JANELLE HINDMAN
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Ni no Kuni, the Level-5/Studio Ghibli collaboration, will be bundled with a 352-page spellbook. What will happen when players are forced to buy a guide with the game, and can the addition of the book actually make Ni no Kuni a better game?
Friday, June 25, 2010 | Comments (1)
POST BY THIS AUTHOR (4)
Poochie
When developers let their egos get in the way of their target audience, bad things happen. Fortunately, Nintendo hasn't handled Mario and his games the way the ham-handed executives of The Itchy and Scratchy Show handled a dip in ratings.
2guys_1title
With a language barrier in the way, playing a game without a guide can be impossible.
Pepto-bismol
Did you ever feel sorry for the motion-sick kid who couldn't ride roller coasters? What about a motion-sick kid who can't play video games? And will you become that kid when 3D technology becomes widely adopted?
COMMENTS BY THIS AUTHOR (17)
"Chas: Interesting take on Video Games Live, and you're definitely right that it would have been nicer to match the music to some gameplay clips rather than cutscenes for some of the games.

I'm trying really hard to remember last year's show in Tokyo, which was phenomenal. That was the first time that VGL played music from Shadow of the Colossus, and I'm pretty sure that that was one game that they paired with a ton of gameplay footage, for two reasons. One, because there aren't very many cutscenes in SotC, and two, because the gameplay is where the biggest and baddest epic moments are!
It was a combination of the pre-title-screen theme, and The Opened Way:
http://www.youtube.com/watch?v=R3PRXFLJYcw
 

My reaction? I think I was slack-jawed and paralyzed with awe, unable to even twitch my fingers. I just let the walls of sound hit me. No musical performance had EVER done that to me before.  Video Games Live was top notch, but the Shadow of the Colossus portion of the Tokyo show was beyond description."

Saturday, October 16, 2010
"Is there something I'm missing here?

In my understanding of how a traditional retail store works, the business buys goods from a supplier in order to put them on its shelves (in some way or another). In which case, the supplier has already recouped the cost of the goods because the business had to pay to acquire those goods in the first place.

So why does everyone argue as though a sale at a GameStop counter to Joe Consumer is what ferries the money over to the good ol' folks who made the games? Haven't the developer AND publisher already received money by supplying the retail outlets with copies?

If the game industry doesn't work like a traditional retail business, then why not?

I understand that either way, used sales can affect the number of new copies sold (in turn, affecting developers), but WHEN the developers and publishers receive payment along the chain of supply is important. It affects what we should do as consumers, and it affects what the developers and publishers can do to stop the middleman from cannibalizing the whole system.

For example, (again, bear with my limited understanding of the industries involved, I might be mistaken), in the book industry, publishers will absorb overstock at no cost to retailers, in order to encourage retailers to purchase more copies in hopes of selling more all around. Does the games industry do something like this? Because right now, there seems to be a lot of incentive for the Gamestops of the world to buy a small amount of new stock (lowering how much stock the publisher sells overall) and keep churning profit out of it through used game sales. Is there anything the publishers can do to increase the amount of stock that retailers take in without hurting the retailers themselves? And would it affect new game sales?

I think that we need to look at the economic side of things and cool down a bit, instead of making this a linear, your-wallet-to-developers'-paychecks, tug-at-your-heartstrings debate. Because our actions as consumers affect developers, certainly. But not DIRECTLY. What does the rest of the picture look like? Can anyone explain the whole process? Because I have no clear idea of how it works, and I'm sure I'm not alone."

Tuesday, August 31, 2010
"I think backtracking also has to make sense within the story. In Metroidvania style games, the exploration is part of the story. But some games do backtracking the right way, but disturb the overall story by doing so. I'm thinking of Metal Gear Solid in particular. Remember the Sniper Wolf scene? Meryl's been shot! You better go get a sniper rifle to counter Sniper Wolf! Oh oh oh, the rifle is...physically as far away from that spot as it could be in the facility. And of course Meryl's gone by the time you get back...but Sniper Wolf is still there. That one was a bit jarringly weird. Having a sniper rifle is cool, but the way to go get it didn't make much sense."
Wednesday, July 07, 2010
"The fact that #4 is on there makes me very, very happy. I guess it's composed of Enix stock parts (fonts, sound effects etc. that seemed to be frequently reused)  from that era, because the bars themselves also show up in Soulblazer."
Tuesday, July 06, 2010
"This is a great article. Nicely researched, without a ton of details to slog through, bits and pieces of humor, and the whole thing has good structure.

The comparison to censorship in other industries, especially the comic book industry, is interesting. One of the arguments against comic books, aside from allegations of homosexuality and violence, was that it would contribute to the illiteracy of children. That's one allegation that has stayed out of the courts where video games are concerned. But there's still a perception among the general public that video games  infringe upon time best spent improving oneself (by reading books instead, often implied).
I doubt charges of creating illiteracy will ever be addressed by the law or in court, but concerned (or paranoid) people could wind up spearheading a social movement that argues video games do just that."

Tuesday, July 06, 2010
"@Alejandro, yeah, it was one of the games on the short list of multi-tap compatible games. And I won't deny that half of Familiss's charm is the dinosaur background and folksy polka music! I've never played Familiss with four players, but I would love to."
Thursday, July 01, 2010
"Interesting article. It's great to see the kind of thought you put into this normally rushed-through subject.

In older games, I was always frustrated when being limited to just four or six letters. My name is seven. If I could have used my own name, it would have been different, but I always got annoyed at the game, thinking "Why do you have to make me make up some whole new name? A name that'll probably sound stupid and I'll have to live with for the rest of my playthrough."

So I started naming characters based on their roles and genders. Secret of Mana, before I knew the canon names? Called the three "Boy," "Girl," and "Sprite." Generic sword-wielding protagonist? "Hero" did just fine in a pinch.

I don't like using my name, because often the characters are so unlike me that they aren't really relatable if i slap my own name in front of them. A free-roaming game like Oblivion is fine. But I'd rather characters had their own names so I could empathize with their experience, rather than be distracted by my own name.

Side question for people who rented games on cartridges back in the day: What's the weirdest character name you've found on a rental/used game cartridge? I routinely found names of people, but once I picked up a copy of Soulblazer and found a hero named "Smiggie.""

Tuesday, June 29, 2010
"Interesting about the multiplayer Tetris. I remember really loving Familiss, from Super Tetris 3 on Super Nintendo. Up to four players could play,and while each players' block screen was narrow, completing a line would have various effects, detailed by a constantly changing flashing tile at the bottom (such as All+, P3-, P1+). If you made a match at the wrong time, you could wind up adding rows to your own screen!

It must be really obscure, I can't even find any screenshots of it. Just this video:
http://www.youtube.com/watch?v=12ZjAXkW_ko
I've been waiting for a modern version of Familiss on a handheld or console for ages."
Tuesday, June 29, 2010
"Number 1 seemed like a no-brainer to me...and then I went to TGS. The Japanese attendants were wearing at least a shirt and tie, but I was astonished at how many people from overseas were wearing jeans and game T-shirts.
I decided before I went to TGS that I would wear business casual (because I look like a highschool kid in the stuff I lounge around at home in, never mind the fact that a T-shirt just didn't seem appropriate). But then when I arrived, I was one of the only girls in the press line, and one of the only people wearing decently nice clothes. Even though I didn't do anything wrong, it made me feel awkward and out of place because I was a lone nicely-dressed person in a sea of the casual and sloppy. Saw lots of Nintendo shirts, even though Nintendo wasn't even AT TGS last year. A few Sega shirts. Even a Final Fantasy shirt.
Some outlets had their own T-shirts, which is a bit better. I think the sites that get their own branded polo shirts look the most professional without too stuffy.

Definitely agree with the rest too. I think the point of number 6 isn't so much "Don't show any emotion and be objective and serious all the time," than "Have some restraint, self-control and calmness. Don't bellow like a whoo-drunk."
You can spot the people who are excited but controlled about it. They have this sparkle in their eyes, this quiet smile that just says "I'm having the time of my life right now and I just played/saw something really awesome." And then they politely hand over a business card or something. No fanboygasming.
Those people are very classy, and I'd love to be like that someday. (I imagine I looked less classy, more harried and overwhelmed.)"
Thursday, June 24, 2010
"Paper Mario - Gusty Gulch Adventure

http://www.youtube.com/watch?v=7bapyn1VKGg

Picking one is too hard.  There are so many great Mario songs.  I was a fan of the music they played in the Paper Mario commercial, but that's maybe 15 seconds long, so...
 "

Monday, May 17, 2010
"@Rachel - I hope it will stay a novelty, too.  I haven't really seen what it can add to a gaming experience, and at least in the movie industry, I've heard that there are advances in projectors that could render 3D completely gimmicky and obsolete.  Too bad about Bioshock.  I've really wanted to play that one.  Do you kinow what causes it?  Is it the camera or the lighting or something?

@Chase - I loved Crush.  Some reviews criticized it for the learning curve or for not really going anywhere, but it's a puzzle game and so I can forgive it for having a one-by-one mission-based structure.  It just used its premise to churn out a lot of creative stages.  I think it got overshadowed by the higher-profile Super Paper Mario, which came out around the same time and runs with the opposite concept (expand 2D scenes to 3D landscapes to find hidden passageways, etc.)."
Sunday, May 16, 2010
"This would be awesome, especially since I recently decided to play it on hard mode...but I just got back to NA right now, and my copy is merrily collecting dust in the Land of the Rising Sun.  By the time I get back to it, you'll all be finished.  But seriously, one of my favourite games of all time. 

@Frank - You should be in for a treat.  How far did you get on previous attempts?  And have you played Ico before?"

Friday, May 14, 2010