Be sure to give the album samples a listen.

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Tuesday, November 1, 2011

September NPD: Madden, Gears, Dead Island are hits (Updated with Nintendo hardware numbers!)

by on Oct 13th 2011 8:25PM

It should come as no surprise that Madden NFL 12 beat everything else in NPD's software chart for the month of September, unless you're really not into sports games and forgot it came out. Second place is also pretty expected, with the massive rollout of Gears of War 3 massively rolling into people's homes. Third place, however, is a bit more interesting -- Dead Island, from semi-obscure publisher Deep Silver, outsold almost everything else based on the strength of that trailer and the word "zombies." Find the top ten after the break.

In hardware, Microsoft reported Xbox 360 takes the top hardware spot once again, touting 438,000 units sold in the month. Nintendo reports sales of 360,000 3DS units in the five week September reporting period, as well as 240,000 Wiis and 145,000 DS systems. Sony has not released official sales numbers for the PS3 or PSP.

In larger trends, total industry sales are down 6 percent year over year, with a mere $1.16 billion changing hands in September.

Top 10 best-selling games (US) for September 2011: Madden NFL 12 (360, PS3, Wii, PS2, PSP)Gears of War 3 (360)Dead Island (360, PS3, PC)FIFA Soccer 12 (360, PS3, Wii, PS2, PSP, 3DS)NHL 12 (360, PS3)Deus Ex: Human Revolution (360, PS3, PC)Resistance 3 (PS3)Lego Star Wars III: The Clone Wars (Wii, 360, NDS, PS3, 3DS, PSP, PC)Call of Duty: Black Ops (360, PS3, NDS, Wii, PC)Warhammer 40,000 Space Marine (360, PS3, PC)

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