Category Archives: Games and Software

King of Fighters 14 Announced for PS4!

SNK Playmore announced at the Sony’s Tokyo Games press conference earlier this week that King of Fighters, a 21-year-old fighting game franchise, will return as a PlayStation 4 exclusive next year with King of Fighters XIV.

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This came as a surprise since the last KOF game was released in 2010 in arcades and in 2011 on consoles. With SNK Playmore shifting focus to pachinko games in Japan, it was figured KOF was dead. Granted, KOF XIII would’ve been a great game to go out on, but at one point this franchise was a serious competitor—at least in Japan—with Capcom’s Street Fighter series. Now, once again, Capcom will have to contend with KOF since Street Fighter V will also be released as a PS4 exclusive in 2016.
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Some have complained that the graphics look subpar, even going so far as to call them “ugly” or compare them to the King of Fighters: Maximum Impact games on PS2. Well, this is a teaser trailer for a work in progress. Besides, the linchpin with all video is always gameplay.

Personally, as a fighting game fan, with this and SFV exclusively on the PS4, I have more incentives than ever to get the new Sony console.

The Smartest Shows in Gaming

While it may seem common for us Giga Geeks to see gaming as a medium that deserves a gargantuan amount of praise, the rest of the world doesn’t necessarily see that. Like literature and film, video games deserve to be preserved for further study to prevent the same mistakes, making the video game a continued evolution, rather than a circle of repetition. I have gone so far as to write collegiate level essays about video games, either about the plot or the mechanics and how they convey emotions.

Thus, I am always on the lookout for Scholars of the Pixel, Patrons of the Graphics Card, and Warriors of Game Design. These shows expand the mind on the subject of video games in all sorts of interesting ways. Feel free to let me know in the comments below if I’ve missed any individuals or groups I should be watching.

created by James Portnow, Daniel Floyd, Allison Theus, Elisa "LeeLee" Scaldaferri, Scott DeWitt, and Dan Jones, among guests
created by James Portnow, Daniel Floyd, Allison Theus, Elisa “LeeLee” Scaldaferri, Scott DeWitt, and Dan Jones, among guests

Extra Credits is a simple show in production, but contains some of the most well-thought scripts of anything I’ve ever watched. Seeing one of its episodes usually inspires me to write something, putting me in a frothing madness until something has been created. Its content always hits precise, yet broad topics across the medium from The Uncanny in horror, what a Skinner Box is, and beyond. It’s really useful stuff for writers, designers, artists, and anyone else in the creative space.

The crew includes artists, designers, and writers who work in the industry. Extra Credits writes fantastic articles, recommends games that are exceptional, but usually obscure, and even shows off some musicians who use video games as an inspiration. It truly celebrates the cerebral side of gaming in an outstanding fashion.

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Where would gaming be without a firm understanding of what it has been?

This is the question that Norman Caruso addresses in each of his publications. Fighting to keep the obscure alive and well, Caruso gives the modern audience a broader respect for what was in the past. He also has a knack for uncovering excellent research on peripherals and consoles. Many of the gadgets he discusses I had never seen before, but still hold lessons in design that are valuable. For example, the Top-Loader NES had better pins to read games, but few know of it, due to the iconic, albeit flawed design of the original NES, sending the Top-Loader into rarity.

Caruso’s skills in research with his expertise in production makes The Gaming Historian an absolute must when studying video games. His videos expand the mind for the future, while keeping the past alive, which is truly commendable.
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Sequelitis_4335
aka Arin Hanson

Sequelitis has the fewest episodes when compared to the others, but the statements made in these few are substantial in a lot of ways. Hanson is one of those people who doesn’t care what other critics have said, often tearing down well beloved games in favor of tighter design. He also points out the brilliance of subtle elements in a way that is hilarious and immensely insightful. For example, he harps on the first level of Megaman X on the SNES for a large part of his Megaman episode, pointing out each detail so that it makes sense, even to those not versed in the game design tongue.

There are few shows that have made me laugh as hard as Sequelitis, but then turn around and make me think beyond my usual understandings of a game. The animations and humor make these complex thoughts easy to grasp. The use of examples from the games prove points. The precise nature of his production, only releasing when truly satisfied, shows great care for the subject. It’s brilliant in every way!

If it wasn't for seeing Sequelitis three years ago, there may not be a Forever Classic.
If it wasn’t for seeing Sequelitis three years ago, there may not be a Forever Classic.

In fact, Sequelitis is the main reason I write and produce videos on the subject of video games. I wouldn’t have pursued becoiming a writer at Giga. I may never have taught a Middle School English class with Minecraft. I owe a lot to Arin Hanson and his work.

There is true scholarship to be found in video games. Of this, I know no doubt. The people who are challenging themselves to discover and share this wealth of knowledge is comparable to the essay writers who critique Shakespeare or the journalists who pick apart Gone with the Wind. Video games are a medium worth studying, and hopefully there will be more and more publications on the matter as the folks behind these three shows have shown to be possible.

Thus I challenge our readers to sit down and study a game. Why is it fun or not fun? What elements have been used to craft the experience? How does the art direction or music fit in? It’s a fun exercise I wholeheartedly recommend.

Below are a few more shows you should check out. Stay smart, Giga Geeks.

Game Theory, Zero Punctuation, 8-Bit Philosophy, Did you Know Gaming, Satchbag Goods

Remake Fever in the Gaming Industry

Nostalgia is a powerful force, so much so that designers often revisit past projects to bring experiences to a new generations of players, often with better technology than the original development. The concept of a remake is nothing new to game development, but what makes an exceptional example of such? To find out, I’ll be exploring a wide array of remakes from the Super Nintendo to as recent as the Xbox One.

This screen still remains as one of the most memorable title screens ever.
This screen still remains as one of the most memorable title screens ever.

One of the first remakes I can remember was Super Mario All Stars, specifically the new coat of paint Super Mario Bros 3 was given. Everything popped with new color, but the controls and gameplay were still familiar, if not almost identical. The game also had three other Mario games, each with updated graphics, one of which was Super Mario Bros: The Lost Levels, a game that hadn’t been released in the West prior.

Bringing classic experiences into a new generation of graphics and music seemed like a no-brainer to me, even as a child. As if all of my favorite games should just grow up with me; however,  wouldn’t I eventually become bored with the same games, no matter how well they were designed?

Resident Evil HD Remaster
Notice the lighting engine and how it comes from the equipment. This would’ve been accomplished with a static light source in the original game.

Remakes also have the chance to expand upon gameplay elements or update controls. One of the best examples of this is Capcom’s Remake of the first Resident Evil, known as Resident Evil HD Remaster. This game recreates all of the static backgrounds with full 3D modeling, to ensure that the lighting was perfect. Combine that with an optional, modern control scheme makes this groundbreaking game less stiff to a new audience. Also, this remake seems minor compared to the graphical overhaul of the game when it was brought to the Gamecube back in 2002.

Yeah, Capcom knows where they come from. It's hard to let go of the past.
Yeah, Capcom knows where they come from. It’s hard to let go of the past.

Capcom has a firm understanding of how to remake its games in an effective manner and have had plenty of practice to the point of ridiculousness: adding a parody of itself in Dead Rising 3‘s DLC. I did always enjoy Capcom remakes more than its newest games, simply because I felt that there was tighter design in those early titles. Speaking of which, I would love to see Demon’s Crest be brought into a new age, but I digress.

Even more recent was Epic Games’ remake of the first Gears of War on the Xbox One. This Ultimate Edition brought Marcus and the rest of his thick-necked squad into  higher resolutions, with new mechanics (developed throughout the franchise) being utilized as well. Marking targets, which was seen in Gears 3, is now a staple of staying alive on the multiplayer battlefields. Speaking of multiplayer, the Gears franchise was one of the few that could combat the juggernaut that was Halo as one of the most played games on Xbox Live. With these two shooters being exclusive to the Xbox, Microsoft ruled the online space with the 360 console and could very well do the same in the current console generation, especially with Halo 5 looming just over the horizon.

Yet, Ultimate Edition is a good example on how companies can ride out the wave of nostalgia on a board of missed opportunities. For example, many of the animations in the Xbox One Gears was pulled straight from the original. These movements seem stiff by modern comparisons, or even when compared to Gears of War 3. It was also a bit of letdown when looking at the modes offered. Even though Horde mode hadn’t been invented when the original Gears launched, it would have been an excellent addition to this Ultimate Edition.
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All in all, it was great to see the COG go up against the Locust on the Xbox One with nicer graphics, but there could’ve been some more features added to make it feel more ultimate than it claims to be. Although, it’s also important to note that players who try out this version will be getting the entire Gears franchise for free. Unfortunately, while there’s much to be enjoyed in Gears of War: Ultimate Edition, it seems like an attempt to make some quick cash for Gears 4.

Remaking a game to truly capitalize on what makes these sort of memories special takes complete dedication with goals that align to the players, not profits.

Sora can't believe the whole game was remade either.
Sora can’t believe the whole game was remade either.

 

One of the best examples of this surprisingly comes from Square Enix, a company horribly guilty of shelling out remakes for a quick buck. Nonetheless, the amount of care and polish that was put into Kingdom Hearts 1.5 HD Remix is astounding. Much of the original files that were used to create the first Kingdom Hearts on the PlayStation 2 were lost. Therefore, to give Kingdom Hearts the remake it deserved, Square Enix’s team re-recorded all of the music in a studio, remodeled all of the graphics, and tightened up the gameplay to be more consistent with the franchise as a whole. What resulted was an absolutely excellent release.

Not only was the game completely remade, but elements from the elusive Kingdom Hearts Final Mix were also included. Final Mix was actually the first imported game I had ever seen. This was when I learned that consoles could be modified and how region locking affected what could and couldn’t be played. This lack of knowing the Japanese language, coupled with my love for the series, made Kingdom Hearts 1.5 a must have game in my library.

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There are many more remakes worth mentioning, but what can be taken away from remakes as a whole? For developers, there is much to be utilized from tapping into their players’ nostalgia. Its a feeling that can leave audiences speechless or giggly from reliving fond memories. However, there is a fine line to be tread: each remake must be given great attention. Even new developers can use nostalgia to their advantage in ways that can skyrocket small teams into having more resources. Shovel Knight is a great example of this as its design is similar to several older games, but remains unique.

Yes, gamers remember Super Mario Bros 3 or Resident Evil because they were great feats in game design. Yet, know that as a medium there is so much that developers haven’t discovered. New possibilities lie hidden, beneath the surface of what has already been done. As new technologies emerge and game design becomes more available, games will continue to be that defining art form which demands so much time and sweat, but ends up being an expression of those who made them and those who play them.

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How Nintendo Could Make A MOBA

Gaming trends come and go. Hell, when Doom appeared, developers frantically emulated that iconic first person style. For many years, FPS games were referred to as Doom Clones. When a game truly perfects a style and is wildly successful, developers will inevitably put their own spin on it or sometimes shamefully try to make a quick buck.

Nintendo seems to ignore these trends in the industry. In fact, it’s just now getting into the mobile-gaming scene, years after Apple and Google created an environment, which generates tons of revenue. What’s sad is that there are many Nintendo franchises that can easily be used in interesting ways. I’m not saying it should just copy everything that becomes popular, but there are whole genres being developed that could use that Nintendo touch, just for the sake of the genre.

Nintendo has so many creative licenses that a MOBA just makes sense.

This is why Nintendo needs to make a MOBA.

Before I go any further, let me first say that I am in no way a MOBA fanatic. In fact, the only MOBA I regularly play is Smite and its a prime example of what can be done with the style. That being said, I have immense respect for what MOBA games have done for that style of game, the heightened awareness of competitive gaming that comes with its popularity.

Without MOBAs like League and DOTA 2, this wouldn't be possible.
Without MOBAs like League and DOTA 2, this wouldn’t be possible.

While trying to come up with the general concept for a Nintendo MOBA, I spent hours thinking of how it could be done without it being too much like Super Smash Bros. Using that sort of model, a MOBA by the Big N would simply be an extra mode for Smash, something that wouldn’t really take advantage of the mechanics of the genre, a rushed multiplayer mode on a clearly single player experience if it were.

That's right Bioshock 2! I'm looking at you.
That’s right Bioshock 2! I’m looking at you.

Then, a revelation occurred while playing my DS. What other Nintendo franchise has a vast history, tons of characters, and a strategy-centered gameplay? Fire Emblem.

Fire Emblem has a vast history and cast that can be pulled from to make a truly awesome MOBA experience.
Fire Emblem has a vast history and cast that can be pulled from to make a truly awesome MOBA experience.

Think of it this way. How simple would it be to replace all the characters in Smite or League with characters from Fire Emblem? Even that simple act alone would still be an interesting way to play. Add in some locales from various games and let the money roll in. However, something that simple wouldn’t take advantage of the concept, even though it would inevitably be profitable.

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This Fire Emblem title could also make interesting use of the Wii U gamepad or the dual screens of the 3DS. Not only could maps be presented, but players could also ping locations, and mark out strategies; pretty much anything that could be done with a PC is possible. This would also give Nintendo a chance to add more voice chat support to its games.

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One of the defining features of Fire Emblem is that characters can upgrade their class. This could be done mid-game, allowing players to choose to upgrade after reaching level ten. Players could also hold back on upgrading for the extra stats as well, just like in the source material. This could create many interesting decisions from players and develop unique abilities for characters. Add in characters that can choose between a few classes will make things even better.

As another interesting spin, most MOBA games are played in real time, while every Fire Emblem title is turn based. Thus a MOBA could be created in a turn-based system, fitting more with the style of the source material, while experimenting with the genre. This could also be played against friends similarly to the Civilization series that enables players to play a single game over several days, if not longer. That sort of play could also be ported over to smart phones with little difficulty.

A Fire Emblem MOBA could also give players a chance to create their own champions, due to the classes of the games each having unique looks and skills. Players could choose a class, edit a model, and gank lanes as their own characters. Most characters would be the iconic characters throughout the series and could have powers unique to their stories or design, retaining the general idea of their respective class.

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Even though I can see this sort of project being immensely amazing for fans of Nintendo, MOBA games, and the Fire Emblem franchise, I don’t see this sort of thing happening for a while. Nintendo really doesn’t like to take risks with its franchises. Although, sometimes those titles such as Metroid Prime or Wind Waker, prove to be some of the most interesting. In fact, maybe Retro Studios need to head this project. Seriously guys, this could be a great chance to get Nintendo into MOBA games or even the PC market. Call me if you need a project leader.

Or fans should start making this a reality. Of course Nintendo would cancel it, but hey, it’d be fun for a while.

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Until I can have Lyn take out monsters in the jungle, I can be found putting some serious hours into Shadow Dragon on the DS.

Remembering Satoru Iwata

Nintendo has always been full of quirky folks, ones who have overwhelmed these many years of gaming with an abundance of creativity and whimsy. Unfortunately, there’s only so much a single person can contribute. On July 11, 2015, Satoru Iwata suddenly passed away from an illness that he had seemingly defeated. He was 55.

While there is much sadness in the gaming world, I want to make a recommendation. Let us play the games he helped produce and remember all of the joy these titles brought. Here, I will list some of the greatest achievements of Mr. Iwata.

Rollerball_cart

Rollerball (NES)

Rollerball was the first game in which Iwata was credited for being a producer, and it  was his first game on the Nintendo Entertainment System. To be honest, I had never heard of this game before researching his massive list of projects he had worked on. Rollerball was a pinball game for the NES that had multiple boards, which stretch multiple screens. Even though it is just pinball, the music and the feel of the game makes it fun and humbling. This simple game was the gateway that led to many other classics for Nintendo.

Saturn_Valley_Concept

Earthbound (SNES)

Earthbound is a game that continues to inspire people to this very day. It takes all the workings of a Japanese role-playing game and applies them to Americana. Throw in comments on psychology, excellent story telling, and off beat humor. Earthbound is not only one of the best SNES games, but also of all time. Fans of the series are still asking for more since there have been only three entries, one of which Westerners have yet to play as an official port.

If it wasn’t for Iwata and his team at Hal Laboratories, Earthbound (Mother 2 in Japan) may have been cancelled. The development process was grueling and Iwata helped alleviate that workload to help the game see release day. What sort of wonder did those men and women feel as they crafted what would be known as a timeless classic?

The game never sold as well as other Nintendo franchises, but it had so much heart that it has never truly left the minds of gamers. Even though we may never play another new title in the series, Ness and Lucas continue exploring the world in Super Smash Bros.

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Super Smash Bros (Nintendo 64)

Speaking of Smash, Iwata was also the producer of Nintendo’s greatest fighting game, putting all the characters from across the platform into one game. The game broke the conventions of typical fighting games and has rapidly evolved into one of the most complex games around. There are still players out there playing the first Smash competitively, to outstanding use of the game’s mechanics.

Super Smash Bros was the first game I bought for the N64; it essentially sold me the console. I didn’t like Mario running in circles, but I did like the idea of Mario battling against Pikachu. In fact, I waited months after buying an N64 before getting Smash. My family could barely afford the console, so I waited patiently to earn enough money for the game. Needless to say, I have the entire box of the system memorized. Smash was not only one of my favorite games for years, but it also pointed me to other Nintendo characters I had never seen. Playing Smash led me to discover the Metroid games and sent me on a quest to find out who the hell Ness is. I loved every second of it, and I owe a large part of that experience to Iwata.

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Animal Crossing (Nintendo Gamecube)

There is a simple joy to Animal Crossing. No monsters chase the player. No princesses are in danger. No realms are being razed by evil kings. There’s simply a community of animals and the player that lives among them. The neighborhood is filled with unique personalities and lots of things to do to bring them together. It’s not about getting a high score; it’s about enjoying life by catching bugs, remembering old experiences, or just growing a garden.

Unfortunately, the Gamecube classic is a little hard to find and can be expensive to buy. Luckily, Animal Crossing: New Leaf is available on 3DS, and taking the experience on the go feels more natural. While I haven’t had the chance to play many of the Animal Crossing games, I’ve always had immense respect for them and what they’ve accomplished. Such simple designs can bring great joy to everyone, and that’s something that I think Iwata truly wanted to deliver.

Wind-Waker-HD-Screenshot-11
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The Legend of Zelda: Wind Waker (Nintendo Gamecube)

I can only imagine how Iwata must have felt when the harsh criticism came to light on this game. I’ll admit that I was one of those gamers who felt anger towards the way the game looked when compared to Ocarina of Time. I wanted Link’s world to be more detailed, but I and everyone else were completely wrong. Wind Waker is a beautiful game that captures all of the staples of the Zelda franchise, while adding the freedom of sailing. This version of Link may have been less detailed, but he was more expressive than ever before.

Many franchises were reborn on the Gamecube. Wind Waker is one of those gambles that resulted in one of the most regarded Zelda games. It is so good, that just updating the graphics made it seem like it had been made for the current generation of consoles. Iwata must have known that Link as a character had more going on than heroism. He is much more complex than that. The struggle to show this side of such a well-loved character could’ve been the reason for such a stark change in presentation. Iwata and his team took a bold chance and the world of gaming was made the better because of it.

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 Wario Ware Inc: Mega Party Game$ (Gameboy Advance)

To truly understand the simple joy Iwata brought with his design, one must spend at least an hour with any of the Wario Ware games. They are sheer absurdity in a frantically paced mess, yet they remain overwhelmingly hilarious and fun. These sort of games are the kind that people want to share, just to bring laughs. I used to look down on this franchise, but did eventually try it out on the DS years ago. I laughed so hard that I practically wet myself and proceeded to play for several hours.

This franchise reminds me of being a kid who wanted to make people laugh, no matter what sort of weird, embarrassing act it took. Many of the game’s laughs are crude or random, which fit into that childish sense of humor that makes many of us laugh at farts and dirty jokes. Wario Ware takes an establish Nintendo villain and makes him the embodiment of humor, which is something everyone could use more of.

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Iwata helped make the world laugh, not only in his games, but in his nature. He was naturally a funny guy and that came out during his appearances at E3 and Nintendo Direct presentations. I also have a feeling that he was funny in person.

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A Conclusion of Wonderful Memories

I may never have personally known Mr. Iwata, but the games he helped create brought me smiles for the entirety of my life. The games he and his team created explore everything it means to stay youthful and having simple joys in life. These games have brought together people of all ages and all nationalities to simply have fun.

So yes, I have never met Satoru Iwata, but I do feel a closeness to his ideals and dreams. I feel sadness in his passing, as if he had been a family friend. However, it’s this sadness that reminds me of the things he had accomplished and the mass amounts of joy he left for everyone in his games.

Let his whimsical nature live on in the people he’s touched over the many, many years of game development.

Nintendo Co's President Satoru Iwata poses with the company's Wii U gaming controller at the company headquarters after an interview with Reuters in Kyoto, western Japan January 7, 2013. Nintendo's year-end sales of its Wii U games console were steady, though not as strong as when its Wii predecessor was first launched, Iwata said on Monday.   REUTERS/Yuriko Nakao (JAPAN - Tags: BUSINESS SOCIETY SCIENCE TECHNOLOGY) - RTR3C6EF

On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer. – Satoru Iwata

Rest in peace, Satoru Iwata, you will be missed and remembered.