Articles tagged with wii

Apr
09
Posted by James at 16:24
Japanese sales figures for the week ending April 5 are in, and it's not good news for Kadokawa Games' latest Wii U and 3DS game, Rodea the Sky Soldier.

According to data from Dengeki Online, the game failed to sell 5,000 units over the period, with the Wii U version shifting just 2,725 copies. The 3DS version failed to make the top 50, meaning it would have sold 2,000 units at best.

This comes as rather sad news for both Yuji Naka and his team at Prope, who developed Rodea over what has been a long and arduous period.

Rodea the Sky Soldier was originally designed with the Wii Remote in mind, its slick pointer controls being a natural fit for the game's freeform flying gameplay, itself a spiritual successor to much-loved Sega Saturn game NiGHTS.

This original vision of the game was done and dusted way back in 2011, but by the time it was submitted to Kadokawa Games the Wii U was on its way and a 3DS version of the game was still on the agenda. As you can imagine, development was to begin on Wii U and 3DS versions to increase the game's chances of success -- Nintendo had let the Wii wither on a vine that year.

Fast forward a year later and the Wii U was on its way, its versitile GamePad controller reducing the Wii Remote's status from mandatory input device to local multiplayer peripheral.

At the time, releasing a game designed around the Wii Remote on a platform where every user isn't guaranteed to have one must have been seen as risky, and you could really feel the sting it left on Yuji Naka when he said the following:
"One unfortunate thing about the Wii U announcement: It doesn't come with a Wii remote, so Rodea and all the other Wii titles I created, people won't be able to play it with a Wii remote. They'll have to use the Wii U GamePad.

I created the game specifically for the Wii remote, so it's going to turn into a totally different experience. I'm really down about that because Rodea is a really good game."
Understandably, the next two to three years were spent rebuilding the game around the more conventional sticks and buttons on the Wii U GamePad and Nintendo 3DS.

Which brings us to the here and now, where Rodea the Sky Soldier evidently fell victim to the aftermath of a rapidly changing landscape. The sad thing is, had Kadokawa Games released the Wii version back in 2011 it probably would have found its way into more players' hands -- the tremendous amount of work that went into retrofitting the game for modern platforms never paid off in the end.
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Apr
06
Posted by Ben at 16:06
When I've been browsing online shops, seeing preorders available for Rodea the Sky Soldier, it's always pitched as being late in the year, but it's actually releasing a lot sooner

NISA have announced that Rodea The Sky Soldier is heading to Europe on September 25th, following the September 22nd release in America

It remains to be seen quite how many copies of the original Wii version will be around, assuming it will (it should, it's why people want it), but it's certainly going on my preorder list
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Feb
20
Posted by Ben at 04:12
Rodea the Sky Soldier might be, depending on if it's any good or not, the great lost game of the Wii. Even more so than Darkness that was absolutely a real game.

Developed by Yuji Naka's Prope studio, and sharing similarities with NiGHTS, it was held back while a 3DS version was made, and ended up missing the Wii altogether

Rodea the Sky Soldier apparently plays differently on each of the platforms, with the Wii version getting bundled with the WiiU, and NIS America have said they'll see what they can do about bundling it over here too

NIS America will be bringing the game to America and Europe, so far the only date I've seen is 'Fall 2015', and while that's a bit of a wait, compared to how long we've already waited it's really not
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Nov
12
2014
Posted by Ben at 16:35
Remember Yuji Naka, creator of Sonic, NiGHTS, and a number of other fantastic games. Well you may not know that he left Sega a few years ago and started his own company, Prope, they've done, amongst other things, the eminently likeable Let's Tap.

They also made a Wii game called Rodea: The Sky Soldier, which was finished but never released by publisher Kadokawa Games (who also set about making a 3DS version.

Well, preamble out of the way, it seems Rodea: The Sky Soldier isn't dead, instead Kadokawa Games are bringing it to the WiiU... in Japan. No word on a Western release, but hopefully it comes over, either as a download, or someone somewhere manages to get a homebrew channel or Freeloader working for the WiiU. Hell, I'd even take the 3DS version, even though Naka himself said the Wii version was the way the game is meant to be played

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Jan
09
2014
Posted by Duane at 03:03
I'll admit I've nabbed this from elsewhere, RLLMUK forum poster Wools discovered this rather lengthy but absolutely fascinating article that goes into rather alot of depth regarding the creation and decisions behind many aspects of the Gamecube.



The story begins as far back as development discussions about chips for the Nintendo 64 and also includes alot of interesting stuff that could have launched with the Gamecube or at least during its lifespan that ultimately made into the Wii.

A Dolphin's Tale: The Story of Gamecube - Dromble
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Oct
29
2013
Posted by Ben at 20:35
Again not actually a review, although I do give some thoughts on what I've played, which to repeat here is that Typing of the Dead Overkill is good fun

I promise you I am a better typist than this video suggests, but typing and talking is hard!

click the tab below to show the video, and it's probably best to put it in HD too

Show/hide video

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Sep
22
2013
Posted by Ben at 15:04
or at least it seems so. Neogaf user weird has spotted some listing for the previously Japan only High-Capacity replacement battery for the WiiU, advertising the battery as available to buy on 4th October

Anyone who has a WiiU will know that the gamepad battery is, let's say 'less than great' to be polite. This replacement is larger, approximately doubling the usage time from up to 4 hours to up to 8 hours.

The thread also details an ultra fast charger for the Wii remote, which is something I could do with if I'm honest
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16-07-13
Posted by Ben at 12:10

I think Iíve accepted that Iím done with my Wii. Iíve not played it in a year, not since Xenoblade Chronicles came out, and while Iíd love to go back and finish that I know itís never going to happen. This isnít me having a pop at the Wii, I really liked it, for the first few years of this generation it was my go to console, even when I got a 360 and PS3 I still bought more Wii games than I did HD games.

I could reel off a load of great Wii games, actually I couldnít, it definitely had some but they arenít fresh in the memory. Still though, in an ideal world, I would go back and finish Xenoblade Chronicles, just like one day Iíd love to go back and finish Disgaea on the PS2. I do have a more realistic goal of playing through Kirbyís Epic Yarn, and I should put some more time in to Skyward Sword, at least enough to form an opinion of it.

These things should be possible as recently I bought a WiiU, and if my 3DS and Wii purchases have taught me anything itís that a new console thatís backwards compatible, especially one with ďno gamesĒ, can be really helped by re-sparking interest in your backlog. The 3DS was the king of this for me, I didnít think the launch line-up was that bad but the period after is was incredibly barren, what it meant though was that I finally put time in to SMT: Strange Journey, finished off a DS Dragon Quest, and even played the underrated Ivy The Kiwi?

I expected the WiiU to trigger the same reaction to my Wii collection. I like the console, it still has that new bit of kit appeal, and I was using it heavily for Lovefilm. Much like when I first got my Wii and would waste time on that making Miis, with the WiiU I was drawing off-colour imagers (that werenít penises) in the Miiverse. Itís had a decent amount of use even if I only own 2 games for it.

So whatís stopping me from playing through my Wii back catalogue and linked Virtual Console games? The Wii remote.

I donít hate the Wii remote, not when itís being used for motion control, I think it works alright most of the time, and Iíve had plenty of fun with games that use it. But a big part of the reason I stopped playing the Wii as often was because it because an obstacle. Youíd grab it to play something but the batteries would have gone flat, if you can be arsed to change/charge them then the sensor bar would inevitably have lemminged itself down the back of the tv. All of a sudden itís easier just to play something else.

The WiiU is the definition of a Ďpick up and playí console (except without the games lol etc), you donít even need a tv remote, hell, you donít even need a tv, you pick up the gamepad and play something. This would be ideal for the Virtual Console, having a lazy Sunday blasting through Streets of Rage for the umpteenth time. But to do that Iíd need to put the WiiU in to Wii mode, then I need to find my Wii remote, then some batteries, then reposition the sensor bar. By rights I should be able just to play these games on the WiiU gamepad, I donít actually need the remote for retro games.

Itís a shame Nintendo havenít seen fit to add this feature, I get itís not as simple as all that, the Wii is expecting a remote, if you do at some point need a remote then the gamepad isnít going to do. But then you could control the cursor on the Wii with a classic controller, control virtual console games with a classic controller, so why not just have it emulate that. Yeah sure, if Iím playing these games on my virtual Wii then Iím not rebuying them on the WiiU Virtual Console, but at this point Nintendo you need people playing your machine, you need them to remember theyíve got it, to turn it on every now and then, and hopefully then to start buying some games for it.
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25-06-13
Posted by Ben at 10:27

When Nintendo revealed in their E3 Nintendo Direct video that the much lauded Retro Studios were working on a sequel to Donkey Kong Country Returns the news was greeted less than warmly. Following up the supreme Metroid Prime series with a 2D platformer was one thing, especially after what felt like a colossal wait, but now surely we were about to see what they were really working on. Itís timely then that the original Donkey Kong Country Returns has just had a 3DS release as the sequel was announced.

Those that played the Wii original talk of Donkey Kong Country Returns as being one of the best platformers released this generation, and itís hard to disagree, certainly from a mainstream publisher thereís not much thatís bettered it judging from this 3DS release. To fill in the gaps, itís a modern take on the old Snes series Donkey Kong Country by Rare, a series that never made the jump to the N64 and beyond. Itís 3D graphics on a 2D plane, precise jumps, extra lives, and mine cart levels.

Itís striking what a good fit Donkey Kong Country Returns is for the 3DS, thereís foliage in the fore and backgrounds that shake as you go past. DK gets fired around the screen, playing way in the back at points. Graphics aside itís surprising how well it suitís the ability to close the handheld, take a break, and come back to the game later. Donkey Kong is difficult, itís rarely unfair, but it requires the same kind of precision you used to need for games, something that seemed to have been abandoned to the indie scene. Levels have checkpoints at around halfway, sometimes theyíll have more than one, but any items you picked up to help you (such as Diddy Kongís hover ability) are taken away.

Donkey Kong Country Returns on the 3DS does give you a chance though, while itís very, very easy to lose lives, itís also pretty easy to pick them up. You get a life when you collect 100 bananas, and thereís quite a lot of them laying around, thereís secret rooms packed with them. You can also go and buy lives from the store using gold coins, something else that there are plenty of. Both of these also carry over when you die, so itís feasible that in certain sections you can die, then pick up a replacement life before losing it again.

I want to finish by praising Donkey Kong so letís get to whatís wrong with it. While the game was a very good pick to pad out the 3DSí library (assuming thatís why it was released), making good use of the 3D effect, the screen is sometimes too small. When youíre fired in to the background, or even on some foreground sections DK becomes tiny. DK also has momentum and weight, it adds to the game when youíre blitzing through a level, however jumping forward from standing still means you wonít travel very far. This is a real problem when youíre correcting and waiting for your moment in the later levels, itís where the 3DSí ability to be flung might count against it.

The controls themselves are also a bit of a problem. The game defaults to using the analogue circle pad for movement, this simply isnít precise enough for the games more demanding moments, itís slow, exasperating the problem of Donkey Kong carrying weight. Then youíve got the face buttons, thereís 4 of them (with the shoulder buttons being used for grabbing things) but only 2 uses; jump on B and A, and everything else on Y and X. Itís the ďeverything elseĒ thatís the problem, if you press X when DK is stood still he pounds the ground, if you press it when heís moving, even slightly, he rolls, often right off a ledge. Why not separate pound and roll, I get that on the Wii that might not have been as feasible but the 3DS has plenty of buttons.

To finish on a positive, Donkey Kong Country Returns has that Nintendo thing, that thing usually reserved for the mainline Mario games, that thing where every 15 minutes youíre treated to a new idea, a new feature, then 15 minutes later itís gone again. There is nothing in Donkey Kong Country Returns that outstays its welcome, it constantly mixes things up, rewarding you with something new to do just for carrying on playing.

Itís a shame then that itís so frustrating at points, a good challenge no doubt, the sort of thing you pine for sometimes, but there are too many moments where you curse the game. It certainly ranks amongst the best games on the 3DS, something of a must if you want an old school platformer, and who knows, maybe it will take a sequel for Donkey Kong Country Returns to really live up to its potential
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Jan
18
2013
Posted by Duane at 03:13
Capcom have announced that they are to close down the online infrastructure for Monster Hunter Tri on the Wii on April 30th. This is to make way for the imminent release of Monster Hunter 3 Ultimate which launches in March.


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