23 April, 2010

Xbox 360: Sales top 40 million

Today, Microsoft confirmed that since its launch in November 2005, the Xbox 360 has sold over 40 million units worldwide.This currently puts it ahead of Sony's Playstation 3 (33.5 million, Dec 2009), but still on the tales of Nintendo's Wii (67.45 million, Dec 2009).


Microsoft's Xbox 360 sales are back on the rise

Microsoft is hoping the release of Project Natal, a motion sensing camera ad-on for the system, will further increase sales, and heavy rumours imply the company is also seeking to follow in Sony's footsteps, releasing a slimmed version of the console.

Could this be the future for X360? (Note: Fanmade image)

Perhaps a further price cut, tied in with the release of Halo: Reach, will also result in further sales. Many gamers who have the other two systems, may see now as an opportune time to pick up the third, and play its exclusives.

References
IGN: Xbox 360 Console
Sales Top 40 Million Worldwide

21 April, 2010

Monster Hunter Tri - A step up for Wii online multiplayer?



It's always a pleasure when a game raises the bar for a system in a particular area. In terms of presentation, the Wii title Super Mario Galaxy, unarguably achieved this. The game displayed unprecedented levels of presentational detail, quality gameplay, responsive controls and musical score - not much a surprise for a game of its reputation, being Nintendo's flagship intellectual property since the 1980s. No doubt Super Mario Galaxy 2, due for release June 10th of this year in Australia, will raise this bar yet again. However, due to their nature, both of these titles do not grapple with one of the most disappointing aspects of the Wii- the online component. Enter Monster Hunter Tri.


You need not look further than this screenshot, to see how much detail has gone into Monster Hunter Tri.

Developed by Capcom, Monster Hunter Tri is the first of the series to make it to Nintendo's Wii, with various titles on both Playstation 2 and PSP. The basic concept behind the game is that the players visit various towns and cities to obtain "kill quests" - essentially bounties placed on dangerous monsters that roam the land. Upon killing these beasts, players are naturally rewarded with monetary sums which can be used to upgrade the player's gear. However, forging unique weapons and armour leads to much greater bonuses to stats. This is accomplished by salvaging the corpses of fallen monsters for valuable materials. This is obviously a unique method of character progression, but is a nice break from standard experience and level systems.This is essentially the heart of the gameplay found in Monster Hunter Tri, but those curious will find a more detailed explanation from IGN and GameTrailers reviews (see footer). However, whilst Monster Hunter Tri shines in both presentation and gameplay, it's its advancement in online mulitplayer that sets it apart from equally impressive titles on the system.

4 player online multiplayer: No more friendcodes, wiispeak and usb keyboard support? Aw yeah!

It can't be understated. Monster Hunter Tri is the industry standard for an online Wii experience. When players take their Monster Hunter Tri experience online, they'll find what is essentially a MMO, minus that first "m" (massively) as the game is limited to four players at once. This might not seem impressive, but despite this limitation, everything about the online experience is perfected. To begin with this game utilises the peripheral unit Wii Speak, making it only the 4th (and for us Australians, only the 3rd) released game to implement it. Considering the peripheral has been available for over a year now, it's quite poor that only 4 titles have managed to utilise it, when it should be a staple in Wii online game design. However, not only does Monster Hunter Tri provide audio communication for players, it also provides visual, with USB Keyboard support. This means no matter who the player is, or how they prefer to communicate, they can take down legions of monsters with gaming associates in a sensible, effective and co-operative fashion. Something that even The Conduit (the seminal Wii online FPS experience) didn't quite achieve by implementing the idea of player proximity, which was not universally praised. Yet even with all this, Monster Hunter Tri does not hold back on creating the ultimate Wii online experience. Capcom have managed to persuade Nintendo to negate the need for friend codes - that's right, they don't exist in Monster Hunter Tri. Rather the player is given a 6-digit "Capcom ID" to act as the online account. However players can instantly add each other to their friend rosters when online, without the need to register each other's codes, thus lifting one of the most painstaking and restricting elements of the friend code system. Fellow gamers, welcome the new industry standard for Wii online interactions- Monster Hunter Tri.

Monster Hunter Tri Online: Get excited!

References
Wikiepdia (Monster Hunter Tri)
Wikipedia (Wii Speak)
IGN - Monster Hunter Tri Review
GameTrailers - Monster Hunter Tri Review

19 April, 2010

Wii - Success or Failure?

In the October of 2008, games designer Brice Morrison in two separate articles (see footer), took a reflective look on what he deemed to be the successes and failures of Nintendo's latest entry to the console arena - the Wii. Despite providing some insightful thought in regards to the console's efforts, Morrison failed to really compare his evaluations, leaving his exposition lacking in closure and drawing little hard conclusions. This may be for the best, as the designer evidently had horrendously high expectations for Nintendo's white box, claiming it failed to keep its promise of facilitating a "completely visceral play session". An ideal that was never going to be realistically reached through the forerunner of all motion control dedicated consoles.

Nintendo's Wii has unarguably been a commercial success - but what do the critics think?

His first point is incredibly relevant when identifying the Wii's success in terms of financial profit, but also from it's ability to change gaming culture to accommodate a larger audience. By the end of 2009, the Wii had accumulated gross sales of 67 milli
on units, becoming Nintendo's greatest selling console, evening surpassing the original Nintendo Entertainment System. This was largely due to its appeal to a new audience, those that had never played video games before. Morrison refers to this as "simplifying the connection between game and player" by eliminating the need for constant and accurate button pressing and replacing it with more natural motions, such as swinging or thrusting. This was when the term "casual gamer" first arose, used to distinguish those who solely played these new motion controlled games. The use of that term has evolved over the past few years, but it is still a correct label for gamers of this type. It began to also encompass gamers who preferred more leisure-based games such as Big Brain Academy and Wii Sports as opposed to the copious amounts of violence found in FPS (First Person Shooter) and Fighting games that other consoles offered. Morrison comments on it being integral that Nintendo didn't "[make] games for the hardcore gamers of last generation" and appeal to non-games instead, but this just isn't correct. Nintendo's flagship releases such as Super Mario Galaxy and Metroid Prime: Corruption, both of which are challenging titles, show that Nintendo do not wish to alienate their previous fans, and will make sure the Wii facilitates their gaming needs as well. An interesting statistic to note is, that whilst Wii sales had been progressively increasing since its launch in 2006 by about 2-4 million per year, it increased by 7 million in the last quarter of 2007 and continued to sell at an accelerated point from then on. This can be explained by the power the Wii has over the casual audience. It might have taken a few years to establish its reputation, but the Wii has begun to reap the rewards and it's little wonder retailers are seething at their lack of availability even now in 2010. Naturally this can only be a good thing for the industry, however Morrison had some issues with the Wii, even after the successes it had already achieved.

Super Mario Galaxy - a perfect example of how Nintendo satiate the need of the "hardcore" gamer.

Morrison's grievances are the product of his own inability to discern the limits of the Wii's potential and therefore expect too much of it. His claim is people aren't buying Wii systems, but rather the "idea and dream" they believe the Wii is. His own explanation of this, is that consumers expected "immersion through movement", but they did not receive this due to the limited capabilities of the system. Whilst it is true that many games simply substitute waggles of the Wiimote for button presses, there are titles that show great examples of how motion control can provide for a more immersive experience. Titles utilising a FPS set up, when done correctly, such as Metroid Prime: Corruption (Nintendo, Retro Studios) or The Conduit (Sega, High Voltage Software) can provide incredibly intuitive and rewarding experiences when played, with point-point accuracy and faster response time than the analog stick, on par with that of a computer mouse set up. So while it could perhaps be argued that the Wii does not always deliver on immersion, there are credible examples of where motion controls do provide some substantial benefit to gameplay elements. It could be argued that it is not the limitations of the hardware, but the unwillingness of developers to fully utilise and perfect what technology is available to them, that holds the Wii back . The aforementioned titles were developed without the new Wii Motion Plus, so it remains to be seen how much more immersive titles can be once they are developed with the ad-on's technology.

The Conduit - one of several examples of how Wii motion controls can be implemented to great reward.

References
Wikipedia Article (Wii)
Two Years In - The Wii's Successes -
Brice Morrison
Two Years In - How the Wii has Failed -
Brice Morrison