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Wii are disappointed with Nintendo
Written by Domenico Pellegrino ,Contributor
Wednesday, 28 October 2009
I slept overnight at Best Buy in frigid November weather to get the Nintendo Wii – and I hate it.
    I remember excitedly waiting with my blanket on the sidewalk with legions of fellow fanboys trying to secure the highly coveted Wii. The naive optimism of gamers, those who have played and loved videogames since childhood like myself, waned when they realized the software lineup was unimpressive.
   The flagship title, Wii Sports, was a skeleton of a game.
    Wii Sports contained five mini-games, from tennis to boxing, with miniscule motion control. Gamers forgave the Wii at the launch for being immune to standard issues of consoles
in their infancy. What gamers like me haven’t forgiven is the lack of significant improvements since then.
   Back in 2006 when Nintendo announced its latest game console, the Wii, the industry was buzzing. Nintendo promised a revolutionary and immersive motion-sensitive game controller, affectionately dubbed the Wiimote by fans. The potential applications were limited only to the imagination of gamers and Nintendo’s efficient public relations.
   Nintendo urged people to envision wielding the Wiimote like a gun to obliterate alien hordes in a new Metroid Prime, or using a Wii steering wheel in a Mario Kart Wii race car. They publicized an assortment of other concepts that exhilarated the gaming industry. In actuality, the motion technology was not and still is not fully realized in any of the Nintendo
   Wii’s games to date. The Wiimote appeared capable of precisely mimicking a players’ movements.
 
At the E3 gaming event in 2008, Nintendo made it clear that the casual gaming market is the company’s new direction
 
   Games that utilize the controller, however, exposed the console’s inability to perform. The hyped action game Red Steel, for example, contained instances of motion combat
consisting of shaking the controller manically at enemies on screen until they died.
   The Wii is also plagued by third-party shovel-ware, games that are produced very quickly with next to no quality, like Wacky World of Sports, that have tacked motion control onto the game without adding any value what so ever. Nintendo responded to the Wiimote’s mediocrity by recently releasing the Wii MotionPlus, a controller add-on meant to improve the gesture limitations.
   Wii games with superb critical reception use motion control sparingly, if it all. Legend of Zelda: Twilight Princess and Super Mario Galaxy are examples of well-received games that return to the familiar two-handed motionless control scheme of every other non-Wii game. The lack of stellar titles wholly integrating gesture manipulation is troubling, considering
the pre-launch hype implying a gaming revolution. Instead, hardcore fans are alienated by the hordes of games geared toward casual players and barely appeased by a smattering of acclaimed releases.
   Worst of all, the console feels like a novelty. Recent Nintendo-developed titles, like Wii Music and Wii Fit, earned only modest critical reviews, even from a casual gaming perspective.
   Playing Frisbee with a virtual dog or practicing yoga on the Wii Fit’s pricey mat are a far cry from what was promised. This is reflected in the 2009 Nielson survey which suggests the Wii, although the highest-bought console on the market, has the fewest active users. It appears that the novelty wears off fast. At the E3 gaming event in 2008, Nintendo made it clear that the casual gaming market is the company’s new direction. Sales of the Wii place Nintendo as the most commercially successful console developer of this gaming generation.
   Nintendo’s shift in market focus procured the company a sizable hardware lead, with about 55 million consoles sold worldwide. This is likely due to the fact that a cheap and relatively simple gaming console appeals to the non-gaming public.
  Sony and Microsoft are responding to the Wii’s enormous success. Sony announced a motion controller and Microsoft unveiled an ambitious full-body gesture recognition device named Project Natal.
   Although game content is speculative at this point, Sony and Microsoft are certainly following the casual gaming model laid by Nintendo. We can only hope that they stay faithful to their core gamers and provide good content using new control schemes.
   Gaming is being reorganized and the industry is looking to the Nintendo-dominated casual market for profit. Hardcore gamers should be crossing their fingers in the hopes that the new trend doesn’t abandon them in the process.
 

 

 

 

Wii are disappointed with Nintendo

 

 

Written by Domenico Pellegrino ,Contributor

Wednesday, 28 October 2009

 

http://www.excal.on.ca/cms2/index.php?option=com_content&task=view&id=7555

    I slept overnight at Best Buy in frigid November weather to get the Nintendo Wii – and I hate it.

    I remember excitedly waiting with my blanket on the sidewalk with legions of fellow fanboys trying to secure the highly coveted Wii. The naive optimism of gamers, those who have played and loved videogames since childhood like myself, waned when they realized the software lineup was unimpressive.

   The flagship title, Wii Sports, was a skeleton of a game.

    Wii Sports contained five mini-games, from tennis to boxing, with miniscule motion control. Gamers forgave the Wii at the launch for being immune to standard issues of consoles in their infancy. What gamers like me haven’t forgiven is the lack of significant improvements since then.

   Back in 2006 when Nintendo announced its latest game console, the Wii, the industry was buzzing. Nintendo promised a revolutionary and immersive motion-sensitive game controller, affectionately dubbed the Wiimote by fans. The potential applications were limited only to the imagination of gamers and Nintendo’s efficient public relations.

   Nintendo urged people to envision wielding the Wiimote like a gun to obliterate alien hordes in a new Metroid Prime, or using a Wii steering wheel in a Mario Kart Wii race car. They publicized an assortment of other concepts that exhilarated the gaming industry. In actuality, the motion technology was not and still is not fully realized in any of the Nintendo

   Wii’s games to date. The Wiimote appeared capable of precisely mimicking a players’ movements.

 

At the E3 gaming event in 2008, Nintendo made it clear that the casual gaming market is the company’s new direction

 

   Games that utilize the controller, however, exposed the console’s inability to perform. The hyped action game Red Steel, for example, contained instances of motion combat consisting of shaking the controller manically at enemies on screen until they died.

   The Wii is also plagued by third-party shovel-ware, games that are produced very quickly with next to no quality, like Wacky World of Sports, that have tacked motion control onto the game without adding any value what so ever. Nintendo responded to the Wiimote’s mediocrity by recently releasing the Wii MotionPlus, a controller add-on meant to improve the gesture limitations.

   Wii games with superb critical reception use motion control sparingly, if it all. Legend of Zelda: Twilight Princess and Super Mario Galaxy are examples of well-received games that return to the familiar two-handed motionless control scheme of every other non-Wii game. The lack of stellar titles wholly integrating gesture manipulation is troubling, considering the pre-launch hype implying a gaming revolution. Instead, hardcore fans are alienated by the hordes of games geared toward casual players and barely appeased by a smattering of acclaimed releases.

   Worst of all, the console feels like a novelty. Recent Nintendo-developed titles, like Wii Music and Wii Fit, earned only modest critical reviews, even from a casual gaming perspective.

   Playing Frisbee with a virtual dog or practicing yoga on the Wii Fit’s pricey mat are a far cry from what was promised. This is reflected in the 2009 Nielson survey which suggests the Wii, although the highest-bought console on the market, has the fewest active users. It appears that the novelty wears off fast. At the E3 gaming event in 2008, Nintendo made it clear that the casual gaming market is the company’s new direction. Sales of the Wii place Nintendo as the most commercially successful console developer of this gaming generation.

   Nintendo’s shift in market focus procured the company a sizable hardware lead, with about 55 million consoles sold worldwide. This is likely due to the fact that a cheap and relatively simple gaming console appeals to the non-gaming public.

  Sony and Microsoft are responding to the Wii’s enormous success. Sony announced a motion controller and Microsoft unveiled an ambitious full-body gesture recognition device named Project Natal.

   Although game content is speculative at this point, Sony and Microsoft are certainly following the casual gaming model laid by Nintendo. We can only hope that they stay faithful to their core gamers and provide good content using new control schemes.

   Gaming is being reorganized and the industry is looking to the Nintendo-dominated casual market for profit. Hardcore gamers should be crossing their fingers in the hopes that the new trend doesn’t abandon them in the process.

 



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Eh. It's just another guy stating his opionion. We do that all the time. As for his opinions, it's a mixture of true observation, difference of opinion and some incorrect statements.

 

For instance, he cites Zelda as a great game that uses motion sparingly, while the game is pretty motion heavy with gesture combat. He also indicates that Wii Fit had poor critical reception, when it received generally high reviews. And correct me if I'm wrong, but isn't dog frisbee a Sports Resort game, and not a Wii Fit game?

 

As for his opinions, I personally think Wii Sports was one of the best games of this generation and still play it all the time. He is right about shovelware, and Nintendo's own 2008 holiday line up was a big error for the company. I do find it odd that he only gives the Motion + a passing reference though, since it is Nintendo's response to the true and important claim that the Wiimote isn't capable of the kind of Motion recognition most games require.

 

All and all, I give it a 5 out of 10.



I'm a mod, come to me if there's mod'n to do. 

Chrizum is the best thing to happen to the internet, Period.

Serves me right for challenging his sales predictions!

Bet with dsisister44: Red Steel 2 will sell 1 million within it's first 365 days of sales.

Yeah, the article really aint the best out there.

But i found it funny that more people are complaining about the lack of software that really proves the wii´s motion control.

I bought the wii because of motion controls. And i find very funny that people goes "Yeah, muramasa!" or "Yeah! New super mario bros" and nobody realizes that... well... we´re still waiting for the Wii Motion plus to do anything.



Nintendo and the Wii are great.

Sure Nintendo made some mistakes in the past but now they are on the right way.



RED STEEL 2 is the game to show off M+



 

   
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Nice to see him using the royal Wii...



Wii code: 1534 8127 5081 0969

Brawl code: 1762-4131-9390

Member of the Pikmin Fan Club

ECC said:
RED STEEL 2 is the game to show off M+

yeah, i have this kind of hopes too.

But i also fear the game sucks....



man the guy who wrote this is a dumb arse, i have a ps3, a gaming pc, a DS and i am not disappointing with the wii (2008 i was, but i got over it)... i see 2010 is a good year for wii..



maykissthebride said:
ECC said:
RED STEEL 2 is the game to show off M+

yeah, i have this kind of hopes too.

But i also fear the game sucks....

isn't it also the only game?

/hyperbole



... okay... Wii didn't dissapoint so pretty much what he wrote had nothing to do with me :/