I kinda wonder why no one thought of doing this sooner-- I guess feeling about system flipping runs pretty high in the enthusiast press. Regardless, MSNBC actually found a Wii flipper and interviewed him about how he got into the "hobby" and why he doesn't feel bad about exploiting the impatient. He apparently is of the camp convinced that if you couldn't find a Wii in 2007, it's because you were stupid or lazy:
Q. How did you find these things? I've gotten dozens of e-mails from people--good people, decent, hard-working people--who waited in pre-dawn lines, in sleet and snow. Were you bribing people at the Fred Meyer?
A. I'm telling you, the whole point was the timing. These people were not waiting in line in mid-November. That's their problem. They might have been asking casually at the store, but they weren't systematically looking at when these stores got their shipments. People are told to start shopping for Christmas during Thanksgiving, and that's what people did.
Reading the interview, I was struck by how lousy the extra cash he was making had to be compared to the time and effort he was investing in flipping. $55 per bundle? Lousy.
This is a neat format for an interview. You get to hear Itagaki talk about Ninja Gaiden Dragon Sword while video footage of the game in action plays. Looks sweet, doesn't it? Best of all, Itagaki says flat-out that if this game sells well, the innovative Dragon Sword engine is coming back. He also seems to promise a more forgiving difficulty curve this go-round, so there's no need to shy away.
Satoru Iwata has a lot of reasons to be happy right now. Nintendo is successful to a degree that may end up eclipsing its dizzying power in the 80's, and it has far fewer serious critics. IGN has a synopsis of a recent Yukan Fuji interview with Iwata up, where he says some interesting things about what Nintendo plans on doing in 2008... and what they weren't doing in 2007.
President Iwata showed a soft side when Fuji made note of press coverage suggesting that product shortages were a part of Nintendo's strategy. "[When I see those types of articles], I honestly feel sad," said Iwata. "Game machine production amounts are set about half a year in advance, so they cannot be easily changed. The concept of the Wii is 'a machine that makes people who play it smile.' We wouldn't use a strategy that is at odds with smiling. Getting as many people as possible to show us their smiles when playing a Nintendo game -- that's the energy source that drives us."
Just you watch. The Wii 2? It's won't come packaged with a power brick. No, it will be the console that is somehow powered by smiles.
Another day, a few more interviews with the famous Mr. Lee. These interviews aren't quite as good as the Game Informer interview I posted yesterday, but they both come from much smaller and obviously more enthusiastic-oriented outlets. Even when the questions aren't so great, Lee's responses are still pretty brilliant. In the interests of fairness, I've tucked both behind the cut so you can check out a sample before you click over.
I've blogged about Johnny Chung Lee before. He's made the Wii Remote do some mind-boggling things. Game Informer had a talk with him about his work.
GI: As a video-game player, what do you think of the gaming landscape now? Do you think there's an acceptable level of innovation going on in the industry?
Lee: I definitely think that, at least among the traditional gaming platforms--maybe not on the Wii, but on the Xbox and the PlayStation--the way they're going about providing a gaming experience is sort of an asymptotic experience, where they're doing a very good job at it, but they're not really evolving very far beyond that. To me, probably the most interesting stuff that's going to happen to gaming in the future will be with new ways to control or interact with the system, either physically or using input devices. So actually I think games are one of the most interesting places to explore new computer-interaction techniques. I think the Wii is a particularly good step toward that, but I thing there's still a long way to go.
If you're anywhere near my age, you remember The Wizard. It's a ridiculous movie... that let you see footage of Super Mario Bros. 3 in action before the game came out. If you were around eight at the time it could do no wrong.
Todd Holland directed this greatest of Nintendo propaganda films, and reveals a lot of surprising things about the making of the movie in this interview with Ain't It Cool News. If you're all about the NES nostalgia, you want to read this.
Monki: With people, the one criticism you always hear about THE WIZARD is that it's an hour and a half NINTENDO commercial and really you only hear the name NINTENDO called out twice in the whole film. Did NINTENDO have any hand in the movie at all as far as any kind of clout or anything or is that an urban legend?
Todd Holland: In terms of content, they were at our beck and call to provide us with what we needed, which SUPER MARIO BROS. 3 was the big cue and the power glove, so we were very much... They would have to provide us with these great videogame elements that people would want a glimpse at before the release, but they had no say in the story or anything like the plot or anything.
I posted about Baroque back when it was announced about a month ago, and promptly sent an interview off to Atlus to get more info. It's come back, with answers provided by four of the key figures in localizing the game. Toward the end there are also some general questions about Atlus's status as one of the more successful Wii third-party publishers, and what it takes to make Wii games sell.
To remind you of the details on Baroque if you can't be bothered to click the link above:
Baroque is a dungeon-crawling action RPG initially released for the Saturn in 1997 and developed by Sting, a smaller developer known for working with RPGs. Since then Baroque has been persistently ported, enhanced, and re-released for a variety of Japanese systems due to its enduring popularity.
Atlus is bringing the 2006 PS2 version of the game and a recently-announced Wii version into the US, with an announced date of February 2008. The Japanese Wii version is set for release on March 18th, 2008.
The interview begins behind the cut!
Today, from the wonderful world of Japanese translations, we have an interview conducted a week ago by Hiroshi Sone of the Asahi Shimbun with Mr. Satoru Iwata, some guy from Hokkaido who also happens to be Nintendo's current CEO.
You can probably guess what the interview's about: exactly what makes the DS and the Wii such successful consoles? You may know the answer already, but check below the cut to hear about it in Mr. Iwata's own words, as well as some information about how he came to become president of Nintendo and their plans for the future of the DS.
This interview is very far-ranging and may be of more general interest if you follow the industry as opposed to just Nintendo, but there are two sections that talk about Nintendo and its approach to third-parties extensively. These should be required reading, since this kind of analysis from the viewpoint of Codemasters is valuable. Not only are they a legitimately global company, but...
... well, the two Codemasters Wii games I can think of off the top of my head are Heatseekers and the upcoming Emergency Mayhem. The former is solidly mediocre and the latter might hopefully be better than mediocre. I doubt either title goes significantly over 50,000 copies (if that far). So, to an extent, bear in mind that Cousen's company is publishing material very similar to what he sits down to criticize in parts of this interview, and that many Wii gamers would consider lame-to-crappy.
Anyway, the relevant bits of the interview are behind the cut.
I've only played a little of these two games (despite having a plush Dewy sitting on my desk), but I have a lot of respect for what Konami's tried to do with trying to bring original games to the Wii. Actually, you know, should I go pick these up? Am I missing anything?
Anyway, this Gamasutra interview with Shingo Mukaitoge, the creator of Elebits and Dewy, is interesting just to get some insight into the thought process of a man who wants to make original games in an industry driven by sequels, franchises, and clones. Would that we could have some more of him.
It seems that Elebits is slightly more popular in the U.S. than in Japan. Do you have any idea why that might be?
SM: Well I've found that mysterious myself, as well, but the Japanese market tends to purchase games that already have previous versions, like franchise games, instead of original ones. Maybe that is one of the reasons. It's not a good thing though...


