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Dragon Quest X photo
Dragon Quest X

Dragon Quest X is getting a Wii, Wii U, and 3DS bundle in Japan

Nov 26
// Chris Carter
Another year, another lack of Dragon Quest X in the west. Square Enix has added insult to injury recently too, as it just announced a new Japanese bundle that includes the Wii, Wii U, and 3DS versions of the game. So if...
Rodea the Sky Soldier photo
Rodea the Sky Soldier

Watch me stream the Wii version of Rodea The Sky Soldier

Check out the first 2 hours of the game
Nov 14
// CJ Andriessen
Curious about the Wii version of Rodea: The Sky Soldier? Chris was able to review the Wii U edition and talk briefly about the 3DS one, but a lot of people have been asking about covering it on Wii, so here you go. I'm strea...
Rodea photo

Sonic creator asks you play Wii version of his new Wii U, 3DS game

Listen to it on vinyl
Nov 11
// Steven Hansen
Rodea: The Sky Soldier went through a heck of a development cycle and somehow came out the other side but not unscathed. Chris gave it a good score, though he noted, "the game's tumultuous development process bleeds through t...

Review: Rodea the Sky Soldier

Nov 09 // Chris Carter
Rodea the Sky Soldier (3DS, Wii, Wii U [reviewed])Developer: Kadokawa Games, PropePublisher: Kadokawa Shoten, NISMSRP: $39.99 (3DS) / $59.99 (Wii U with Wii edition for first-print copies)Released: April 2, 2015 (Japan), November 10, 2015 (US) Rodea is a strange, strange game. While the Wii version uses IR movement and is more in line with the creator's original vision, and the 3DS edition has even more differences, this assessment deals directly with the Wii U. This is a traditional single-player action game with RPG elements, most of which remind me of the golden age of JRPGs. You have your shonen hero (Rodea), a robot who has been stricken with amnesia at the start of the game, and must stop the evil Naga empire from taking over. Oh, there's one catch: his princess gave him an actual heart, so he's not a soulless machine. If you end up choosing the Japanese audio option, the narrative, while cheesy, is watchable. Where Rodea really spreads its wings is the open-ended flight gameplay, similar to Nights into Dreams. Within the confines of each semi-open level, Rodea can move around on foot, jump, hover, boost attack enemies, and blast off into the sky. The gist is that he has a limited flight time (it's actually rather generous), and once his meter is expended, he must either pivot off of a solid object, or land on the ground and start a new flight pattern. It's jarring at first, but it's easy to get the hang of after about 30 minutes, and you have a huge degree of freedom. Some of it is even automated (grabbing pickups, grinding wires), but never to the extreme degree of the 3D Sonic titles. Although the GamePad does support off-screen play, there's no need to even look at it, as the controls are entirely traditional on Wii U. The open design works both for and against Rodea. While it's amazing to look into the horizon at times and see areas you can readily explore, the draw distance is often so poor that it's tough to plot out a full course. Additionally, a lot of zones tend to blend together, with entire areas that have nothing more than empty plains seemingly unfinished. Rodea also starts to falter when it adds more elements to the mix beyond its core conceit. While the boost attack is fairly foolproof (it's a lot like the 3D Sonic games' homing attack), gunplay is shoehorned in. It isn't fun at all. The fact that the controls feel dated isn't entirely the player's fault, as the entire game feels like something out of last generation, and possibly even a generation before that. That's not to say Rodea doesn't sport a beautiful art style -- because it does -- just that occurrences like slowdown, pop-in, and occasional glitches are present more than they should be. Individual missions can get boring, but flying is always a joy, and bosses are often the highlight. They'll range from humanoid fights to giant hulking monstrosities, and both varieties are a blast while they last. This is a decently long affair, with over 25 levels, upgrades to purchase, and even a secret shop with extras like an additional mode. You can expect anywhere from 15-30 hours once everything is said and done. You rarely see things like this outside of DLC, so it's refreshing that the game feels so feature complete, even if it technically has three different versions in the end. Rodea the Sky Soldier really hits that sweet spot when it comes to evoking the wonder of flight, but the troubled developmental process is tangible in the final build. For those of you who can stomach older experiences however, you'll likely overlook some of its issues and find a lot to love. [This review is based on a retail build of the game provided by the publisher.]
Rodea review photo
A rusted robot with a heart
The history of Rodea the Sky Soldier is one muddled with platform changes and developmental issues galore. Originally slated as a Wii game in 2010, producer Yuji Naka ran into publishing troubles, and the project was ess...

Sonic Wii VC photo
Sonic Wii VC

Sonic games are being removed from the Wii Virtual Console

Oct 29
// Chris Carter
The digital revolution has its conveniences. For instance, I tend to jump into FPS games randomly, playing a few rounds before moving on to the next one. Being able to do this instantly is great, and I don't necessarily need ...
Xenoblade Chronicles 3D photo
Xenoblade Chronicles 3D

Watch Xenoblade Chronicles 3D run at the clock speed of an original 3DS

The game is exclusive to 'New' hardware
Oct 28
// Chris Carter
When Xenoblade Chronicles 3D arrived earlier this year, exclusively for the New 3DS, fans were skeptical as to whether or not it would have just ran on older hardware. YouTube user Osha has given the experiment a go...
Resident Evil 4 photo
Resident Evil 4

Resident Evil 4 is coming to Wii U next week

At least in Europe
Oct 24
// Kyle MacGregor
Resident Evil 4: Wii Edition might not be the prettiest version of the game, but is by far the best. The Wii U faithful (the European variety, at least) will soon have an opportunity to see why, as the Capcom classic is launc...
Nintendo photo

Fans hope upcoming Nintendo online maintenance means good things

Club Nintendo successor is almost here?
Oct 18
// Jonathan Holmes
Rumor buzz warriors in Nintendo land have been on high alert of late. Between the clamor around the buried listing for Twilight Princess HD and the hopes/dreams/nightmares that Shovel Knight will a Smash Bros. DLC character, ...
Little King's Story photo
Little King's Story

Little King's Story coming to PC in early 2016

XSEED behind new HD remaster
Oct 16
// Kyle MacGregor
Little King's Story is coming to Windows PC in early 2016, XSEED has announced. The new version is a visually-enhanced port of the Wii original that XSEED (along with its parent company Marvelous and European distributor...
Scalebound photo

Scalebound originally starred a young, female protagonist

Was shelved twice before this version
Oct 01
// Laura Kate Dale
Scalebound is one of those games I've just been excited about since it was shown off at E3 last year. A new game from Platinum, the master of character action, about riding dragons into ancient combat while modern music blare...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier delayed again

Now planned for November
Aug 12
// Kyle MacGregor
NIS America has once again delayed the release of Rodea: The Sky Solider. After initially planning on a September release, the publisher pushed the game back a month. Now it's happening again. The new target dates are Novembe...
Captain Rainbow Patch photo
Captain Rainbow Patch

Captain Rainbow translation complete, but needs someone to make a patch

Can anyone help make this a reality?
Aug 07
// Jed Whitaker
Nintendo fans have yearned for Captain Rainbow to be localized in English ever since its reveal in 2008, but that isn't likely to ever happen, officially. If you're not familiar with the game, it was predicted to be the ...
Friday Night Fights photo
Friday Night Fights

Friday Night Fights: I am obsessed with Rocket League

And you should be, too!
Jul 31
// mrandydixon
Look, I know Mike has gone on and on about Rocket League already, and you're probably sick to death of hearing about it by now, but I don't even care. This game is fucking awesome. Seriously, I just can't get enough. I'v...
Kirby's Birthday Partay!! photo
Kirby's Birthday Partay!!

Three of the best Kirby games on Wii U Virtual Console in NA today

And arguably the best Wii game
Jul 30
// Jed Whitaker
Nintendo teased that the Wii U Virtual Console would be getting three titles added for Kirby's birthday today, and an ESRB leak has confirmed what those titles are: DS's Kirby: Squeak Squad, N64's Kirby 64: The Crystal S...
Skylanders amiibo photo
Skylanders amiibo

Get ready to drop a lot of cash on the Skylanders line, amiibo collectors

Very expensive variants
Jul 07
// Brett Makedonski
Those who collect amiibo are no stranger to the variant game. It was just this past spring when both Gold Mario and Silver Mario released -- the former significantly more sought-after than the latter. Two more variants were a...
Project H.A.M.M.E.R. photo
Project H.A.M.M.E.R.

What happened to Nintendo's canceled Project H.A.M.M.E.R.

What Nintendo doesn't want you to know
Jul 04
// Jed Whitaker
Unseen64 is a great source for cancelled video game content, and this exposé on Nintendo's canceled Project H.A.M.M.E.R. may be its best work yet. The doomed game went through development hell, with management an...
Canceled Mario photo
Canceled Mario

Spikers: Canceled Mario was a volleyball/wrestling hybrid for Wii

Super Mario Spikers
Jun 29
// Steven Hansen
Next Level Games developed two fun soccer games, Super Mario Strikers, then a bunch of other junk before the excellent Luigi's Mansion: Dark Moon. Somewhere after the Wii version of Strikers, though, it was working on some u...

Rodea: The Sky Soldier might be a bumpy ride

Jun 25 // Kyle MacGregor
Rodea: The Sky Soldier was initially conceived as a Wii game, but it came too late in the day for a system nearing the end of its life cycle. It needed to be reworked as a Wii U and 3DS title. The thing is, the Wii is a special console, and Rodea was developed with its unique attributes in mind. Motion controls are a tad different than standard inputs, and the transition between the two seems to have left an indelible imprint on Rodea's design. Taking to the skies in this aerial action game doesn't come as second nature. With the press of a button, Rodea lifts into the air and hovers for a moment as you aim where you want him to go. He can't fly indefinitely, though, and will fall to his death unless you find another object for him to bounce off within an allotted time frame. It seems like the type of interface that would work seamlessly with the Wii's IR pointer, but on Wii U GamePad, I found myself flying off at odd angles, often coming frustratingly close to objectives that seemed just out of reach. Perhaps it's the sort of thing that comes with practice, but in a brief demo on the E3 show floor, I only got a glimpse at what sort of joys Rodea might have to offer.  Though it never felt intuitive, there were flashes when I managed to soar through the air with some semblance of precision. And in those fleeting moments I could really feel Yuji Naka's (Sonic Adventure, NiGHTS into Dreams) fingerprints all over the game, as I bounded from one floating isle to the next, collecting rings in this ethereal obstacle course. More than anything, my time with Rodea: The Sky Soldier made me oddly happy the Wii U version is coming tethered with a copy of the game on Wii. I'm not sure how much easier it will be to pilot on its original platform, but it feels like that's how it was intended to be experienced. Either that or flight isn't a skill easily mastered in a few mere minutes.
Rodea impressions  photo
Awkward aeronautics
My first flight with Rodea: The Sky Soldier wasn't a smooth one. But perhaps that's to be expected of a title that's seen such a turbulent development history. The project went dark shortly after its initial announcement in 2010, then underwent a change of platforms -- something that seems all too apparent after a few minutes with the final product.

Wario-man wafts to battle photo
Wario-man wafts to battle

Competitive Super Smash Bros. Brawl mod Project M 3.6 beta released

Pokemon's Saffron City in HD!
Jun 24
// Jed Whitaker
Project M is a well known mod amongst competitive Super Smash Bros. players, as it modifies Brawl to be more like Melee. For those of you not in the competitive scene, you might still be interested in the just...
Just Dance photo
Just Dance

Ubisoft has turned your phone into a console camera

Unless you're rocking a 2004 Razr
Jun 15
// Brett Makedonski
Man, so many people just want to dance in front of their video game consoles. You may scoff, but Just Dance is the most successful music franchise ever, so that statement applies to some folks. For those who haven't alr...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier launch delayed

Now coming in October
Jun 10
// Kyle MacGregor
The wait for Rodea: The Sky Soldier has been a long one and it just got a little bit longer. NIS America has revised its plans, pushing back the upcoming Wii U and Nintendo 3DS action game's September launch until O...
Wii causes fire? photo
Wii causes fire?

Firefighters blame Wii for RV fire

Fire bad
May 23
// Jed Whitaker
Firefighters in Colorado Springs are blaming a Wii for starting a RV fire. They believe the Wii console itself, and not the cables, started the fire. According the victim the console was turned off when the fire was started b...
Advance Wars! photo
Advance Wars!

PSA: Download your Club Nintendo elite rewards before Friday

Advance Wars!
Apr 29
// Steven Hansen
Club Nintendo is shutting down. The ability to accumulate coins ended alongside March's turn to April. April is the last month that Gold (300 coins) and Platinum (600 coins) members can download elite status gifts, which mean...
World Tour Squash photo
World Tour Squash

There's a new Wii game coming next month featuring squash

That's Wii, not Wii U
Apr 29
// Chris Carter
The Wii is not dead, my friends. Despite the fact that pretty much no one is releasing games for it (outside of the upcoming Rodea pre-order bonus), Alternative Software Ltd is dropping PSA World Tour Squash next mo...
Animal Crossing jams photo
Animal Crossing jams

Set your life to Animal Crossing jams with this free Chrome extension

New songs by the hour
Apr 06
// Jordan Devore
Life is better with Animal Crossing's hourly music playing in the background. I knew this, thanks to a website we covered years ago that does the heavy lifting, but had forgotten. While that site is still up (and remains one ...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier lacking multiplayer in 3DS, Wii U versions

Pre-order justified?
Apr 06
// Jed Whitaker
The Wii version of Rodea: The Sky Soldier, shown above, will be the only version to feature multiplayer. Up to four players can race to the end of five levels. The Wii U and 3DS versions of the game are lacking multiplayer e...
Rodea release date photo
Rodea release date

Rodea: The Sky Soldier lands on 3DS, Wii U, and even Wii in late September

A little bit NiGHTS into Dreams, a little bit Sonic
Apr 02
// Jordan Devore
In my mind, Rodea: The Sky Soldier has two things going for it. First, "Rodea" sounds like something that would get into a brawl with Godzilla, and I'm all about that. Second, this Wii U and 3DS title is centered on a sky kin...
Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

Rodea: The Sky Soldier looks great on the 3DS

For a 3DS game that is
Mar 26
// Jed Whitaker
Rodea: The Sky Soldier looks beautiful on the Wii U and this new Japanese trailer proves the 3DS version isn't to be scoffed at. This aerial combat game has been in development for around five years at Prope, the studio...

Holy hindsight! Five series that should have been on Wii

Mar 10 // Tony Ponce
In a 2009 interview with Kotaku's Stephen Totilo, Nintendo of America President Reggie Fils-Aime expressed frustration regarding why the biggest third-party titles were skipping Wii: "I've had this conversation with every publisher who makes content that is not available on my platform. The conversation goes like this: 'We have a 22-million unit installed base. We have a very diverse audience... We have active gamers that hunger for this type of content. And why isn't it available?'" The unfortunate reason was that, prior to Wii's launch, most publishers didn't have faith in Nintendo's unconventional strategy, especially coming off of GameCube's lukewarm performance. By the time they realized that Wii mania was real, they were too entrenched in HD development to easily shift gears. When support did come, it was in the form of minigame collections and low-priority efforts farmed out to C-team studios, most of which seemed to target the stereotypical "casual" gamer while ignoring the rest of the audience. The Wii wasn't conceived as a "casual machine," but rather a low-risk development option that could ideally satisfy everyone -- with a focus on videogame newbies, true, but not an exclusive focus. From the beginning, there was enormous interest among the enthusiast crowd for more substantial software, but as the years slipped away and their needs weren't met, they simply turned their attention elsewhere. There were sporadic attempts to appeal to enthusiasts, though most typically fell into the mid-tier category -- the types of games that, on a well-served platform, would help round out the library. But without headliners to attract an audience in the first place, the MadWorlds and Little King's Storys of the world were stuck playing an empty venue. It's clear that the Wii was no powerhouse and wouldn't have been able to realize many of the eventual HD hits in a satisfactory fashion. However, you can't tell me that publishers weren't sitting on golden preexisting properties that could have easily been adapted to the hardware -- properties that had a near guaranteed chance of finding success, which would in turn have led to a greater influx of auxiliary Wii software and a healthier third-party ecosystem overall. Just to name a few examples... Kingdom Hearts Remember the rumors years ago that Kingdom Hearts III on Wii might be happening? A series whose chief draw is allowing you to visit famous Disney worlds and battle alongside famous Disney heroes seemed like the obvious choice for a Nintendo platform, where family-friendly entertainment is the order of the day. Square Enix thought so too, just not in the manner we had hoped. Following Kingdom Hearts II in 2005, numerous word-building side stories and interquels were released on portables, with the bulk appearing on Nintendo machines. One in particular, Dream Drop Distance for 3DS, was even billed as a lead-in to the eventual Kingdom Hearts III. Meanwhile, the series was completely absent on home consoles. This would have been a perfect opportunity for Square Enix to port KHI and II onto Wii in their "Final Mix" forms. That way, those who followed the series on PS2 would be able to transition smoothly, while others with little exposure to the games would have the perfect entry point. And with all these returning and newly minted fans on Wii, maybe the PSP-exclusive Birth By Sleep would have had another platform on which to score sales, which were otherwise soft in Western territories. Metal Gear When Super Smash Bros. Melee was brought out West, it introduced players to Marth and Roy, two unknown characters from a Japan-exclusive franchise called Fire Emblem. The warm reception these fresh faces received gave Nintendo the incentive to start localizing future installments in the tactical RPG saga. I had hoped that Solid Snake's appearance in Super Smash Bros. Brawl would have led to a similar decision regarding Metal Gear, but no dice. Why was Snake in Brawl to begin with? Definitely not because of his rich history on Nintendo platforms -- Metal Gear did more for PlayStation than it ever did for NES. No, it's because Hideo Kojima practically begged Masahiro Sakurai to put him in. Regardless of how the arrangement came about, Snake was a welcome addition to the Smash roster, quickly rising to the top of many players' lists of favorite fighters. A smart publisher would have tried to capitalize on that kind of exposure. Konami could have tested the waters with a Wii reprint of The Twin Snakes, which had become quite rare in its original GameCube format. Follow that up with with MGS2 and 3 ports, possibly an up-port of Peace Walker as well. MGS4 was never going to come over for obvious reasons, but hey, 360 didn't get it either, and Xbox and Metal Gear are good buddies these days. Instead, the only Metal Gear to appear on a Nintendo platform post-Brawl was Snake Eater 3D, which was made redundant a few months later with the release of HD Collection on Vita. One of the most popular characters in Nintendo's all-star roundup wound up being nothing more than advertisement for competing platforms, even though he didn't have to be. Street Fighter Did you know, if we disregard the combined-SKU Resident Evil 5, that the original Street Fighter II for Super Nintendo is the single best-selling game in Capcom's history at 6.3 million copies? It also happens to be the best-selling third-party game in the SNES library -- and that's before we even factor in the various updates! Among Wii owners were a fair number of lapsed gamers -- people who may have gamed in the arcades or on an NES or SNES back in the day but have since lost interest. I guarantee a significant cross section of that group were former SFII players itching for a proper follow-up. And since the goal of the Street Fighter IV project was to make the series accessible again to the widest possible audience, it would have behooved Capcom to include in its multi-platform plans the console built entirely around the concept of accessibility. You can't tell me that SFIV was dependent on high-end hardware -- it was designed to be a traditional 2D fighter with 3D window dressing. The fact that a spot-on port was later developed for 3DS, with static backgrounds as the sole concession, should be all the proof that a Wii version could have looked and played just fine. If you want to argue that SFIV was ill-suited to Wii because the Wii Remote was an inappropriate fighting game controller, I think you're overestimating the general game-playing public's need for the "perfect gaming controller." Besides, anyone who desired a more traditional pad would have made the effort to buy one -- such as with Tatsunoko vs. Capcom. Speaking of TvC, there's a game that strikes a fine balance between technical skill and accessibility. Although I appreciate the effort it took to localize such a licensing nightmare, that seahorse in the logo was the kiss of death -- only hardcore anime aficionados had the slightest inkling who these strange new characters were. It's odd that Capcom would invest in TvC yet couldn't be bothered to hammer out an adequate SFIV port, which would have had a significantly larger shot at finding a receptive audience on Wii. Persona Atlus has enjoyed a wonderful working relationship with Nintendo since the former's founding in 1986, and that relationship thrives to this day. In fact, over the past generation, the bulk of Atlus' in-house productions have found an exclusive home on Nintendo platforms, including new IPs like Etrian Odyssey, Trauma Center, and Radiant Historia. Of important note is how Atlus has gradually been shifting the entire Megami Tensei franchise back into the Nintendo camp, beginning with Devil Survivor on DS and culminating with Shin Megami Tensei IV on 3DS. One particular MegaTen sub-series, however, has remained with Sony: Persona. It's apparent that Atlus was reluctant to jump into HD development right away. Releasing Persona 3 as a late-gen PlayStation 2 title was one thing, but sticking to PS2 for Persona 4 as well? That earned the company quite a few stares. But if Atlus was insistent on squeezing out every last ounce from legacy hardware, why not prep those Personas for simultaneous release on the low-spec Wii as well? Atlus already had a Wii development pipeline in place, so the financial risk would have been extremely minimal. Wii versions could have only added to those games' success. The series has finally come to Nintendo in the form of Persona Q on 3DS, although the game's main selling point -- the crossover of P3 and P4 characters -- would feel more appropriate had those two titles actually appeared on a Nintendo platform prior. Grand Theft Auto "Nintendo has done all it can to persuade Take-Two Interactive Software to bring the Grand Theft Auto franchise to Nintendo consoles, and it is now up to the third-party publisher to decide whether Rockstar Games' immensely popular series will appear on Wii." Reggie Fils-Aime shared this nugget in December 2006, shortly after the Wii's launch, to let the world know that Nintendo desired the violent crime series on its hardware (those Game Boy Color and Advance titles don't count). Sadly, Take-Two didn't seem to want to play ball and even laughed at the notion just one year later, when then-executive chairman Strauss Zelnick asserted, "[T]here are other titles better suited to the Wii than Grand Theft Auto." Nonetheless, talks continued, and Take-Two and Rockstar Games eventually decided to give Nintendo a shot... with a DS game. That's not what fans were asking for, but baby steps, we figured. Take-Two CEO Ben Feder did state that Grand Theft Auto: Chinatown Wars was an important step in the company's relations with Nintendo and suggested that this new title could pave the way for future developments. The rest is sick, sad history. Chinatown Wars earned rave reviews, becoming the highest-ranked DS title on Metacritic, yet sold just under 90,000 copies in the US in its launch month. Not willing to take any chances, Rockstar quickly announced PSP and mobile ports. Mature games were reaffirmed as poison on DS, and all hopes of another GTA on a Nintendo platform vanished. Let's try to understand why Chinatown Wars failed. First, GTA is not a handheld series. Some brands are simply better suited to home consoles than handhelds or vice versa -- Monster Hunter, for instance. Yeah, both Liberty City Stories and Vice City Stories on PSP were million sellers, but those sales were a drop in the bucket compared to what the console installments regularly pull in. Those were ported to PS2 months later too, so it's not like Rockstar had full confidence in them either. Still, both LCS and VCS sold much better than Chinatown Wars, which brings me to my second point: GTA only became a phenomenon with GTAIII and the leap into the third dimension. Taking the series back to its top-down roots was never going to appeal to all the same people who fell in love with the real-world atmosphere and fully voiced and acted cutscenes, no matter what kind of review scores it earned. Need further proof? Although you can find copious news bites around the web lamenting the poor sales of Chinatown Wars on DS, you'd be hard-pressed to find any mention of sales of the PSP port. It's safe to surmise that it tanked even worse than on DS, because Take-Two would have said something otherwise. The mobile ports likely outsold those two combined, though it's difficult to draw a solid conclusion there when sales were aided by rock-bottom mobile pricing. Grand Theft Auto: Chinatown Wars was the wrong game for the wrong platform. From day one, Rockstar should have been working on a Wii game in the desired 3D style as Nintendo had originally intended. It would have been more expensive to produce, though I doubt anywhere in the range of GTAIV's $100 million price tag. If Rockstar didn't want to take that gamble, it could have assembled a PS2 trilogy collection, or ported the PSP games, or anything! We're talking about the biggest home console of all time, after all! If you still doubt the viability of GTA on Wii, consider Call of Duty: World at War, which sold over a million copies on Wii. Big deal, you figure, since sales of the PS3 and 360 versions vastly outstripped it. But also consider that Activision has repeatedly withheld information regarding the Wii versions of Call of Duty installments up to and sometimes even after release, limiting awareness to those who had prior knowledge or had seen one of the rare TV commercials. Somehow, the game still broke a million -- can you imagine how much better it could have performed had Activision given it exposure comparable to the HD builds? How could Take-Two wholeheartedly say, during a period when Wii was selling faster than any other home console before or since, that the audience wasn't there? Grand Theft Auto is one of the biggest gaming brands of all time! Its most recent entry has shipped 45 million units across all platforms! Its consumer base includes every type of gamer, from kids to adults, from the hardest of the hardcore to those whose only other gaming purchase in a year is the latest Madden! If Take-Two honestly believed that there was little to no chance of success in adapting Grand Theft Auto to Wii, it means that either its marketing department is completely clueless as to what makes GTA so appealing, thereby attributing each record-breaking achievement to blind luck, or everyone in management simply didn't give a shit. As you can see, I'm not suggesting that publishers should have thrown millions at unproven concepts. All it would have taken to get the ball rolling was some low-risk ports based on established, popular brands. Even if some of these franchises wound up not resonating with the Wii audience, most are powerful enough that they would have been accepted without question. Had key third-party tentpoles been established and found success on Wii early on, smaller studios would have felt comfortable in producing Wii content. Instead of the sudden decline as casual players lost interest, Wii could have maintained a steady momentum by serving the enthusiast crowd low-tech yet feature-rich software, in turn extending its life. By the time Nintendo introduced a follow-up console, publishers would have been far more willing to offer support than they wound up being with Wii U. Though we can only speculate precisely how such a movement would have affected Wii and the industry overall, it could only have been a net positive -- for Nintendo as well as third parties that struggled to stay in the black or simply wanted to grow their consumer base. You can blame Nintendo for certain Wii shortcomings, but third parties are at fault for letting painfully obvious opportunities slip through the canyon-sized cracks.
Wii got shafted photo
Third parties missed some major opportunities
By the end of 2014, Xbox 360 had slid past Wii to become the best-selling seventh generation console in the US. While a fantastic achievement for Microsoft, this event also punctuates the drastic shift in Nintendo's market do...

Rodea: The Sky Soldier photo
Rodea: The Sky Soldier

NIS confirms Wii release for Rodea: The Sky Soldier

A collector's item
Mar 04
// Kyle MacGregor
It looks like Rodea: The Sky Soldier will be the Wii's swan song. Today, NIS America confirmed first edition copies of the Wii U version will come equipped with the original Wii prototype. The aerial action game was...

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