I've spent the last
couple of E3s, especially since the weird Wii U reveal in 2011 trying
to be positive but always walked away a little disappointed in
Nintendo's approach to their E3 show.
Though I was mostly
satisfied last year, it was hard to shake the narrative that
Nintendo's cancellation of their big E3 press event and putting
instead an E3 'Nintendo Direct' was a retreat by the company and
admission it had lost the battle for mindshare.
This year, Nintendo
turned what seemed like a continuation of their retreat into a
clear-cut win. So stunning was the change in perception that no one
could have predicted it prior to their June 10th showing.
Perhaps the only hint at their confidence was Nintendo dropping
several trailers of eshop games a day before, right around
Microsoft's Xbox One conference, including surprises like a sequel to
the eshop bestseller and success story Gunman Clive.
The change is largely
because of a slight adjustment to the same strategy last year. The
biggest improvement was the pacing of the announcements. Instead of
having a 'sizzle reel' with B-tier games no one is interested in just
to pad the number of games shown, they actively focused on around 12
games in the digital event's 47 minute running time and created
spaces for other games.
Eshop games got their
day and Games that weren't quite ready (Sonic Boom) were relegated to
their own publishers to show off, or had dedicated events (Devil's
Third / Project STEAM) to give Nintendo more control in explaining
how the games might be interesting, rather than letting trailers and
unimpressive screens leak out and have the cynical games press spin
it.
It was also a good
decision to ditch Iwata's slow English and humble 'please understand'
Nintendo Direct approach for funny and self-deprecating Robot Chicken
claymation segments. Nintendo Direct works for a smaller audiences,
for snap quarterly announcements and updates for fans, but not for a
major event like this. Reggie's 'Not my problem' attitude and NOA's
team works better in selling Nintendo at E3 and probably works better
overall at selling Nintendo's message to the western audiences.
You know that the
Digital Show worked when thin skinned gaming audiences laughed at a
friendly jab made at their expense with Reggie setting fire to a
gamer whose one liners were complaints about games he wanted to see,
not what Nintendo was showing off – the prototypical hater who has
complained about Nintendo for years.
The wealth of content
that came after was also amazing. I personally haven't even began to
scratch the surface of those feeds. Aside from spreading out some
announcements of games outside of their digital event, the Nintendo
TreeHouse event that spent tens of hours over the 3 day event going
in-depth into various games introduced at E3 helped sell Wii Us to a
lot of people.
Using their Nokia space for a Smash Event was also genius. What was missing were
fans filling in those seats in the early morning to watch the digital
event. Not having a press conference is certainly not mutually
exclusive from having people react to it live and recording those
reactions.
So what interested me
this E3?
Amiibo
Nintendo's promised
'Near Field Communication' (NFC) version of Skylanders and Disney
Infinity looks interesting. While it's currently mainly heavily
focused for use for Smash Brothers on Wii U, there is good value in
that they will work across multiple games as a kind of ID. Further,
I am interested in these figures mainly because the build quality
looks good, and Reggie has indicated the prices will be in-line with
Skylanders figurine, which means it won't be so premium priced to
turn off a casual collector like myself.
Personally, I would
really love to own a Samus and Link figurine from their Smash
line-up.
Zelda Musou a.k.a.
Hyrule Warriors
What a difference half
a year has made. Although the new 'look' was teased some weeks in
advance of E3, it's great to watch it in motion. It's also
interesting to see that the game isn't just Link's romp through
Hyrule, but the game allows for several Zelda characters, including
Zelda herself to be playable participants alongside Link.
Visually, the game has
took a huge leap from the initial reveal. Though the Musou games not
known for their visuals as there is always an emphasis of dedicating
system resources to pushing as many enemy units as possible
on-screen, there has been significant leap in the game's visuals
since its reveal.
This game has made it
to my 'must buy' list later this year.
Bayonetta 2 + 1
The original PS3/Xbox
game has incredible word of mouth, but I haven't played it. Visually
it looks great and at 60 FPS no less. The reveal also dropped a
little bit of a bombshell by including the original Bayonetta for
free, with special Link, Princess Peach and Samus outfits.
This is clearly no lazy
port, and no one can claim last gen when both games look and flows
better than the PS3 port with no Vsync issues.
I'm leaning heavily
towards buying this game just on the good word of mouth and
incredible value from Nintendo.
Mario Maker
This will be the only
2015 game I'll discuss today.
The extended treehouse
demo sold me on this, but I came away feeling a little worried but
intrigued. There's the danger of Nintendo's convoluted sense of what
it means to 'share' sabotaging this the same way they sabotaged Wario
Ware D.I.Y's online functionality by crippling people's ability to
share.
What they showed was a
very early proof-of-concept which I think can be a killer-app for
them if they let their younger designers handle the execution. This
game needs on-line, and not just sharing between on-line friends but
uploads to a community hub not dissimilar to an app-store where
people can download levels and Nintendo can feature 'approved levels
and worlds'
Does it all have to be
Day 1 features? No. Some of these features can be monetized. I'd pay
money for a Super Mario Bros. 3 skin plus the ability to create
extra worlds with several levels in each. I'll then pay some more
money for the Super Mario World skin plus the ability to add a few
more worlds into my game. Imagine premium players who purchased all
the DLCs being the top tier guys making entire Mario games, while
everyone still can make their own levels and submit them.
Think of the
collaborative projects that may arise where a premium player with
world builder abilities take level submissions, string them together
into a game and then release it into the community. This thing could
be Minecraft for Nintendo.
That said, the core
game itself should allow players to create at least one entire world
spanning 1-1 to 1-4 for a true Mario experience, and allow us to
explore our imaginations with hopefully more space per level than what was shown at E3.
There's way too much to
talk about here. I'm skipping most 2015 stuff entirely, including
Zelda U. But this is such a great E3 for Nintendo that I really want
to say you guys did an amazing job. I almost feel a little bad ending
in a bit of a downer with my Mario Maker commentary, but its out of a desire for this to not be another missed opportunity by
Nintendo.
E3 may not change
anything overnight, but it's a golden opportunity. Just as Sony
played the long-game with PS3 and eventually dovetailed into
increased consumer confidence and preference for their brand as seen
in the PS4, Wii U could be the start of the rebuild for Nintendo.
Make it count.