Wednesday, December 28, 2016

Watch Dogs 2 isn't bad, but it isn't great

Watch Dogs 2 is a lot like walking into a Starbucks.

Both are full of 20-something hipsters and both deliver some solid enjoyment, if you're willing to sift through some cringe-worthy moments to get there.

WD2 is like its predecessor in name and concept only. Like the first game, WD2 puts you into the shoes of a hacker-- this time the likable Marcus rather than the emotionless Aiden-- who can manipulate seemingly anything and everything in the open world.

WD2's open-world San Francisco offers a veritable sandbox of hacking and mayhem options and when free-roaming, it feels great. Inside of WD2's story missions, however, the game's design choices and stubborn insistence on stealth severely slash those options.

Right out of the gate, WD2 does a fantastic job of differentiating itself from its predecessor. Marcus has a ton of personality and his companions-- members of the hacker group DEDSEC-- are all neon-wearing cool guys and gals who wouldn't be out of place at a Skrillex show.

Where Aiden and his cliche quest for revenge fell flat in WD, Marcus and company keep WD2 consistently fresh and sometimes funny. Most of WD2's humor comes across as genuine but it wears thin rather quickly.

WD2's story is pretty well-trodden territory. Marcus and the rest of DEDSEC are hell-bent on thwarting the government's plans to collect, sell and otherwise bastardize everyone's personal data collected online. It's a tale you've heard before if you're familiar with any hacking/science fiction story.

WD2's story doesn't break any new ground and sadly, neither do its missions.

With the exception of a couple of especially clever missions, most of WD2's main campaign has you tasked with infiltrating an area in the open world, hacking a terminal to retrieve information and escaping your pursuers-- with some hacking puzzles thrown into the equation somewhere in the middle.

WD2's run of the mill go here and hack formula gets stale quick. Later levels are made artificially difficult with the addition of more, better armored guards.

WD2 is designed to make stealth a first option. Marcus has several gadgets and gizmos with which to aid in his infiltration like a flying drone, an RC car, grenades, a stun gun and plenty more. WD2 makes it clear early on, however, that non-stealthy play styles are to be punished by design.

WD2's stealth won't soon be confused with Thief of Dishonored, but its serviceable. Usually. WD2's guards often seem unfairly attuned to your location and will radio for help at the slightest mysterious sound.

When the bullets do start flying, WD2 feels generic and weak. The combat is a standard 3rd person, cover-based affair, but when Marcus can't take more than one or two shots without being near death, it's not a viable option for long.

Once stealth is abandoned, so are most of WD2's hacking options that make the game a sandbox experience. When you are discovered, the game turns into a GTA-meets Gears of War experience that no one was asking for.

In some seriously unfair stealth sequences, I found myself finding ways to cheese the game by sprinting around a corner, knocking an enemy out with stealth and hiding until a separate guard crossed next to an explosive panel that I could hack to explode and knock him out.

WD2 rarely felt like the full-throttle, hack anything to accomplish your goals, experience that developer and publisher Ubisoft intended.

After completing the main campaign, WD2 offers plenty in the way of re-playability in the form of driver missions (essentially being an Uber service in SF), collectibles, side missions and multiplayer modes, but none of them feel especially important or compelling.

WD2 does little to make progression feel meaningful. The game does offer skill points that can be spent on a RPG-like skill web, but the upgrades feel miniscule. Things like the ability to aim down sights better or have your RC car move faster are not satisfying rewards for spending hours shuttling folks around the city.

WD2's driving mechanics, as an aside, do feel good. They're arcadey but surprisingly responsive, making what driving you do have to do in the game rather enjoyable.

With all of my gripes on WD2, the game is leaps and bounds better than its predecessor and it's not a terrible experience.

In the rush of games near the end of 2016, WD2 might be a bit overshadowed and maybe that's for the best.

WD2 is a solid, if ultimately unspectacular open world experience that improves on the original in just about every way.

Like its predecessor, WD2 is likely bound for discount bins well before it has seen a year on store shelves. At that time, it's an enjoyable pickup.

Watching Marcus and his merry band of hipsters save the world against cyber-terrorism is admittedly a decent, if slightly guilt-inducing time, but Ubisoft has a long way to go if its hacker version of GTA is to ever rival its legendary source material.

Wednesday, September 28, 2016

Resident Evil 4-- late to a masterpiece

I never played Resident Evil 4.

I can blame the timing. It came out for GameCube when I was young-- too young to appreciate a horror game.

But that's not an excuse. I owned it again when I got older on PS2 and was always too much of a coward to get beyond the village sequence.

That all changed this month when I bought the PS4 remaster, bucked up and got all the way through.

And, my Lord, what I was missing.

There were several times throughout my 15 hours spent with RE4 that I was almost completely out of ammo, panicking at the sight of an approaching mass of horrifying cultists and wishing I could disappear.

What a great feeling.

I played Shinji Mikami's The Evil Within on Xbox One late last year and loved it. A cool head and swift trigger finger had me vanquishing horrifying aberrations, but RE4 just has a totally different feel.

Mechanically, obviously, RE4 feels less modern game than TEW. The controls in the former take far longer to master than the more modernized TEW.

But even beyond mechanics, RE4 just has a really unique feel. From the familiar call of the mysterious merchant asking what you're buying or selling, to the so-suave-it-hurts-to-fathom one-liners from Leon Kennedy, there's just something unique about the classic third person action, survival horror, label it what you will because it's art, effort from Capcom and Mikami.

By now, the Internet is full of reviews for RE4.

I won't be long-winded. It's a great game, but you already knew that.

So much about RE4's success lies in the fact that it's just a master-class in game design. It doesn't get much better than RE4 and, as far as I'm concerned, is required gaming for anyone in the lifestyle today.

If you're like me and somehow missed RE4 through its initial release or any of its seemingly dozens of re-releases, now is the time to put down the binoculars and face the horrors within.

Trust me, it's gold.

Wednesday, August 31, 2016

No Man's Sky review

No Man's Sky might be the most divisive game of this console generation.

Nay, in video game history.

Few games in the history of the industry have promised as much as Hello Game's No Man's Sky. Early gameplay trailers for the open-world, universe sandbox, exploration game showcased massive space battles featuring large freighter ships, warring and varied factions, planets teeming with life and space ships that complement varying play styles.

Fast forward to August 2016, and not much of that is in the game's final retail release, leading to widespread internet backlash.

To understand No Man's Sky and what exactly it does and doesn't do well must start with understanding the good that is here. And, yes, despite what the internet would have you believe, there is some good here.

Hello Games has created a universe. Claims that you can go anywhere that you see on your map are technically true. The claim that every planet is procedurally generated is also true. Indeed, No Man's Sky is a fascinating look at what the future could hold for massive, open world exploration games. The universe is incredibly vast and everyone's experiences will vary.

Everything works in No Man's Sky. Nothing is broken or unplayable. Rather, there just never seems to be much of a purpose. The game is all about exploration and "survival"-- the latter of which essentially boils down to recharging your basic survival tools with the most basic materials found on every planet.

Explore planets, mine a myriad of materials and discover natural creations and work your way toward the center of the universe. I get it, I do. The point is that the game is about the experience of exploring. It's not built on a strong narrative, and, that's fine. The trouble is, the exploration in No Man's Sky isn't particularly good. For a game with so much randomized life, No Man's Sky is largely lifeless and lonely, like a black hole in space.

After repairing your ship on your randomized starting planet, No Man's Sky sends you off into the abyss to begin exploration on your own. The first few hours of the game are novel but the trouble with No Man's Sky is that this loop never really changes. Mining materials and discovering things quickly turns from innovative to tedious. Visiting space stations across the universe that are all laid out identically and filled with identical rooms is maddening.

To make the loop even more excruciating, all of your interactions with NPC's boil down to simple, binary conversations. The alien life in No Man's Sky can be found sitting around in space stations, sitting around in facilities on planets or hiding in their ships.

Yes, that's it.

Contrary to what pre-release hype would have us believe, NPC's do not freely fly around, engage in dogfights of their own or ultimately do anything other than stand around and stare blankly. No Man's Sky's NPC's miss the mark badly and the game suffers a lot because of it.

Pre-release hype also had us believe that unique factions would exist in the universe. Some factions would favor traders, others would be "more combative" but when it comes down to it, there are subtle differences in each faction, but they don't really matter. There's no backstory, no interaction that makes the aliens feel any different from a talking vending machine holding materials.

NPC's often pose questions to you and as you painstakingly learn alien words word-by-word by reading.. ancient pillars or something, your chances of understanding and answering them increase. The trouble is, what they give you in return, just doesn't matter.

Aliens and other NPC's will occasionally give you new blueprints for tools or other items, but I never felt like crafting them mattered all that much. Truthfully, they don't. The only thing I cared about upgrading in No Man's Sky were my inventory slots. The game deliberately encumbers you early on with few slots for materials and items. As you obtain new multi-tools, ships and suits, your number of slots increase, but that's really the only stat the matters. Ships look cosmetically different, but control exactly the same. Their behaviors are identical with the only difference being the size of their respective cargo holds.

Minute-to-minute gameplay in No Man's Sky just feels pointless. With no real motivation from factions or any sort of universal quest or bounty log, the gameplay loop becomes routine quickly-- fly to a new planet that is especially devoid of life when compared to planets we saw in pre-release footage, grind materials, discover a few new forms of life, take off, sell items at a space station to an NPC with the personality of a hot glue gun and do it over and over again until you reach the center of the galaxy.

I admire what Hello Games has done here, believe it or not. Indeed, No Man's Sky might be gaming's most divisive product ever but it also may be gaming's best and most ambitious bad game. Make no mistake about it, No Man's Sky is, at this moment in time, simply not up to par with other $60 video games. Hello Games has promised content updates, and while those may make the experience more palpable in the long run, the game, like everything in life, had one shot to make a good impression and it tripped and fell flat on its face.

I don't doubt that the game sold well, nor do I doubt that some hold it with high regard, even in the face of criticism. And for those folks, that's fine, as they are part of the niche audience that Hello Games will serve for months to come.

For the rest of us, wondering what happened, No Man's Sky is difficult to recommend as a full retail priced product. The game feels like a tech demo-- an alpha test for something that could one day feel great. It feels half-finished. And after being delayed for three months earlier this year, that's simply not OK.

If No Man's Sky had launched as a $15-20 early access game, I would hazard a guess that most of us would be praising the game's ambition and wondering what could be next for the studio and the game.

Instead, copies will continue to find homes on the GameStop preowned racks and that's not especially shocking. Like a deranged, mad scientist, No Man's Sky is brilliant inside, but its delivery and ultimately, its execution at launch will forever be the merit by which it is judged and remembered and for Hello Games and gamers, that's a universal tragedy.

Sunday, July 31, 2016

Playdead's Inside is gloomy masterpiece

The first 15 minutes of developer Playdead's newest effort, Inside, on Xbox and PC, set the tone perfectly.

As a young, faceless, nameless boy emerging from a mysterious forest, you make your way ever closer to a mysterious facility.

Pursued by mysterious adults and vicious dogs, you begin to wonder if there's any other way to go-- but the reality of Inside, is that there isn't.

The game chugs onward and pits the nameless protagonist against puzzles of varying length and difficulty as he attempts to make his escape from a facility where nothing is as it seems.

Inside's story and settings are one of its biggest strengths, and it's best to advise you to enjoy them for yourself. Every moment is tense, and I can almost guarantee that you won't expect what happens in the end.

Inside's moment-to-moment gameplay borrows a lot from its predecessor, Limbo. You need only two buttons in Inside-- jump and interact as you move through the environment. Puzzles are a bit easier than they were in Limbo, but some require some critical thought-- and generally some trial and error via gruesome death scenes-- to fully solve.

Inside places its puzzles inside of a gloomy, immersive world. The game's color palette is intentionally limited-- featuring a combination of greys and blacks with an occasional, intentional use of a vibrant color to outline an important part of the scenery.

There isn't much sound to speak of in Inside, but what there is works. Most of the game is quiet, contemplative and tense, but subtle music and sound effects help set mood even more effectively.

Inside chugs along at a refreshingly brisk pace-- the game can be completed from start to finish in around three hours. This works extremely well as it doesn't overstay its welcome and serves to allow the story to remain poignant and powerful. Inside's length may be its most powerful asset-- it's short enough to make you want more and the thought of a second play through isn't particularly daunting given its length.

Inside is a scary game. Not scary as in ghouls and goblins, but the kind of scary you feel in a nightmare, where everything makes sense and is comprised of ideas you're familiar with, but you're just not sure what comes next or where you'll end up before you wake up in cold sweat.

Those who enjoyed Limbo will love Inside-- many of its best ideas and storytelling mechanics are borrowed again and improved upon. For those new to Playdead's games, there is still a lot to love.

Inside will leave you thinking-- I still am-- about its ending, its motive and what it all means.

You may relive some of the game's most tense scenes in your head long after playing and ask yourself how it all fit into the ending or remember how uneasy it truly made you feel.

Inside's ending is an unexpected enigma-- one that will spawn plenty of Reddit posts and debate among players.

The beauty of Inside, as was the case for Limbo, is that it's all open to interpretation.

Do yourself a favor and enjoy the ethereal, disturbing masterpiece that is Inside.

I don't like to give out 10's to games-- I think perfection is a lofty descriptor-- however, I can find nothing to complain about from what is one of my favorite games of this generation and possibly all-time.

Play it. It'll haunt my dreams for many a night to come and an arbitrary numerical score wouldn't do anything to change that.


Tuesday, July 26, 2016

RIP, Vita

Less than a year ago, I bought a Playstation Vita.

It was the perfect one-- a slim model, refurbished from GameStop for $160 with hardly any scratches. A couple of light dings on the back, but nothing serious.

Now, I'm saying goodbye.

My farewell to the Vita comes with some regret. I had some pretty great gaming experiences on the little handheld-- Uncharted: Golden Abyss, Killzone: Mercenary and Persona 4: Golden, which coincidentally is one of my favorite games of the past decade.

But there aren't enough of those great experiences. Not anymore.

I came to the realization when reading the most recent issue of Game Informer.

"Has Sony abandoned the Vita?" A reader's question beckoned.

"Sony sure makes it seem like it based on their E3 showing."

That's all it took.

Quickly, I swarmed through Sony's E3 conference announcements. Amid a sea of trailers, gameplay demos and press conferences, I found plenty to love.

A new God of War game, Horizon Zero Dawn, Resident Evil 7, Playstation VR...

But nothing for my little black handheld.

Nothing?

I put my Vita for sale online and asked for $130: "Vita complete with charger and Tearaway," my post read.

It didn't take long for someone to offer $115.

Fair, I thought. Fair for both. He gets a Vita cheaper than GameStop will sell for and I get more than GameStop would give.

But I can't help but wonder what could have been with the Vita.

I have nothing but good things to say about the Vita, but hardly anything to show for it.

For every 100 obscure J-RPGs in the console's library, there is one quality AAA title.

J-RPGs aren't my thing and neither are visual novels.

Which means when it comes to the Vita, I'm out of luck.

I've owned a New 3DS and a Vita, and I must say, I loved both, but then again, the Vita doesn't have Pokemon..

Edge, Nintendo.

You don't hear that often these days.

Friday, May 6, 2016

Overwatch is better than Battleborn

Between May's two biggest character shooters, Blizzard's Overwatch is a better game than Gearbox's Battleborn. It just is. I spent around eight hours with each game's open beta and here is my comparison and why I'll be picking up Overwatch and NOT Battleborn.

What in the world is Battleborn?
To me, Battleborn feels like it's a million things but nothing at the same time. Is it a team shooter? Is it a MOBA? Is it a Borderlands-esque game with multiplayer elements? I was never sure. The core of the game involves a team shooter basis but there is so much else going on between the load outs, leveling up character abilities in game and trying to replicate the push and pull dynamics of a MOBA in each match.

This is all coupled with Gearbox's typical, sometimes funny, elementary school humor. It adds up to a game that feels unfocused. On the other hand, Overwatch is laser-focused. It's a team-based, first person online shooter with no frills. No loadouts, no leveling up abilities, just a simple objective and an opposing team to kill. Gone are progressive respawn times that increase as the match goes on, gone are shards used to activate gear and abilities. Instead, the game focuses on having fun and playing as a team.

Get character 
The obvious disclaimer here is that I didn't play the full version of Battleborn, but based on a side-by-side comparison of the betas, there feels to be much more balance in the characters in Overwatch and not necessarily in the sense that some feel overpowered. Instead, every character in Overwatch feels purposeful. Never did I select a character and wonder what my role was or what my most powerful asset was. Tanks feel powerful but capable of being ambushed, healers feel squishy but vital and snipers feel deadly if they can remain out of plain sight.

It all makes sense in the best possible way. Too often, Battleborn felt like a mad pregame sprint to the damage dealing characters, leaving certain others incapable of finding success in the wrong hands.

Switch it up
One of Overwatch's other brilliant design choices is allowing players to change characters mid-match. Just go back to the base and switch out. Often, I felt comfortable with a character but wanted to change based on the complexion of a game. We're having trouble controlling points? Get a couple more tanks in the mix. We are constantly dropping like flies in dogfights? Throw a healer in to turn the tide.

This design decision allows for constant risk-reward choices as you progress through matches and figure out which characters are best suited for certain tasks. It's fantastic. Another subtle and pleasant design choices is allowing two players on the same team to be the same character. If you want a team of Tracers, it's likely your funeral, but have at it. It makes the game feel less rigid and controlling. It also eliminates the feeling of missing out on your main character or number one choice and feeling like the match is already off to a bad start.

Sprint, not a marathon 
Here's a simple one-- Overwatch's matches feel much quicker and thus, lighter. And that's a good thing. Battleborn, in trying to embrace the "baby's first MOBA" mentality, has matches that drag on. Long enough for players to reach max level as they collect shards. Matches lasted 30-45 minutes for me and as I was stuck using one character, often dragged on.

Overwatch keeps it light. Some matches, especially those that require overtime, may last a bit longer, but for the most part, Overwatch's matches are long enough to get the point across and short enough to not burn you out. It's easy to drop in, play two games and drop out.

Also, not being stuck with one character makes the matches FEEL shorter than they are, too. As every change of character has a chance to feel like a fresh start.

Wednesday, March 23, 2016

Entering the world of MOBAs, Paragon impressions

OK, so I did what I thought I would never do. I started playing a MOBA. Yep, I did. And, you know, it's not that I had anything against MOBAs. I always knew what they were, what they brought to the table. I just never really thought I'd play one let alone buy one.

But I did. One of my good buddies approached me and told me about the early access launch of Epic Game's "Paragon". Like me, he has never really played a MOBA but has long been intrigued. Being fans of Epic, we made the decision to go in on the base-level founder's pack. $20, and access to the closed Beta.

Here we go.

So, as you might guess, things at first were bad. I mean really bad. My first 5-10 matches were mostly me learning how a MOBA even works, let alone, how to survive. Time after time, I got slaughtered. Scores of 0-10-0, 0-9-1 littered my screen. I was frustrated, but learning.

The community was relentless to us both. "Retarded or drunk?" read one chat entry. "Two players have already died five times, it's three against five", "They need a kick button".

And, surely, we weren't trying to be useless. But we were. We were still having a blast, though. And soon, we started to learn the game. We learned the way the game flows, what to do and what not to do, and now, we're respectable. Not MOBA veterans, mind you, but respectable. And having fun. And ultimately, that's what counts. A few of the members of the community would do well to try to learn that one.

With that said, here's a rapid five things that I've taken away from Paragon. Trying to, obviously, stay away from MOBA technicalities. These are thoughts on the game at this stage of development. I obviously can't compare it to other MOBAs.

1. Great characters
Paragon has a slew of awesome characters. Honestly, I like them all. Granted, I like some more than others, but what we have here is a great start. The characters seem well-balanced, for the most part. Some of the characters are a bit overpowered, it seems to me, but they all bring unique traits to the table that can help turn the tide of battle.

As for my main, I'm still working on settling, but I've been playing a lot of matches with Killari. I went through a run of using Howitzer and have messed around with Grux. Both are fine, but perhaps not my cup of tea. I played my first couple of matches with Twin Blast. Not a fan. He looks like a douche bag.

2. That toxicity, though?
Well, I didn't want it to lead off, but damn, the toxicity that is here, I sincerely hope it doesn't carry over into the full release of this game. Those that are familiar with the game should embrace new players-- it's healthy for the game they love so much. I witnessed players other than myself getting bullied for mistakes as I got better and kids, that just can't fly. I posted a rant a few months back on this very blog about elitism in gaming. It's a game. Fucking have fun. If you want to base your life around winning, perhaps you're better suited to another hobby. This isn't the MLG, it's fucking closed beta Paragon. Get real.

3. MOBAs are cool
From a starting MOBA player, I like the concept. I long thought I wouldn't care for this type of game, but I like it. The tug-o-war that is created between defending and pushing creates a nice dichotomy, the likes of which I've not seen before.

4. Building up 
With that said, it's cool to be a part of a game in this stage of development. It feels quite polished for a closed beta and I must say, it's really neat to observe the changes as they happen and as we move closer to a full release.

5. What's next?
It's Epic Games and it is going to likely get a lot of positive word of mouth. How well will this game do? Will we see it be the next big thing? I like how console players can play with and against PC players-- how will the sales compare on both platforms? I'm interested in seeing how well Paragon does, specifically on PS4. Outside of Smite, how many MOBAs can you really play right now on the console? It seems to be ushering in new folks (like me and my buddy) which I think is good for the genre. I'm learning, and I've been kicking ass. As more people learn, the community should thrive.

Bonus- play outside your comfort zone 
I know, I promised five. But let me say this-- don't be afraid to play games you might not otherwise play. I took a leap of faith diving into early access Paragon and I've had a blast. Sometimes, we need to challenge our own tastes to fully enjoy the hobby we love so much. It doesn't have to be FIFA or Madden, but challenge yourself to try different games. It's like tasting exotic foods-- you never know what you'll like until you try it.

Tuesday, March 22, 2016

RIP, WiiU, how will we remember thee?

Game, set, match. The WiiU is done.

A Japanese report released today confirmed what many saw coming- Nintendo will cease production of the WiiU this year.

Surprising? Not so much. Sad? A little bit.

I can't help but feel as if the WiiU was just mismanaged and neglected. Left alone by itself by Nintendo to fend for itself against the mighty Playstation 4 and Xbox One. It seemed doomed from the start.

However, there were some bright points-- I promise, there were! I owned a WiiU on two separate occasions. My first was one of the spiffy Wind Waker HD versions. The gamepad was decorated around the edge with gold trim-- it was gorgeous. My second was a 32 gig black model. Simple, it was a Christmas gift. Both times, I lost interest and traded it in, both times, I made some memories. Here's a few of my favorite personal WiiU memories as we prepare to say RIP for good to the little guy that never could.

Are yours similar? Do you have any at all?

1. Seeing Wind Waker HD for the first time:
OK, OK, so in all fairness, this was my first WiiU game. It came bundled with my system but, damn, was I impressed. The game looked stunning. Far more vibrant than I remembered it on GameCube way back when.

And the controls were so streamlined. The game was a joy to control and remains one of my favorite entries the console has to offer.

Also, consider that using the gamepad to manage your inventory and drag and drop items is genius.

Wind Waker is a classic and, as far as I'm concerned, required gaming for anyone who considers themselves a fan of Zelda or games in general. Whether it's the GameCube version or the remaster, do yourself a favor and trek through it.

2. Mario Kart 8's chaotic mayhem 
Mario Kart 8 was a great game. Let's face it- one of a handful of must play gems on the system.

It controlled well, it had everything we love about Mario Kart, especially multiplayer fun.

I was a senior in college when this launched. I had my WiiU and routinely fired it up with a couple of my buddies. On one particular night, we had several friends over and played the crap out of this.

Man, most of them weren't good, but item drops and the general chaos of Mario Kart kept them all close to me and a couple of my buddies who are also seasoned gamers.

Oh, the booze probably didn't help.

3. Smashing again in Super Smash 
I'm hitting all the obvious choices here, but Super Smash WiiU was a fantastic entry into the series.

It had everything. The unlocks, the great stages, the music, you know, the "everything" that Nintendo delivers when they're firing on all cylinders.

4. Playing through 3D World 
Super Mario 3D world was to my 22-year-old self what Mario 64 was to my 5-year-old self- magic.

It delivered that magic feeling again. It had it's moments of frustration, but wasn't particularly tough. What it was, however, was a true love letter to anyone who has loved Mario and his 3D platforming escapades.

I played a bit with friends in the dorm, but 3D world is a dish best enjoyed solo. And what a fine dish it is.

5. Charging the gamepad
Yep, you always had to charge the sucker.

Particularly when you least wanted to.

Smack dab in the middle of a Mario Kart race? (low batt., please charge)

A lot was weird about the gamepad, but damn, thankfully it didn't take double As.

6. Dropping the gamepad
I knew it was inevitable. Eventually, I'd drop the gamepad. Would the screen shatter on impact? Would a button be rendered useless?

The thing feels fragile. And my room was tile. I knew this couldn't be good.

I was a couple hours into a late-night session on a Friday night at college. Couple hours, couple beers? Maybe. I had it on my thigh while I checked my phone.

Time seemed to slow as the gamepad crashed onto the tile floor.

CLACK. No damage, though. Breathe.

Now, where's that charging cable?

7. Feeling Nintendo again
I don't consider myself a fan boy of any developer, publisher or company.

But, I'll level with you-- Nintendo has a special place in my heart. They represent my ascension into the hobby I love so much (or descension, as I'd argue some days). My Nintendo 64 was a gift when I was four years old, and I never looked back. I felt magic the first time I held an N64 controller (as awkward as it always will be) and at times with the WiiU, I felt that magic again.

As I guided Mario and Link through some of their best adventures in recent memory, I thought "this is why I love games".

Those moments were few and far between. There was no Metroid. No f-Zero. No Banjo Kazooie-like wonder.

There were glimmers. Brief sparkles in the night sky.

I don't know what is next for Nintendo. The NX may flop, or it may be Nintendo's mighty punch they've been waiting to unleash while taking their licks in the rings from the current industry leaders.

Whatever it is, all we can do is wait. Wait, and reflect on the WiiU- a largely forgotten and abandoned little piece of gaming history that has none the less marked my memories, as fleeting as they may be.