Wii U is My Primary Console

Ben Kuchera, Polygon:

That reality is rather quickly washed away by the fact that the Wii U has built the best library of exclusives of the current consoles, and that’s another trend that won’t likely end anytime soon. It would be hard to turn the Wii U into your primary console — there are simply too many games that will never be on the platform — but it’s equally hard to ignore Nintendo’s latest piece of hardware. There are simply too many amazing games that won’t be available on any other console.

This situation replicates what happened in the last generation: The argument between the PlayStation 4 and Xbox One is ongoing and contentious, but you don’t really need both. If you want to make sure you hit as many software high points as possible, you need a PlayStation 4 or Xbox One and a Wii U. The same way you needed a PlayStation 3 or Xbox 360 and a Wii.

We’ve gotten to the point of the Wii U’s life cycle where it’s clear that owning the system, if you’re serious about playing the best games on the market, has become mandatory.

Since Mario Kart 8 was released, I have had no problem making the Wii U my primary console. And while I adore Mario Kart 8, I’d argue that the Wii U is worth it for Captain Toad: Treasure Tracker alone. It is rich with content and polish, is gorgeous and challenging, and is one of the most innovative games I have ever played. The hits keep coming.

Aside from Middle-earth: Shadow of Mordor, I’d argue against Kuchera and state that there haven’t been any PS4 or Xbox One titles that have made me want to shell out for one or the other. And, again, outside of Shadow of Mordor’s Nemesis System, innovation and is something this new generation is severely lacking.

The Lord of the Rings and the Serial Cliffhanger

Ryan Gilbey, writing for The Guardian:

In this Netflix-fixated age of instant gratification, the Lord of the Rings and Hobbit trilogies did something both antiquated and radical: they restored to cinema-going the old-fashioned thrill of the serial cliffhanger. The difference is that 1940s and 1950s audiences had only to wait a week to find out the resolution. Middle Earth enthusiasts, on the other hand, had to while away an entire year between episodes.

Future generations consuming the whole shebang over several days of binge-watching will do well to remember that – and to raise a tankard of mead to those comrades who fell before the finishing line, or who said: “Sod this for a game of soldiers, I’ll wait for the DVDs so I can fast-forward through all the boring bits.” (One character in Kevin Smith’s comedy Clerks II described the first trilogy as: “Three movies of people walking to a fucking volcano!”)

Harry Potter and the Philosopher’s Stone was released in November 2001, a mere month before the first Lord of the Rings film (The Fellowship of the Ring).

But with the exception of the seventh and eighth outings, the Harry Potter films are self-contained, with no explicitly loose threads left dangling between pictures.

Audiences had experienced little to compare with the protracted suspense at the end of The Two Towers, when the slithering Gollum is apparently poised to murder Frodo and Sam. Jackson played the long game and took a gamble that audiences might want to play it, too.

Aside from the fact that “Middle Earth enthusiasts” already knew the ending, this is exactly what I’m talking about.

Monument Valley is Magic

Myke Hurley of Relay FM interviewing Neil McFarland, Director of Games at ustwo:

MH: Visually, Monument Valley’s levels, they focus a lot on optical illusions and trickery. How much more difficult is that to develop for than just creating a straight “go from here to here” type level?

NM: It offers a lot of different challenges. We’re trying to delight people. There is that moment of delight when you turn the Penrose triangle around, you see it for the first time. Something goes from 2D to 3D and you suddenly see a connection that’s not there. It’s magic. For us, it was a drive to see how many of those we could uncover and re-engineering things and playing and trying and failing and getting it right and getting it wrong. It’s not easy but we were following our noses and following intuition and just seeing how many of those moments we could find within the concept.

The software engineering behind video games is still beyond me. Even so, I couldn’t help but wonder just how ustwo were able to engineer Monument Valley’s impossible yet traversable objects on the fly. Magic is right.

Relinking my review of Monument Valley 1.0 here.

Water Coolers, Spoilers, and Serial

On the way to work, my wife and I caught up on Serial. On our commute home, she mentioned that Zach Braff had tweeted about the podcast:

The @serial podcast is an amazing articulation of stellar storytelling. I also love regular cereal.

— Zach Braff (@zachbraff) December 4, 2014

I can’t look through my Twitter feed without seeing a mention of Serial. Everyone’s onboard. Everyone’s got a take. But the extent of sharing is “OMG! WTF! #serial” We are all on par with Laura’s confusion in episode 8.

Serial is great. Definitely not my favorite podcast, but it’s a spectacular display of fine editing and editorial guidance. But more importantly, Serial has brought back the water cooler conversation. Everything about Serial thus far is based on presumption. If you tried to explain what is happening, you’d leave behind mountains of critical detail. Because the questions hurdle by ad nauseam, there aren’t answers big enough to spoil the show. Think LOST, with hatches and polar bears and Dharma, but rooted in the nonfiction investigation of a 1999 homicide case with cell records and reenactments and Jay. This is pre-meditated in the sense that Sarah Keonig and the Serial crew know that answers won’t come easy. There are no spoilers. This is great storytelling and we are along for the ride.

This thought led me to other serialized media. Serialized TV is larger than ever, but the good stuff (Game of Thones) is adapted or released in bulk (House of Cards). I kid, I kid. Admittedly, I have not watched True Detective. But in all seriousness, TiVo culture and binging has struck deep fear in sharing too much about nightly TV. While this sounds like a backwards argument against on-demand podcasts, again, Serial doesn’t offer enough answers to divulge spoilers. Again, this is great storytelling.

This led me to thoughts on film. What was the last (semi-)pre-meditated, non-adapted, serialized film series released? Pirates of the Caribbean (2 & 3)? The Matrix (2 & 3)? Star Wars (5 & 6)? Nearly every (if not all) serialized film series released within the past few years has been adapted. Harry Potter. Hunger Games. Divergent. The answers to these series have been lying around in text years prior to the film’s release. The best we can hope for is that we haven’t read the book or the film is so far off from the source material that it feels like a unique experience.

We need more original, pre-meditated, serialized content. Someone write an original three part film trilogy with segments so good they can stand on their own as solid films. Someone conceptualize a three, four, or five season TV show from start to finish. Calculate the journey or take us along for the ride. Stop adapting. Stop playing by ear. If you do play by ear, root it in nonfiction. Make sure you can’t make stuff up.

I realize this is less a message to creators as it is to producers, with overhead and risk to take into consideration. But if you want to give us story, allow us to risk our time and money. Trust creators.

Tomorrow, my wife and I will listen to episode 10 of Serial and the most we’ll be able to share is “OMG! WTF! #serial”

The Making of Lumino City

https://www.youtube.com/watch?v=JO6t6H19CUk

Brave. Daring. Ambitious. Inspired. Inspiring. Beautiful.

Not twenty minutes before watching this video was I listening to Howard Shore’s The Hobbit: An Unexpected Journey soundtrack, ruminating on what it must have felt like to be involved in such a massive, all-consuming project as The Lord of the Rings film franchise. I often fantasize about working as a builder or set designer on those projects, bringing Tolkien’s Middle-earth to life. Imagining the construction of Lumino City brings about the same thoughts and is far more compelling than the game itself, and boy what an amazing game it looks to be.

State of Play’s Lumino City will be available tomorrow, December 3rd, via Steam for Mac and PC. Official trailer below.

https://www.youtube.com/watch?v=5l6aSfIyS1k