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Posts with tag Xbox

Banjo-Kazooie rewrites history


For those of you that didn't really mind the news that Banjo-Kazooie would be making its way to the Xbox 360's XBLA service and not the Virtual Console, know this: the experience won't be the exact one you remember. In the XBLA version of the game, all references to Nintendo and the N64 have been removed from the game (save for the Game Boy shown), based on the video leaked above. In-game, N64 logos have been replaced with updated Rare logo and Microsoft Game Studios labels. What should be interesting is how TipTup is represented in both games, as Nintendo apparently owns that character.

[Via CVG]

First sign of the apocalypse? Xbox 360 tops Wii in Japan

The end of the world must be nigh, for we never thought we'd see the day where the Wii was outsold by the Xbox 360 in Japan. Sure enough, with Microsoft cutting the price of the console, sales have seen a boost over there. The week ending September 14th saw the Xbox 360 selling 28,681 units, while the Wii only moved 27,057 units. Close, but this isn't horse shoes or hand grenades, kiddies.

Aside from Microsoft cutting the price of their console, a number of other factors helped contribute to the Xbox 360 selling so well. For one, a new Square Enix RPG released there this week, by the name of Infinite Undiscovery, and Microsoft also came out with a new Xbox 360 SKU. We're not holding a grudge, though. Microsoft can enjoy their short time in the spotlight. Now, if you'll excuse us, we have to go sabotage the jump jets on Bill Gates' diamond-encrusted jetpack.

[Via Edge]

Analyst: Xbox 360 price drop won't make Nintendo slash Wii's price


With the Xbox 360 dropping in price later this week, many are looking at one of the console's particular SKUs because, well, it's going to be cheaper than the Wii. For almost 2 years, the Wii has been the cheapest option on the market, so how could this lower price affect the Wii's standing as top sales dog? Lazard Capital Markets analyst Colin Sebastian says Microsoft may see stronger sales, but doesn't "anticipate either Nintendo or Sony to match the Xbox 360 price cut."

The Wii is in good standing and really doesn't need to cut its price, so we're not expecting Nintendo to do so, either. But, if Microsoft manages to start taking away some of Nintendo's sales, we wouldn't be surprised to hear about a price cut early next year or, if sales drop that much, this holiday. We're not expecting sales to shift that dramatically, though.

Gosen: 60% of Wii Fit purchasers played it 'once'

David Gosen used to work for Nintendo of Europe, but after departing with the house that Mario built, he's made his way over to the Xbox division of Microsoft. That doesn't mean he has nothing to say about Nintendo and the Wii, however. In fact, he had some downright shocking things to say in regards to his old employer. "What Nintendo have done with the Wii is truly fantastic – there is no question about it. But I think sometimes there is a thin line between gimmick and great gameplay," he said.

And, on top of that, he said his own company has research that shows Wii Fit doesn't present any kind of lasting value to those that have picked it up, because after they try it once, they don't try it again. "We've seen some research that says 60 percent of people who bought a Wii Fit play it once and don't play it again," he said. Now, if he had some papers with, like, spread sheets full of numbers and data on them, we'd take it at face value. But, considering the price (that would drive us to play the thing a bunch of times alone, but maybe we're just cheap bastards like that) and all of the content within, we're not sure we can trust him and swallow the red pill.

See also: Retrospective: Nintendo's past peripherals

Gallery: Can't find Wii Fit? Try these alternatives!

Roll & RockerProp CycleBuy a Sega Activator and try to win at somethingYourself! FitnessWii dumbbells


[Via videogaming247]

Rumor: Microsoft gets more competitive next month



Let's face it: each console does something pretty well. The Xbox 360 has Xbox Live, which is a pretty good online service. The PS3 has a very comfortable controller and can do some sweet media stuff. The Wii has an innovative control scheme and No More Heroes. Each console is great in their own way and this current generation's console war has been fun to watch. Now that consoles are getting older, prices are falling and we're anxious to see how the rest of this struggle for market dominance will play out. If this rumor turns out to be true, the Xbox 360 will be the cheapest console on the market, besting the Wii by $50.

Both the Xbox 360 "Arcade" bundle and the "Pro" bundle are supposedly getting their prices slashed. The "Arcade" is apparently dropping from $279 down to $199, while the "Pro" will drop from $349 down to $299. This might come as good news to the Xbox camp, but, should this happen, we wonder how this could affect the sales moving forward.

Could this drive Nintendo to cut the price of the Wii? We doubt it. With the console doing so well, we don't think Nintendo is looking to their competition to determine when they should slash their own console's price. But, if this price drop does spur a big increase in Xbox 360 sales and people start buying less Wiis, we wouldn't be surprised if Nintendo announced a price drop on our around the holidays later this year. What do you all think?

[Via GamePro]

EA: We should've put more eggs into the Wii basket

EA's John Riccitiello doesn't mind dishing out the straight talk. In an interview with Mercury News, the EA CEO freely admits that his company failed in projecting the top dog of this current generation of consoles, instead focusing development on Xbox 360 and PS3 titles early on.

"One thing that's different is we typically figured out who the market leader was going to be before the start of the cycle and bet with our development resources on that platform," he said. Riccitiello admitted that EA made a bad call, but says the company is now "catching up" and thinks they'll be "fine." He went on further to add that they've "got some incredibly innovative Wii titles" and "incredibly innovative DS titles coming. And so I think that issue's sort of behind us."

With EA being such a big supporter of the previous Xbox and PlayStation consoles, do they think they can gain similar market share on the Wii? Even with Nintendo's tradition of dominating their own console with first-party titles?
"Yes," says Riccitiello. "Tomorrow? No. Can I make a big step in that direction this year? Yes. Can I continue to make steps in that pattern? Yes. Does Nintendo want us to do it? Yes. Does the platform set itself up for that to be possible? Yes. So, it requires focus."

With the All-Play brand, we'd say EA is moving in the right direction for capturing that segment. What else they have up their sleeve, we'll just have to wait and see.

Born for Wii: Beyond Good & Evil

When Friedrich Nietzsche wrote his famous philosophical work Beyond Good and Evil in the late 19th century, odds are he didn't think that it would be a source of inspiration for video games over a century later. Namco proved him wrong with their trilogy of Xenosaga RPGs, each of which had a subtitle referencing a Nietzsche work (such as "Jenseits von Gut und Böse"). But it's another wannabe trilogy that owes its moniker to Nietzsche that's up for recognition.

Beyond Good & Evil was published at the height of the Christmas rush in December 2003, and despite its war-on-all-fronts release on the GameCube, PS2, Xbox, and PC, it simply failed to sell. The game received widespread critical acclaim, but competition from other games caused it to be given a jarring price drop mere weeks after its release. Even so, those in the know played Beyond Good & Evil and saw it for what it was -- a fantastic adventure with a unique world and an appealing cast of heroes. And though it took four years, Ubisoft finally gave a sequel the green light -- so it's time to show the original game some much-deserved love.

Gallery: Born for Wii: Beyond Good & Evil

Continue reading Born for Wii: Beyond Good & Evil

Wii Fanboy interviews High Voltage on The Conduit (continued)


Stylistically, it's been compared to Half-Life and Perfect Dark. What games have inspired design choices in The Conduit?

Rob: One of our goals from the very start was to make a fast-paced accessible FPS. To that end we looked at and stole shamelessly from mega-hits like Halo and Half-Life, recent titles like Resistance: Fall of Man and Metroid Prime Corruption, as well as classics like Goldeneye for the N64. We wanted to pick the best features from these titles, the things that made them fun and memorable and have features like those in The Conduit.

Matt: We've done art direction for so many different titles, and we've learned a lot about establishing a strong and cohesive visual style. The Conduit's art direction has come mainly from taking real world styles and locations and combining them with our own alien technology concepts and aesthetic design preferences. I suppose that it looks similar to those other games, but in the end it's The Conduit's own unique premise that has largely driven the artistic vision. When combined with the features that are specific to our engine tech, The Conduit will look stunning by the time it reaches the player's hands.

Will there be a calibration option, so we can "aim down the sights?"


Rob: One of the things we learned in our development process was that customization of controls is essential to an enjoyable gameplay experience. To that end, we allow players to customize sensitivity, dead zone sizes, as well as control layouts. But, if you mean, can you actually use the iron-sights of your guns, that answer is "not exactly". The reason being that several of our weapons are alien in nature and don't even have iron-sights... but you will have sort of an alien vision mode with some of the weapons.

Matt: There'll be on-the-fly, in-game look sensitivity adjustments, as well as a fully map-able control scheme, down to the button, in the game's front end UI. Players will be able to map the game's controls completely to their own liking. There'll even be a couple of alternate control methods for those that don't care as much for the Wii pointer style of directional turning. There'll be lots of options for maximum playability.

Gallery: The Conduit



There hasn't been much word on who the publisher for The Conduit is. Rumor has it, Nintendo is actually going to publish the game. Can you comment on that? Can you announce one at this time?


Matt: I can neither confirm nor deny this, senator. ;) All I will say is that thanks to the explosion of interest in this title, we've had a lot of publishers knocking on our door.

Control-wise, will there be options for other methods outside of the Wiimote and nunchuk? Will it support the GameCube controller? Classic controller?

Dan: There are movement and weapon functions in The Conduit that require the Wii Remote's pointer, accelerometer, depth, and cursor rotation functionality in order to perform. The Conduit isn't your standard ported-over-to-the-Wii style of game. Using the Classic or GC controller kind of defeats the purpose of what we are looking to do.

Matt: With The Conduit we want to redefine first person shooter controls. Hard core FPS gamers that have played the game have told me that they are now convinced that Wii is the best system for the genre. When you play it you'll realize very quickly that the Wii Remote is an incredible control device for this type of game. It just feels amazing to play.

Rob: I think if you are buying a Wii, you're buying it to make use of its motion sensitive controls, which are tailor made for an FPS game.


Aside from the controls, what are the game's strengths that separate it from other existing PC/console FPSes?

Rob: I would say that would be the ASE or "All Seeing Eye" device. In game, this piece of hardware allows a player to adjust the "phase state" of things. This makes invisible enemies and hazards not only visible, but able to take damage. It also makes invisible cover and platforms become solid, leading to more gameplay. We also reveal secret puzzle locks that must be solved to get to special weapons.

Dan: We've put a solid amount of effort into enemy AI for The Conduit. A pet peeve of mine is single player FPS games where the enemies just stand there getting blasted, and don't seem to be reacting to the world around them. In The Conduit, our bad guys can hear and see, understand the use of cover, have variable levels of aggression, use grenades effectively, advance and retreat, and can determine when the player is susceptible to attack (i.e. reloading, exposed and moving in their firing cone). I think focusing a higher than normal amount of the dev time on AI makes our single player experience better than most other FPS titles out there. Of course, the overall look we're able to achieve with our advanced engine tech is also something the makes The Conduit a superior FPS game IMO.

Matt: I think that going back to the Wii Remote, The Conduit has a unique control system that feels more like a VR experience than the typical spring loaded joystick controlled videogame. I also agree that the ASE device offers a unique style of gameplay that hasn't really been seen before in other games. Having the ability to discover and phase useful objects into the environment to assist with combat is a lot of fun. Beyond that, it's just rock solid action all throughout the game. There'll be fierce enemies, bad ass weapons, and white knuckle battles. It's going to be a hell of a lot of fun.

Does the game run at 60fps? 30fps?

Matt: If we can hit closer to 60, then that will be great! But for right now we are shooting for a steady 30fps, with zero drops in framerate. The whole team swears by the fact that a solid 30fps still feels great. Even our studio's most hard core PC FPS gamers think that The Conduit feels just right at 30fps. The quality will be there, and the game will look and run amazing by the time that it ships.

Dan: The game will run absolutely solid at 30fps. For HVS, choice is either to have less visual splendor and run at 60fps or achieve the look we want for the game and run at 30fps. 30fps is a frame rate that is plenty responsive for FPS gaming and we are valuing the increased visual detail we can offer over the slightly smoother gameplay we might otherwise get by scaling this back.

High Voltage has made an adventure game/minigame collection for the Xbox (Leisure Suit Larry: Magna Cum Laude, also on PS2 and PC), and now they're making an FPS for the Wii. Is this ironic or strategy?

Rob: I like to think it's beautiful strategy. At the time Magna Cum Laude came out, the Adventure game market was woefully barren. So we found a title and a publisher willing to take the risk to revitalize that genre. Now we're trying to do the same thing with FPS's on the Wii. We feel that The Conduit will be like rain in the desert, which seems to be the case judging by the online response.

Matt: Diversity is key. We don't like to sell ourselves short by sticking with one genre or style of game. High Voltage knows that it's okay to try new things. We've learned a lot after 15 years working with so many different publishers, developers, and licensors. I could go on about how licensed game restrictions, publisher mandates, and drop dead unmovable release dates ultimately affect the quality of your game, but this project is very different. The Conduit is something completely new for our studio. This game will rock!


The company seems very (vocally) confident about the ability of The Conduit to revolutionize Wii gaming. Was it always in the plan to build up so much hype, or was the hype a natural product of enthusiasm? Has the hype been more than expected?

Rob: The hype has certainly been more than I expected and I am grateful for it. However, it is a two-edged sword. While the hype has helped give us the pick of litter for a publisher, it does mean we have a LOT to live up to. But I think we are up for the challenge. =)

Dan: There aren't many large scale multiplayer games for the Wii at this point, nor any that push the Wii graphics HW to the extent we are. So, from these standpoints – The Conduit will be revolutionary for the Wii gaming market. It is HVS's belief that although there are great FPS games on the 360 and PS3 – what they all lack is the kind of unique motion sensing based control schemes that makes The Conduit for the Wii more fun to play. Giving gamers a great looking, great playing, great controlling FPS title is something we feel is worth hyping!

Matt: The plan all along was to maximize the potential of the system, and then build a game that showcases the engine tech and the fun of the Wii Remote. Every developer talks big about their own game, but no one at High Voltage could say for sure how well our audience would react to the screenshots and gameplay video release. We've always just been focused on making a great game, and the result is that The Conduit seems to be building its own hype. And we're very appreciative of all the kind words and support we've received from the Wii community.

Is The Conduit sharing tech with Animales de la Muerte? Where did the concept for that one come from? Is it still on track? Really, anything we could learn about Animales de la Muerte would be wonderful.

Dan: Animales is using the same engine tech as The Conduit, but in a much different way since it's a 'toon shaded game.

Matt: I don't want to say too much more about the title until it's closer to completion, but I will say that it's going to be bloody fun. By the way, much respect to our friends in Mexico. However, screw PETA...no animal in this game is safe!

Anything about multiplayer? Many of the folks interested in the game are looking to have some kind of online multiplayer, preferably something on-par with Medal of Honor: Heroes 2. Are you trying to implement Wi-Fi compatibility? Local multiplayer?


Dan: We are working closely with Nintendo to be able to provide the kind of multiplayer gameplay that we know the market wants.

Matt: Nintendo has been really helping us out with technical support but we still have more questions that will need be answered before we can release any specifics about our multiplayer modes. Obviously we want to be competitive with the other online console games, but we'd rather wait until we've got something great to show off before we make any announcements about this very important feature.

Thank you for taking the time to answer our questions!

When not writing about games, we enjoy talking to the people that make them. Be sure to check out our interview with Wii mastermind Johnny Lee, as well as our chat with Didian Malenfant from Ready at Dawn on Okami for Wii. Oh, and don't forget our chat with Hudson's Mike Samachisa on Deca Sports.

Born for Wii: Panzer Dragoon Orta

You plummet down a dark, twisting tunnel, barely registering the lights that flash past because you're too busy juking one moment and jinking the next, avoiding death with a flick of your wrist. As enemies crowd around you, spewing missiles from every direction, you expertly guide a stream of deadly fire, targeting your opponents with a steady hand and an uncanny precision that, within seconds, leaves you and your dragon alone, hurtling down an empty passageway toward destinations unknown.

Or at least, that's how it could be. Welcome to the inaugural edition of Born for Wii, a new weekly column looking back into the annals of gaming for titles that could be adapted for the Wii in new and exciting ways. This week, we'll take a look at Sega's highly appreciated but criminally undersold Panzer Dragoon series.

Gallery: Born for Wii: Panzer Dragoon Orta

Continue reading Born for Wii: Panzer Dragoon Orta

Wii smashes PS2 software sales record

The folks in Nintendo's PR department, gawd bless 'em, have milked yet another statistic from the Wii's early success: according to the firm, approximately 50 million games were sold during the console's first 18 months on the market -- and that's not including Wii Sports or Virtual Console releases.

This, declared Nintendo of America's Cammie Dunaway, compared favorably to the PlayStation 2, which Nintendo claims sold only 42 million units in its opening 18 months, the Xbox 360 (around 30 million), the first Xbox (28 million), and the PlayStation 3 (20 million). No mention of the Dreamcast, we notice. Got something to hide, Nintendo? Okay, well probably not.

"While we appreciate the impact the Playstation 2 had on sales and the industry, perhaps we are even more impactful," remarked Dunaway.

CNET sees PS3 beating Wii ... in 2012


You see that chart right there? That's the predicted outcome of the console war this generation, courtesy of CNET. Aside from the hate in your heart caused by those black bars cruising past those lovely blue ones around the year 2012, what else do you see? Grim future for that Xbox 360? According to CNET, it will be.

What do you all think about this projected outcome? Do you think the Wii's popularity will sustain at such a high level for the next 4 years (it does have a lot going for it)? Do you see the demand dying down a bit soon? Also, what are all those people of the future buying PS3s for? Is it a prediction of the future for some kind of alternate universe where the PS3 has games worth playing?

[Via NeoGAF]

Wii Warm Up: Smash 'achievements'

Whether or not you've gotten the chance to play Smash Bros. Brawl, you've probably heard about the game's achievements challenges and rewards. This system is somewhat similar to earning achievements in Xbox games, although not quite.

We really like how Brawl handles challenges, but what do you think? Do the challenges add any depth to the game? And, how do they stack up when compared to achievements on Xbox titles?

Also, if you do own the game, have you used any golden hammers yet to unlock any rewards? If so, on what challenges?

Geometry Wars video hurts


We think we've underestimated Xbox 360 gamers. Not that we didn't hold them in high regard, but we just assumed that they were all humans. We don't know how anyone can play Geometry Wars and see what's going on through all the sparks and particle effects. It must require a feat of concentration just to track your own ship on the screen. We could barely play Bangai-O on the Dreamcast, and this is like Bangai-O with everything made of sparks.

Wii gamers are going to get extra complexity in Geometry Wars: Galaxies, since we'll have to track not only our ship but also the Wiimote-controlled aiming reticle. It's like training your brain! Also, oooooh pretty.

[Via Joystiq]

Continue reading Geometry Wars video hurts

Nintendo's competitors cut prices, but Wii stays same great price


Following news that Sony would be cutting the price of its PS3 console, rumors are floating about that Microsoft could be set to do the same with their Xbox 360 console. What does this have to do with us Wii-loving folk out there? Nothing, as Nintendo doesn't seem to think that Sony's price drop, or even a Microsoft one, is going to affect their great grip on the market right now.

George Harrison, senior vice president of communications for Nintendo of America, says that a "$100 price drop won't make a difference." Harrison goes on to wonder "Can Sony afford a $200 price drop? I don't think so." We're inclined to agree, since apparently the only reason to own one is for a 3+ year-old game, anyway.

[Via Codename Revolution]

Wii hits an unofficial eight million sold

Start your engines, fanboys. According to vgchartz.com, which is where we go to hang out when we're bored, the Wii just yesterday surpassed eight million units sold since its November 19th launch in North America. That's fast. That's really fast. Check out this graph with the option "align launches" enabled; it's staggering.

So, here we go. By the end of year, Nintendo Wii sales will most likely have surpassed the Xbox 360's one-year head start to become the current generation leader, and heck, we might just "win" this thing. Who'd have thought such a turnaround was possible? And why the hell didn't we buy NTDOY stock? Dammit.

Bask in the glory, guys. Most likely, one of those eight million is yours.

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