Looks like spells and\/or the rage moves return.<\/li>\n<\/ul>\nNintendo Conference<\/strong><\/p>\n\n- Most of the WiiU games they showed were already mentioned, prototyped, featured in montages or name dropped by developers last year. The lack of surprises is baffling.<\/li>\n
- After wheeling John Richettello out last year to spout praises for the system, EA only showed Mass Effect 3<\/em> this year.<\/li>\n
- Pikmin 3<\/em> appears to benefit as much from the Wiimote as it does the gamepad. Similarly, New Super Mario Bros. U<\/em> seems to innovate as much with new game ideas (coloured Yoshis, squirrel suit) than gamepad and online functionality. Nintendo Land<\/em> looks just magic and makes the most use of the new console and its controller. Unfortunately, fair or not, \u201chardcore\u201d<\/em> gamers don’t find a selection of smaller games as convincing as a \u201cfull\u201d<\/em> game. A fully-featured single player game by Nintendo’s first party studios which uses both the social and gamepad innovations of the WiiU would have gone a long way to appease these people and make a stronger case for the system.<\/li>\n
- The criticisms made against the WiiU’s 3rd party support are all about parity with the other consoles, which will naturally take some time to happen. Still, it’s disappointing that more 3rd party \u201cports\u201d aren’t making their way to the console at launch. Why isn’t Call of Duty: Black Ops 2<\/em> going to be on the new console at launch? If Activision can downgrade the Xbox 360 version to the Wii, then they can surely port it to the WiiU. With this said, Nintendo had the most 3rd party exclusives at the show and almost all of them look new and innovative. Further, the extra features and gamepad elements of the ports are in many ways equivalent to exclusive DLC. By virtue of developing for the gamepad, developers offer extra exclusive content to the platform. In terms of fresh ideas, I think that the 3rd party titles haven’t been so comparable to Nintendo since the DS.<\/li>\n
- The small talk with the Ubisoft and Warner Bros. CEOs was just…awkward. At least they were warmly greeted onto the stage though and with titles too, unlike the Capcom guys at the Microsoft press conference.<\/li>\n
- If Miiverse’s note system is closed or can’t connect to existing social networks, it will fail.<\/li>\n
- Why did Nintendo need to bring in the 3DS guy just to show off 3 games that we already saw last year? They could have shown Project P-100<\/em> in that time.<\/li>\n
- Nintendo Land<\/em> should have swapped places with Pikmin 3. Nintendo should have focused less on the amusement park aspect of the game which just looks abhorrent. A fire work display? I wanted to vomit.<\/li>\n
- Why not show Game and Wario<\/em> at the conference?<\/li>\n
- I hated the campy pre-show video with Non-specific Action Figure, but absolutely loved it on second viewing. E3 needs more camp.<\/li>\n
- They need to put a Non-specific Action Figure trophy in the next Smash Bros<\/em>.<\/li>\n
- Demos at the 3DS Software Showcase were perhaps better suited to their E3 hub as they went on a bit long, but it was nice to have the games discussed in detail. Why not announce Fire Emblem<\/em> as well? It freaking stormed the Japanese monthly charts on release, outselling the other 19 titles after only a week on the shelves.<\/li>\n<\/ul>\n
ZombiU<\/strong><\/p>\n\n- Dark Souls<\/em>-esque passive online, where if one of your friends dies in their game, their zombie appears in yours (with their name overhead).<\/li>\n
- Unlike Resident Evil 6<\/em> and Last of Us<\/em>, ZombiU<\/em> actually seems to be designed around survival and horror. Here’s 3 examples:<\/li>\n
- You play a variety of characters who inevitably die throughout the game. After one character dies, the player embodies a new character and must relocate their previous self to recover their lost goods. That is, the player takes on a unique role as an overseer and uses the information gained from this outsider perspective to help the different characters progress through the story. I love the idea of this daisy-chained narrative.<\/li>\n
- Because the player’s looted inventory is their \u201cpower\u201d<\/em>, so to speak, the player, the collective unit of the individual characters, starts off weak and slowly becomes more powerful.<\/li>\n
- At various points the player will need to ransack lockers and lock-pick doors among other things, which are done on the WiiU gamepad. While the player is looking down at the controller, the TV screen frames the character in a 3rd person perspective which allows the player to see if any zombies are approaching from behind. Simulating real life, looking up from the gamepad allows the player to \u201cpeak over their shoulder\u201d<\/em>. This set up facilitates tension and all manner of scares without the need to handicap the player’s movement and attack mechanics.<\/li>\n
- No idea why they showed an ugly CG trailer in the press conference.<\/li>\n
- When zombie Reggie moved his face in the press conference, you could see the edges of the texture map.<\/li>\n<\/ul>\n
Paper Mario: Sticker Star<\/strong><\/p>\n\n- The way stickers are used as battle commands, items for side-missions and ways to interact with the environment looks magic. Not only does it unify these disparate parts of the game, but it removes the text commands from battle.<\/li>\n<\/ul>\n
New Super Mario Bros 2<\/strong><\/p>\n\n- I’m concerned that the 1 million coins conceit will ultimately devalue the coin as a game element.<\/li>\n
- Grouping coins together creates a stronger pull for the player to scale the difficulty.<\/li>\n
- With 2 players, the camera only tracks the player in front, pushing the other player off-screen. This forces the 2 players to stay together and communicate. What was likely a consequence of the 3DS’s low resolution screen has been turned into an advantage. This is like what Miyamoto said: one solution can often solve many problems.<\/li>\n<\/ul>\n
New Super Mario Bros U<\/strong><\/p>\n\n- Coloured Yoshi’s return. From the trailer one can see that: the yellow Yoshis are light sources, blue Yoshis spit out bubbles which act as platforms and trap enemies; turning them into coins, and the pink Yoshis act as inflatable balloons.<\/li>\n
- In the Iwata Asks videos, the terrain has red outlines around it. So it seems that the player with the gamepad will be able to manipulate the terrain. This is far more interesting than the spawning platforms they showed off.<\/li>\n<\/ul>\n
Game and Wario<\/strong><\/p>\n\n- I wish they had videos on Nintendo’s E3 portal explaining each of the games.<\/li>\n<\/ul>\n
Rayman Legends<\/strong><\/p>\n\n- The player using the gamepad takes the role of a green fly character. Touching anywhere on the screen moves the fly to that position. Because the player on the game pad has a variety of things to interact with at the one time, the fly is constantly twitching around the screen. This would normally make the avatar’s animation appear jerky and distracting, however, it perfectly fits the way flies often buzz in and out of our vision, and works with the animation and voice overs to further exaggerate the zany character.<\/li>\n<\/ul>\n
Nintendo Land<\/strong><\/p>\n\n- When Nintendo first unveiled the name, the amusement park hub and Katsuya Eguchi started talking about his love for theme parks, I hated it. It just seemed too sickly sweet.<\/li>\n
- The amusement park is cluttered, ugly (Banjo Kazooie: Nuts and Bolts<\/em> anyone?) and doesn’t even look like an amusement park. It’s a giant floating disc with icons. If they never said it was an amusement park, I probably would’ve never realised.<\/li>\n
- After watching some videos though, I must say that the individual games are impressive; lots of thoughtful nuggets of good game design.<\/li>\n
- I’m most excited about the Donkey Kong game, although, it might be tiresome holding the controller up at the TV all the time.<\/li>\n
- For the Animal Crossing game, I love the idea of handicapping the player with the gamepad by designating the control of the 2 guards to the 2 analogue sticks. This way, they need dexterity and knowledge to win.<\/li>\n<\/ul>\n
Batman: Arkham Asylum Armoured Edition<\/strong><\/p>\n\n- On the surface, the gamepad implementation is varied and well suited to the existing mechanics, and it seems that they’ve made smart decisions in reworking the game for the WiiU. However, it all hinges on the small details, so I’m cautiously optimistic.<\/li>\n
- Graphics don’t look so crash hot. Seems like they farmed it out to the B team.<\/li>\n<\/ul>\n
Misc<\/strong><\/p>\n\n- Wii Fit U<\/em> \u2013 The tobogganing game requires that you lie on the balance board. Controlling a game with your ass, that’s innovation.<\/li>\n
- Castlevania 3DS<\/em> \u2013 Slick visuals. Made by Mercury Steam, the developers of the console reboot.<\/li>\n
- Watchdog<\/em> – Refreshing because it is relevant, something which can only be said for..well, maybe just this game at E3. It’s pretty amazing how few mainstream games are about contemporary issues. The gameplay demo looked far less impressive than the initial trailer suggested.<\/li>\n
- General \u2013 Why don’t Sony and Microsoft have isolated game demonstrations with explanations on their portal sites? It would have helped me write more about their games.<\/li>\n<\/ul>\n
<\/p>\n
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Walking down a hallway, solving an obvious puzzle and mashing a button for a quick time event: sounds like one of the most anticipated games of 2012 to me! Or at least, this was the response by many \u201ccritics\u201d in print, the enthusiast press and on blogs to the Tomb Raider reboot showed off at […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[89],"class_list":["post-4310","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-e3"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/4310"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=4310"}],"version-history":[{"count":7,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/4310\/revisions"}],"predecessor-version":[{"id":4317,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/4310\/revisions\/4317"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=4310"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=4310"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=4310"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}