Nintendo Land Message Board

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Posted by Kotaku Apr 22 2013 22:00 GMT
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You can't talk about multiplayer games without having someone lament the loss of solitary experiences, of games where pesky people don't interfere with your journey and possibly pull you out of it. Plus, people are jerks, man! Why should you have to deal with them? Can't we just escape into our digital worlds without having to worry about other people? Though I understand it—sometimes, you just need to get away—the fact that we like retreating to places without other people still unsettles me a little. But, maybe the way I feel about multiplayer games is obvious by virtue of having a whole column dedicated to them. I've said these things before, but to reiterate: I like the way games connect us, I like the way games make me forget, even if just temporarily, that I might be sitting alone in a dark room. One of the things I like best about competition is knowing there's another person on the other side—knowing that someone is struggling against me, trying their best to stay alive. I'm delighted to hear about the crazy stories that can only come from multiplayer games, like the elaborate tales of espionage in EVE Online. I like the way multiplayer games reveal our nature—and what they might have to say about us won't always be pretty, but that's exactly why I'm into them in the first place. Here's what I've always told myself: I don't play games to escape. I play them to face stuff, even if it's touchy subjects like race, class or gender (which are also common subjects in my writing!). I play games to face other people, literally and metaphorically—hence liking multiplayer games so much. And if nothing else, the belief that everything is becoming multiplayer is wrong: in recent years, fewer and fewer games feature multiplayer. Nobody is noticing that though, because if they did, the realization would violate the popular narrative that Everything Is Changing and Things Are Getting Worse. Can't have that now can we? The complaints about the loss of solitary games don't match up with the reality, there are plenty of solo experiences in games out there. But I suppose it's hard to feel that way when the rest of our daily lives seem too connected. My phone has buzzed like a dozen times in the last ten minutes. I have 40 new Tweets to look at. I have a few thousand emails in my inbox, and at least three messages waiting for me on Instant Messenger. Even those quiet moments are temporary—if I'm reading something, or playing something, I feel the need to liveblog it, to share what I'm experiencing with other people. (I like all this stuff, though, to be clear.) That's my escapism—being able to leave myself behind, not other people. This weekend, I found out that I was lying to myself about not seeking out escapism in multiplayer games, though. I learned this while playing Nintendo Land for the first time. Some of the mini games do this curious thing where the camera records the player holding the tablet and projects it onto the TV for everyone to see. I didn't realize this was happening until someone asked me if I was covering up the camera on purpose—I wasn't, it was happening because I was accidentally holding the tablet in the wrong way. Conceptually, the idea of letting other people see my reaction as we play is interesting. Would they be jerks if they could see the person behind the controller? Maybe, maybe not. Heck, how would being able to see our opponents change the way we play games, period? It's not something we get to experience much with online games. This is all interesting to think about, but the camera still made me uncomfortable—even though in this specific situation, the people I was playing games with were sitting next to me and already knew what I looked like. All I could think of was some famous photographs I'd seen before, of what people looked like while playing video games. On the whole, people tended to look like zombies—especially if they were in the dark, with nothing but a monitor illuminating their faces. Plus, for me at least, there's always uncomfortable body image issues to consider... There are other features in multiplayer games that are in the same vein as the camera thing in Nintendo Land—I think, for example, of proximity chat in some shooters like Splinter Cell (and formerly, Halo). That's a mechanic that lets you hear the enemy team on your headset, provided they are close enough. It can lead to situations like hearing an attack before it happens, or allowing a player to get the jump on an unsuspecting enemy. Like the face-capture on the Wii U, it's also a curious feature! Ah, but here's the thing. As much as I like interacting with other people in games, the fact that they don't have to deal with the imperfections of my actual person—what I look like, what I sound like—is actually a part of the fantasy for me. That's my escapism—being able to leave myself behind, not other people. I like other people! The internet lends itself pretty well to my desires—and even now, as I write this down, I know that if I had to tell you these ideas face to face, I wouldn't be able to. Not as well as my writing could, anyway. Eurogamer's Phill Cameron wrote on the subject of multiplayer games recently: You can't get lost when you're playing with other people, because they'll always be there to remind you that this is a multiplayer experience. And the more that these systems infiltrate single player games, the less appealing they'll become, at least as an avenue of escapism. And all I can think to myself is—huh? Sure I can! I'm able to lose myself when playing against others all the time. The problem isn't other people. It's me. The Multiplayer is a weekly column that looks at how people crash into each other while playing games. It runs every Monday at 6PM ET. Image credit: Shutterstock

Posted by GoNintendo Mar 21 2013 21:14 GMT
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We’ll be sharing Easter Eggs in Nintendo games leading up to Easter. Here’s the first from Nintendo Land! twitter.com/NintendoAmeric…

— Nintendo of America (@NintendoAmerica) March 21, 2013

Posted by GoNintendo Jan 14 2013 21:03 GMT
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A portion of a Vooks review...

NintendoLand hits the nostalgia note pretty hard but you don’t have to have loved Nintendo for 25 years to enjoy this one, NintendoLand will make you wish such a place actually existed.

Full review here

Posted by GoNintendo Dec 18 2012 23:02 GMT
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A portion of a C3 review...

Nintendo Land celebrates Nintendo's past in a wonderful way and is a great game even for people that will exclusively play it alone, but throw some friends into the mix and it quickly becomes a must-have launch title.

Full review here

Posted by GoNintendo Nov 30 2012 18:54 GMT
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The Nintendo Land teaser hub site has gone fully live with a brand-new site, which is chock-full of content. If you aren't already busy playing Nintendo Land for yourself, you can hit up the site and see what you're missing out on!

Posted by GoNintendo Nov 30 2012 10:19 GMT
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A portion of a Nintendo Life review...

Nintendo Land is both a wonderful celebration of Nintendo's past and an exciting glimpse into its future, but more importantly it is incredibly, riotously fun. It's one of the best local multiplayer experiences ever crafted, and playing with friends is a guaranteed great time.

Full review here

Posted by GoNintendo Nov 27 2012 20:28 GMT
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A portion of an ONM review...

Matching experimentation with (almost) consistently brilliant gameplay, this is as much a marker for what's to come as it is a truly excellent launch game.

Full review here

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Posted by Giant Bomb Nov 19 2012 23:16 GMT
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It's opening day at the happiest place on earth!

Posted by Giant Bomb Nov 18 2012 23:00 GMT
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The four-versus-one games here are a total riot.

Nintendo Land is the Wii U's Wii Sports, in both form--it's a collection of minigames--and focus, which is to show you how the system's fancy new second-screen gimmick can enhance traditional styles of gameplay, and make entirely new ones possible. Like most party games, a good portion of Nintendo Land's short, simplistic games don't stay interesting for long when you're playing by yourself. But if you can get five like-minded people into a room, and you've made the admittedly hefty investment in controllers to get all of them playing together, Nintendo Land can make for a pretty riotous good time.

As minigame collections go, this one begins with grander ambitions than Wii Sports' simple menu-driven list of activities. Nintendo Land isn't just the title on the game box, but also a vibrant theme park that acts as an interactive hub where you run your Mii around, walking right up to the attractions and hopping into them when you want to play them. Coins that you earn by playing each game can be cashed into a centrally located Plinko-like game that earns you all kinds of little Nintendo-themed trinkets that decorate the park grounds, and the whole package is just wallpapered with retro-styled Nintendo artwork and bursting with 8-bit-sounding classic music. I also couldn't help being charmed by the droll humor of your monotone computer-screen guide, Monita. As a longtime Nintendo fan, Nintendo Land is easy to love right out of the gate, though if a game called "Nintendo Land" weren't immediately lovable, there would be a real problem.

Some of the games are more successful than others. Pikmin's OK.

Anyway, the meat of the package is obviously in the minigames, and while a couple of them wear thin pretty quickly, the majority of the dozen games on offer here collectively add up to a unique experience that makes it feel like there might be something to this whole Wii U thing. The absolute best of the games are, unsurprisingly, the three that pit the most people against each other in head-to-head competition. These are themed with Mario, Luigi's Mansion, and Animal Crossing, and each is essentially some variation on Pac-Man, where the four players on the TV have limited information but the benefit of numbers, while the sole opposing player on the gamepad has greater awareness of the playing field but has to stare down four-to-one odds. Each game features a unique twist--Luigi incorporates stealth while Animal Crossing demands the gamepad player control two characters independently with the two analog sticks--and these three games in particular gave rise to the sort of heated competitive yelling that I thought this office full of jaded old games writers had lost their capacity to produce.

I expected to write off all the single-player minigames in Nintendo Land after trying them each once, but several of them really stuck with me, primarily the ones that make the smartest use of the Wii U's unique two-screen setup. My favorite, called simply Yoshi's Fruit Cart, has you trying to move Yoshi around a basic field on the television to pick up a bunch of fruit. You see everything on the touchscreen that you see on the TV, minus the fruit, and you have to draw a path from fruit to fruit without actually being able to see any of it. As you start running into fruit that moves or that you have to pick up in a specific order, this mode gets devilishly tricky, despite its initial simplicity. Another game styled after Balloon Fight has you blowing gusts of wind by swiping the touchscreen, and a Donkey Kong-themed race course makes you tilt the Wii U's GamePad back and forth to roll a little two-wheeled contraption from level to level without turning it over and spilling the egg it's carrying. These games have a grounded, tactile feel that makes them great fun to play, and their adherence to a less-is-more design sensibility makes them fun to come back to repeatedly.

He always does.

Ironically, the games that try the hardest to recreate some of Nintendo's biggest, most complex franchises, like Metroid and Zelda, were the ones I felt the least urge to spend extra time with. The Metroid game lets you fly around in Samus' ship or run around on foot to shoot at classic enemies, but that sort of gameplay doesn't make particularly engaging use of the gamepad's unique capabilities. Zelda likewise sends you against multiple waves of enemies in some hack-and-slashy combat (albeit with up to five people), and although the encounters do get a little more complex as you go, the whole thing still tends to feel a bit mindless. Though, the version of Pikmin that's in here feels surprisingly similar to the real thing, and lets players with Wii remotes take control of oversized Pikmin that the main player on the GamePad can pick up and throw along with the smaller minions. Just about every one of the minigames in Nintendo Land comes with one or more variants that focus on specific challenges or one-off versus modes, which gives you some reason to dig a little deeper even when you've had your fill of the primary mode. And performing well in each of them will earn you more of those sweet, sweet coins you can drop into the Plinko machine to fill your park with.

There's a good possibility that if you're interested in getting a Wii U at all, you'll end up with Nintendo Land anyway, since the game is bundled with the deluxe package that includes the black version of the console, four times as much internal storage, and a two-year discount on eShop games. That whole package is $10 less than buying the basic white Wii U model and Nintendo Land separately, and the good news is, Nintendo Land provides enough rousing minigames--provided you've got the players and the hardware--and a convincing enough case for the new control scheme to make it a worthwhile companion piece alongside your new Wii U.


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Posted by Giant Bomb Nov 18 2012 08:01 GMT
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Brad and the boys head to the beating heart of Nintendo engage in wonder, minigames, and the Dancing Submarine.

Posted by GoNintendo Nov 17 2012 15:09 GMT
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A portion of a Siliconera review...

Nintendo Land is a showcase of what the second screen can do wrapped with classic Nintendo franchises. Yes, this is another mini-game collection, but it skews towards core gamers more than Wii Sports.

Full review here