Nintendo Attractions Coming to Universal Parks

Ben Kuchera, Polygon:

Universal has theme parks in Orlando, Hollywood, Japan and Singapore, and it’s currently unknown which parks will be getting these attractions, or what the attractions with entail. The most recent large addition to Universal Orlando was the well-received Wizarding World of Harry Potter, and the addition of Nintendo characters and rides could be a potent weapon against the competing Disney resorts.

It sounds like we’re going to have to wait a bit more details. “The immersive experiences will include major attractions at Universal’s theme parks and will feature Nintendo’s most famous characters and games,” the press release said. “More details will be announced in the future, as the Nintendo and Universal creative teams work to create specific concepts.”

After the success of the Wizarding World of Harry Potter, I trust Universal to do a respectable job with Nintendo’s IP. While I often daydream about a dedicated Nintendo theme park, I don’t belive their IP alone is enough to engross visitors for a full day.

My wife’s immediate reaction: “Legoland is screwed.” Interesting that Universal seems to be playing LEGOs own game: license out massive, mixed brand IP for a variety of experiences, personalities, and worlds under a single umbrella.

I’d comfortably say that since the early 2000s, Disney resorts felt like the only go-to theme park destinations. Today there is certainly more reason to divide time bewteen multiple resorts.

With Disney’s admission prices skyrocketing, the inclusion of Marvel and Star Wars, Tomorrowland and Jungle Cruise films launching, and Universal’s expansion of the Wizarding World of Harry Potter married with Nintendo attractions, the theme park industry is in for exciting times.

Also, very fun to watch Nintendo’s rapid expansion outside of the dedicated console video game market. For a company who’s traditionally been set on a singular market, they’ve certainly made some very quick moves outside of their comfort zone.

'200CC Is So Fast It's Starting To Break Mario Kart 8 Courses'

Yannick LeJacq writing for Kotaku:

Normally, busting outside of the normal confines of a level in Mario Kart 8 requires a) some sort of glitch or bug to be present and exploitable, or b) a hack of the game like the ones two modders famously performed last year. Kart racer and Reddit user dizzyzane wasn’t using any special hacking tricks, though. He was just driving really, really fast thanks to Mario Kart 8’s game-changing new 200CC speed class.

Love this. Like that moment when a toddler goofs, turning a harmless accident into a humorous event. Makes you appreciate the calculations behind great level design and game balance. (Though, it appears breaking Music Park’s ceiling was already possible in 150CC, just not to this extent, as per kingdomharms’s Reddit reply.)

EDIT: Thinking on it, I’m a bit mixed about 200CC. On one hand, if 200CC is truly a new feature, the fact that more levels were not broken open with the increased speed is a testament to Nintendo as a quality game maker. That is, unless, 200CC was planned from the get go; to which  200CC would have been a business strategy for increased play time / player investment. If that is the case, I’m always miffed at the holding back of content. (See also: Mario Party 10 under Nintendo Direct Play-by-Play from 1/16/15)

All Killer, No Filler

The Just Cause 3 trailer is here. The Witcher 3: Wild Hunt is upon us. Dragon Age: Inquistion surprised with “Game of the Year” at DICE. And I’m tired of open-world.

More specifically, I’m tired of side-quests.

The first post to relaunch my personal blogging, Finding The Rails, attempted to capture an idea that like RPGs, there is a tricky balance to life between rails and side-quests. After a year out of college, I found difficulty in finding focus in my professional growth. School always provided a rail; you stay on track and graduate. What was often heard but never comprehended was the idea that after school, life changes. Priorities change. Responsibility kicks in. Time flies by. Emotions are juggled.

Somewhat recently, I purchased a PS4 — in large part to play Middle-earth: Shadow of Mordor. I had completed the main quest, but throughout my playthrough, I continually felt compelled to seek out side-quests and collectibles. Like commanding an unruly Graug, I felt I had to continually redirect my attention to the main goal. Thankfully, I had completed enough side-quests and gathered enough collectibles to level Talion up enough progress through to the (lackluster) end.

This should not have been the case. Side-quests and collectibles should not be necessary to complete a game. Arguably, the greatest games of all time were played in a roughly linear manner. Super Mario Bros. (and most of its iterations) is (are) extremely linear and hold up today. Mega Man games provide boss patterns that streamline the game’s experience. Hell, even Final Fantasy games feel largely liner amongst the Skyrims and Dragon Age: Inquisitions of today. (Yes, I am giving FFXIII a pass — nay, credit — for it’s extreme use of linear gameplay, especially when FFVII and FFX feel like average adventure games amongst the throng of open-world, 100+ hour games of today.)

It goes without saying that hours upon hours of gameplay lure consumers to the idea that value is based on dollars spent per hour played. (Sales strategy? Definitely. Blocking mechanism against rival product? Possibly.) But when three hours of an 80+ hour game feel like a slog, how can one be expected to reap the entire value?

Today, Polygon published a piece from Tristan Ettleman on the trends of low-income gamers:

I expected to find a robust multiplayer game at the core of every low-income gamer’s library. Industry trends, the “content galore” allure of multiplayer gameplay and my own experience led me to believe that sticking to a popular online game was the most cost-efficient way to maintain a passion for video games.

That’s not the case. Time is another resource that’s in short supply when you’re struggling to pay the bills, so shorter, story-based games become a big draw.

This is an interesting observation, and one that does not stop at the low-income gamer.

I recently purchased Dragon Age: Inquisition and Far Cry 4, both of which topped countless “Best of 2014” lists. I’ll be damned if I didn’t feel tricked into playing side-quest after side-quest before fully comprehending the story and stakes. Even the controls and mechanics still felt foreign after hours and hours of play. I’ve given my two-cents about exploitative gameplay, and even though these lengthy AAA titles aren’t picking at my wallet every few minutes, they’ve certainly got me pissing away $60 for upwards of five hours of playtime before I’m tapped out. All for the allure of spectacular visuals, the promise of storytelling, and conversation amongst the gaming community.

Books are focused. Movies are focused. Music is focused. Most pre-GTAIII video games are focused. My job, my relationships, my life is/are not. Call it another “get off my lawn” moment, but I need some focus in my games.

All killer, no filler.

Mario Kart 8 DLC Pack 2: Here We Go!

Mario Kart 8 DLC Pack 2 was released on April 23, 2015. The addition of Animal Crossing’s Villager and Isabelle as well as Dry Bowser don’t do much for me. Likewise, new karts have never been something I glamour for, often selecting the standard kart for every race. (I dig classic!) However, the new Crossing and Bell cups include some of the most gorgeous video game visuals I have come across, Nintendo game or otherwise.

Mario Kart 8, Wild Woods

As I was racing through the new and original Wild Woods track, I was itching for Dry Bowser to hop out of his kart and explore. (I’ve experienced similar feelings racing through Shy Guy Falls, Dolphin Shoals, and Toad Harbor.) Likewise, the Animal Crossing track turns the traditionally isometric town into a truly inhabitable world.

A racing game feeling inhabitable speaks volumes.

A breathtaking “open-world” Legend of Zelda is a reality. Likewise, Nintendo has shown stellar execution of HD visuals in Mario Kart 8. This adds up to trigger a craving for the next iteration of 3D Mario games to be set in a seamless HD universe; freeing itself from stage selection and selective star quests and instead opting in for a connected Mushroom Kingdom.

This does not mean an “open-world” Mario game. I am no champion for open-world games. In fact, I often loathe them. I become distracted by side-quests and/or feel forced spend hours completing unnecessary tasks to progress the story or grow the game only to be forced to backtrack or fast-travel to previously completed areas. More and more I feel “open-world” means “lock-in”, encouraging players to invest obscene amounts of time in a single game to the point where they are afraid or ashamed to give it up.

I would love to see the next iteration of 3D Mario games open up into semi-open, adventure style platformers à la Jak and Daxter. No overworld. No stage select. No “painting portals”. Missions are discovered throughout the Mushroom Kingdom in lands akin to Thwomp Ruins, Cheep Cheep Beach, and Moo Moo Meadows, each gated by the traditional “star-requirement”.

I previously posted some thoughts on Iterative vs. Redesigned Experiences:

Super Mario 64 could have just as easily been another side-scroller, albeit with better visuals. The Legend of Zelda: The Ocarina of Time could have been another top-down adventure. Donkey Kong 64 could have gone a number of pre-existing directions. Sure the Metroid series skipped the Nintendo 64 generation but Metroid Prime could have been another 2D platformer. The fact of the matter is that these titles reinvented their respective franchises. The worlds and characters we loved were shown in a new light and perspective. Sure, they are great games but they reinvented the way we thought about the franchises. This is what makes them so special.

More than just a great racing game, I believe Mario Kart 8 provides a glimpse at the future of the Mushroom Kingdom. Like Super Mario 64 dropped the “3D game design” mic, a fully connected Mushroom Kingdom could bring the 3D adventure-platformer back into the limelight and showcase exactly how it should have been done 15+ years ago.

Thoughts on Star Wars Teaser #2

https://www.youtube.com/watch?v=ngElkyQ6Rhs

  1. I could have sworn they were pulling audio from Return of the Jedi. (Mark Hamill still sounds youthful.) Until Luke’s line: “You have that power, too.”
  2. And if this is truly new dialogue, Luke state’s that his ‘father has it.” Has. Not had.
  3. It’s fun to imagine Vader is still around, but whether it’s clever audio splicing or Luke referring to the omnipresent (Force ghost¹) Anakin, I say Vader is dead and gone.
  4. Finn is a trepidatious Stormtrooper recruit. The chaotic stormtrooper battle scene affirms his worries and he chooses to leave the Empire (or equivalent faction). This is the first time we witness the weight of war and death on soldiers in the post-prequel films.²
  5. I need to figure out a way to be a part of this upcoming series of Disney Star Wars films.
  6. I hate zoom. (1:28)

¹ Thanks for the heads up to @AlexandreSitbon. The term was slipping my mind.

² Correction: Sad Ewok.