Tuesday, June 30, 2015

Couch Co-Op: No Second Controller Required
Article

Abstract: Fewer split- and shared screen co-operative games are released each year. The same holds true for local multiplayer games in general. For my girlfriend, Justine, and I, we needed a new type of co-operative experience to fill the ever widening void: and we have, with shared story games. Played with a single controller, games like Tales from the Borderlands and Heavy Rain provide the two of us equal agency in shaping our time with the game. Straightforward game systems allow the focus to be solely on the characters and story, and have made these shared story games some of our most memorable gaming experiences in the past few years. We have found a new kind of couch co-op, no second controller required.

Couch co-operative video games, played with a single controller, have been some of the most enjoyable gaming experiences I’ve had in the past couple years. Yeah, you read that right. I love playing co-op games using just one controller. How you might ask? That’s what I’m here to tell you.

The release of Telltale’s Tales from the Borderlands’ third episode this past week inspired me to start this piece. Telltale has been knocking it out of the park in the past few years with their excellent The Walking Dead, The Wolf Among Us and yes, Tales from the Borderlands. Telltale takes the foundation upon which many of the adventure games were built, and provides character-driven dramas (and comedies!) that through great dialogue choices and big decisions, allow the player to have sublime agency in how each games’ story is told. In some sense, Telltale games are the truest interpretation of a choose-your-own-adventure book in video game form. I cannot get enough of them. And the best part? I get to share these stories, these crucial dialogue options and game altering decision moments with my girlfriend and partner-in-crime, Justine. That’s what I’ve written about here today.

Let me take a quick step back for a moment. Justine and I love playing all kinds of games together. Some of our favorite experiences have been with loot-based co-operative games, like Diablo 3. We got pretty deep into Diablo. I, as a mage, and her, as a barbarian, kicked ass and took names all throughout the story and a good way into a second playthrough. Another, one of our favorites to date, was the time went spent with Borderlands 2. I played through the first game in the Borderlands series solo, having picked it up on the cheap through some PSN sale. As a fan of RPGs, shooters, and comedy, Borderlands and I instantly clicked. Exploring the chaotic and wonderful Pandora, cracking open loot chests, blowing up skaggs and rakks. All of it worked. But Borderlands was a game that was built from the ground up as a co-op experience and, during my playthrough, I certainly felt it. The second game came at the perfect time, since Justine and I were searching for a game we would play through together. Borderlands 2 allowed the two of us to play through the entire campaign in split-screen. It was fantastic. The two of us sunk easily over 150 hours into the game: we got through two full playthroughs on our main characters, including several of the DLCs, as well as another playthrough with a different set of characters. For two months or so, Borderlands 2 was our evening routine.
Sure, it was kind of hard to see stuff at times, but split-screen Borderlands 2 was an absolute blast.
These two controller co-op experiences are phenomenal. It allowed me to share my time with these great games with someone for whom I care so deeply. Split-screen co-op gaming is something that we haven’t gotten to do so often. And, if trends hold, it will be an increasingly small part of our lives as time goes on. For years now, games that allow this kind of co-op gameplay are growing fewer and fewer in number. With an emphasis on increased graphical fidelity and detail-rich graphics, gaming consoles would buckle under the colossal weight of trying to run two instances of the game at the same time. A game like Borderlands 2 can get away with this because it has stylized cell-shaded graphics. It’s not trying to recapitulate reality or try to cross the uncanny valley. What that means for Justine and I, though, is in any given year we have access to only a small handful of titles to play two-controller co-operatively.

New AAA games generally provide co-op as an online-only mode. If each player has their own copy of the game, on their own system, all the network has to do is throw them together on the same server and they’re good to go. Online co-op is all well and fine, but in my case and I’m sure in many others, it doesn’t perfectly supplant the feeling you have playing together in a shared screen experience. Bungie’s Destiny is a title that really marked the death of split-screen experiences, for me. I was excited for Destiny ever since I first learned of it. What’s not to love about a sci-fi co-op FPS-RPG hybrid from the studio that created Halo? (Unfortunately after having played it, the answer to that question is ‘quite a lot of things,’ but that’s really not the point of this article) As time went on, I got more and more excited to play through Destiny with Justine just like I had with Borderlands 2. Bungie had a long track record of having great split-screen co-op support with their previous titles. So, naively, I expected it to be the same here. In the end, it was not the case. I was not able to play Destiny with Justine. Maybe I would have played it longer if I had. Destiny is just an example of how the games space is changing. I expect to see only fewer split-screen, or even shared screen, co-op experiences in the future.
No local multiplayer? No go. We had been looking forward to it, too. 
I’m certainly not the only one who noticed that games you could play together in-person were slowly fading away. Aside from Nintendo, who continues to produce quality ‘couch multiplayer’ games, so many developers and publishers have moved away from these kinds of experiences in recent years. Recognizing this deficit, and fueled by the creative freedom independent publishing affords them, indie developers have taken over the mantle of local multiplayer experiences. With excellent titles like Sportsfriends, Towerfall Ascension, Nidhogg, & Starwhal (just to name a few of the many), indie devs have pin-pointed what makes local multiplayer games fun and concentrated them into great, compact experiences. And these games are fantastic. Unfortunately, they don’t address the key missing piece for Justine and I. All the above games are competitive in nature. When the two of us want to game together, 9 times out of 10 we would rather work together than compete.
Towerfall Ascension is a lot of fun. Generally though, I'd rather be shooting arrows
with Justine, not at her.
So that left the two of us with a dilemma. If two-player couch co-op experiences are disappearing, and the games that appear to be replacing them emphasize competition rather than co-operation, what are our options? We can we look to for that shared gaming experience? Thankfully, we did not have to look far. We found shared story experiences, or like the title of this article suggests, two player co-op where no second controller is required.

Justine and I have found our niche in these ‘shared story experience games’. I use this vague term because, well, the games we play single controller co-operatively wear a bunch of different hats. Adventure game, point-and-click, cinematic action game, you name it. But what’s shared between these kinds of games is what’s important—and that is this powerful feeling of agency, where our moment to moment decisions are the main driving force behind how the game progresses. We first discovered how much we enjoyed this single controller co-op experience with Telltale’s The Walking Dead Season 1. Playing through The Walking Dead was phenomenal: the two of us jointly decided to make the tough dialogue decisions, game changing scenario choices, and puzzle solving. Throughout our entire playthrough the two of us are talking, whether it be what to do next, whether the choice we made was best, or what we think of the characters’ motivations. After having such a wonderful time, we wanted more. And we found that with more Telltale games: The Wolf Among Us, The Walking Dead S2, Game of Thrones, and Tales from the Borderlands. Pretty much everything Telltale has put out lately. But even after all those, we still searched for more experiences that gave us that co-op feeling. We found and enjoyed David Cage’s PS3 outings: Heavy Rain and Beyond: Two Souls. What we love most about these games, whether they are from Telltale or Quantic Dream or any other developer, is that no matter which of us is holding the controller both Justine and I feel like we have an equal hand in shaping our playthrough. Our decisions and our teamwork are the game, less so the button presses or game systems.
You can bet that Justine and I were torn over the many tough decisions
we made in The Walking Dead.
Games like The Walking Dead and Heavy Rain are often criticized because they are just QTE (quick time event) fests. Some bemoan that those kind of games have “no gameplay.” I have a feeling that those people don’t understand what these titles are trying to accomplish, frankly. The absence of more involved or ‘standard’ game systems allows these games to focus on story and characters.  Of the many games I’ve played, The Walking Dead and Heavy Rain have stories that have stayed with me far longer than so many others. And that’s due in large part to how the ‘simple’ gameplay systems emphasize dialogue, characters and story. Often, extra game systems detract from a cohesive and memorable story. Just to give a quick example: I love Final Fantasy 6. But even today, I can only remember bits and pieces of the story. All the time I spent outside of story quests, battling monsters or flying around the overworld or doing side quests, dilutes the narrative. This isn’t a bad thing at all. It works so well for so many games. But for something like The Walking Dead, where Telltale clearly put so much work into creating an interesting story with compelling characters, it wants, almost demands, you remember it. The gameplay reinforces this idea. Aside from maybe wanting another puzzle or two, I wouldn’t have it any other way.
Heavy Rain and shared story games are so much more than the sum of their gameplay.

Shared story experiences, a.k.a. single controller co-op games, were our solution to a growing problem. Games like Tales from the Borderlands have allowed Justine & I to have more to play together. They also let us tell these fun, hand-crafted stories that are unlike anything we have played before. Are we excited for more two-controller co-op experiences? You bet. Battleborne is one of our most anticipated games this fall (if early information is correct and we will be able to play split-screen). But we’re also excited to have more shared story experiences we can play together as a team. Because we’re a team. The next episode of Tales from the Borderlands cannot come soon enough!
Onwards to our single controller co-op filled future!

Friday, June 26, 2015

News & Views
6/20/15-6/26/15

What an amazing week for US news! Maybe less so for video game stuff. Welcome to this week’s News & Views! As always, I put together a selection of the best and most interesting written pieces I found this week from the world of video games. For a more long form discussion about the week’s most impactful news, look no further than The Impact Factor podcast! You can find it on our SoundCloud or on iTunes! If you would like to hear more thoughts from your intrepid podcast hosts, you can find us on twitter: Charles Fliss and me, @alexsamocha.

Onto the pieces! This week we have great articles talking about the shallowness of the mobile games market, what scientists think video games do to our brains, who won the E3 2015 media battle, and public funding for video games! Until next week!

Spotlight
Chris Ware, The New Yorker

Worth Reading
Sergey Galyonkin, Medium

Tom Chivers, BuzzFeed

Paul Tassi, Forbes

Austin Walker, Giantbomb

Devin Raposo, KillScreen

And the rest!
Patrick Klepek, Kotaku
The Uncharted 4 demo at E3 2015 was a bit of a snafu. Upon the completion of the intro cutscene, Nathan Drake was left standing still for nearly 30 seconds. After a start over, the demo went smoothly. It was a moment of endearing earnestness from the team at Naughty Dog, clearly trying to live demo an unfinished game on the world’s biggest video game news stage. Klepek gives everyone the inside scoop on what really happened!

DaTeHaCKs, YouTube
The Dark Souls community keeps giving and giving. As I said in a perspectives piece a while back, bosses are one of the best parts of the Souls games. Dark Souls in particular has my top three favorite bosses from the series. So how cool is it that modders have made the bosses playable? The PC community continues to impress.

Erik Kain, Forbes
This was unfortunately the biggest news story that emerged this week. Batman Arkham Knight was met with immense critical praise. The PC version released with numerous issues so terrible that, in many cases, they made the game unplayable. This needs to stop happening. Released unfinished, buggy, broken AAA games should not, and cannot, continue.

Liam Robertson, Nintendo Life
This news bummed me out and gave me hope at the same time. While I’m certainly not the biggest F-Zero fan out there, I spent dozens of hours playing F-Zero on Gameboy Advance and F-Zero GX on the Gamecube. The games are fun, crazy, fast and totally unlike anything else in Nintendo’s IP wheelhouse. So it’s a bummer that it has been about a decade since we’ve gotten a new one. F-Zero on the Wii U from the guys that made Burnout would have been amazing. Oh well. At least we know Nintendo kind of cares about F-Zero, so maybe it will pop up on the NX!

Thomas Bidaux, Gamasutra
Bidaux does an excellent job pulling a bunch of statistics from E3 2015 media coverage. A lot of the figures are surprising. For example, Sony only had a slight increase in the number of stories about them compared to last year, despite the trifecta of fan favorite announcements with The Last Guardian, Final Fantasy 7 Remake, and Shenmue 3. As a scientist, I love looking at data. Cool to see some work is being done in this regard towards video games. Check this piece out for sure.

PBS Game / Show, YouTube
PBS Game / Show is quickly becoming my favorite video game content creator of YouTube. For obvious reasons this video oversimplifies what it describes, the delicate balance of positioning and attacking in Street Fighter, but it still does an excellent job of describing these concepts in a way non fighting game enthusiasts can understand. For everyone else, let me describe it this way. A game of Street Fighter is a chess match where people punch each other. I love Street Fighter. EVO2015 is soon, everyone. Don’t miss it. I don’t think you’ll be disappointed.

Thursday, June 25, 2015

E32015: Synthesis, Reflection and Game of the Show
Article, Part 3 of 3

In honor of E3, I wrote a special three-part article for you all in which I reflect upon what was shown and identify the narratives that emerged from the biggest players in gaming hardware: Microsoft, Sony and Nintendo. What do these takeaways mean for each company, and what do they mean for the next year in gaming? Check out below for all this and more, including my Game of the Show! Click here for PART 1 and PART 2.

E3 2015 Game of the Show
 
Horizon Zero Dawn, Guerrilla Games

This was a tough one. E3 2015 had a bevy of exceptional games. Just to name a few that were vying for this spot: The Last Guardian, Fallout 4, Uncharted 4, Mirror’s Edge Catalyst, Cuphead, and Enter the Gungeon. For the longest time it was clear to me that I would give this honor to The Last Guardian. Ueda’s game has been one of my most anticipated games since I first learned about it in 2008. Each and every E3 leading up to this one, my one wish was to see The Last Guardian again. And I did. And I was floored. And I was excited that it was finally given a release year. And I was excited that I could finally get to play it. This makes the feat pulled off by Horizon Zero Dawn all the more impressive. Now that I’ve had nearly a week to reflect upon E3 and synthesize my thoughts into this article, the one game I’m thinking about more than any other is Horizon Zero Dawn. Perhaps this is because what was shown seems tailor made to press every single one of my buttons. This new and bold IP from Guerrilla games is a third person open world RPG with shooter and exploration gameplay, set in a world that is so post-apocalypse it feels primeval. Oh, and it has robot dinosaurs. Win-buttons aside, everything about the Horizon Zero Dawn reveal worked. It felt fresh and new, the lore introduction instantly sold me on this fascinating world, and the gameplay they showed was riveting. The creative ambition on display in Horizon Zero Dawn’s first showing cannot be understated. Nothing I’ve seen looks like this game. Guerrilla’s new title has me by the nose—I have an insatiable hunger to learn more about Aloy, the badass protagonist, and her place in this beautiful and terrifying world. E3 has always been about surprises, and no announcement was as surprising, and as powerful, as Horizon Zero Dawn. This was a close competition: I wanted to give it to Fallout 4 for how amazing it looked and that it out soon, or The Last Guardian as I described above. It was my excitement that was the determining factor here. I’m so, so excited for Horizon Zero Dawn and it is now, officially, The Impact Factor’s E3 2015 Game of the Show. Congrats!

Thank you everyone for reading through my E3 2015 breakdowns, reflection, and synthesis. I hope to do even more coverage next year, bring my unique training and perspectives as a biomedical Ph.D. scientist to bear. I’ll see you all then, and hopefully see you all here again very soon for more game reviews, articles and episodes of the podcast!

Wednesday, June 24, 2015

E32015: Synthesis, Reflection and Game of the Show
Article, Part 2 of 3

In honor of E3, I wrote a special three-part article for you all in which I reflect upon what was shown and identify the narratives that emerged from the biggest players in gaming hardware: Microsoft, Sony and Nintendo. What do these takeaways mean for each company, and what do they mean for the next year in gaming? Check out below for all this and more, including my Game of the Show! You can find Part 1 HERE. Check back tomorrow for the third and final part!

Sony (PlayStation)

Central Theme: Fuel enthusiast excitement with ultimate wish fulfillment games. PS4 is games first. Allowing 3rd party partnerships to shape the rest of 2015.

Sony could have easily gotten comfortable, resting on its laurels as the clear winner in this generation’s ‘console war.’ Despite having limited exclusive titles up to this point, the PlayStation 4 (PS4) has been outselling the XOne substantially. Perhaps this explains many of the consumer positive initiatives Microsoft detailed in the press conference. Despite being a lifelong PlayStation devotee (PlayStation consoles have been my main gaming hardware since I purchased the PSX in 1998), I fully expected to be underwhelmed by Sony’s event. In terms of exclusive titles for this Fall / Winter, we have Uncharted: Nathan Drake Collection, Tearaway Unfolded and Until Dawn. Now, I am excited and will almost certainly pick up the latter two, but even if you combined all 3 into one mega-release, it cannot match the heft of something like Halo 5: Guardians. Therefore, I expected the Sony narrative to be, “Look how great we’re doing! We love 3rd parties! See you all soon!” Boy was I wrong. Way wrong. Sony confirmed, once again, PS4 is the place for gamers—for people who want to play the best, most exciting, games. Let’s get into.

The biggest takeaway from Sony was that they wanted to have the PS4 make your dreams come true. Any gaming wish you have, they wanted fulfilled. Senior news editor at IGN Andrew Goldfarb described Sony’s press conference, saying it was like “fan fiction.” And he wasn’t wrong. I know I said I wouldn’t be talking specific games, but these specific games are critically important and are at the core of Sony’s messaging. Sony opened their press conference by showing The Last Guardian, the highly anticipated, long dormant game from Studio Japan and Fumito Ueda. It had been seven years since we last saw The Last Guardian. Fans of Ueda’s previous groundbreaking work, ICO and Shadow of the Colossus, have been going crazy waiting for this one. Sony knew this would get people excited. And it worked. I cannot stop thinking about The Last Guardian, nor can I stop myself from smiling knowing that Sony promised a 2016 release. But Sony didn’t stop there. The next in this line of ‘ultimate fan wish fulfillment’ continued when Sony announced that a Final Fantasy 7 Remake is in the works, and it will be a timed PS4 exclusive. As big as The Last Guardian is, this remake announcement is even crazier. A remake of Final Fantasy 7 has been a fan dream ever since SquareEnix demoed its new graphics engine on PS3 by remaking an intro segment of FF7. Once fans got the idea of Final Fantasy 7 with better graphics into their heads, they couldn’t be satiated. A Final Fantasy 7 remake was a run-on joke for the games industry. But it’s real now. It’s in development by SquareEnix and likely another team (rumored to be CyberConnect), and it’s coming first to PS4. Sony knew perfectly how to drum up excitement for the PS4 with this announcement. And because everything that’s worth doing is worth over doing, Sony brought Yu Suzuki on their stage to announce that he has partnered with the company to make Shenmue 3 a reality (and console-exclusive on PS4). Now, I’m no Shenmue fan, but I know people have been clamoring for this one for over a decade, even close to 15 years. The Internet went nuts. This trifecta of announcements easily secured Sony’s ‘victory’ at E3 and gave the company’s message as clear as day: Sony and the PS4 understand their audience, and will give them what they want. This creates an unshakable association between Sony and game fans—Sony understands them. This kind of relationship is unbelievably powerful. This press conference may have secured Sony’s win this generation already.

It’s easy to overlook that Sony brought so many other titles to their press conference, and are really truly trying to deliver on their promise they made when they announced the PS4: PS4 is the place people go to play games. For me, it’s important that Sony not just play on nostalgia and rabid fanbases to draw support for their console. Remaking old games or bringing back old IPs can only go so far. Thankfully, this was not a concern at Sony’s press conference. The story Sony presented was that they are bringing games for all kinds of gamers. Sony invested big in bringing exclusive partnerships to some of this fall’s biggest 3rd party games: Call of Duty: Black Ops III and Star Wars: Battlefront. Though brief, we got more info on the Sony console-exclusive Street Fighter V. Sony showed games that eschew the video gamey violence you so often seen in press conferences when they showed off Firewatch and the enigmatic new IP from Media Molecule, Dreams. The Uncharted 4 demo that ended the press conference was extraordinary. And then we got one of the most exciting announcement trailers (and gameplay?!) for a new IP in years with Horizon: Zero Dawn. All of this comes on top of Sony’s close relationship with the indie scene, too, as so many independent games come first to console on PS4. Time and time again Sony has stayed on course and remained true to their word. This generation, Sony and PS4 are all about games. Whether it be bringing back old fan favorites in new ways, creating great new additions to beloved franchises, or surprising the world with new, innovative IPs. Sony spent no time whatsoever talking about improving the gaming experience—just all about having more great titles to play. For now, I’m happy with this. I buy a console to play games.

Finally, as I mentioned briefly when talking Microsoft and above here, Sony’s press conference was solely focused on getting enthusiasts excited about gaming in the years to come. Not so much in the months to come. Content exclusivity and marketing deals allow Sony to talk about Call of Duty and Star Wars: Battlefront as if they are console exclusives. They’re not. As excited as I am about Until Dawn and Tearaway Unfolded, these games probably will not sell well. Nor will they move console units. In this way, Sony’s final message came from their current position of power. NPD sales data has already confirmed that 3rd party games are selling better on PS4 than XOne, and partnerships with Activision and EA are only sure to continue this trend. If not for the huge swath of game announcements on the Sony stage, I would have been worried about the future of PS4. I went PS3 last generation because of the strength of Sony’s 1st party lineup. Even now, nearly 2 years into the PS4 lifecycle, we’ve yet to see many titles from Sony’s first party studios. Sony’s remaining 2015 is not compelling in terms of exclusives. Let’s just hope the 2016 promises we got this year don’t all slip into 2017 and beyond.

In the end, though, Sony absolutely killed it this year. Sony has a direct feed from the hearts and minds of passionate gaming enthusiasts. At their press conference they brought back the long dormant The Last Guardian, and made both a Final Fantasy 7 Remake and Shenmue 3 a reality. And, the best thing? Those games were accouterments to the exceptional lineup of titles slated for Sony’s PS4. It’s a great time to be a gamer, and perhaps even a better time to be a PS4 owner.

Nintendo (Wii U & N3DS)

Central Theme: Kill time until the NX. Using fan-favorite IPs in confusing ways.

Nintendo’s showing at E3 was bafflingly weak and ultimately disappointing. The library of games they spent time showcasing would have been lackluster even for a regular Nintendo Direct during some other point in the year, let alone the biggest industry trade show. As we get deeper and deeper into the Wii U’s lifecycle (or deathcycle at this point), Nintendo is increasingly relying on fan patience as they try to work out of the hole they put themselves in with their entry into the current generation of consoles. Nintendo is a company that confuses me with every new software and hardware announcement. Their showing at E3 highlight’s Nintendo’s increasingly tenuous grasp on understanding not only what fans want, but what the gaming populous at large wants. Sure, Nintendo featured its same quirky charm that defines so much of the company, but that can only go so far. They have figured out that toys sell (Amiibo) and seem to be relying on this until they can get their issues sorted out. I wish I could have given you all a positive takeaway from Nintendo at E3, but I could not. The narrative emerging from Nintendo this year was one of uncertainly and disappointment. I think even Nintendo itself is unsure of the story it wants to craft for itself.

First and forement, the main message I drew from Nintendo at E3 was that the Wii U is a dead console and that we’re in a holding pattern until the company shares more about its next console (the NX) in 2016. The Wii U should be Nintendo’s lead hardware, but this simply is not the case. Their E3 Nintendo Direct event, which has been used the past two or three years in place of a traditional press conference, featured five total Wii U games. They were: Super Mario Maker, Yoshi’s Wooly World, Animal Crossing Amiibo Festival, Star Fox Zero, and Mario Tennis Ultra Charge. Of these, maybe two of them, Star Fox Zero and Yoshi’s Wooly World are the kind of big games we would want from first party Nintendo franchises making their way to the Wii U home console. The other three feel like limp half-measures to simply put out more games to play on the dying Wii U. Just this year we got a new Mario Party game, so do we really need an Amiibo-based Animal Crossing spin on the same formula coming out so soon? As much as I am excited about Super Mario Maker, it’s a creation tool. That’s like if Little Big Planet launched without a story campaign, or DOOM released with just SnapMap. Mario Tennis Ultra Charge is a little more exciting, but it’s certainly not new “Mario” game fans want on the Wii U. For the majority of these titles, glimpses were brief. The direct felt like it was recorded years ago, feeling like Nintendo is unwilling to make HD games. The absence of a Wii U price cut was just one more nail into the already descending Wii U coffin. Aside from a small handful of games, Nintendo offers no compelling reason to pick up their home console. And if the company is not even talking about the NX until next year, just how far away is their new console? How long will the Wii U be left to slowly die? It makes me sad. Nintendo dropped the ball on the Wii U from the get-go, and has been utterly unable to salvage it in the years since its release.

Financially, I’m sure Nintendo is doing well for itself. The 3DS is still the dominant handheld, and Amiibo are an insane moneymaker for the company. The success of the 3DS will not last forever, as mobile gaming eats up more and more marketshare. It was clear from their E3 presentation that Nintendo realizes that, now more than ever, they must rely on the most devoted of their fans to keep software sales up. Unfortunately for Nintendo, it appears that they have no idea what their fans want. Nintendo’s E3 showing showcased a variety of the company’s biggest and most successful IPs: The Legend of Zelda, Mario, Animal Crossing, and Super Metroid. If Nintendo had announced new games in these franchises, in the style fans appreciate, Nintendo could have been among the best at E3 this year. This was not the case. What we got were confusing game announcements that felt at odds with the IPs by which they were branded. In order; we were given The Legend of Zelda announcements for a new co-op 3DS game (which was the best of what they showed) and a port of the Dynasty Warriors take on Zelda, Hyrule Warriors, to 3DS. For Mario were were given a tennis game, a perplexing mashup of Mario & Luigi with Paper Mario, and a Mario level making tool. Animal Crossing was shown as a 3DS game that seemingly traps the player in and around their house (Animal Crossing: Happy Home Designer) and as a Wii U Mario Party game. Perhaps the most egregious was Metroid, a franchise that has not had a new game in years. What we got from the Nintendo Direct was a bizarre 4-person co-op game where you play as robots? And you can play a FPS soccer like mini-game called Blast Ball? Nintendo did half the work they needed to. They understood what IPs fans had been clamoring for, but one after another, showed game genres wholly unrelated to the franchise. Fans don’t want a Metroid co-op robo shooter thing, they want a new Metroid Prime game or a new 2D Super Metroid­-like game. Talk about dropping the ball. I will give Nintendo credit to saying true to it’s ‘Nintendo-ness,’ for lack of a better term. Despite the games not being what people wanted, they still exuded that charm and whimsy so characteristic of the company.

Again, I wish I could be more positive about Nintendo. Yoshi’s Wooly World looked great, Super Mario Maker will be fun, and Star Fox Zero didn’t look completely terrible. Aside from that though, it’s hard to be excited for what Nintendo showed. On a higher level too, it’s hard to make sense of what Nintendo was trying to accomplish with this year’s E3 showing. It didn’t do much to sell me on the New3DS, it emphasized how dead in the water the Wii U is, and didn’t give me anything to look forward to coming into 2016. Nintendo needs to start talking NX and their mobile gaming initiatives fast—that’s what is exciting.  Here’s to hoping Nintendo can pull it together before they fall out of the hardware game altogether. Though maybe that’s not even a bad thing. I would love to play Nintendo games on the PC or PS4.

Check back tomorrow for the final part of this article! I talk The Impact Factor's E3 2015 Game of the Show!