In complete honesty, I didn’t expect much from E3 2016. With the growing presence of the Internet, the need for a gargantuan press event seems to shrink by the day. However, the spectacle of E3 still makes me long for it. Like a kid wishing to go to Disneyland.
I spent most of E3 2016 watching the the most unlikely of candidates: Nintendo.
I need to make a special shout out for Sony. They delivered a press event that left people on the edge of their seats with nonstop, impressive showings with titles such as Horizon: Zero Dawn, The Last Guardian, and a surprising empathetic twist on God of War (a bloodthirsty game that typically doesn’t appeal to me). Sony’s dive in VR this autumn was the cherry on top. Despite this, I spent most of E3 2016 watching the the most unlikely of candidates: Nintendo.
If you know anything about me or if you have been following my blog to any extent, you would know that I’m a pretty big Zelda fan. This is an admiration that started during my childhood, when I was just an 11-year-old playing through my first Zelda title, Ocarina of Time. My love for the series continued to grow as I played other great Zelda titles such as Link’s Awakening, Majora’s Mask, The Wind Waker, etc. Even with the latest installments, such as Skyward Sword, I am floored by how much I find myself enjoying playing the role of Link in his various adventures.
For Zelda fans, 2011 was a great year. It was the year marking the Zelda franchise’s 25th anniversary. Nintendo was treating the Zelda fandom with all sorts of treats: a free Four Swords Anniversary Edition available for download, an Ocarina of Time remake on the 3DS (plus soundtrack if registered early with Club Nintendo), Skyward Sword on the Wii (originally released with a bonus soundtrack and gold Wiimote), plus the amazing Zelda Symphony! To top it off, Nintendo created what is essentially the Zelda “Bible” and it was published in Japan. This book was titled Hyrule Historia.
It is a 274-page (the English version is said to have more) book full of never-before-seen concept art, notes from various Nintendo staff (such as Shigeru Miyamoto, the creator of Zelda, and Eiji Aonuma, the Zelda producer), a special manga by Akira Himekawa, and the now infamous official Zelda timeline. Being the Zelda junkie I am, as well as an aspiring game developer and appreciator of art, this was a book I had to get my hands on. Anything that would let me have a sneak peak at the creative process behind games that I love and admire was something that I greatly wanted to be in my ownership. At the time, the odds of a English translation and Western release seemed slim, so I was quick to look at various online Japanese retailers. However, by the time I looked, the book was already sold out everywhere!
Determined, I turned to a friend familiar with ordering Japanese goods for advice. With her guidance, I was able to claim my Japanese copy of Hyrule Historia, something I probably would not have been able to do otherwise unless I dished out money for one on eBay… I was pretty ecstatic to see it arrive in the mail; however, there was one problem. Despite my limited understanding of the Japanese language, there was no way I could read the text, which was surely full of juicy details regarding my favorite video game franchise. As such, I was stuck with appreciating the art, until one day, perhaps, I could understand enough Japanese to actually be able to read it. I was content with this, however, because I owned a Zelda collector’s item that would never find its way to American shores… Boy, was I wrong! Dark Horse Comics announced that it was bringing Hyrule Historia to the West, which delighted many, including myself!
Although I already own Hyrule Historia in Japanese, I can’t wait to read all of the content such as the intro written by Shigeru Miyamoto or the various notes surrounding several pieces of concept art in a language I can better understand. Also, if you ask me, the green cover design for the North American version looks very nice and is better than the Japanese version. There is also a limited edition of Hyrule Historia being made by Dark Horse Comics. What makes the limited edition stand out from the regular is mostly aesthetics, having instead a faux-leather hardcover and gold guilded pages. Truly a book that, as Dark Horse Comics likes to put it, “looks like it could have been pulled off the shelf of one of the sages in Hyrule.”
The wait isn’t long now. On January 29, 2013, Hyrule Historia will have its North American release…or if you’re in New York, you could attend the special launch event happening at Nintendo World on January 25th. Nintendo World may be the only place you may find the rare limited edition now, because it sold out so quickly online. However, fret not, because the regular edition is still available for pre-order! Nintendo does not release special collector’s items like this often, so get one now before they’re all gone.
Not everyone gets to attend the Wii U Experience, but on August 2, 2012, I was among the lucky few invited to attend this special event in Atlanta. Many games were available for demonstration from both first-party and third-party developers. Unfortunately, I did not get the chance to play all of them. I did get to play what I was anticipating most for the Wii U which was Pikmin 3 and New Super Mario Bros. U. I also had the chance to play Nintendo Land, Wii Fit U, and Game & Wario (tentative title). As such, my focus is only on the first-party games, although there was some excellent looking third-party games like Zombie U and Project P-100 (tentative title) on display. It’s a shame I could not play them all, but let’s move on.
After Nintendo’s conference at E3 2012, my feelings were mixed about the Wii U. I loved Nintendo’s dive into high definition and the Miiverse, a new and promising online network. I wanted to be optimistic about Nintendo’s latest console, but the signature tablet controller, known as the Wii U GamePad, seemed gimmicky and bulky. That impression changed once I physically got my hands on the GamePad itself. I was delighted to discover that the controller was very light and comfortable to use. In a nutshell, I wanted to use Wii U GamePad whenever I could because it was fun to use and felt natural to play with.
If you watched Nintendo’s E3 2012 conference, you definitely heard the term “asymmetrical gameplay” being tossed around to described the kind of experiences the Wii U can deliver. After playing with the Wii U, I’m convinced that the system can indeed create a fruitful environment for asymmetrical gameplay. For example, in Nintendo Land I played The Legend of Zelda: Battle Quest along with two other people. I was using the Wii U GamePad while the others used Wiimotes. The Wii U GamePad user becomes the designated archer, while the Wiimote users wield swords with control mechanics similar to those found in The Legend of Zelda: Skyward Sword. As the archer, I would shoot arrows by pulling back on the right analog stick and releasing it. I would have to look around by moving the controller around, and restock arrows by dipping the control in a quick downward motion. These control mechanics felt very natural and were very enjoyable to use. Surprisingly, although two other players were watching the television and using different controls, I felt like I was part of the same fun gaming experience. That is asymmetrical gameplay at its best. At first I was doubtful, but now I am now sastified that the Wii U has the promise to create some of the best examples of asymmetrical gameplay on the market.
The second mini-game in Nintendo Land that I tried was Luigi’s Ghost Mansion. I used both the Wii U GamePad and the Wiimote with this particular mini-game. I started with the GamePad, which allowed me to play the role of a ghost. Wiimote users (up to four players) would each control an unfortunate Mii wandering the dark halls of a haunted maze. Only armed with a flashlight, the goal was to avoid being ambushed by the ghost for five minutes. Being the ghost, you can observe everything, including where those Miis are, by watching the screen on the Wii U GamePad. The catch is that the ghost is invisible on the television! Unless lightning lights up select hallways or if the ghost is literally burning away from someone’s flashlight, Wiimote users would have to rely on Wiimote vibrations triggered by the nearby presence of the ghost. It only takes one hit of the A button for the ghost to sabotage unsuspecting Miis and drag them away to their demise. The Miis have to drain the ghost’s 100 hit points away with their flashlights, which they can turn on and off using the 1 button. Another cool feature of the flashlight is that its rays also have magical properties to revive victims of the ghost’s deadly attacks. You have to be conservative with the flashlight because keeping it on will reduce its power and require recharging through batteries that randomly appear within the maze. It was a blast being the (victorious) ghost, but I failed miserably at being a Luigi-clad Mii. Either way, I had the incredible pleasure of experiencing successful asymmetrical gameplay again with Luigi’s Ghost Mansion. Best of all, it was amazing to see this game bring strangers together and having great time trying to defeat (or be) the ghost.
Nintendo was right in saying that Nintendo Land was the game to showcase the capabilities of the GamePad, just like how Wii Sports did the same for the Wiimote. In fact, other than Game & Wario, Nintendo Land was the only game that I played at the Wii U Experience showing the true capacity of the controller. When I played New Super Mario Bros. U, I only used the Wiimote, which had controls identical to New Super Mario Bros. Wii. It was convenient to have a second player use the Wii U GamePad to knock out enemies and create platforms, but that type of gameplay lacked the satisfaction that Nintendo Land was offering.
At the Pikmin 3 kiosk, the Wii U GamePad was only being used as a map, while the main controls were done through the Wiimote and the Nunchuk attachment. The Wii U GamePad is suppose to be available as a main control option in Pikmin 3, but this option was not available for demonstration. Don’t get me wrong, the controls were good, but I would of loved to see how GamePad mechanics worked on a strategy game such as Pikmin 3. Speaking of Pikmin 3, it is a very beautiful game and looks great in high definition. It really helps to show the Wii U’s graphical capabilities.
The Wii Balance Board makes a return in Wii Fit U, where it continues to be used for new workout routines such as the trampoline exercise I had to “jump” to. It was a good way to start working up a sweat, and I was having a good time time to reach new heights with each jump. If you played Wii Fit or Wii Fit Plus before, than you’ll already have a good idea of what to expect from Wii Fit U. If not, and you want to incorporate some exercise into your gaming habits, then you should give the series a try.
My brief experience with Game & Wario was entertaining and allowed me to see more creative uses for the Wii U GamePad. Once again in control of the GamePad, I was an apple thief that had to steal three of the delectable fruits among a crowd of roaming people in a neighborhood. Watching the GamePad’s screen, I had to choose one among a select group of characters to become the thief. Once the decision was made, I found myself sneaking around the crowd and jumping through manholes all while trying to take the apples inconspicuously. Afterwards, the GamePad was passed around so that the other players could deduce which character was the thief. Two out of four people were able to determine who I was, so I guess I was being a little too obvious.
Games that didn’t take advantage of the GamePad’s innovative controls didn’t introduce anything particularly noteworthy. Wii U GamePad is where asymmetrical gameplay will reign supreme, but the Wii U’s compatibility with the Wiimote and Wii Balance Board does give these peripherals a second chance to reach their full potential. If that means more games like The Legend of Zelda: Skyward Sword will be created, then I could not be more excited.
Pikmin 3 looked gorgeous and New Super Mario Bros. U will be delivering what Mario does best, good ol’ traditional platforming. However, Nintendo Land was by far my favorite game to play at the Wii U Experience simply because it does such a great job of incorporating the Wii U’s technology into its gameplay. I wasn’t too excited for Nintendo Land initially, but now it is definitely on my radar of must-have Wii U games.
I walked away from Wii U Experience, with Nintendo-themed treats on hand, feeling much more confident about the Wii U and what it can offer in terms of new gameplay experiences. I’m very impressed with Wii U GamePad, because it’s very comfortable to use, lightweight, and enhances gameplay instead of hindering it. Thanks to the Wii U Experience, I’m much more enthusiastic about the Wii U than I ever was before. The Wii U has a lot more potential than I originally thought. It just goes to show that you can’t judge a book by its cover.