EvilTwin

Contributor
CRank: 8Score: 35810

I don't know if it'll sell a million, but I think RS2 will do just fine over time. It was pointed out earlier how even RE:DC has put up respectable numbers:
http://www.vgchartz.com/gam...

(Yes everyone, VGC, I know. They aren't great for opening week/month sales, but are much more accurate for LTD numbers.)

Give this game six months, then a year. Then we can judge. Of course, tha...

5835d ago 2 agree0 disagreeView comment

lol

I'm just no good at keeping "secrets" on the intertubes, bob.

5835d ago 0 agree0 disagreeView comment

Umm...their first Red Steel actually sold quite well.

(And that's part of the problem; they made a crappy game the first time, and it's unclear if they've poisoned the well with that franchise name.)

5836d ago 5 agree2 disagreeView comment

That's for UK-only, so I'd reserve judgment for now. It's not like this game had great brand recognition (most people who played the original didn't like it), and Ubi didn't put much of a marketing blitz behind it (there were a few late-night ads, but it's not like it was sponsoring basketball games like FF).

Most Wii games (even Nintendo ones) don't launch like Halo or COD; they tend to have a longer sales curve at the expense of huge openings. We'll see with RS2. Its success...

5836d ago 5 agree1 disagreeView comment

On one hand...I'm excited to hear this. Conduit wasn't a bad game. It really did have a lot of potential, and its customizable control scheme has been copied ever since.

But OTOH...they got one-upped by something like 30 people at Treyarch, who took 10 months to port a two-year old game to Wii. That doesn't exactly speak well for HVS, even if their development team wasn't that large for Conduit. I know they have a great engine to push Wii's graphics, and I know they have a co...

5836d ago 1 agree0 disagreeView comment

Well, Ubisoft Montreal had proven before AC that they could make good games.

Guerrilla...not so much. They were known as Lost Boys Games ( http://en.wikipedia.org/wik... before Sony bought them out, and didn't exactly have a sterling record.

HVS has yet to prove they can really knock one out of the park. I want them to; they obviously put a lot of effort into Conduit. They have mor...

5836d ago 0 agree0 disagreeView comment

MadWorld is a great example. That game was all about violence, and the violence quickly got really, really boring.

Violence for the sake of violence is boring. It needs context (the only reason NMH works is because its plot works the depravity angle). And a surfeit of those types of games is limiting, IMO.

5836d ago 1 agree0 disagreeView comment

It's worth pointing out that Miyamoto-san went out of his way to say: "each individual game designer or developer should make their games, I don't think we should try to intervene in how they are trying to express themselves in whichever format."

But his overall point is a valid one, IMO. If the only thing developers focus on is M-rated, hyper-violent content, they're limiting themselves. Imagine if every movie director just copied Tarantino's treatment of gore or dia...

5836d ago 2 agree0 disagreeView comment

BIG UPS on the B-Hop comparison (he's going to beat down RJJ).

People only judge a console cycle by who comes in first; that is automatically translated as who "wins." Raw sales are all that matters. No one stops to think, "just staying in business means something, because being around for a long time helps you establish an identity." No one is ever on top forever. How long can you stick around and develop signature elements? Longevity has its perks. And...

5836d ago 1 agree0 disagreeView comment

Kubrick, Easy Rider, the Beatles, bluegrass...man, it's no wonder Shigy can make games that are so stylistically OUT THERE.

But he's all class. I love the deep subtlety he mentions regarding player's sympathy for the characters onscreen. A lot of thought goes into his games, even if the play mechanics are relatively simple.

5836d ago 0 agree0 disagreeView comment

"Even after experimenting, we still found that the Wii’s sensor bar all too often lost track of where we were aiming. The MotionPlus sensitivity never really felt apparent – certainly not beyond what the Wii is generally capable of."
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I had the same problem with tracking the IR/reticle at first. Then I switched the Wii settings and put the sensor bar above my TV. Problem solved.

Still, if you want the tracking to get back ...

5836d ago 0 agree0 disagreeView comment

^
Truth. Nintendo knows what they're good at and play to their strengths, and those two have played to the strengths of Nintendo consoles, too.

Sakurai-san is now heading Project Sora, if I'm not mistaken. Imagine if Nintendo took a three-quarter share of a studio with Suda. I'd LOVE to see some type of Suda horror game that uses the vitality sensor (although no nunchuck could be a problem).

5836d ago 4 agree0 disagreeView comment

"Unfortunately, one-to-one swordplay still isn't an option here. Instead, the game will only recognize a few gestures and translate them to their corresponding attacks. Players can swipe left to right, right to left, down to up, up to down, and thrust the controller forwards in a stabbing motion. That's it; no diagonal slashes or Zorro Z's to be had."
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No, no, and no. If you can't make a diagonal slash, you're seriously doing it wrong. Really. The ...

5836d ago 1 agree0 disagreeView comment

"You navigate the world by pointing towards the edge of the screen in order to turn, and its 18 million times smoother than in the original, yet a part of me longs for dual analogue sticks."
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Then that part of you is never gonna dig Wii controls for this type of game. Pointing the remote itself acts as the second analog stick. If the presets aren't smooth enough, make the bounding box bigger or turn down the camera speed.

Aside f...

5836d ago 1 agree0 disagreeView comment

Do it!!!!

Seriously, Nintendo, grab this opportunity. Suda's twisted sensibilities combined with the refinement of Nintendo's own first-party games? That would be sickeningly good.

5836d ago 2 agree0 disagreeView comment

A more difficult game that is easier to control...?

I didn't think there was anything particularly difficult about moving around in the original Galaxy (aside from getting used to the camera angles), but I'm interested to see what refinements they've made.

5836d ago 2 agree0 disagreeView comment

This is another back burner game. I'd love to get it and play it if I weren't wrapped up in a few other games right now. And with this year so stacked through June, I don't know if I'll have time to go back.

5836d ago 0 agree0 disagreeView comment

What bob said. For an online-centric shooter, nothing tops MWR.

I think my online leaderboard time counter says I've put in 3 days and change, so at least 72 hours of my life were sunk into this game (about the same amount as LoZ:TP).

It one-ups W@W in nearly every way. There are a few places where the framerate gets sketchy (watch the snow fall in Bloc while you're sprinting), but it's barely noticeable 95% of the time.

5836d ago 0 agree0 disagreeView comment

Love the game. But honestly, the first hour is a bit "meh." It picks up on the way to Payne, then gets much better.

5836d ago 0 agree0 disagreeView comment

Graphically, this game stands up there with Galaxy and Corruption. Praise doesn't get that much higher on Wii, as those two games stand up to anything released this gen (IMO; strong art direction > raw power).

I would've bought NMH2 regardless, just because I dig Suda's work. But RS2 positively walks all over it. NMH2's combat is as good as the original, but the weaker narrative dulls its edge.

5839d ago 1 agree0 disagreeView comment