Third-Party SNES-style Wii U Pro Controller Appears Online

I am totally in love with this. I don’t know if I’m getting a Wii U, but this makes me want one more.

Mark Raby of Geek.com:

The “Wii U Controller – SNES Version” has appeared on the website of Australian video game retailer EB Games. It has a price tag of 48 Australian dollars ($49.50), making it around $30 cheaper than the regular Pro controller. Interestingly enough, this year marks the 20th anniversary of the Super NES system in Australia.

Of course, this is a third-party controller so there is always the risk that it will not perform as well as the official Nintendo version, but this is most definitely going to appeal to the long-standing Nintendo faithful. It carries a release date of November 30, the same date as the launch of the Wii U in Australia.

Child Labor Was Used to Produce Nintendo’s Wii U

Hooray! Internships are popping up in China with the same (if not worse) poor working conditions as America! How nice of Nintendo to help children around the world advance their careers in such an inspiring way.

Game Rant’s Ben Kendrick:

According to a segment aired during the “Voice of China” program on China National Radio, Foxconn utilized children ranging in age from fourteen to sixteen in their Wii U production. The children were brought into the company through High School-level internship programs where they could receive credit toward their diplomas for work in the factories. However, many of the interns have reported that they were strong-armed into working lengthy overnight hours and/or physically demanding labor – threatened with the loss of their internship (as well as school expulsion) if they didn’t comply.

Scribblenauts Unlimited to Feature Nintendo IP

From the official press release:

Players will delight in producing fantastical and sometimes hilarious interactions between the Mario and Legend of Zelda characters and objects, alongside everyone’s favorite word-wielding Scribblenauts adventurer, Maxwell. Discovered Nintendo characters and objects will behave in the fun and fantastical ways they do in their respective game worlds.

Nintendo’s number one asset is its library of iconic characters, so what better way to give third party publishers a boost than by loaning out some of those characters for a Nintendo-exclusive experience?

Loaning characters out to every Tom, Dick, and Harry may not be in Nintendo’s best interest, but Nintendo can still lay out some guidance and insight into their philosophies to third party developers in order to help create that unique Nintendo experience consumers look for when buying a Nintendo product.

I hope to see more of this kind of thing in the future. When Nintendo starts working with third party developers and publishers to create experiences unique to Nintendo platforms, everybody wins.

Someone Else Doesn’t Care About Final Fantasy VII

Jeffrey L. Wilson at 2DX after replaying Final Fantasy VII on the PS Vita:

I understand what slighting Final Fantasy VII means in the online gaming community. It’s like questioning Jesus’ existence. Final Fantasy VII has been a point of contention among RPG fans since its 1997 debut, simultaneously being the best and most overrated series entry. That’s pretty remarkable, really. How many video games elicit such passion among its base? I understand both views, actually, as Final Fantasy VII is both a technical achievement and a hodge-podge of many bizarre and poorly planned elements that are memorable and disastrous.

Professor Tetsuya Mizuguchi

Emily Gera at Polygon:

Rez creator Tetsuya Mizuguchi is now a university professor at the Graduate School of Media Design at Keio University in Japan, Eurogamer reports.

Mizuguchi will continue to “produce games and further expand his expertise in the field of media design and innovative content production,” according to Keio Media Design.

I, for one, think this is great. Mizuguchi has a unique style of games and him teaching future designers can only lead to good things.

The Indoor Kids Interview Howard Phillips

Howard Phillips talks to The Indoor Kids podcast about the early days of Nintendo of America, Nintendo Power, and some of the philosophy Nintendo employed in the early days of console gaming. This absolutely fascinating interview suffers from some audio quality issues, but it’s well worth a listen.

Speaking of Gamemaster Howard, he has a woefully underfunded Kickstarter project in the form of an iOS brain training game. As of this writing, only $15,341 has been pledged of the $50,000 goal with 7 days remaining.

How Max Payne Saved Me From Myself

Community blogger, vApathyv, over at Destructoid has a chilling answer to the question: “Have you ever felt like you could relate to a character from a video game?”

I think I can honestly admit that Max Payne is who saved me from my addiction.

Quite the antithesis to the mainstream media’s standard line on drugs and violence in video games.

Modern Gaming Through the Eyes of Your Mom

A lazy, condescending dismissal of some of the best games of the past year.

On Mass Effect 3:

The amount of violence was both staggering and curiously untroubling: it was bland and empty – just like the game itself. Boring, sci-fi tosh, I wrote in my notebook. Alien both literally and metaphorically.

Some good stuff in the comments, though. Apologies to all the moms who aren’t stuck up, book-obsessed windbags.

It’s the End of Windows as We Know It

Windows 8 doom and gloom and entitlement from Casey Muratori at Gamasutra:

However, it is clear from Microsoft’s publications on Windows 8 that in order to participate in the new user interface, you must distribute your application through the Windows Store. That means as of October, Microsoft itself will become the sole source of software for everything you run on a Windows machine that isn’t relegated to the older desktop ecosystem.

It’s every American’s God-given right to use Microsoft’s new APIs however they want!

He goes on to predict the future:

For any developer keen on creating the breakthrough software of the future, it should be abundantly clear that the closed nature of Windows 8’s new ecosystem will be catastrophic for the platform. There’s no question it should be opened. But developers aren’t the people in charge of the policies for Windows 8.

Abundantly clear!

The most insightful bit in the article comes from the first commenter, who wisely points out that this is much more likely to be a move toward pushing the Xbox as Microsoft’s games platform and Windows as its productivity platform. My own guess is that they’re feeling out a variety of paths right now. Digital distribution on both dedicated and general purpose platforms, Apple-like content control for tablet devices, and continued support for classic Windows game development on non-RT Win8 platforms. They’re hedging their bets while testing the waters.

One question for the “they can pry my gaming PC from my cold, dead hands” crowd – How much longer will PC gaming remain truly relevant? This past generation already saw a larger dip than normal in its relevancy, with only World of Warcraft and the occasional Steam sale keeping interest alive at all for several years. Windows has been regaining strength as a platform of late to be sure, but how much of this can be attributed to the extended console cycle this generation has seen? My current video card is two generations old, and rarely has trouble keeping up with new releases. I’m not claiming we’ll ever reach a point where a pimped out PC isn’t noticeably better than a console, but I do think we’re heading to a point, probably in the next generation or two, where people will stop caring.

NYU Game Center MFA Student Interviews Magic creator Richard Garfield

Anyone who is a fan of Magic: The Gathering, card games, or design in general should read this interview by Shervin Ghazazani.

Any strategy or mode of play which makes the game not fun for some audience needs to be controlled but not necessarily by the designer. It is best when play communities solve their problems, because there really is no way of anticipating all communities’ problems with a game. For example, in StarCraft it is possible to find a lot of games that the community declares “No Rush”, because a significant part of the community likes more time for the game to develop. Similarly in Magic different communities will shun different decks or styles of play – adjusting the game to their taste. If the community can’t or won’t solve the problem the developer must step in and patch the game.

One thing that many designers miss is that just because a particular strategy or card is not degenerate among their expert friends doesn’t mean that it isn’t degenerate for other players. If the player who plays strategy X always wins in a playgroup it doesn’t matter to them that the game would have been fun if they played “properly”. This fact makes it hard to create enduring broad balance in a game.

Nintendo’s “Not a Gamer” Campaign

Gaming Angels has a brief opinion piece on Nintendo’s latest ad campaign, which features various famous women (Gabrielle Douglas stars in one) proudly proclaiming “I’m not a gamer” while holding out their 3DS.

I partly agree with GA’s take on the ads, that they’re dismissive of gamer culture and somewhat imply that a successful woman would never self-identify as a gamer. But I also see what they’re going for, and who they’re marketing to, and I’m not convinced that inclusiveness is a bad thing. Why are these things only for Gamers-with-a-capital-G? Are movies only for Film Buffs? Are novels the sole domain of Bookworms? Ultimately, this sort of abandonment of the hardcore is a necessary step in gaming’s transition from niche interest to legitimate artistic medium. There will always be room for dedicated aficionados to argue about the finer points of troop placement in XCOM, but that doesn’t mean we should be offended when someone makes something for Someone Who Is Not Us, or even makes an ad implying that those terrifying Others might like to dip their toe in the pool.

Smart Glass Used Right

Ross Miller at Polygon:

The interface is simple enough: once connected to your Xbox, the user can tweak settings and add songs to the queue / create playlists. You can also set up a shopping cart of songs to purchase, but the transactions have to be finalized via the Xbox 360. The tablet interface we played with worked very well, but it’s clear that the design is optimized for mobile view. The Dance Central series has always had a fast Kinect-based gesture system for going through the menus, arguably more efficient than Microsoft’s own “hover hand” solution, but this is even more convenient. It’s a simple but very convenient use of a second screen.

I hope developers are taking note of this. I want to see this kind of implementation on Wii-U and Xbox Smart Glass games. Especially if we get a Rock Band 4. The biggest time sink when playing music games is waiting for someone to pick a song from a list of 700 tracks.

Yes, my Rock Band library is 700+ tracks large.