Thursday, August 14, 2014

The PlayStation Vita's Hardware Functionality is Being Put to Better Use Than the Wii U's

Being neck deep in the dog days of summer, I've been playing a lot of both the Wii U and the PlayStation Vita lately, getting into titles I've not previously had the time to check out. While both platforms feature an immensely underrated and under-appreciated library of games respectively, I noticed something when I switched between playing the Wii U and then to the Vita. I found that the games I was playing on the Vita were using the system in much more interesting ways than the games I was playing on the Wii U with the GamePad controller, the main attraction of the system. How could this be? Had Sony finally beaten Nintendo at its own game of positive innovation?

With the Wii U, Nintendo struggles to deliver its message about what the Wii U actually is and what makes it worth purchasing. A large factor here is obviously the incredibly idiotic choice for a name (something that MANY people said would be confusing to consumers long before the system launched), but it's also the games as well. The top titles for the Wii U don't actually use the GamePad in any kind of meaningful way. 

Let's take the recent Mario Kart 8, for example. There isn't an option in multiplayer to have one player use the TV screen and one player use the GamePad. Instead, the screen is used for a map of each track, one that is a pain to look down at and try to stay on the track at the same time. Then there's something rather symbolic of Nintendo's complete bewilderment with taking a big franchise and making it better via the GamePad. Yes, I'm talking about the horn function. You, too, can use your Wii U GamePad screen to tap, tap, tap-a-roo to make your kart, bike, or ATV driver honk his or her horn. This is the best Nintendo could do for a major release on the Wii U. Essentially saying that the GamePad is completely worthless except if you like having to pay more for the Wii U hardware because of the controller's inclusion.

On the other hand, you have the PlayStation Vita. While it's true that a lot of games do feature the various hardware functionality of the system and do it poorly (looking at you, Assassin's Creed III: Liberation), the major titles on the system generally use the touch screen, rear touch pad, gyroscope, and accelerometer in great ways.
Screenshot of Gravity Rush (Vita)
LittleBigPlanet on the Vita and ModNation Racers: Road Trip both make creating levels and courses much easier for the player. The creator controls are intuitive and allow for a greater amount of finesse when crafting buildings, drawing shapes, tracing the path of a track in ModNation Racers, and various other helpful uses.

Perhaps the most fantastic use of the PlayStation Vita hardware's functionality is Media Molecule's Tearaway, recently announced for a remastered version on the PlayStation 4 at this year's Gamescom. You are constantly interacting with the world, using your fingers to poke through paper and push objects around, you create items out of construction paper, and you take photos with the Vita's inward and outward facing cameras to insert yourself and other things into the world. There's a no better proof of concept piece of software for the Vita than Tearaway.

The difference here between the Wii U and the Vita is that the PlayStation Vita is not Sony or the PlayStation brand's bread and butter, their major source of revenue. The Wii U is Nintendo's big home console, and when the developers and game designers cannot even think of good ways to make use of the Wii U GamePad itself, then what was the point of having it in the first place? It simply comes off this time around as Nintendo feeling like it needed to do something different for the sake of being different instead of what it usually does, design a controller based on the needs of the games it develops. 

For every experimental game that Nintendo releases that uses the GamePad to great lengths and in great ways like Nintendo Land, Wii Party U, Game and Wario, and LEGO City Undercover (the latter was published by Nintendo), there's a whole slew of major releases like Super Mario 3D World, New Super Mario Bros. U, Mario Kart 8, Donkey Kong Country: Tropical Freeze, Pikmin 3, among many others that use the GamePad in such pithy ways that it comes off as an afterthought.

And that's what the Wii U GamePad right now feels like for the majority of games, an afterthought. I won't lie and say I don't love using the controller for Miiverse, off TV play, and browsing the Internet, but the main selling point of Nintendo's home consoles has always been games. If the GamePad doesn't really make the biggest titles on the Wii U more exciting and interesting than just using a normal controller, then what is the point?

As it stands now, we have a rare moment in time where Sony is doing more innovative things with their hardware than Nintendo currently is, and that's with a platform that many are anxious to call dead. Remember the days when Sony would be chastised for "copying Nintendo"? Maybe it'd be good this time around for Nintendo to try to take a page or two out of Sony's playbook. Chapter one of that playbook would be not making a controller or input device that you have no idea what you want to do with it and bank the future of your company on it, losing millions, more like billions, in the process.

Tuesday, August 12, 2014

Metrico (Vita) Review

Metrico was released about a week ago on the PlayStation Store for Vita owners to enjoy and dive into. The game is also available this month only for PlayStation Plus subscribers for a low price of FREE. Can't beat free, but as you'll discover with this review, Metrico is worth its price tag regardless.

Warning: The following game features infographic content.
Viewer discretion advised. 


The indie initiative on the PlayStation Vita is going strong, and that can only be a good thing for all parties involved. Since retail releases in the West have all but dried up, digital releases have been taking over, offering a well rounded library that the Vita otherwise wouldn't possess. Indies have single-handily made it so the Vita is still relevant in the West, and the Vita has made it so many of these indies have found great success on the platform.

We've seen an abundant array of experimental titles that have broken new ground and games that offer fresh takes on old formulas and genres. Developer Digital Dreams's Metrico is a title that can be mentioned in both categories, and this game is definitely worthy of taking a look. (It's especially so if you have PlayStation Plus, as the game is free for subscribers this month.)


Metrico is a platformer focusing heavily on solving pzzules that has its actual platforming take place on various statistical information, such as pie charts, bar graphs, and much more. It's a very clever idea and an interesting premise for sure. Thankfully, it's not just interesting for a premise; it makes for a really fun game too.

The developers of Metrico went with a minimalist approach to not just the visuals, which are sleek, futuristic, and well designed, but also with the design of the game itself. You will not encounter copious amounts of tutorials that hold your hand from the beginning of the game to the end. In fact, tutorials are kept to a bare minimum, only coming into play a handful of times throughout this grand platforming adventure.

Metrico encourages experimenting, and thanks to the innovative and mostly intuitive uses of the PlayStation Vita hardware, this experimentation makes for a roaring good time. Metrico is all about player inputs affecting and influencing the world around them.

Some platforms only rise up when the player jumps, while some only lower when the player moves to the right. Yes, it's all about experimentation, and getting stuck is a part of that experience. However, it is immensely gratifying to finally overcome a particular sticking point after pondering over it and trying out different strategies for 10 or even 20 minutes.


The PlayStation Vita's various hardware functionality is heavily featured in Metrico. Buttons allow for jumping and returning to checkpoints; the latter of which returns the current puzzle room back to its original form. However, there's also alternative inputs like shaking the Vita itself and using the back touch pad to line up, aim, and fire shots.

While most of these inputs work well and feel intuitive, I did have more issues with aiming with the rear touch pad than I wanted to witness. The rear touch pad isn't the most precise means of aiming, and shooting with the right shoulder button simultaneously can feel like rubbing your head and patting your stomach at the same time. Go ahead and try it. It's a little challenging without having your patting hand make a circular motion like your rubbing hand.

The trouble here is that several puzzles require you to aim and precisely fire at enemies. When each time you fire a platform raises and if you miss enough shots (which is VERY easy to do unfortunately), the platform raises so high that it's impossible to jump over, things can become rather vexing.


Metrico can be beaten in an afternoon's time, but there are collectibles to acquire, three in each level. These are as simple as just coming across them and finding them. No, you have to organize the various platforms in a way that satisfies the condition for the said collectible to appear. In addition to collectibles, the trophies included with Metrico offer alternate ways to play the game, adding to the replay value presented.

While Metrico is a short game, it's one that will bend your mind with its simple yet complex puzzle platforming and keep you engaged from start to finish. It's by no means a perfect gaming experience, as the actual platforming isn't as great as I would like (the perspective in some levels makes knowing how wide some platforms are difficult to ascertain) and some frame-rate drops in between level sections. However, those looking for yet another innovative indie title for their PlayStation Vita will definitely find a lot to like with Metrico.

[SPC Says: 7.0/10]

Monday, August 11, 2014

SuperPhillip Central's Favorite VGMs - Keep Your Friends Close and Your VGMs Closer Edition

We kick off this week how we routinely do here at SuperPhillip Central with SuperPhillip Central's Favorite VGMs. We've been doing this for about three years now, and we have no signs of stopping. Perhaps we will if great video game music somehow dries up, but we're not thinking it will any time soon! This week's edition has music from Dragon Quest VIII: Journey of the Cursed King, Professor Layton and the Unwound Future, and Final Fantasy V.

v681. Mario Kart: Double Dash!! (GCN) - Circuit


The theme for Mario Circuit, Luigi Circuit, and Yoshi Circuit in Mario Kart: Double Dash!!, Circuit is a peppy and cheerful tune full of uptempo whistling goodness. Double Dash!! is not only a notable entry in the series for being a drastic departure on the formula of any Mario Kart past and future due to its two person kart, but it's also notable for having a fantastic multiplayer and groovy track design.

v682. Dragon Quest VIII: Journey of the Cursed King (PS2) - Heavenly Flight


With the news that Studio Ghibli is taking some time off for reevaluate the future direction of the company, it felt right to bring up a song created by the studio's main composer, Joe Hisaishi. Dragon Quest VIII was the sole PlayStation 2 era entry in the series, but man, is it a terrific game to represent that era!

v683. Disney's Hercules Action Game (PS1) - The Big Olive


The Big Olive is Athens in the universe of Disney's Hercules, a clever take on New York City being known as the Big Apple. This city level has multiple 2D planes to it, offering the ability to move along rooftops, down alleyways, up in the rafters, and on the city streets of Athens. Just watch out for pickpockets and electrocuted cats. Eh. Don't ask.

v684. Professor Layton and the Unwound Future (DS) - London (Live Version)


This live version of the London theme recorded with real instruments did not play in Professor Layton and the Unwound Theme. However, it would find a place in the soundtrack of Professor Layton and the Azran Legacy for the Nintendo 3DS. It's a somber, melancholy piece that holds a lot of precious beauty to it.

v685. Final Fantasy V (SNES) - Battle on the Big Bridge


A popular piece for Final Fantasy fans and those who enjoy the music of longtime series composer Nobuo Uematsu (or anyone who just likes excellent music), Battle on the Big Bridge is one of the special battle themes within Final Fantasy V. The original Final Fantasy V released for the Super Famicom, but it would never make the trip across the pond to the West until the Final Fantasy Anthology duo of discs that released for the original PlayStation.

Friday, August 8, 2014

Wii Sports Club (Wii U) Review

Capping off this week is a new review for a game that released late last month, Wii Sports Club. It's five sports in one, don't you know! Here's our review.

Can't get enough Wii Sports? Then join the club!


When the Wii originally launched in 2005, many Nintendo fans latched onto the system for the promise of playing The Legend of Zelda: Twilight Princess. However, it would actually be Wii Sports that would become a killer app for the mainstream, as well as for folks who had never picked up a gaming controller in their lives. Since the Wii bubble has burst, Nintendo has tried (and unsuccessfully so) to regain the magic and enthusiasm of the world with the Wii U through release sequels to various Wii series games on the system. Previously released digitally on a per-sport basis, Wii Sports Club finally has been given a retail release with all five of the original Wii Sports in one physical package. Should you join the club?

Wii Sports Club features the same five sports featured in the original Wii Sports, only this time they've been given added options and features. The most notable two of which are full Wii MotionPlus support and online play for each sport. The visuals have been drizzled with a high-definition coating, but try as Nintendo might, no one is really going to believe for a second Wii Sports Club is wonderful or impressive to look at. In fact, they might just believe the opposite.

Upon the get-go of starting up Wii Sports Club, you're able to join a regional club for your territory, state, area of the world, etc., where you earn points for each win you record, as well as have the ability to post Miiverse words of encouragement that show up within crucial moments of the various sports (e.g. when you achieve a home run in baseball or reach match point in tennis). You are not stuck with the initial club of your choosing. You can switch clubs as you wish, but there is a 24 hour waiting period you must sit through if you wish to change again. A lesson in not being wishy-washy perhaps.


As for the actual sports, tennis has you playing doubles either with an AI or human partner or with you controlling both partners at once. Player movement is done automatically, so what you're required to do is swing at the ball with a forehand or backhand swing in order to make sure the ball stays within bounds and that your opponents can't hit it back to you. Not only is the type of swing important, but so is the timing of your swing. It can become frustrating when you constantly and confusingly hit the ball out of bounds, and yes, that WILL happen a lot at first. However, like most of the sports in this Wii U compilation, practice makes perfect. Well, not perfect, but it will make you better!


Bowling allows you to choose between doing ten frames of traditional 10-pin bowling or the popular version around the SuperPhillip house, ten frames of the 100-pin bowling. It's pretty much all in the wrist with bowling. Curving your throws to get the perfect trajectory to make consistent strikes and spares is what it's all about. Of course when you have one pin standing up, throwing it straight also is of the utmost importance. You can move along the starting line with the d-pad of the Wii Remote, hold a button down, wind back and then toss the bowling ball down the lane, hoping for the best.


What I consider the most difficult of the sports to learn and ordinarily do well in is golf, which offers three unique courses to play through. This is one of the two sports in Wii Sports Club that utilizes the GamePad in some way, but here it's pretty gimmicky. The GamePad is to be set under the Wii Remote and serves as your power gauge and tee. For me, this was a literal pain in the neck (and back). Those who love to just grip it and rip it need not apply. Wii Sports Club golf requires multiple practice swings to get a "swing" of things, and even then you can still mess up your swing rather easily, totally ruining your chance for even par.


Perhaps my favorite of the sports in this collection is baseball. Not only does it play well with the Wii Remote, the Wii U GamePad use is rather novel, all things considering. Baseball consists of a three inning game where teams take turns pitching and batting. The pitching team uses the GamePad's built-in gyroscope to aim at the plate somewhere, while one of four face buttons determines the type of pitch and speed. When a ball is hit towards an infielder or outfielder (both automatically move towards the ball), a red circle appears on the GamePad screen, indicating where the ball is. If the GamePad player lines up the circle of the player with the circle of the ball for a long enough duration, then they'll successfully catch it.


Meanwhile, the batter doesn't have to worry so much about strength in their swings with the Wii Remote, but instead they need to focus on their timing. Hit too soon, the ball will be hit right, while hitting too late will make the ball fly to the left. Maybe I got that backwards, but you get the point hopefully. There's no sudden death or extra innings to speak of. All there is is a five run mercy rule for those teams who just can't catch a break from the baseball gods.


Lastly, boxing is the final sport in Wii Sports Club. This can be played either with one or two Wii Remotes at the same time. The Wii Remotes are used to lean left and right to dodge and to get openings, as well as to make offensive assaults onto opponents. It's not just about wailing on your opposition, however. You need to also be holding your gloves (the Wii Remotes) to block punches by your opponent, too! While many matches can devolve into tiring waggle fests, I actually found myself enjoying what boxing had to offer.


Each of the five sports come with various practice mini-games to focus on particular aspect about the sport. For instance, your baseball bat timing is tested by how well you can aim for colored panels of varying points. Time your swings right to earn the most points. Then there's a bowling mini-game that gives you three tries apiece to knock down all of the pins that form a particular shape. The mini-games allow you to get a groove going before you try to tackle opponents both in AI and human form.



The latter is easily available no matter if you have friends and family near home or not. That's because Wii Sports Club offers online play. Each of the five sports can be played online either with a fellow Wii U buddy on your friends list or a total stranger. Wins and losses are recorded, and you earn points for being victorious. Depending on you and your opponent's connection, lag can either be small or very noticeable. It's usually the former, but when it does get bothersome, it can be especially aggravating. Another knock on the online play is that voice chat is totally unavailable. In its stead, you can map three custom phrases to the up, left, and right directions on the d-pad. Of course, these must be given the okay by Miiverse mods before you can use them.

Overall, Wii Sports Club is a recommended purchase for those who have the time to learn each sports' eccentricities and controls. If you're looking to waggle like in Wii Sports, you're not going to have much fun, unless losing all the time is something that excites you. Wii Sports Club has a lot of idiosyncrasies to its controls, and if you have the patience to practice and learn them, you'll find yourself having a better time than someone who does not. Online play may not be perfect, but it is serviceable, and the extra modes and achievement-like stamps gives you something to shoot for when you're not owning others or getting owned yourself online. There's plenty of worse clubs out there to join, so you should at least give Wii Sports Club an honest try.

[SPC Says: 7.0/10]

Thursday, August 7, 2014

Siesta Fiesta (3DS eShop) Review

From Mojo Bones comes Siesta Fiesta, a Breakout-style game with a twist for the Nintendo 3DS eShop. Is the game fun like a fiesta or so boring that you'll want to take a siesta instead?

We're Gonna Fiesta Like It's Cinco de Mayo!


The concept of Breakout is nothing new. You move a paddle around, you break blocks for points, rinse, and repeat. There's so many Breakout clones and games inspired by it that one can easily grow fatigued of the formula or at the very least be weary of checking new games of the style out. However, Mojo Bones's Siesta Fiesta takes the Breakout concept and throws in some remarkable alterations to the structure that make it a worthy addition to anyone's 3DS digital library.

Siesta Fiesta tasks you with moving through eight unique worlds of a half-dozen or so levels apiece and has you moving a bed, Siesta Fiesta's equivalent to a paddle, to bounce ball and break blocks. The levels are mostly side-scrolling affairs that move a slow enough speed so you have a fair opportunity to break the majority of the blocks, and possibly even all of them if your trajectory is super sharp. When the ball hits the middle of the bed, it bounces straight up, while the sides of the bed make the ball move diagonally left and right respectively.

The LocoRoco / Rayman Origins-like singing
was quite adorable to me.
Siesta Fiesta is a game of skill and keeping your Siesta character (i.e. the ball) from falling to the ground. Each time you let it hit the ground, one of your "lives" is removed. You get five different Siesta to use, if need be. It would have been nice to have gotten a point bonus for using the same Siesta from the beginning of a level to its end, because as it stands now, getting gold medals and even sometimes silver medals through reaching a high score can be maddeningly challenging! That said, the levels are so short, taking about two or three minutes to complete, that there's encouragement to keep playing and try again. Replaying past levels is as simple as choosing them from a list on the bottom screen when in that area's map.

The 3D effect isn't that pronounced,
so it's best to save battery life and play in 2D.
Typical levels introduce new gameplay mechanics at a fairly brisk pace. This adds great variety in obstacles and objects to look out for. There's your standard small blocks that break with one hit, larger blocks that take two hits but offer more points when broken, and gold blocks that can withstand three hits before breaking apart. Then there's cannons that shoot your Siesta across the screen, pinball-like bumpers, party gates that award points when your Siesta passes through all of them within a limited amount of time, and exploding crates that take away points for smashing into them. There's even more that I haven't listed, so you can be sure there's plenty of new challenges and objects you need to learn how to deal with.

Surf, sun, and Siestas!
Other levels are not side-scrolling affairs at all. Time trial levels present multiple waves of boxes, whether moving or stationary, that require you to destroy all of them within a set amount of time. The faster you destroy all of the boxes, the better medal you are awarded. These levels are similar to the end-of-area boss encounters that have you smashing your Siesta into the boss's weak point in order to defeat them in a fast enough fashion. Variety is the spice of life, and Siesta Fiesta has got it in spades.

Rollin' down the river, Siesta Fiesta style!
Siesta Fiesta isn't a game for everyone. It can be unrelenting in its challenge, especially if you're unable to control the ball the way you might like. There's nothing worse than trying to direct your Siesta ball toward a gold block for big points only to have it bounce around on the top of the screen, costing you time and being able to hit the block, in addition to making you feel quite helpless in the process. That said, those who wish to share scores to Miiverse, set high scores, get all gold medals, and have a seriously good time will enjoy Siesta Fiesta with much amor.

[SPC Says: 8.25/10]