Showing posts with label super mario run. Show all posts
Showing posts with label super mario run. Show all posts

Monday, January 2, 2017

Review Round-Up - December 2016

While Super Mario Run allowed Mario to jump into a pool of gold coins...
The final month of 2016 brought six reviews to SuperPhillip Central. It was mostly a month of platforming with some very big stars and some very big disappointments (well, one). Starting off the month of December was Review Redux of New Super Mario Bros. 2 which earned a B grade. A disappointment came soon after when I finished Mekazoo, a game which had a rocky second half, giving it a D+ grade overall. Then, we traveled to the LittleBigPlanet with LittleBigPlanet 3, hopping happily about with a B-.

Moving forward, the lone non-platformer this month, Aqua Moto Racing Utopia, amazed with its tight controls and its rivaling of Wave Race, earning itself a B+. Next up, two former rivals had two different games, each on the opposite sides of the sales success spectrum. First, Super Mario Run successfully converted 2D Mario to mobile in a smart way, getting a B+ for its effort. Secondly and lastly, Sonic Boom: Fire & Ice improved on the foundation laid by the first Nintendo 3DS Sonic Boom entry, Shattered Crystal, and it slid into a C+ for being a competent but not-too-special platformer.

Here's to a new year with new reviews for some awesome games!

New Super Mario Bros. 2 (3DS) Review Redux - B
Mekazoo (PS4, XB1, PC) - D+
LittleBigPlanet 3 (PS4, PS3) - B-
Aqua Moto Racing Utopia (PS4, PC) - B+
Super Mario Run (iOS) - B+
Sonic Boom: Fire & Ice (3DS) - C+

...His former rival Sonic didn't fare as well, though he did get a nice title under his belt (er, scarf) regardless.

Sunday, January 1, 2017

SuperPhillip Central Best of 2016 Awards - Top Ten Games of 2016

After all other categories have been completed, we've arrived at the final awards category of the SuperPhillip Central Best of 2016 Awards. This, of course, is SuperPhillip Central's list of the top ten games of 2016. This will be the ninth year in a row that SuperPhillip Central bestows a game with top honors of Game of the Year, so let's get started. But first, just realize that due to the massive amount of games released, one person can't possibly play them all, so just consider this list one of favorites that I played last year than anything objective. Now, let's get to counting down!

10) Super Mario Run (iOS)


Mario kicks off this countdown, and unexpectedly if I do say so myself, and since this is my countdown, I DO say so myself. Super Mario Run might have been a known quality thanks to being under the tight supervision of Nintendo and having longtime Nintendo producer and director Takashi Tezuka in a directing role. Super Mario Run simplified the gameplay of traditional 2D Mario and distilled it to one thing: jumping, yet while doing so, Nintendo kept much of what makes 2D Mario so deep and rewarding. With just one action, jumping, given so much nuance to it, it really showed how masterful of a developer Nintendo is. It was a thrill finding the perfect ways to run through the rather lengthy levels, collecting the hard-gotten pink, purple, and black coins. I did not expect to love Super Mario Run as much as I did, nor did I expect to not feel burned by the premium price point.

9) Aqua Moto Racing Utopia (PS4, PC)


I said last night that I wasn't going to be done gushing about this game. As the most unexpected entry on this list, Aqua Moto Racing Utopia gave me the closest experience to Wave Race 64, a game that I consider the pinnacle of the aquatic racing sub-genre. In many ways, Zordix's racer outshined Nintendo's retro effort. The feeling of controlling each watercraft was fantastic-- you really felt the heft and weight of each vehicle, and the wave physics never caused me to bounce unpredictably. The ten locales, from alligator-infested swamps to tropical getaways, each housed several fun-to-race circuits, each following the standard buoy-to-buoy rules of other games of its ilk. With split-screen multiplayer making up for the completely barren online lobbies, Aqua Moto Racing Utopia delivered a fantastic aquatic racing game that I can easily see myself coming back to time and again.

8) Hyrule Warriors: Legends (3DS)


It says something about a game that I can spend 80+ hours on the Wii U original version, and then invest 40+ hours on its Nintendo 3DS port. That was exactly what I did between the original Hyrule Warriors on Wii U and then its Nintendo 3DS version this year, Hyrule Warriors: Legends. For a game that was already rich with content, Legends brought even more gameplay goodness, characters, and content to the table. New improvements like the ability to switch between characters on-the-fly instead of being limited to playing as just one, new story chapters with one featuring a brand-new character Linkle and one set in the realm of The Wind Waker, and new Adventure Mode maps made Hyrule Warriors: Legends a worthwhile game to pick up and play even if one had already played the Wii U game. The 40 hours I invested in the 3DS port were just the tip of the iceberg, as I haven't even invested a fraction of the time it requires to see and do everything in this magnificent love letter to fans of Zelda and lovers of Musou-styled games.

7) Adventures of Mana (iOS, Android, Vita)


Sometimes an old school is experience is just the thing to put a smile on my face and take me back to my youth. Then again, I never played Final Fantasy Adventure on the Game Boy in my youth. Regardless, Adventures of Mana is a remake of that game, and where it does bring me back to my youth is through its retro sensibilities: a small dose of story that breaks up the gameplay, little-to-no hand-holding, an uncharted world to explore with dungeons and towns, and multiple weapons to acquire for different uses. I played the game on my iPhone back in March, and it still stays with me as one of my favorite games of the year, if only due to how it reminded me of the classic games I loved growing up. Plus, it hasn't missed a step two decades later.

6) Azure Striker Gunvolt 2 (3DS)


Mega Man is deep in hibernation, but the next best thing is here. No, I'm certainly not talking about Mighty No. 9. Instead, I'm talking about former Mega Man Zero and Mega Man 9/10 developer, Inti Creates' sensational Azure Striker Gunvolt 2. Not merely a copycat of Mega Man, Azure Striker Gunvolt 2 contained two playable characters, each who possessed their own stories and exclusive levels, as well as their own means to eliminate enemies. With Gunvolt, he tagged foes with bullets, and then could summon an electrical shield to strike the tagged targets into oblivion. Meanwhile, rival Copen could dash into targets (either via the ground or the air) and unleash a bevy of missiles that would home in on his desired foes. With level design that encouraged exploration, obstacles and enemies that required care and thought to overcome, and some pulse-pounding boss battles, Azure Striker Gunvolt 2 might not have been a new Mega Man, but it was a mighty fine alternative.

5) Kirby: Planet Robobot (3DS)


After Return to Dream Land and Triple Deluxe, developer HAL Laboratory once again hit one out of the proverbial park with the latest installment in the long-running Kirby franchise, Kirby: Planet Robobot. The game featured similar action to past Kirby titles, notably Triple Deluxe, with its movement between the foreground and background, collection of special objects to unlock new levels, and host of powers for Kirby to copy from foes. Planet Robobot upped Kirby's arsenal with the ability for the pink puffball to commandeer mechs at specific points in the game, not only presenting a plethora of power to take out enemies with ease, but he could also copy the abilities of foes with his mech. This allowed Kirby and his mech to bring the hurt to baddies, access new areas, and transform the mech for fast racing or side-scrolling shoot-em-up sequences. As a series, Kirby continues to be in good hands, and Kirby: Planet Robobot is tremendous proof of just that.

4) DOOM (PS4, XB1, PC)


Moving from bright and bouncy to grungy and gory, sometimes all it takes to satisfy me is a well-made campaign and some serious fun. DOOM did just that for me. DOOM presented the player with fast and fluid combat and gunplay, almost poetry in motion, as they pushed through Hell's onslaught of demons and undesirables. There was great joy to be had in blasting a round into a demon to weaken them so you could perform a glory kill on them, gaining a very brief moment of repose as you mercilessly mutilate them. These glory kills didn't slow down the pace of DOOM at all-- instead, they assisted in giving players temporary boosts and health, a quick pause in the action, as well as granting them the ability to take out one enemy quickly and then rush to become entangled with another. The level design offered robust exploration, remarkably rewarding players who went off the beaten path, investigated curiously placed objects and sections of room, and thoroughly searched through the levels. The rewards gave players new weapons, armor upgrades, and more. Though the multiplayer was a forced aspect of the game, the single player campaign of DOOM more than makes up for the total package. DOOM was my biggest surprise of the year for a reason-- well, as you've seen, several reasons!

3) The Legend of Zelda: Twilight Princess HD (Wii U)


Even though Breath of the Wild isn't due out until later this year, that didn't stop The Legend of Zelda series was from appearing on this list not once, but twice. Despite it being a high-definition remaster of the 2006 Wii release of the game, The Legend of Zelda: Twilight Princess HD was not only a Zelda adventure I hadn't played since the Wii's launch ten years ago, but it implemented so many wonderful quality of life changes and improvements to make an overall definitive version of the game. The ability to switch items and Link's forms as well as aim items like bow and arrows or clawshot with the Wii U GamePad made for a more intuitive experience. In addition to that, things like shortened Tears of Light quests and the ability to pick up Rupees from treasure chests regardless of having a full wallet, made for a game that played best on Wii U. Couple all that with the original's heartfelt tale, emotional moments, and some of the best dungeons in Zelda series history, and you have a Zelda remaster that shines bright.

2) Uncharted 4: A Thief's End (PS4)


A perfect sendoff to the adventures of Nathan Drake and a culmination of all the skills that Naughty Dog had picked up throughout its history, Uncharted 4: A Thief's End showcased Naughty Dog's excellence in telling a memorable and poignant tale, their skill in creating charming characters with clever dialogue, and most importantly since we're in the hobby of video games, their talents in crafting a fun thrill ride of an adventure with so many moments and set pieces that stand as some of the series's best, much more some of the industry's best. A reworked combat system, doing away with quick-time event-like maneuvers, as well improved gunplay made Uncharted 4 the best feeling game in the series by far. The globetrotting adventure knew when to introduce new concepts and variety to the gameplay, when to push the action to the limit, and when to pause for some time to breathe, making the game's overall pacing quite well done. Then, there was the massively addicting multiplayer that continues to foster an active community with a multitude of maps, modes, and content to keep players in the fight for years to come.

1) Ratchet & Clank (PS4)


A franchise that was getting a little long in the tooth due to multiple near-yearly releases, Ratchet & Clank got the reboot button blasted down hard, just in time, and the end result is my favorite game from 2016. This hybrid of tight platforming and run and gun shooting with engaging and often exotic weaponry offered intense gameplay with a dash of slower paced sections as a nice palette cleanser from time to time. Although the number of planets was less than past games in the series, each one was stocked to the brim with personality, character, beauty, content, and secrets. The game also retained the series' trademark humor and off-the-wall characters. All of these things added up to me having a difficult time putting the game down, especially when playing through the game multiple time was so rewarding, especially upgrading weapons and adding to my bolt count. If anything, Ratchet & Clank proves that you can teach an old lombax new tricks, and it makes me eager to see where developer Insomniac Games takes the series next, because this first taste of Ratchet and his robot buddy Clank on the PS4 has left me seriously aching for more.

===

So ends the SuperPhillip Central Best of 2016 Awards! Which games of 2016 were your favorites? Let me know in the comments section!

Saturday, December 31, 2016

SuperPhillip Central Best of 2016 Awards - Top Five Downloadable Games

Tomorrow, the SuperPhillip Central Best of 2016 Awards will crown the site's Game of the Year. Until then, however, we cap off the year of posts on SuperPhillip Central with two things: a new review and one more awards category. We're doing the latter right now, focusing on the top five downloadable games that I enjoyed the most this year. Like other categories of the SuperPhillip Central Best of 2016 Awards, limiting this list to just five entries really does a disservice to all the great, satisfying games that came out digitally. Regardless, here are SuperPhillip Central's five picks for top downloadable releases.

5) Super Mario Run (iOS)


Mario meets mobile with much success! Super Mario Run may not have met the lofty expectations of investors (who just want Nintendo to nickle and dime consumers anyway for easy money), but for players who took the plunge on this premium priced mobile game, they would find a successful transplant of 2D Mario made with mobile in mind. This auto-runner is easy enough to beat, but the true fun comes from both collecting all the pink, purple, and black coins in each level-- something that takes a lot of mastery to do-- and playing the enjoyable Toad Rally mode. Nintendo and DeNA should be congratulated for a nice take on 2D Mario to fit mobile.

4) Ittle Dew 2 (PS4, XB1, PC)


We may have to wait until next year to get our next taste of The Legend of Zelda series, but this year indie dev Ludosity brought a Zelda-like experience to PlayStation 4, Xbox One, and Steam with Ittle Dew 2. This game presents a wide open world to explore where hidden caves house glorious new items to help Ittle on her quest, dungeons that can be played in any order that are full of devious puzzles and challenging enemies, and a level of self-aware humor that makes for an immensely charming game. The level of care and consideration put into Ittle Dew 2 by Ludosity makes it a marked improvement over the game's predecessor and makes for one Zelda-like game that does its inspiration well.

3) Aqua Moto Racing Utopia (PS4, PC)


I have gushed about Zordix's Aqua Moto Racing Utopia a lot already on the SuperPhillip Central Best of 2016 Awards, and I don't think I'm quite finished. If you've been waiting for a water-racing experience that rivals what I consider the best of the bunch in Wave Race 64, then you absolutely need to download Aqua Moto Racing Utopia. A lot of thought was put into how each craft handles, and the physics of the wave are satisfyingly realistic. The ten venues each sport a variety of races, and the solo and multiplayer options are full of things to do. Those looking for a tight Wave Race-like experience will find a superb one with Aqua Moto Racing Utopia.

2) Adventures of Mana (iOS, Android, Vita)


A remake of Final Fantasy Adventure, a game that originally released on the OG Game Boy, Adventures of Mana is a splendid update. A lot of old school design decisions and sensibilities are still present, making for a journey that seldom holds your hand, so when you successfully figure out what to do next, you get a really rewarding feeling. From the pleasant visuals to the lovely music, interesting puzzle and combat-filled dungeons, and the expansive world map, Adventures of Mana is a 10-hour quest that will make you continually want to come back for more. At least that was the case with me.

1) Azure Striker Gunvolt 2 (3DS)


The Mega Man series is one of my favorites in gaming. There is just something special about running, jumping, and shooting through levels. Azure Striker Gunvolt 2, developed by the same crew behind the Mega Man Zero games, fills that same niche splendidly with intense, pulse-pounding action. The game allows for players to take on the stories of one of two playable characters, each with distinctive play styles, both a lot of fun. Levels don't linger around too long, making for repeated play-throughs as blast to do, and the bosses are as challenging and entertaining as one would expect from a game that takes the mantle of the Mega Man series. Azure Striker Gunvolt 2 is a brilliant game, a serious improvement over the original, and should give most action-platforming fans something to enjoy for hours to come.

Friday, December 30, 2016

SuperPhillip Central Best of 2016 Awards - Top Five Platformers

Whether 2D or 3D, the platformer is my favorite genre of game. That's why I'm always happy to have a mighty fine selection of platformers to choose from each year for this very special, near and dear to my gamer heart awards category. From mobile runners starring familiar game characters to reboots starring unlikely allies, this top five list of my favorite platformers runs the gamut of great jump 'n runs!

5) Shantae: Half-Genie Hero (Multi)


A successful Kickstarter gave developer WayForward the ability to create and launch the fourth entry in the Shantae franchise, Half-Genie Hero, just in time for the end of the year! The game features a different structure compared to previous entries, having players return to levels with different animal transformations like an elephant or the all-new spider to reach previously inaccessible locations. The jumping, running, and lashing of Shantae's hair feels the best it ever has, and the aforementioned benefit of returning to levels is something that players will want to do since the game is so much fun. It makes for a game that may star a half-genie, but it's nowhere near a half-hearted effort. (Ugh. Even I groaned at how forced that last line sounded!)

4) Super Mario Run (iOS)


Coming to Android devices next year, Super Mario Run debuted on iOS-compatible devices in the middle of this month, rounding off a year of mobile gaming in style. This auto-runner is simple enough to be accessible to beginning players who may just want to reach each level's end, but it's complicated enough with all of the stunts like wall jumps and vaults that Mario can perform to reach hard to access areas to collect those dastardly pink, purple, and black coins! Nintendo and DeNA successfully transplanted the Mario formula and gameplay to mobile devices, making it work, making it unique, and most importantly, making it fun.

3) Kirby: Planet Robobot (3DS)


HAL Laboratory has done really well with the Kirby series as of late. A couple of years ago, Kirby: Triple Deluxe received various honors at the SuperPhillip Central Best of 2014 Awards, and now it's its successor's turn with Kirby: Planet Robobot. With stages that take clever advantage of the depth that the Nintendo 3DS's stereoscopic 3D provides, sprawling in the foreground as well as background, and new abilities for Kirby to snatch up, even allowing him to pilot a marvelous mech, Kirby: Planet Robobot may not deviate too far from the formula of past games, but it's a finely tuned experience overall. This is pure platforming fun in adorable form, so if it's not too cute for you, then Kirby: Planet Robobot is a recommended purchase for platforming fans with a Nintendo 3DS system.

2) Azure Striker Gunvolt 2 (3DS)


Sold separately on the Nintendo 3DS eShop or bundled physically on one game card with the original Azure Striker Gunvolt with the Striker Pack, Azure Striker Gunvolt 2 presents to the player an adrenaline-pumping action game that showcases the unique play styles of both Gunvolt and new character Copen. While there is a great focus on blasting enemies to smithereens, there are a multitude of moments where precise platforming is a prerequisite to get by unscathed. While Mighty No. 9 faltered in taking up the mantle of Mega Man-like action platformers, Azure Striker Gunvolt 2 feels like a terrific successor to that style of gameplay.

1) Ratchet & Clank (PS4)


Azure Striker Gunvolt 2 showed that you don't just need to focus on jumping to have a great platformer. Ratchet & Clank continues to show this with its excellent, near perfect combination of enjoyable platforming and challenging run and gun action. Being a remake of sorts of the very first Ratchet & Clank from 2002, this PlayStation 4 debut of the lombax and robot pair presents many moments where you're engaged in pure platforming, many moments of unadulterated action, and many moments where you get a pleasant mix of the two. It's for these reasons that 2016's Ratchet & Clank is my pick for top platformer this year.

Friday, December 23, 2016

Super Mario Run (iOS) Review

Nintendo and DeNA's partnership has seen much excitement within the mobile gaming community. First was Miitomo, a free social networking app starring Nintendo's Miis, then was the phenomenon that rekindled the love of the series for many people with Pokemon Go, and now it's Mario's turn with Super Mario Run. A lot of bickering has gone on regarding the price, but how is the actual game? That's what this in-depth SuperPhillip Central review intends to find out.

Mario goes mobile with much success.


Nintendo's pursuits in mobile have seen a lot of hype from consumers and some ire from more engaged gamers. Late and great Nintendo president Satoru Iwata came to terms with putting the company's franchises on mobile for two main reasons: 1) To add an extra stream of revenue for the company, and 2) To expand Nintendo's franchises to new audiences, perhaps getting them interested in Nintendo hardware and software. For the latter, this has come true, as seen with Pokemon GO and the increased interest and sales in Pokemon games on the Nintendo 3DS. Now, it's Nintendo's-- and the gaming industry in general's biggest star's chance to shine with Super Mario Run. With it, Nintendo has successfully taken the traditional Mario experience and retooled it almost perfectly to mobile.

Super Mario Run is an automatic runner that sees Mario moving forward continuously. It uses a very simple touch-centric control system, where depending on how long you press the bottom of the touch screen, the higher Mario jumps. Ordinarily, Mario will vault over small block-high enemies and obstacles, but tapping the touch screen when he's over, say, a Goomba, will have him perform an acrobatic maneuver to gain him height.

For such a simple control system, there is a lot you can do with Mario in Super Mario Run. Like the New Super Mario Bros. games, Mario has the ability to wall jump, something that is a major importance in clearing some levels or accessing hard-to-reach areas. Timing your jumps efficiently makes reaching challenging coins and special areas possible, and getting a perfect run going feels absolutely awesome.

The goal of the 24+ levels in Super Mario Run is to simply make it the flagpole, or in the case of airship and castle levels, make it to the end and beat either series mainstays Boom Boom or Bowser in quick combat. Generally, reaching the goal of a given level isn't too taxing, and most players should be able to do so. Unlike other games of the genre, Super Mario Run's levels feature many alternate paths and routes, allowing players to take advantage of them to score big coinage or other benefits.

Death in a level results in having Mario become encased in a bubble, moving backward in a level. Pop the bubble, and you're placed back in the level. Just don't do it while the bubble is over a bottomless pit like I've done many a time! As long as you have an extra bubble in your arsenal, as seen on the top of the screen, you can continue the level if you die. Without a bubble, death means restarting the level over again after hearing the famous "you died" jingle from the Super Mario series. You can also forcefully use a bubble in case you miss an important item or wish to take a different route in a level.

However, to add some longevity to the main mode, each level contains a batch of five pink coins that need to be collected in one run. After collecting all pink levels in a level, then the harder-to-collect purple coins unlock, and after those have been collected in one run, a final series of five black coins unlock to collect. As you progress in collecting coins, you get to see the level design truly shine. Sometimes the level gets shaken up a little bit between colored coin collecting types. For instance, the first level in the game adds blocks to wall jump off of to collect one of the black coins. Collecting all of the three series of coins in all 24 levels is a mighty challenge to do, and they will not only put your platforming prowess (or lack thereof) to the test, but they'll really make you appreciate how clever and well put together the level design in Super Mario Run is.

While collecting the differently colored coins is merely optional (though not if you wish to unlock the three extra-hard bonus levels), it makes sense to try to collect them. After all, if you're going to pay the atypically high for mobile $9.99 price point, you should probably want to get as much for your money as possible. Collecting the various colored coins will very much give you way more bang for your buck.

Super Mario Run also features a side mode called Toad Rally. In it, you select from a series of five players and race against their ghost data in a given level. You can only play levels from worlds you've already beaten. Levels don't have ends to them, rather they continuously loop, with the goal of collecting as many coins as possible, defeating as many enemies as possible, and performing as many tricks as possible to gain points and get the various Toads to root for you. Collect enough coins and defeat enough enemies, and you'll enter Coin Rush mode, where coins rain down like water for you to collect. The only issue I have with initiating Coin Rush is that there is a brief pause when Coin Rush mode is activated, which on more occasions than I would have liked, messed with my timing, sometimes resulting in falling into a bottomless pit, where Coin Rush is then abruptly ended.

At the end of a Toad Rally, the player with the most points gets all of the collected Toads from the round. There are five colored varieties of Toads in all, and many are only available in specific level types, such as ghost houses or underground levels. Your collection of Toads add up to unlock new content in the Kingdom Builder portion of Super Mario Run, where you can use your coins to place Super Mario universe buildings and objects, some unlocking one of five bonus characters to play as. Earning more Toads means earning more buildings and objects to place in your ever-expanding kingdom.

Super Mario Run's greatest problems arise from the $9.99 price point, which I talked about in an earlier article this week. Because of how Nintendo and DeNA set up the game, after playing the first four levels for free, a prompt to purchase the full game for $9.99 pops up. If the developers were more direct with the price point on the App Store, maybe having a demo version and then the full version, I feel that the sticker shock of the price wouldn't have been so massive to a great deal of iPhone and iPad users. Furthermore, the need to always be connected online with Super Mario Run makes for some inconvenience, especially to those here in the States where there is no signal in subways, a place where people travel quite often. For me, it wasn't a bother, as I just played at home, but it's a serious deterrent for buying the game for some.

Being Nintendo's first paid piece of software on the App Store, I feel Super Mario Run successfully brings the Super Mario franchise and platforming fun the series is known for and makes it work in a unique way for mobile devices. While you don't have the same freedom of control obviously, you do get a similar challenge, especially if you decide to get more bang for your buck and go for all of the pink, purple, and black coins in all of the levels. The price point and always-online requirement may be dissatisfying to some, but Mario's arrival on mobile devices is overall a massive success.

[SPC Says: B+]

Tuesday, December 20, 2016

Super Mario Run and the Devaluation of Gaming

Super Mario Run released this past Friday on the iOS App Store in a wide variety of countries. It was downloaded nearly 25 million times in its first four days and currently holds the number one position on the App Store in many territories. However, while somewhat a success, this didn't stop Nintendo's stock price from falling after Super Mario Run's release, regardless of how fickle investors and the stock market are. A main complaint about the game is its $9.99 price. However, a game on any other platform (i.e. not mobile) would be comfortable with an asking price like this for a game with as much content as this, say on Wii U or Nintendo 3DS, for instance. The disparity between the console/handheld market and the mobile gaming market is tremendous, and the desire of mobile consumers for games to be cheap and/or free is one that hurts the medium immensely.

One of major things that disturbs me about the people complaining about the pricing of Super Mario Run is that they seem that they would be more satisfied if the game was free but riddled with microtransactions. It appears that a pricing model where players would be able to play a level or two, exhaust a play bar of some type, and then either wait for the bar to fill back up after some-odd amount of hours or pay to get more lives and time with the game.

This makes me confused because I thought microtransactions were seen as a cancer to gaming. It's one of things that puts off a lot of gamers to mobile gaming. Going after whales (i.e. those who spend ridiculous amounts of money on otherwise free mobile games) was not Nintendo's M.O. Sure, its investors and stockholders would love for Nintendo to nickle and dime players because they don't really care if consumers are screwed over. They just want their bottom line improved, and their pockets made fuller and richer, but Nintendo made it clear what the pricing strategy was. Thus, it's strange how many gamers would have preferred it if Nintendo went with a more typical pricing formula.

With a $10 one-time-only purchase, the full version of Super Mario Run is available. There's no need to wait for some annoying play bar to refill so you can continue playing the game or keep putting money into the game. That was Nintendo's intent to not con consumers. If you think the $10 price tag is too much, that's not the fault of Nintendo. It's the mobile market to blame here, where sizable games with tons of content and features are demanded by mobile consumers to either cost pennies or to be free. The latter is usually what this market desires.

It's the mobile market that has continuously devalued games, making consumers feel entitled to cheap games no matter how much content and how much care was put into them. It is a market where people would rather spend dozens upon dozens of dollars on microtransactions and more plays instead of having a one-time cost that would give them the entirety of the game to play whenever they want (except on a subway or in an airplane-- those are no-nos thanks to the always-online requirement of Super Mario Run, a subject for another day). It's a frontier that is quite disheartening and more so very scary.

We had people who paid for Monument Valley when it released a few years back on mobile (for a very low price, by the way), and then these same people felt cheated and furious because the developer dare add an expansive amount of content to the game in new levels for a tiny fee in order to make some money from the game's development. How dare they! How dare a developer ask for money for months, maybe years of work!

When we have people wishing Nintendo had decided to stuff countless microtransactions instead of giving a full experience on the iPhone or iPad, it really shows how screwed up the mindset of mobile consumers and how crazy the mobile marketplace truly are. The majority of negative reviews of Super Mario Run complain about the game costing money. That's how bad it is on mobile-- people really do feel entitled to get everything free from the hard work, blood, sweat, and tears developers of all types making these types of games. And I'm talking about smaller devs who are nowhere near the behemoth size of Nintendo.

While Pokemon GO was a success for Nintendo in that it got a lot of people re-energized with Pokemon, buying Nintendo 3DS systems for new and old Pokemon games-- something the late president of Nintendo Satoru Iwata wanted and why Nintendo went mobile in the first place-- it is of course yet to be seen if Super Mario Run will have such an effect on consumers. Regardless of whether you think Super Mario Run is a success, worth the asking price, or even a quality game, it's rather disappointing that a good sect of mobile gaming consumers want nothing for something, no matter how special, fun, or worth the price it is.

Thursday, December 8, 2016

Super Mario Run (iOS) Meet Super Mario Run Trailer

Super Mario Run was featured prominently last night on The Tonight Show with Jimmy Fallon, alongside footage of The Legend of Zelda: Breath of the Wild running on Switch hardware. The former is the subject here. Mario will officially be making his iPhone debut in a week's time, December 15 for $9.99.