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Posts with tag Xbox360

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]

So the Xbox 360 didn't outsell Wii in Japan?

It looks like those strong sales in Japan for the Xbox 360 that Enterbrain reported this week might be bogus.

The numbers coming from Media Create are telling a very different story, one where the Wii in fact won, instead of Microsoft's console. By a mere 1,500 units, Media Create says the Wii won with a total of 29,686 consoles sold. The figure for Xbox 360, which Enterbrain reported was 28,188 units, is apparently correct.

We kind of doubted the story, but with a Square Enix RPG releasing, along with a price cut, we can understand how the Japanese public might snatch up a bunch of Xbox 360s.

[Via X3F]

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]

Rare says Avatars were in production before Wii even launched


Oh Rare. Do you honestly expect us to believe this? Nonetheless, it's their story and they're sticking to it.

The fine folks behind that Banjo & Kazooie business have commented that Avatars are not an attempt to copy the lovable Miis from Nintendo. Head of art, Lee Musgrave, says "It was an idea we had, even before Miis were part of the gaming scene, of putting these characters that you have an affinity with, not necessarily as part of the Xbox dash, but somewhere in the Xbox that you would play multiple games with, that you would have multiple experiences with that same character."

Musgrave further added that "Microsoft did not turn up one day in a speeding car and say, 'They've got Miis - do something!' It wasn't like that at all; it was something that fell into place over a period of time." But was that period of time really the year the Xbox 360 was on the market before Wii's arrival? We're not sure we're willing to swallow the red pill on that one.

Gallery: Mii Spotlight

E. HondaJackie Chan and Bruce LeeNotorious M.I.I. er, B.I.G.Oh Dae-su from the movie OldboySteven Seagal, Quagmire (Family Guy), and Chuck Norris

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.

Wii Warm Up: The others


We usually use the Wii Warm Up to discuss and dissect Wii-related minutiae, but today we want to know more about your non-Nintendo gaming habits. Which other consoles do you own (current-gen or otherwise), which is your favorite (after the Wii, naturally), and what did you last play/are you currently playing through?

Born for Wii: Dark Sector

Wait for it. Don't leave cover too soon. You're nearly surrounded. Bullets fly in from three directions, ricocheting off the paltry bit of cover protecting your crouched body. A grenade goes off nearby -- too close for comfort. And then it's time to strike back and slaughter another wave of enemy soldiers. You stand up, twist your body to the side, and throw, sending a spinning blade of death towards the hopelessly unprepared, screaming soldiers who soon find themselves lacking torso cohesion.

Released in March of this year for the Xbox 360 and PS3, Dark Sector is a far cry from its original incarnation as the first game shown off for this generation of consoles. It evolved into a Gears of War-inspired, Space Marine-lacking action title with an unusual Soviet setting. While on the surface the gameplay is rather derivative -- you'll be taking cover, aiming, and moving around in a manner that's instantly familiar to anyone who's played a third-person shooter in the past two years -- one thing sets Dark Sector apart from other games of its ilk. That thing is the glaive, a vicious, bladed boomerang that dominates the game's combat and puzzles. And while the glaive is enough to make Dark Sector a solid, though overall unremarkable, action title, it represents an enormous potential: armed with a retooled control scheme and a Wiimote, Dark Sector is, without a doubt, Born for Wii.



Gallery: Born for Wii: Dark Sector



Every week, Born for Wii digs into gaming's sordid past to unearth a new treasure fit for revival on the Nintendo Wii. Be sure to check out last week's entry in the series, Viewtiful Joe, and for more great titles that deserve your attention, take a look at Virtually Overlooked.

Microsoft: Wii third-party sales 'not a pretty story'


Despite NoA's VP, Denise Kaigler, showing us all a graph with some lines on it, group manager of corporate PR at Microsoft's Interactive Entertainment Business, David Dennis, wants us all to know that the information presented in Kaigler's little chart is wrong. To help set the record straight (and also point out how awesome is company is, we guess), Dennis offered up the following tidbits of info:
  • Total third party sales for the Xbox 360 since launch is currently 67,929,999 units, followed by the Wii at 33,394,311 units and the PlayStation 3 at 19,976,325 units.
  • Third party sales for the Xbox 360 since the launch of the Wii and PS3 is 54,065,728 units, still almost double the Wii's 33,394,311 units.
  • If you take the total number of units sold and divide that by the number of titles released since November 2006, the Xbox 360 and the PS3 are selling more units per title on average than the Wii. This puts the Xbox 360 at 217,252 units per title, the PS3 at 156,065 units and the Wii at 132,517 units.
We have a feeling that any company can spin sales figures the right way, in their favor, but no matter how you slice it, the Wii is still on top overall. So take that, competition!

[Thanks, jimb!]

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.

Now you're playing with (a device which consumes very little) power!



It's hardly news that the Wii uses up less power than Sony and Microsoft's graphically intensive, monolithic consoles, but Aussie consumer website Choice has now delivered the most detailed results yet on how much juice each machine consumes -- even taking into account factors such as whether or not WiiConnect24 is active, or whether the console in question is idle.

And there's no doubt about it -- despite what Greenpeace might say, the Wii is an efficient little bugger when it comes to energy consumption. Ninty's console uses under one-tenth of the power required to play games on a PS3, and an eighth of the energy needed to run games on an Xbox 360. Regrettably, the survey neglects to mention that the Wii is three times as fun as both. YES, WE TOTALLY WENT THERE.

[Via Go Nintendo]

Poor Korean sales due to region restrictions?

So things haven't been so great in Korea for the Wii. Since the console's release to the region, it has moved a low number of consoles and software. Perhaps offering up new bundles and some smart marketing will help turn this around.

Over at GI.biz, they're claiming that the low sales numbers has to do with Nintendo enabling the Korean Wii to only play Korean titles. Apparently, Korean gamers want to import the big Japanese games, but they can't because of the restrictions. We could see how this is a problem.

Still, when compared to the Xbox 360 and PS3, which have sold 150,000 and 50,000 units respectively, the Wii is doing much better, selling almost as many PS3s in its first month alone.

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]

Report: Wii games aren't good


Based on data pulled from GameRankings, folks over at GameFunk have prepared the nice little chart above. Apparently, Wii games don't get that great of marks from reviewers. Compared to the marks of games on other consoles, it makes the Wii's library look even worse!

Here's the numbers:
  • Xbox 360: 374 games: 26% good, 24% bad
  • PS3: 122 games: 33% good, 17% bad
  • Wii: 189 games: 11% good, 37% bad
But, before you punch your computer monitor in a fit of rage, know this: the Wii does have a lot of shovelware. It's just the price of success, as publishers and developers see the console as a means to make money. And that's what they're in it for.

Also, keep in mind that the PS3 and Xbox 360 don't have Metroid Prime 3: Corruption or No More Heroes. So they pretty much lose.

[Via Joystiq]

Wii success may lead to cheaper next-gen?

Looks like the popularity of the Wii might not be beneficial to just Nintendo, as industry insiders are beginning to think that it would be the one to pave the way for console manufacturers to adopt a similar strategy in the future. With the big fancy features of the PS3 and Xbox 360, Sony and Microsoft have been losing out on dough from sales since day one. But, the same cannot be said for Nintendo. They've been making profit since they sold their first Wii.

And others may follow suit in the next generation of gaming. At least, analyst Billy Pidgeon with IDC thinks so, as he commented to Next-Gen that "the results of this cycle will have a strong influence on the next cycle, in that cheaper consoles will be expected." He goes on further to say "Microsoft and Sony will attain successful business on this generation, but catering to the early adopter hardcore gamers with a technology leader strategy will be difficult in 2011."

Any way you look at it, Nintendo proved playing is believing and showed that graphics aren't all there is to a successful game. No matter what we see come the next generation of gaming, we think Nintendo's success here, and now, is going to have a big impact on it. Until then, we'll just get back to playing No More Heroes.

[Via CVG]

Microsoft Europe's Chris Lewis sees Wii as the once-in-a-while console

Head honcho of Microsoft Europe was quick to put down the Wii in an interview with GamesIndustry.biz recently. He is of the mind that success in the mass market is determined less by gameplay and more by other factors. The way we've always seen it, games define the system.

Now that the Xbox 360 apparently got a price cut over there, it's being offered to consumers for less money than the Wii. Lewis thinks that the price of the 360, along with its games and digital entertainment distribution capabilities will ultimately help it win the console war. He thinks these factors will lead the 360 being seen as a console with more rich content, whereas the Wii is kind of like the 'party appeal' system.

"I think you've got to be prepared to be appealing in lots of different areas and make sure you don't become something that only gets yanked out of a cupboard at Christmas and particularly holiday peaks and doesn't really get used the rest of the time," Lewis comments. "I think you've got to be careful with that. I think our depth and breadth of experience will ensure that we never get in any way put into the cupboard in that way."

Either way you slice it, playing has been believing and we're not sure Lewis' approach is going to help the 360 dethrone Wii in the territory.

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