Showing posts with label Lost Winds. Show all posts
Showing posts with label Lost Winds. Show all posts

Wednesday, July 2, 2008

Game Diary - July 2, 2008


I spent today revisting a number of games that I cast aside for some reason or another, the biggest one being "Resident Evil 4". Indeed this was Capsom's masterpiece and acclaimed GOTY for 2005, yet it still managed to sift into my mile-high pile o'shame. I decided today was the day to cast aside " and indulge in the smash hit of Capcom's internal development team. Even though I am playing the Wii version (and I have owned each version of this game, regardless of the platform it appeared on). It's a truly remarkable game packed with intense survival horror. I'd have to agreed with a friend of mine that the pacing is a bit rough, but the game build and builds to multiple climaxes, as expected. My heart was racing today, and it was during a battle that I've played at least three times before (it's the one after you save Ashley for the first time. It takes place in an old house, and you tag-team the Latino zombie invasion with Luis Serra as your teamate).


I also returned to the lush land of Mistral for more of the Frontier Developments' "Lost Winds". Little Toku and the Wind Spirit are an amazing little dynamic duo, and this particular project reminds me of "Zelda II", for in the NES, in many ways. Granted it's a much more streamlined version, with a quest subtly smaller than Link's epic endeavors, but the side scrolling levels really do evoke a Zelda-ish aesthetic. I'm impressed with the end product that Frontier has delivered, regardless of how short it is (I can tell I'm almost done after two hours or so).

My one complaint with "Lost Winds" is the design decision to exclude a map in the game. There are enough diverse locations that a map would really shave off some time from the backtracking segments. Yes, I'm aware that backtracking is unanimously declared as poor game design in today's development scene, but previous games that implemented it established the importance of having a map in the first place. Embarking on quests in "Lost Winds" will get you lost more often than not, and I find that frustrating, but not unbearable.

Monday, May 12, 2008

Say It With the Power of Wind!


With Wii Ware finally launching in the US, it was only a matter of time before I sat down with one of my favorite games of this year's Game Developer's Conference: Lost Winds. To me it was the highlight of the Nintendo Wii presentation back at GDC and a reason to get excited about Wii Ware - the new risk averse way to digitally distribute games on Wii.

Not that Nintendo ever wants to excite me these days.

Nintendo has often worried me by overemphasizing on a different crowd of gamers - and I'm sick and tired of hearing the "Blue Ocean" analogy in every article I read these days (Oh, no! Wait!) At times it feels like nothing can be done to dissuade the once proud gaming giant from dumbing down another popular franchise for mainstream audiences. Mario Kart Wii and Super Smash Bros Brawl have both been prime examples of this awkward shift, empowering a new batch of gamers and that's slowly beginning to bug me.

Luckily, I have Lost Winds can keep me busy a little longer before Nintendo's strategy makes my head implode.


It's not that Lost Winds is some epic hardcore game in disguise - it's not at all. In fact, Lost Winds feels more in line with the type of games I want to experience on the Wii - games that experiment with control and find creative ways to look fascinating despite being presented on aging hardware. Aesthetically, the game is rich and vibrant with lush, pastel colors that create a soft, yet serene atmosphere for little Toku to roam - and it terrific art design. And controlling Enril the wind spirit by holding the A button and drawing the direction of the gust feels accurate, without over complicating matters with rote design techniques.

I often wonder if this game could have been cooperative. It certainly makes sense as a core feature that follows Nintendo's social gaming credo these days - well that is except online. Co-op could bolster this Lost Wind's potential as a franchise, and help it grow significantly past this first game.


After i play a little more Lost Wnds, I think after this I'll start a Game Diary like Stephen Totillo over at MTV. I genuinely like the idea of writing about the games that I play daily (and then later sobbing slowly over the little time that I have to play games nowadays).

Yep, I'll start that diary tomorrow.