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  • Friend Codes from an Outsider's Perspective

    If you're a hardcore Nintendo gamer, you've undoubtedly run into the problem of friend codes. For the most part, the unintuitive nature of Nintendo's online service (quick, tell me how to find your Wii's friend code) has been aggravating to those of us used to the user-friendly ways of XBox Live and PSN, as well any pedophiles out there looking to snag a pre-teen's digits--though I guess we shouldn't feel too bad for the latter group.

    The topic of friend code frustration came up on the always-entertaining Drunken Gamer Radio this week, when one of the hosts talked about the impossibility of explaining the friend code system to a casual gamer eager to hop online with a Nintendo title. I experienced the very same thing a few weeks ago, when my girlfriend picked up a DS along with Animal Crossing; she planned on checking out the online features of the game, and asked me--an Animal Crossing veteran--how to do such a thing. At this point, I poured a big, sweaty glass of scotch and muttered, "Sit down. This is going to take a while."

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  • Games You Can Never Go Back To: Animal Crossing

    As a member of the nerd illuminati (also known as the gaming press), it's my job to get people hooked on video games, if only to make myself look less nerdy in comparison. Friends, family members, loved ones; all have been infected by a love of gaming--with me being the main carrier of this virus. So, when my girlfriend expressed a desire to get back into gaming with the purchase of a DS, I was as helpful and overbearing as anyone in my position could be.

    And when it came to getting a game to go with this system, there was only one answer: Animal Crossing. While I prefer the GameCube version out of all the others (you can't beat free NES games), someone who's never played Animal Crossing has absolutely no idea what they're getting into; I was the same way back in the Fall of 2002, when this cutesy little underhyped Nintendo game charmed and surprised the pants off of me. But, as I watch my girlfriend become delighted by the antics involved with being enslaved by a shop-owning raccoon, I'm brought back to that old saying: you can't go home again.

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  • Brave New Wi-Fi World: Square-Enix Might Just Change the Way We Play Nintendo Games

    I was a little miffed when Square-Enix announced Final Fantasy Crystal Chronicles: Echoes of Time. More Crystal Chronicles is certainly a good thing, especially when it’s new Crystal Chronicles that promises online and an opportunity to improve on Ring of Fates’ flaws (no story mode co-op is not cool, guys.) I was just sad because this meant the first Crystal Chronicles announced for Wii, The Crystal Bearers, looked even more likely like a candidate for the vaporware hall of fame. I’m getting over the sour grapes though. A game that can be played cooperatively on either a Wii or a DS is the connectivity dream realized, a grand delivery on the promise of Gamecube’s Crystal Chronicles and even Miyamoto and Toru Iwatani’s Pac-man Vs. Graphics be damned, this is the future of co-op.

    The news is already racing around the internet that Square-Enix might be giving Dragon Quest IX the Echoes of Time treatment. EGM’s classic rumor monger Quartermann says DQIX might hit both of Nintendo’s consoles, ensuring that it will sell a billion copies instead of just half a billion. If this turns out to be true, and both Echoes of Time and DQIX play well over Nintendo Wi-Fi, Nintendo’s sickly online strategy may finally have its first bonafide hook.

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  • Nintendo's Paint Change, Part 2

    I was pretty much ready to leave this alone after its brief mention last week, but then the internet had to go and spark my curiosity. MTV Multiplayer's Stephen Totilo wrote last week that Nintendo of America's executive vice president of sales and marketing Cammie Dunaway told him that the Nintendo logo had been gray in America for "a couple of years."

    Now, maybe it's just my past in high school model congress and an inherent desire to prove people wrong, but this inspired me to do some research. Thankfully, I didn't have to go much farther than my game shelf. The most recent games in my collection to feature the classic red Nintendo logo are August 2007's Metroid Prime 3: Corruption for Wii and and October 2007's Chibi-Robo: Park Patrol and The Legend of Zelda: Phantom Hourglass for the DS, but a quick search on several popular online retailers' websites confirmed that the red logo was featured as late on North American packaging as November 11th, 2007's Fire Emblem: Radiant Dawn for Wii and November 19th, 2007's Mario Party DS.

    That's not "a couple of years." That's one year, almost exactly, from when Ms. Dunaway's statement was made.

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  • Animal Crossing: City Folk: Nintendo at Their Worst

    Like many of you out there, I played the first Animal Crossing pretty obsessively when it first came out for the GameCube in the Fall of 2002.  While it did resemble The Sims in many ways, AC was still a remarkably fresh and relaxing console game--and at that point, there wasn't much else like it.  Back in those days, talk of an online Animal Crossing sequel was the stuff of dreams; until, of course, a glorified 2005 DS port which featured limited online functionality.  But there was always the feeling that Animal Crossing had a limitless potential that was being held back by technology.

    So now that a relatively next-gen Animal Crossing is on the verge of release, will Nintendo finally give this series the scope it's always deserved? I'll let a single sentence from 1UP's Giancarlo Varanini field this one:

    City Folk seems like a missed opportunity to improve and enhance the series in almost every possible way.

    If you've been following the development of City Folk, this should really come as no surprise.  The N64-era graphics made it clear from the very beginning: we've got another glorified port on our hands, here.

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  • Gears of LittleBig Fable Music: Considering the First-Party Blitz



    October brought its true fury and grandeur to New York today. It took three days, but the nattering leftovers of summer finally drifted out to sea like so many dead leaves and left behind the lowlight and intent wind so particular to the month. Walking down the street, I could smell it, looming like bonfire smoke and Halloween parades: game season.

    I hold no love for the business structure that sees some ninety-percent of the year’s most ballyhooed games releasing all within a tight ten week window. It leads to sensory overload and, for the devoted gamer, it adds to already-big backlogs. But I’d be lying if I said it isn’t always exciting. All of the hype, all of the previews, leaked screens, developer showcases, and high, high hopes all lead here and it always begins in October. Holiday 2008, as it were, is going to be a particularly interesting season considering that it is gaming’s first to witness true third-party agnosticism. Nigh on every publisher from East and West is releasing their biggest games on any and all platforms available. (There are rare exceptions. See Sega’s Valkyria Chronicles, Valve’s Left4Dead, and a number of Wii titles.) This brings even closer scrutiny to the console holders' offerings; more than ever, first-party games need to be system sellers. They have to act as ambassadors, convincing casual and hardcore gamers alike that if they put money into such and such a system, there will be more where that came from.

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  • Chiptune Friday: Bed ‘N Breakfast



    It’s been raining today here in New York, a cold harbinger of October keeping us city dwellers indoors, putting on sweaters, and craving hot cocoa. Personally, I’m trying to gear myself up for tonight’s Presidential debate, but I’d be lying to you if I said that I wasn’t truly desperate for a nap, one preferably under a thick comforter and near my DS for some more Dragon Quest IV. It’s in that spirit that we present this week’s Chiptune Friday, not a single track, but a compilation of soothing tones to ease one’s weary soul and refill their hit points.

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  • The Curious Case of Playstation Home



    I sometimes forget that Playstation Home, Sony’s proposed Frankenstein Monster that blends Xbox Live-like online service with an American Apparel-ad-meets-Second Life 3D space, even exists. Following its debut at GDC 2007, I was intrigued by the idea, but in the intervening eighteen months, Home has yet to materialize in any meaningful way. A closed beta trial of the service launched way back in April 2007, preceding a tentative launch later that fall, and that beta has since been extended half a dozen times. Home’s actual launch is out there, somewhere in the unknowable vaporware-future, and thankfully so. According to any and all hands-on reports from beta testers, Home is a ghost town, empty but for a scant few trendy avatars wandering the eerie Logan’s Run-style wasteland, hunting for an awkwardly animated dance party that may never happen.

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  • All Ages: Viva Piñata and Building Games For Children



    I got no end of grief from Peter Smith when I started playing Pokémon Diamond a couple of months back. Pete’s no stranger to mindless grinds; the man’s confessed his many replays of the NES Final Fantasy games. No, he was opposed to Pokémon because, “It’s for f$?!ing babies, man.” The argument confused me. After all, Pete, like me and the rest of 61 FPS’ team of outlaw journalists, was raised on the 8-bit era’s simple designs as conceived by Shigeru Miyamoto and Nintendo. Though Pokémon’s billion-dollar audience is mostly made up of the Trapper-Keeper and Lunchables set, the game itself is in the age-and-gender-neutral mode that’s made Nintendo the corporate success they are today. “Family Friendly” is the accepted term but it’s just a media savvy way of saying that games like Pokémon, Mario, Brain Age, and Animal Crossing can be played and loved by very young players, but they aren’t games explicitly for children. He did get me thinking, though: Have I ever actually played a game designed specifically with very young players in mind? Not the Reader Rabbit-style edutainment so many kids have been subjected to since the early-80s. Just regular, old, played-for-fun videogames.

    My first exposure to Viva Piñata was marked by cynicism. Microsoft’s monumentally expensive acquisition of Rare was just under four years old when it was announced and the partnership had yielded dubious results; bad sequels, middling remakes, one atrocious new IP, and another that had been years in development on three separate consoles before it was finally released. Between the animated series and the variety of brightly colored critters to gather in the game, Piñata seemed like a soulless and pointed marketing machine built for no other reason than to make Microsoft some of that proverbial Pokémon money. So it came as a surprise when the game turned out to be both a commercial flop (relatively speaking) and a critical success, praised for its peaceful, eccentric presentation while being ignored by gamers and parents alike. I never got around to playing the first, but its reputation brought me to Viva Piñata’s sequel, Trouble In Paradise, free of cynicism and curious about what I’d find. Turns out it’s a reputation well-earned. Even though Piñata is a brazen fusion of Nintendo’s Animal Crossing and Pokémon – surrounded by strange, brightly colored characters, you are given free reign to alter a seemingly mundane plot of land to your gardener-heart’s content but are tasked with gathering hordes of diverse fantasy creatures in order to level up and expand your domain – it is impeccably made, its charms difficult to resist.

    What’s most impressive about Viva Piñata, though, is that it is explicitly designed for children.

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  • E3 Day Two: Spin, Malaise, Sony’s New Clothes, and Nintendo’s True Disruption

    Despite their show-ending bombshell announcement, Microsoft’s E3 press conference was something of a non-event. The house of X showed off titles that had already been seen or leaked, announced a handful of downloadable titles that weren’t exactly setting folks’ brains on fire, and revealed an embarrassing attempt to cash-in on the Mii phenomenon with Xbox Live Avatars. It’s embarrassing enough that the Avatars look so similar to Nintendo’s Miis, but it’s even worse that they were designed by Rare, the less-than-profitable appendage Microsoft cut away from Nintendo in the first place.

    It wouldn’t have been difficult for Sony and Nintendo to one-up Microsoft’s event, but neither of the console makers did, both of them focusing more on sales data and business strategies than on software.

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  • Whatcha Playing: How Many Buttons Do I Gotta Push?



    Last week, while watching video of Final Fantasy VI, I commented to my colleague Pete that old Final Fantasy is not fun to watch. He laughed and replied, “No comment.” The inherent absurdity of what I’d just said wasn’t lost on me either. There’s a constant disconnect between you and the activity in role-playing games. You select an action from a menu and then watch your avatar on the screen carry out the command after the fact; more often than not, you only watch the game. The basic design of an RPG necessitates strategy behind each selected action, but most RPGs are so simple that you can win by just pressing a single button to do one thing over and over again. I love role-playing games and, if I’m completely honest, I can admit that I get immense satisfaction of pressing that one button repeatedly and watching numbers (a character’s attributes or any other arbitrary statistic) rise as a result. Sometimes, just pressing a button is enough for a game to engage me.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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