A Rose by any Other Name… Can be Confusing: The New 3DS

Have you heard this one before: Nintendo faces PR fiasco over poor foresight and inability to clearly introduce new hardware. Yes, but the Wii U came out back in 2012 so what’s the problem? Well, not to be outdone by their past, the Big N is at it again with the announcement of their brand new hardware: the New 3DS.

“Wait,” you say, “don’t you mean their new version. It’s still a 3DS, right?”

Answer: Kinda but not really.

To begin with, the definition of hardware needs to be established:

“the machines, wiring, and other physical components of a computer or other electronic system.”

Google “hardware definition” and that is what comes up. Okay, so where does one piece of hardware end and another begin? Nintendo is no stranger to releasing new versions of their hardware. Ever since the days of Game Boy, Nintendo has released new versions of their product. There are already several versions of 3DS on the market right now: 3DS, 3DS XL, and 2DS (seriously, who bought this?). There are already differences in the hardware and they are immediate. The XL unit is larger and the 2DS does not have the ability to ever go 3D (seriously, who?). Yet I agree that they are not new systems, simply new versions of what was already available to work with.

One big happy, profitable family.
One big happy, profitable family.

What makes the New 3DS different from what came before? Sure, it adds a second analog stick and two more buttons, but isn’t it really just a better designed version of this:

Second_Circle_Pad_Add-OnThat is how they’re trying to sell it, but no there is actually a much larger difference. The New 3DS has a brand new CPU (central processing unit). That means that this system is faster than the old and capable of better visual graphics. Better graphics… hmmm, now when is that style of marketing used?

ps3-ps4Whenever a new system is introduced, graphical comparisons are almost always made. In fact, they are already being made about the 3DS and the New 3DS:

Slight but still noticeable.
Slight but still noticeable.

Okay but graphics aside, the New 3DS still really is not that different. It isn’t like there are games for it that will not work on the old 3DS, right?

Wrong.

So far, only one game has been announced exclusively for New 3DS, and that is the portable version of Xenoblade Chronicles. On the software side, that is not much (for now). Except when Amiibo comes in. The New 3DS features NFC support, meaning that it can interact with Nintendo’s new lineup of toy supplements. Both the New 3DS and the Wii U gamepad have NFC functionality built-in. Owners of the old 3DS will have to buy an additional adapter to take advantage of this new technology. Sounding new enough, yet?

Yeah, when you look at it, there’s a lot more that the New 3DS can do… so why wasn’t it released three years ago? The 3DS is only a year older than the Wii U, it is still a very new system, yet Nintendo has already made it outdated. Criticism existed from day one over the several features missing from the original 3DS, the most notable objection was the lack of second analog stick.

Revisionism can be a good innovator, but constant revisionism is a bad idea, especially in less than perfect economic conditions. Nintendo is already loosing ground to an ever-growing mobile phone gaming market. While some consumers may be willing to pony up cash every year for the latest phone, giving up a couple hundred dollars for a SLIGHTLY better 3DS is not the same sure bet.

Instead, many gamers may have reactions very similar to my brother, a man who recently bought a 3DS. Suffice it to say, he is not excited about this newer, better version. Instead, he feels cheated. Why buy now when they are going to release a clearly superior product in such a short time? Nintendo does not appear to see a problem.

Nintendo just released an edition styled specifically for Smash Bros., despite the fact the game will look and run (and have faster internet) on the New 3DS.
Nintendo just released an edition styled specifically for Smash Bros., despite the fact the game will look and run (and have faster internet) on the New 3DS.

While Nintendo has been seen as an innovator in gameplay, their lack of forward thinking in regards to hardware has been a problem. This is the company that did not think a lack of HD would hurt the Wii in 2007 (it did not initially but things were different by 2010). Nintendo did not feel that the name “Wii U” would cause any problems, or that people would be confused by a controller-centric unveiling. Nintendo is the company that still treats online like a fad, rather than building games to take complete advantage of it. In short: holy hell, can this company not think down the road.

The visuals in Wii games like Skyward Sword would have been greatly improved by even 720p support. The orginal Xbox had 720p support.
The visuals in Wii games like Skyward Sword would have been greatly improved by even 720p support. The original Xbox had 720p support.

Right now they are not expecting any negative feedback to releasing essentially a 3DS 2 only three years after the 3DS made its debut. Should Nintendo fans or the gaming public in general be holding out for a “New Wii U” as well? There are already reports that Nintendo is planning a new console. Instead of abandoning and revising their hardware, Nintendo should take a good look at the competition for answers. Sony is a company to admire for their repair of a horrendous PlayStation 3 launch. Nintendo needs to do the same thing. They need a new image, and the company that roles out new hardware every two years is not it.

Should you buy a New 3DS? Maybe. The odds are slim that they will revise twice in a generation. Should you buy an original 3DS this holiday season? Absolutely not. Nintendo has already told you that they have something better. They are just trying to hide it so you won’t feel cheated.

How to Make a Hallway Scary: the Silent Hills P.T.

There is a real question with video games: can they be terrifying? Those that have played know that yes, they really can. Such an experience is not central to the video game world. Practically all major releases have nothing to do with “fear” per say, an adrenaline rush from simulated combat is not the same as a truly dread-inducing experience. Video games, like films and stories, relay on simulating the senses. This goes against the normal adjectives one associates with gaming. Words like freeing, relaxing, and in-control cannot be applicable (at least to a large extent) in successfully scary games. To scare the player, a developer needs to remove the sense of freedom, keep a tension-filled environment, and make the player feel anything but in full control. The playable teaser to the upcoming Silent Hills accomplishes all of this… by making the player walk down an unending hallway.

Just a fan enjoying the happy hallway.
Just a fan enjoying the happy hallway.

I’m not joking. It is terrifying.

Like all of the best scares, the Silent Hills P.T(short for playable teaser) goes for a simple concept. The most successful horror films have done this. Think of Jaws making people afraid of what could be in the water, and Paranormal Activity asking “what happens after you go to sleep?” The Playable Teaser asks this question: “what happens when you’re helpless in a very hostile and creepy environment?” But let’s break it down further. Here is the introduction to the hallway in question:

The_Never-ending_hallwayI am not sure if you can tell just by looking but there is a turn at the far end of the corridor. This is essential and comes into play later. First things first though… does it look at all familiar to another famous horror hallway?

Nothing at all creepy about a boy riding his bike down a completely deserted hotel hallway.
Nothing at all creepy about a boy riding his bike down a completely deserted hotel hallway.

Yes, the good folks over at Kojima Productions have invoked the spirit of Stanley Kubrick it seems, at least as far as visual setting is concerned. As Silent Hills is one of the more famous game series in the horror genre (only Resident Evil has more immediate recognition), it is to be expected that most of its hardcore fans would be familiar with The Shining. The use of an already famous horror setting aside, there is something much more important about the look of the game. Take a look at the difference in these two shots. One features an actor, a conduit for the audience. The other… is just you.

Previous entries in the series have always been in third person.. for however much that helps.
Previous entries in the series have always been in third person.. for however much that helps.

The Playable Teaser breaks from a long tradition in previous entries and goes first-person. There is no conduit, nothing between the player and the experiences. This helps greatly for two reasons. One: everything is seen without a player character standing in the way. Two: this use of first-person greatly restricts the freedom of the camera. Remember that turn at the end of the corridor? There is no way to see around it without taking those terrifying steps.

Well, just a few steps – what’s the big deal?

OH DEAR GOD!

The player is not as alone in this hallway as they would like. Throughout every walk down the happy hallway, players see things. Some, like the above image, are directly in front of you. That said, the vast majority of jarring sequences occur off to the side. This is a corridor full of many doors and many odd little angles to look around.

Now obviously, visuals can only do so much with horror. Many would actually argue that sound actually plays a greater role in creating fear. Personally, I agree with this, and it is clear the developers felt that sound was essential as well. While the music in the Playable Teaser is not particularly memorable, another use of sound is: the radio. While walking down the endless wonder of the corridor, the player hears different snippets of a radio broadcast.

But none so directly engaging as:

“I said look behind you” might be the most creepy line to ever come out of a video game radio. ever. As you no doubt heard, the weird distorted guttural cries of the creature(s) in the hallway are also audible and numerous points during the game.

This visual and audio construction are two of three key blocks that allow the Playable Teaser to be effectively scary. The last comes in terms of the player’s ability to interact. In short – they cannot. The player is only able to move and zoom the camera in to more closely examine objects. There are no weapons, no ability to attack at all. The lack of options takes away any real feeling of control. The only defiance the player can do against the game is to stop moving, but even then – that hallway is still creepy as hell.

This is the actual menu screen for the game. Kinda misleading... isn't it?
This is the actual menu screen for the game. Kinda misleading… isn’t it?

The Silent Hills P.T. creates dread. The dread of environment, the dread of enemies, the dread of vulnerability. It is a perfect exercise in simulated scares. Not since Silent Hill 2 has the series so immediately created an impact like that. Hopefully the full game can measure up to the Playable Teaser. I’ll let you know… assuming I am feeling brave enough to play it.

Dear NetherRealm: Please Make a Slasher Fighting Game!

Some things just go together. There are plenty of essential combos like peanut butter and jelly, cake and ice cream, and NetherRealm Studios and video game violence. For those out there who don’t know, NetherRealm Studios is essentially the old Midway Games: the makers of Mortal Kombat. Mortal Kombat is a fighting game series famous for three things – gore, fatalities, and this incredible 90’s theme song:

Seriously guys, please include an updated version of that song in Mortal Kombat X.

Yet fighting games have struggled recently. The genre appeal grows more narrow. Really of the last five entries in the serious, only 2011’s Mortal Kombat was a serious hit and a critical success. The game featured a return to the series’ roots. Gone were the gimmicks, back were the classic fighters and tight fighting mechanics. It was a really fun game to play, and one of the downloadable characters was a tantalizing tease.

freddy-krueger-in-mortal-kombatThe nightmare master himself, Freddy Krueger. Even the fact that they used the design from the crappy remake did not do much to reduce the awesomeness of this appearance. It just made sense, like the appearance of Kratos in the PlayStation 3 version of the game. Where else did slashers like Freddy belong if not in the most gory video game series out there. And if NetherRealm was thinking Freddy for Mortal Kombat, could they not be thinking more slashers… like say a game’s worth?

But it did not materialize. Instead, NetherRealm moved onto the DC heroes and brought gamers Injustice: Gods Among Us. For the record, this was also a pretty enjoyable fighter. That said, the marriage was not perfect. NetherRealm had to drastically tone down the level of hyper-violence it is known for, and things like  interactive environments played a much larger role. It was good but, well – slashers would be cooler.

Think of it: classic characters like Jason Voorhees, Michael Myers, Leatherface, Chucky, Ashley Williams, and Pinhead face off against newcomers like Victor Crowley, Sam, and Jigsaw. The roster practically creates itself. Heck even the first two downloadable content bundles are easy to think of. First, the sci-fi slasher bundle including the Alien, the Thing, and the Predator. Then, the Universal Monster Classic pack. Jason Voorhees vs. the Creature from the Black Lagoon? Yes, please.

And the wonderful thing about slashers is that they each have their own unique location. This makes coming up with stages a breeze. NetherRealm could even bring back their interactive environments to help add variety to each level.

But the best part is: no need to turn down the gore. Every slasher would have a complete list of fatalities. They would simply be a best-of combo from all their movies. Just look at this:

It practically codes itself.

How perfect an idea is this? Indie developers have already created Terrordrome (free download guys, get it) while waiting for NetherRealm to get on board.

Now, the only obstacle would be in obtaining the rights. Not all of these characters are owned by the same company. That said, quite a few of them are – Freddy vs. Jason is proof of that. Also, who is Hollywood kidding, slashers are not as popular as they once were. NetherRealm could probably acquire most of these characters for cheap on the basis of brand promotion.

Would it have the immediate wide appeal of a game like Injustice: Gods Among Us: no. That said, it would actually likely sell better. As mentioned before, fighting games are an increasing niche market. With the exception of Nintendo’s Super Smash Bros., no fighting game will top this year’s list of bestsellers. The trick is to appeal to the fighting game fans out there.

Frankly NetherRealm, a new Mortal Kombat with new characters made fresh on the heels of 2011… may not be what fans really want.

Just look at all the favorite characters added from recent entries... all two of them.
Just look at all the favorite characters added from recent entries… all two of them.

Release a slasher fighting game in time for October and see what happens.

Picture this... but a lot more so.
Picture this… but a lot more so.