Showing posts with label Wii U. Show all posts
Showing posts with label Wii U. Show all posts

Wednesday, July 15, 2015

Game Development Fun: Shooter Mock Up


Wild west light gun shooting mixed with intense boss fights! Think Wild Gunmen meets Mega Man, but with a bit of Zelda style overworld exploration mixed in. Basically all of my games are something with Mega Man and Zelda mixed in, now that I think about it, but I genuinely believe that those games have a ton to offer other genres. As much as I love the Zapper, most of the games that utilized it were pretty simple diversions. Sure, it took a fair amount of time to get good at Duck Hunt or Barker Bill, but once you hit that plateau, there wasn't much else to do. It was hard to really get lost in those games.

Of course, other light gun games came as the years went by. Favorites like House of the Dead and Time Crisis are basically just more dynamic Zapper games, but even those end up feeling shallow. Even on home consoles, the arcade origin of the shooting gallery genre is very apparent. I think this is owed in large part to the lack of traditional control options on the light guns of the past. While I seem to remember my Dreamcast guns having some kind of buttons and maybe even a d-pad, actually using it for a game was out of the question. It just wasn't comfortable.

Now, I am admittedly a huge Wii nerd, and though most people look down on the Wii remote's design, I've always been enamored with it, and I don't think any game managed to utilize it's core value better than Metroid: Other M. Switching between the NES style sideways orientation for platforming and exploration and the light gun style pointer orientation for first person shooting and scanning demonstrated both the versatility of the controller and a kind of economy of design that made the control set up of virtually any other modern game seem convoluted.

Taking that dynamic as inspiration, I designed this game with the Wii remote in mind. All of the fighting and shooting would be done in these first person scenes using the controller like a pointer or light gun, while exploration and adventuring would be done Zelda style with the controller held like a NES game pad. While I don't have all the details hammered out (should there be random encounters?), I think the idea of going back and forth between world exploration and intense first person combat could be pretty cool. With lots of different guns, locations, sub weapons, and bosses, I'd like to imagine this as the first fully featured light gun game.

No actual programming work on this game yet, as it is still in the EARLY early phase of planning. That said, I have actually made some for real progress on Super Bird Force as far as programming goes, but I'll share more on that in the near future. Some actual in game screenshots could be right around the corner!

Okay, that's it! Stuff from my trip to Comic Con later!


Sunday, June 21, 2015

Some Bird Force Bits!

Been a while since I posted anything, and don't really have anything to show, but I have some Bird Force related stuff from a bit ago that I took a little time to finish up this weekend, and felt like showing off a bit. First off, some planes!





This is for the four main characters, although the plan is that there will be a ton more of wingmen to find and recruit, each with their own ship and weapons. I don't think I've shown these in sprite form before, so I hope this is cool! Next, some bosses!




Just three for now, based on a fly, ant, and bee (or maybe wasp) respectively. The enemies would be bug inspired planes, but the bosses would be full blown mecha monsters. Had a hard time nailing the look for the enemy mechanical designs, but I'm happy with how these turned out.

Sadly, that's about it. I'm hitting a brick wall on backgrounds, but I think I might just be tired... I'm changing my development tools around a bit, as Construct turned out to be a little too temperamental during the development of the original Bird Force last summer. I'm gonna try Multimedia Fusion this time around, so hopefully that will be a little more consistent.

And yes, development was definitely inspired by the Star Fox announcement. So cool!

Thursday, April 23, 2015

Splatoon Will Probably Be Better Without Voicechat

So I've been pretty excited about Nintendo's bizarre third person shooter, Splatoon, since it was unveiled at e3 last year. It's a novel take on the third person shooter format, in that it focuses on territory control over just simple combat, in addition to a slick art style and all ages appeal.

It's also been plagued by complaints at almost every step of its development. Initially people were upset at the lack of basic deathmatch, despite the fact that deathmatch gameplay would both undermine the key innovation at the heart of the game, and be redundant, since you can get that experience in almost every other third person shooter on the market. Dumb.

The newest controversy has surrounded Nintendo's decision not to include online voice chat in the game, with some people going as far as to have their entire purchase decision based purely on the lack or presence of this single feature. People seem to think that Nintendo is refusing to get on board with a feature that has become standard, and therefore a necessity, because they are old fashioned and out of touch.

First of all, these same kinds of complaints have been happening forever for Nintendo. Whether it was their decision not to switch to CD with the n64, or their decision not to focus on online connectivity with the Gamecube, Nintendo has long had to battle against the perception that they are the old heads of the industry. Mind you, neither of the above decisions were objectively bad; both consoles still had tons of excellent games, many of which provided experiences that were totally unavailable on other consoles. But subjectively, people's expectations were betrayed. Subjectivity is the issue here.

I think we live in an age where the individual opinion is perceived as being more important than ever before, but it seems that this has caused people to lose perspective altogether. The line between subjective judgment and objective truth has been blurred to the point where I don't think most people even try to discern the difference. I understand that true objectivity is nearly impossible, but I think you can get pretty damn close if you keep an open mind and look at things from a distance.

Subjectively, any set of arbitrary expectations can be used as a standard for judgment, but that's irrational and self centered. We've come to view games purely in the context of how they conform to our own, largely arbitrary, preferences, as opposed to independent pieces of art, to be experienced and learned from. Nobody cares what creators have to say, unless they are spilling details on DLC.

At the end of the day, we're faced with a pretty simple choice. Do we want to be pleased and entertained, or do we want to explore and experience? If all we want is the gratification of our expectations, then all we'll get is banal redundancy. Splatoon might not have the exact feature set of any other third person shooter, but that's because it isn't supposed to be any other third person shooter. It's a different approach, and in a world full of copycats and me-toos, we ought to relish those differences.

Soap box speech over.

Tuesday, August 12, 2014

MegaMan Battle Network on Wii U Virtual Console Makes Me Very Happy

The Virtual Console was one of my favorite features of the original Wii. It was very cool to be able to go back and experience games from a bygone era, whether they were classics I remembered fondly, gems that I had missed in my youth, or, most excitingly, imports that had never made it to North America to begin with. The Wii's Virtual Console had a pretty impressive selection of consoles on offer, ranging from the 8-bit NES and Master System to the N64, plus weird stuff like the Turbo CD, and plenty of great games, including stellar imports like Monster World IV, Pulseman, and Dracula X, so when the Wii U Virtual Console got up and running, I was a little skeptical as to how much it really had to offer. Of course, I was almost immediately surprised (pleasantly) with the long awaited release of the SNES cult classic Earthbound, which i took to be proof positive that there was still plenty to look forward to, a feeling was ultimately justified when the unexpected announcement was made that the Wii U VC would soon feature Game Boy Advance games.

I've always considered the Game Boy Advance to be somewhat under appreciated. In my opinion, there were some truly wonderful games released on the handheld wonder, and at the time the prospect of having a secure, last foothold for 2D games in an era that was solidly 3D on the console side (the whole retro chic thing had yet to manifest) was comforting.  I still remember looking at the line up for the GBA and just being awestruck, and the two games I was most excited for were MegaMan Battle Network and MegaMan Zero. Oh MegaMan...

Let me set the scene here, because being a MegaMan fan at that point was very different then, and yet weirdly similar.  I had eagerly bought up every MegaMan game that had come out during PSX/N64 era, which was comparatively slim pickins. Sure, there were two awesome MegaMan Legends games, as well as a few traditional sidescrollers and even the bizarre Tron Bonne, but compared to the momentum the series had during my childhood, it was a time of famine. Six games on the NES! I loved MegaMan Legends something fierce, but I also missed the classic series in a way, and it seemed as if it was never coming back. When I saw Battle Network, though, I started to feel as if things were changing. I started to feel like MegaMan was BACK!

And you know what? That feeling was not incorrect. Seven Battle Network games on the GBA, plus four MegaMan Zero games! There was just a steady stream of games, bosses, songs comics, shows... it was a kind of amazing time. Sure, I didn't have the time or money to keep up, to be honest, but I was just excited to see the art and designs for each new game! There was this fresh, modern feeling to everything, and yet it was all still familiar, it really felt like the MegaMan I remembered. Battle Network successfully reinvented the world of MegaMan as a slick, action RPG, and reintroduced classic characters with drastic new designs, and tons of personality.

When the GBA Virtual Console was announced, Battle Network was one of the first games I thought of. Now, Capcom has been a little squirrely with MegaMan recently, so nothing was certain, but with Megaman being a major player in the upcoming Super Smash Bros. game, I felt that even they had to realize the time was right to start dipping into their ample supply of MegaMan games for rerelease. They've already done Wii U versions of several games, including the NES and SuperNES games, but so far very few third parties have done anything with the GBA VC. As far as I know, Namco was the only third party to tackle the GBA Virtual Console with Pac-man Collection, Klonoa, and most recently Mr. Driller 2, while others with huge libraries of GBA classics, like Konami and their many Castlevania games, have sat idle. Fortunately, this week Capcom took the plunge and joined Namco, releasing Battle Network as the beginning of a string of MegaMan related releases in the month of August.

So far, I've played for a few hours, and battled my first boss, FireMan.exe, and am having a blast. The Battle Network games combine action, card battle, and RPG elements with a charming game world populated by colorful characters. They manage to play totally unlike any other game on any console or handheld, and it always surprised me that they weren't more influential, as Capcom created a truly unique RPG experience for the Game Boy Advance.

Sunday, July 13, 2014

Pac-Man Fever is a Real Thing and I Have it Sometimes

Is there anything Japanese text can't make me want?

So I have a weird relationship with Pac-Man. Unlike the other big mascots, Mario, Sonic, what have you, Pac-Man hasn't been nearly as successful at staying relevant, I guess. It actually came as a complete surprise to me that there are people who hold the Pac-Man World games in high regard, as growing up I kind of considered them pretty crappy. Pac-Man never seemed, to me anyway, to have the same kind of appeal as Super Mario, for example, because his world just didn't seem to evolve and grow naturally at all. The world of the Pac-Man World games, for example, just seemed lame.

Lately, though I've been warming up to Pac-Man, for a few reasons. First of all, I guess in the current drought of anything remotely colorful or fun looking in the video game world, its refreshing to see a yellow ball with an impossibly huge grin running around. This isn't the 90s or even the 00s anymore, and this kind of thing just isn't everywhere like it used to be. There ain't no Klonoas or Tombas or Goemon's or really any kid friendly action platforming to be found outside of Nintendo's stuff, except maybe Skylanders, so when Pac-Man and the Ghostly Adventures was announced, I was actually kind of excited. Not because I thought the game was going to be necessarily anything special, but just because it was nice to see a third party try to do platforming again. I love platformers, regardless of the amount of Ds they are in, and its always nice to have options beyond just Super Mario and Donkey Kong.

Ghostly Adventures also happened to turn out okay, in my opinion way more fun than the World games. I got the Wii U version for cheap, mostly because I like playing games on my Wii U, and mostly because I feel like that's the console where colorful platformers belong, and while I wasn't blown away (no, it was no Pac-Man Galaxy), I did enjoy the time I spent with the game. Had that time been a little longer, I would have probably been even more pleased, as it was on the short side, but maybe its unfair to be a grown man playing what is clearly for children and then complain about the length or difficulty... But still, Ghostly Adventures was a solid little 3D platformer with some cool level designs and some genuinely fun power ups, probably my favorite of which was the giant rolling stone Pac-Man head. Hilarious. I also genuinely appreciate that Namco went through the trouble of developing a dedicated 3ds game, and not just a port of the console version. Haven't played it yet, but it looks like a fairly charming sidescroller something Pac-Man has sadly little experience with.

This is by far my favorite power up.


Of course, the Pac is pretty big news right now, what with him set to appear in the next Super Smash Bros. game, which I honestly find to be absolutely hilarious. This news also led to a pretty amusing Pac-Man related release in the form of the Famicom version of the arcade oddity, Pac-Land. As the first scrolling platformer ever made, Pac-Land is a pretty odd game, and the Famicom version isn't any less whacky than the arcade original. I had never played the game and picked it up as a curiosity of sorts, as my Virtual Console is reserved almost exclusively for imports and other impossible to find in real life games, but man, its actually kind of fascinating. The controls are ass backwards, the game is Bubble Bobble levels of mysterious and random, and of course, Pac has a sharp lookin' alpine hat on. Its super weird, but also surprisingly addicting. Its no Super Mario Bros. 3 for sure, but its still worth looking into for how bizarre and challenging it is.

Lately my weird fascination with the character has come to focus on these neat little K'Nex toys that come in blind bags, which I love. I've always had an obsession with tiny toys distributed randomly, and as these happened to be on sale I bought kind of a lot.
Damn it, I don't want Cylindria or Spiral at all...
I was lucky enough to get Clyde (the giant orange ghost) on my first pull, but then met defeat with two consecutive Cylindria, the little pink punk girl with the Hot Topic combat boots. I was a little pissed, but at least grateful I didn't end up getting Spiral, the red idiot. Eventually, I did end up getting Pac himself, as well as Pinky, though her bag was already opened and as such she is missing an arm. Generally I like these guys, particularly the Pac, as he can actually open his mouth INSANELY FAR, which just looks great. Each set also comes with one of the lame generic ghosts, in either scared or not scared form, so I have a ton of those populating my desk as well.

I don't really know anything about the cartoon with which all of this current Pac stuff is associated, as I don't get Disney or any of its affiliate channels and my fiance won't let me watch cartoons anyway, but I did end up seeing some amazing ads for the Japanese dub. The Japanese title for the series (including the games and toys and such) is Pac-World, which I think sounds a bit cooler than the Harry Potter style title the North American version has, and the theme song, done by generally awesome dude Hyadain, is simply amazing.



I have no idea what is wrong with my brain, but I'm honestly tempted to try to download subtitled versions of the Japanese dub rather than watch the North American version. I am, in fact, a lunatic.


Anyway, so that's a quick summary of my recent and totally inexplicable romance with Pac-Man. I know that alot of people really hate the new design and direction or something, but it honestly doesn't seem any worse than anything else that has ever come out of the franchise, and I kinda love Pac's sneakers. Oh well.

Tuesday, July 1, 2014

Wii U eShop Gems: Scram Kitty and his Buddy on Rails

     I love my Wii U.  I'm not shy about my appreciation for Nintendo, even when popular opinion seems to be nothing but doom and gloom. There's just this sense of fun and whimsy on Nintendo machines that makes them stand out from the serious business of competition, and I appreciate that. Games are meant to be fun first and foremost, and in an era dominated by big budget cinematic grandstanding and technical pissing contests, Nintendo has remained resolute in their assertion that innovative and creative design trumps hardware specs every time. Unfortunately, this ideal has always created a divide between Nintendo and virtually everyone else in the industry, and right now it seems that the Wii U's line up is pretty sparse when it comes to third party efforts. Most major developers have abandoned Nintendo's struggling console, leaving a serious dearth in the system's slowly growing library. Despite the exit of giants like EA and Ubisoft, I've been finding plenty of games to play on my humble little gamepad. While the titans of the gaming industry have given up, a new generation of bright, lean, and creative studios has filled that void and supplied Nintendo's  eShop with some simply awesome titles. These independent developers are bringing a welcome sense of fun and innovation, and providing Wii U owners with experiences that value fun above all else.
    The improbably named Scram Kitty and his Buddy On Rails is one of many treasures to hit the eShop this year, and has been on my radar for some time.  The crisp visuals, fast gameplay, and of course, bewildering name all captured my imagination when it was first announced. Now that I've finally got my hands on it, I'm pleased to say it far exceeded my expectations. Beneath the slick presentation is some truly devious design, resulting in a game that will push even veteran players to previously unheard of levels of frustration and satisfaction.
     In theory, the game's premise is simple.  It is essentially a 2D platformer, with the unique twist of having the player affixed to a series of rails, as the title would imply. This allows Buddy to traverse walls and ceilings just as easily as the floor, and creates some truly mind bending platforming. Gravity and momentum work wonders in allowing players to jump and swing in unexpected ways, and the labyrinthine stages will have players moving in 360 degrees of fast paced action. It's a bit like Mario Galaxy in 2D, only its really nothing like that at all.


While the platforming is conceptually quirky, it is the devilish design of the stages themselves that bring out the best this system has to offer.  Huge, maze like, and occasionally hiding Metroid style puzzle and exploration, each stage feels like a carefully crafted play set, and can even be a bit daunting. To truly complete each main stage, players must complete all 4 objectives, which include finding the goal, defeating a hidden mini boss, collecting all of the coins, and chasing down a fast moving target. 100% success comes from mastering the traversal of each stage, a feat that requires both expert us of the rail jumping mechanic and careful study of the structure of level.  It's a system that can definitely breed frustration, but just as often rewards with a feeling of accomplishment at a job well done.
 
     Although Scram Kitty's design may be decidedly old school in its sense of challenge, its audiovisual presentation is thoroughly modern, with slick, colorful graphics that blend 2D and 3D, and an extremely catchy techno soundtrack. Each area has both a distinct visual style, and the many special effects for weapons and explosions are sharp and fluidly animated. The whole game has a satisfying quality that comes from a strong marriage of art and sound design, so every jump landed, missile fired, or enemy exploded feels good. Of course, this also means that every missed jump or laser to the face feels like a crushing defeat, but once you hear the thumping tunes your motivation returns in full force. The menus and HUD elements are also packed with charming little details, and overall the game's presentation is oozing with effort.

 Altogether, Dakko Dakko's Wii U debut is a remarkably charming title with deep platforming action and top notch presentation. In a time where most games are too busy talking at you and rendering explosive set pieces that would make Michael Bay blush, it really is refreshing to see a game like Scram Kitty, so totally focused on just being the best game it can. To me, this is the kind of game Nintendo consoles are made for: fun, quirky, and challenging.

On a side note, I think it's worth mentioning that this entire post was done exclusively on my Wii U gamepad. Pretty neat, and actually very relaxing after being at a computer all day!

UPDATE: Wow! A whole lot of spelling mistakes! That's what I get for typing on the gamepad, I guess...