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

Wednesday, October 15, 2014

Random Thoughts: Youtube Channel App on Wii

Yes, I still use my Wii on some occasions.  Usually, it's just to browse the web or use the Youtube app and its hapless streaming and buffering insanity.  I remember long ago before the html5 video days that Youtube videos used to stream at 240p reliably on the Internet Channel but those days are long gone.  While the Youtube app plays videos at crisp visual detail, the buffering insanity means you'll barely ever get to watch anything.

Last night, I had an idea to improve my usage experience of this horrible app.  This is to play only videos with smaller resolution when encoded on Youtube.  You'll spot video preview images that sport a letterbox-like black borders versus those that have the full screen when you search for videos.  I think that these imply the video source uploaded to Youtube was not ideal and the server encoding ended up producing odd borders.  Less video image information per packet, should mean better buffering, hopefully.  I tried it on one video and got reasonable streaming performance.  I will look for other videos and see if this theory works.

As a funny extra random thought.  Try browsing the Nintendo Miiverse using the Internet Channel and laugh at Nintendo.

Thursday, May 22, 2014

Random thoughts: Wii and Youtube PLUS Latest on ALSA

I've been playing around with the Youtube app from the Nintendo Shop Channel and the old Wii and it buffers like there's no tomorrow.  I found a tip online that suggested to set the MTU (Maximum transmission unit) to 1500 instead of 0.  A higher MTU means more data is being transmitted per packet.  This seemed to improve the Youtube streaming.

On ALSA and Ubuntu, the last bit of my research lead me to Realtek's own ALSA fork as the daily HDA drivers from Ubuntu do not do me any good.  I could not wrap my mind around trying to dkms it, so instead, I'm going to shop around for a decent sound card.

That's all!

Monday, April 9, 2012

The Adventures of Tintin Wii Edition

Let's get this out of the way.  I didn't enjoy the movie as much as I would have wanted to.  It was just a kiddie fun fluff movie with way too much action shoehorned into the story.  I didn't care for the much touted CG art either.  In one word: 'meh'.

In picking up the Wii game, I wasn't expecting much out of it.  After all, it was based on a pretty lame movie.  What piqued my interest however was how quickly the game's narrative was deviating from the film.  The main plot is intact, but much of the details have been altered making it Ubisoft's own version of Tintin's search for the Secret of the Unicorn.

Friday, March 30, 2012

Tomb Raider: Underworld Wii vs PC

I managed to finish the Tomb Raider: Underworld PC demo and it made for an interesting experience for someone who has played the Wii version.  Obviously the graphics on the PC version are way better.  The Lara model always looked cheap to me on the Wii version and the face in particular seems to have been altered quite a bit from the HD editions.  A few minor details were strangely omitted in the Wii edition like the Video Cam Overlay during the opening cutscene of the Thailand level.  

There's way more enemies in the HD version (Sharks!  haha) while the Wii version has almost none.  I always preferred Tomb Raider with less enemies as I enjoy the climbing and leaping more than the shooting.  The levels are actually comparable.  Similar, but not exactly the same.  I'm honestly more surprised at how close the Wii levels resemble the PC ones.  The Wii edition seems to have regenerating health which points to a game that is much, much more forgiving.  Lara also seems to have more moves and acrobatics than on the Wii version.  Interesting, but at the same time, largely useless when you have pistols.

Different games, yet very similar.  That's interesting.

Monday, December 19, 2011

The Nintendo Wii - DS Connection

I had a previous blog post about how the Gamecube and GBA connectivity was severely underused but had tremendous potential. It's something that I had hoped the Wii and DS could pick up and really take to the next level but with the system nearing its death for the Wii U, it looks like this is about it. I figured I'd put the spotlight on the one game that I think took this particular feature and implemented it really well, Driver: San Francisco.

Driver: San Francisco seemed to be an incredibly multiplayer-oriented game and surprisingly, it's not really touted all that much. A second player can pop in and out to provide some support via an extra aiming reticule but what seals this multiplayer package is the intricate gamplay provided by the DS connectivity.

With the DS, you can provide support by stunning AI cars as well as put up blockades. You also get a map to help figure out routes and look for objectives in the current map. Here's a basic rundown of the feature as well as how to get it working.

Start the story mode, turn on the DS and go to download play. Driver: San Francisco should show up and tapping it will download the software.

The DS player gets a few gameplay options:
  1. City Map where you can view cops location as well as points of interest.
  2. Roadblock deployment. This allows the player to drop police roadblocks, but you cannot deploy it too close to Tanner.
  3. Mission Support. Depending on the mission, you are able to stun enemy cars.
  4. Felony hacking to drop the felony levels of the Wii player.
You can check out more by heading to this excellent article from Wired.

I figured I'd also give a definitive run down on games that do support this feature.

Guitar Hero 5 / Warriors of Rock /Band Hero (Here, Here and Here)

Mii Channel with My Personal Trainer: Walking (Here, Here and Here)

Pokemon Battle Revolution with Pokemon: Pearl and Diamond (Here and Here)

Castlevania Judgment with Castlevania Order of Ecclesia (Here)

My Pokemon Ranch with DS Connectivity (Here)

Animal Crossing City Folk with Animal Crossing: Wild World (Here)

DS Download Service (Here)

My Word Coach (Here)

Naruto Shippuden Ryujinki and Naruto: Shinobi Rumble - This is ONLY for the Japanese version! (Here and Here)

Final Fantasy Crystal Chronicles: Echoes of Time for both the Wii and DS games (Here)

Geometry Wars: Galaxies for both Wii and DS (Here and Here)

Big Beach Sports (Here)

Batman: Brave and the Bold for the Wii and DS (Here)

Ultimate Band (Here)

Jam with the Band (Here)

At the end of the road, we only have a few games that use this feature. I hope this article can help those who want to find games that utilize this unique and incredible feature. The original forum thread discussion I had can be found here.

Monday, June 8, 2009

Thoughts: 428 〜封鎖された渋谷で〜

I have always been opened (or close-minded) as a gamer to odd and quirky genres. It is always interesting to see a fresh or unique take on familiar formula on the different game genre. So when I first came upon this strange 'Sound Novel' of a game, it was not surprising to see myself drawn on such a unique visual presentation.

428 ~Fuusa Sareta Shibuya de~ (note: 428 - In a Blockaded Shibuya, aka 428 - The World Does Not Change Even So) is a game that takes the typical visual novel formula that Japanese developers often produce and takes that idea for a unique spin.

Normally, visual novels tend to make for very bland products. Apart from a nice picture backdrop and heaps of heaps of Japanese to go through, they are not particularly very interactive. Some of these kind of games give you certain decisions and in essence provides a bit of a Choose Your Own Adventure style of play. That is not a bad idea as Choose Your Own Adventure books tend to be pretty cool assuming the narrative is right. Unfortunately, once you translate it into video game format, you are expected to have that little extra. Granted that my Japanese is severely limited, the visual/audio presentation as well as the content I come away with has been particularly boring.

If you are expecting 428 to miraculously make reading Japanese on backdrop stills to be exciting, you are definitely on the wrong mindset. 428 takes that format and instead provides the player with something that other visual novels seem to miss, total control.

In 428, you take the role of five character perspectives in a timeline that spans ten hours of a single day in city of Shibuya, a business district of Japan. Multiple characters are nothing new in this genre nor in regular adventure games. 428 also employs decision making for each character to progress the story. That also is nothing new either. But two distinct differences sets this game apart. The first is that the character decisions do have subtle changes on other characters. This allows one character to inadvertently assist or interfere with the progress of another character. The second feature, which I think is the real key to making this entire project work so well is that you can view a time chart of events that have transpired and change the decisions for all of the characters. Hence, while you may arrive at a poor decision causing the demise of another character, you have every chance to go back and rectify it.

Does that make for an easy game? Not necessarily either. Logic plays a huge part in this title, and we are not talking about the 'challenged' logic adventure game developers try to peddle into their products. When you start playing other characters, you will notice details and realize when and how something may have altered the events of another character. And managing five characters while remember key details is not always a straightforward affair. Of course, for non-Japanese players, the language barrier plays another role in adding to that difficulty. Having limited Japanese takes me longer to figure out how events are and sometimes even how the events are supposed to transpire, but it has gotten me pretty far yet. You will inevitably stumble on bad endings, but the game encourages you to take a step back in time and rectify these issues. It is the point of the entire game.

Couple this very neat idea with a very striking presentation style and you have a very engaging adventure title in your hands. Real actors are used in filming and screenshot backdrops of the story and they are adequate to deliver the events of the game. The soundtrack of this title is also amazingly solid. It really does give you a cinematic sense of the entire game.

If there is one complaint over this title, it would be that I would have preferred Chunsoft go a little extra and provide more in terms of visual delivery. For a genre that hinges on story for suspense and substance, it would not hurt to provide video cutscenes alongside the textual narrative to aid in delivering the atmosphere and story.

Albeit, this genre is for a niche audience, 428 manages to deliver a unique experience in spades. It can be slow at times, but it never takes too long to get back to the action and the time chart feature really makes up for it.

Adventure game developers should take some time and look at what other developers in other regions are doing. Sometimes, coming from two different regions provides two different perspectives on how something is done. 428 deserves a look for Western developers. It is a fresh take on a genre that no developer seems to be interested in pushing forward beyond the 1990s formula.

Sunday, November 30, 2008

Understanding Castlevania Judgment

Castlevania is perhaps one of the longest running game series. It also did not have much of a story aside from a character or troupe embarking on a trip to Wallachia, Transylvania to rid of Dracula who by now has to be recognized as one of the most idiotic villains in the videogame world (How the hell can such a revered figure lose big everytime he is reincarnated every one hundred years?). I have learned from the old days of Castlevania never to take Castlevania stories seriously. They never seem to produce anything substantial even though the writers at Konami think they have something epic going on.

Trudging through the Castlevania games have been a relatively happy one although there are a few Castlevania games I wish to forget. Castlevania 1 was maniacally difficult with Simon possessing such an incompetent jump of which the game was literally filled with jumping sequences. Castlevania 2, my personal favourite, took the series to a different direction and one that I welcome. It has its own problems but frankly, I could care less. There's been quite a few Castlevania games since then and most of them are fairly similar. I have played Castlevania 3, and Bloodlines from the old days, respectable efforts I'll say. But needless to say not different enough to make a very powerful impression except for characters they introduce.

I liked Circle of the Moon but I did not appreciate all that much the "SotN-ish" approach. By the time I played Harmony of Dissonance, I was sick of it. And every game I saw that used that same template, I have skipped. I wanted something desperately different. I had even gone as far as say the brand needs a reboot of sort. Really. It is getting pretty ridiculous with the things they are doing with it. Also, fire your artists, Konami.

Anyhow, Castlevania's journey into the 3D realm has not been a smooth one in comparison to other franchises like Super Mario 64, the Legend of Zelda, and Metroid Prime. Castlevania 64 was a decent game, but it was nothing to write about. When you have a game as tight as Super Mario 64, it is hard to see the things Konami did right with Castlevania 64. I thought a lot of problems of Castlevania 64 had been ironed out with Castlevania Legacy of Darkness, but it is a shame because the game is too late. Castlevania 64 should have been this game and that was not what we got. For all the good things Legacy of Darkness achieved, it was for naught. It was a decent action game, far better than Castlevania 64, but largely went out unnoticed and also was not a strong enough entry to have an impression on gamers.

Fast forward to a few months ago, Konami riding high with Order of Ecclesia (aka yet another SotN-ish game), unveiled the mother of shockers to Castlevania fans (and gamers) all over the world. The Wii Castlevania game is a fighting game. Unlike the rest of the world weeping over this circumstance, I found it to be very good news. I was going to get something different and it is going to get a release on a console I find to be a good system too. Castlevania Judgment was born. The scorn of the many, and apparently the only person defending the game is Igarashi. I'd like to think the day they unveiled Judgment to be the fateful day the game would be doomed to failure. It was not the game rabid fans were expecting, and ultimately, I believe that most of the gamers have already made up their mind about it. Such an unfortunate circumstance, but I applaud Igarashi for trying hard and pushing into very unknown grounds.

Castlevania Judgment released a few weeks ago and I had expected it to get murdered in reviews. It did. Most of the reviews slagged this off, and complained again and again. Castlevania Judgment will largely be seen as a travesty to the series, but I have spent an entire day plowing through the game and I find that I have been largely right to stick my nose through all the bad reviews and try it for myself. For the Wii, reviewers are more often than not the most unreliable source of information. And I have learned to trust my own instincts over games I like and would be interested playing. I always felt that I "got" what Iga wanted to produce.

Let us get something out right now. Castlevania Judgment has one of the most horrible art directions ever. There is no question about that. But that is just a piece of the entire pie. Sure that Eric Lecarde looks horrible in the game, but that should not be what negative reviews are about. They should ultimately be discussing what the game did right, what the game did wrong, and the entire discussion should make sense. Every negative review I read left me with the impression that they approached the game wrong. Think of it like playing Fallout 3 expecting it to be a shoot-fest action game.

That is not to say Judgment has issues because it does, but I happen to see that the issues it has does not greatly deter from what the focal point of the game is. It is not a great game by a long shot, but it is a fairly decent effort from Iga and co.

Castlevania Judgment is a fighting game
more of the ilk of Powerstone but tuned to the non-frame counting, combo-system-analyzing folks. You want a full fledged fighting game, go knock on SNK's doorstep. This game is a very nice entry-level fighting game with some of the more complex concepts (guard crush, juggles, combo cancelling) tweaked for a more accessible take on the genre. Each character does not have a whole lot of moves to do and frankly, I like it that way. After a few practice runs on training, you would have figured out some basic strategy for most characters. I had a kick out of some of the combos I was doing, though at times it does feel a bit oversimplified.

The game gives you the option of playing with the Classical Controller, Wii remote nunchuck combination, and the Gamecube Controller. I have only tried the Gamecube controller. It was readily available and I decided to give it a try and it works very splendidly. I definitely do not miss using the Wii remote at all. One of the few Wii games to make me feel that way about the Cube controller.

The character designs, I repeat, are horrible. And I also feel the necessity to reiterate that Konami needs a dose of artist change. In fact, get someone like Alex Ross or Clyde Caldwell to supervise art direction. Missed opportunity also is that the characters are redesigned so drastically that whatever nostalgic effect they were throwing in with the, mind you very awesome soundtrack, is gone. Carmilla looks terrible. Eric Lecarde does not look good either. Grant Dynasty design gets murdered. There is a whole lot more characters that the redesigns get really wrong but I do not need to go through each one.

As I said earlier, the soundtrack is amazing. It still gives me goosebumps listening to the classic ones and playing the games with the songs tuned to the max is not a problem. I feel Konami poured the most work here and it does really show.

The gameplay itself does have issues. Balancing is a problem. Some characters are incredibly cheap while others seem like they do not really belong there. Camera issues do exist here, especially in the heat of the battle and your eyes get lost as to what is actually happening, but it is not insurmountable. In fact, after a while, you get used to it, though it is never really problem-free. The Powerstone style of fighting where you roam free running around the background is an intriguing concept but one that needs more time to develop. It is not that easy to determine distances between items and sometimes it is not easy to face your opponent you are trying to kill.

Lastly, the problem with Castlevania Judgment is one that is handed down from one game to another. The writing is incredibly bad. The dialogs are incredibly stupid. The voice acting is cringing (I switched the voice acting to Japanese so I could not understand a thing they were saying). And lastly, whatever plot Castlevania Judgment ever had is lost inbetween horrible banters from Aeon, and other pointless pre-fight dialogs each character has, most of which do not really make sense unless you are familiar with the Castlevania lore. Entry level? Definitely not an entry-level game from the Castlevania lore point of reference.

There is also multitudes of stuff to do, of which the Castle mode needs a special mention for being a very interesting spin to the already quirky twist Judgment is for the Castlevania series. Castle mode plays a bit like the traditional Castlevania game where you go room to room until you face Dracula. It can get tedious but it is a welcome addition. One problem I see is that there is no real sense of location with the castle as the backgrounds are fairly limited. I would have rather had save points more often than the "save room" style they lifted from the SotN games but well, what the heck. The core game works. It plays fine and there is good fun here, especially if you have the not-so-fanatical fighting gamers around for you to joust with.

I feel Judgment deserves a sequel so as it can really spread its wings and soar. But it will not get the chance. Because everyone had already made up their minds on the game, most of them having not even been able to play it. It is a shame, but Iga should have known the sharks he was going to wade through to get this game out. Me personally, please give it another go, Iga. This is a welcome addition to the series. And I hope gamers keep an open mind and try it. It may not be a game everyone will love, but you will never know if it is from just reading at some media reviewer hacking away at his computer.

Wednesday, January 2, 2008

A tiny Wii bit of advise

The entire concept of the Wii has certainly created a stir in the industry. It's certainly selling a whole truck load of systems and that makes for a fairly interesting platform to throw an opinion on. The mere nature of the platform itself certainly has gotten a lot of criticisms and praise. Now that we are just over a year of Wii gaming, there's a few things I need to get off my chest about it.

It's fairly amusing how the media reactions have been with the Wii. All the 'Wii will fail', 'PS3 will overtake it', 'Xbox 360 will win' or those that say the Wii has beaten the competition are all loads of crap. First thing is that nobody has info from the future. Secondly, all the so-called analysts make a living making guesses. Thirdly, all of those statements are there to create a buzz around them. I certainly don't buy them and neither should you.

Analysts come, create a stir, then disappear after awhile, but the game reviewers surely don't. They've been the staple in the video game industry as those that report on how well the game did and whether people should buy them. If you trek through the Wii reviews, you'll likely see very polarizing or sometimes very grim scores for Wii games. There's a whole lot of crap being thrown at titles, especially third party ones and there's also some that tend to be more lax with them, and this is one thing that I really noticed throughout the year.

Reviews are especially an important benchmark for gamers read them to get a good idea whether or not a product is worth buying or renting at all. And it's with this that we need to bear in mind that no matter how objective the reviewer is, reviews tend to be subjective. After all, the only real report being done is within the eyes of the reviewer and how he interprets the game. And I believe this has never had a bigger impact than on Wii games.

More than any other platform, the mere design of Wii controls lend to even more subjective factors involved. If you are panting after a round of boxing, is it your fault or the Wii's? If you feel tired while swinging the sword, is that a point deducted on the Wii or is it because you've spent your life living on the couch? The motion detection is often reported as being wonky. Is it your fault or the Wii's? These things beg to question how Wii reviews are being evaluated at all.

The fact of the matter is, the reviews written are always the opinion of the players/journalists who played the game. It always was and it always will be. It also only represents a mouthpiece, which happens to be one people hear from afar.

My experience with Wii gaming is one that is interesting for me, since I have come across titles where agree with them and titles that I don't agree and at times, you tend to wonder what game they were actually playing. This is something that has existed in older platforms but I feel has been more emphasized on the Wii because of the very nature of play. This is also something I find disconcerting because there is quite a number of games that I like that just got slashed up to bits.

Thinking about it all though, if there's one thing I have learned from a year of Wii gaming, it is this:

Don't trust reviews.

Just don't. Nintendo was definitely right with one thing about the Wii, you have to feel it to know if it's for you. It's hard to put on paper the experience you get and often times what you feel, the person next to you has the exact opposite experience.

This isn't an article about not reading reviews. On the contrary, Wii game reviews are good articles to read for some information on the game. What it is not, is a credible measurement of the game being described. Do you enjoy a game because someone else said it's great? I don't think so. Do you think the title sucks because someone else said so? I hope not.

If there's a game you are interested, do yourself a favour and spend a few moments with it. I feel it's especially more important with the Wii because you never know what you may have missed by reading someone just dish out expletives at a title.

When all is said and done, you are the one who will play and you are the only one who can decide if it's playable or not for you. It's in the eyes of the beholder.

... Or maybe, I'm just an example of my own article. Ha!

Monday, December 31, 2007

Happy New Year!

I hope you all have a happy, happy new year and hope this new year brings more opportunities and happiness to everyone.

Whether you own a Playstation 3, Xbox 360 or Nintendo Wii, 2008 should be a kind year to you. More good games, and lots juicy secret projects will surely be revealed.

I'm brainstorming on my next article and it's not quite ready yet, but for anyone who is curious, these are the games I've played coming into the New Year.

Tomb Raider Anniversary (Wii)
Soul Calibur Legends (Wii)
Vampire The Masquerade: Bloodlines (PC)
New York Times Crossword Puzzle (DS)

Cheerio and again, a safe and happy new year to all!