Connect with us

Gaming

Nintendo exec on E3, streaming and game delays – TechCrunch

Published

on

This year’s E3 was a bit of a mixed bag. Sony was completely absent, Microsoft was looking toward the future and Nintendo, as ever, was all about the games. The show came at an odd time in Nintendo’s release cycle.

The company recently spilled all the details about soon-to-be-released titles Mario Maker 2 and Pokémon Sword and Shield, making Animal Crossing: New Horizons and Luigi’s Mansion 3 the foundations of the company’s big Nintendo Direct unveil on Tuesday morning.

The long-awaited Animal Crossing title, sadly, came with the caveat that players are going to have to wait until even longer (2020), but the company had plenty of playable titles at the show, including the Link’s Awakening remaster and the aforementioned Luigi sequel. That featured arguably was the surprise hit of the show, Gooigi — which, as the portmanteau suggests, is indeed a gooey version of Luigi.

Absent during the event were any new hardware announcements and any new news on the fourth Metroid Prime. The company did, however, have a major surprise up its sleeve in the form of a teaser trailer for an unnamed sequel for The Legend of Zelda: Breath of the Wild.

We sat down with Nintendo’s Senior Director, Corporate Communications Charlie Scibetta following the big unveils to discuss the company’s take on streaming, mobile and what things look like following the departure of Reggie Fils-Aimé.

TC: I wanted to start off by talking about some broader trends. Microsoft, Sony and even Apple see streaming as being the future of gaming. Where does Nintendo come down on that, from both the point of potential hardware agnosticism and subscribing versus buying?

CS: Streaming is certainly interesting technology. Nintendo is keeping a close eye on it and we’re evaluating it. We don’t have anything to announce right now in terms of adopting that technology. For us, it’s still physical and it’s digital downloads through our eShop. Certainly a lot of downloadable content to keep the games fresh, but in terms of streaming as a way to run the games, we don’t have anything to announce on that front.

TC: Hardware’s always been a big differentiator for Nintendo. Do you think we’re moving toward a point of hardware agnosticism? Or is hardware going to be a major differentiator for Nintendo?

CS: Well, we think our games really come to life best on our hardware because our software and hardware developers work closely together to make the best performing game based off the way to bring that software to life. You go back to the Wii, for example, the way it brought tennis and bowling to life was with motion control. That really worked well for that, it was a launch title that came with every system that really sold the system because you understood the value proposition right away. Just even by walking by somebody that was playing that you understood it, and we think we caught lightening in a bottle the same way with Nintendo Switch because it’s a whole console you can play at home, enjoy on a big screen TV, and then you can take it with you.

And the market has responded. As of the end of our fiscal year which, ended in March 2019, we sold over 34 million units worldwide. Fourteen million in North America. People are buying the software. This past fiscal year extended over 70% more software than the previous year, over 23% more hardware. So, people are buying the games to play on the system. And a show like this, at E3, is all about showcasing the games that are going to power that system. So for us, it’s about unveiling games and getting people to interact with the games. They’re going to have a good time on the system.

TC: Obviously the line has softened a little bit on Nintendo’s stance when it comes to mobile. The company had taken a very hard line against that of only offering gaming experiences on first party hardware. How important is mobile? How important are iOS and Android, to Nintendo’s play going forward?

CS: Mobile is very important to Nintendo. You’re right that we did not participate with mobile gaming for a lot of years, but we have jumped in headfirst now and are bringing a lot of our most valuable IP to mobile — Mario Kart being the one that’s upcoming. And what we like about it is, as I was talking about with the combination of the hardware and the software, we only bring the software to mobile that we think you can really play well on a mobile device with the control speed that a phone offers, so not every single IP is appropriate. The ones that have come out are the ones that our developers have determined are appropriate for that. So people can have a good time with our IP on a mobile device.

TC: Sony’s absence looms large on the show. It’s shifted some focus and the spatial dynamic in this hall. Nintendo obviously made a shift into Direct and Treehouse, so all of the content is being fed to the general public, and us as well. How important are shows like this for Nintendo?

CS: We’ve been to many E3s. We’re a supporter of the show. We think it’s a great way for us to interact with people, like yourself, journalists, influencers who make YouTube videos, retail partners and, most importantly, most recently, with consumers. We like seeing the reactions of consumers to our games in the booth. We do interviews here and try to bring those game to life by explaining more; the Treehouse Live approach is nice because we do a Nintendo Direct the morning on the first day. Then, we go deeper on those games with people that are interested in those with our experts and with developers.

We think it’s a great way to showcase, not only our offerings and what the industry is as a whole. We’re part of the industry, so we support the show. Other companies have to make their own decisions based on what’s right for them, but for us, we like E3. We think it does a great job of helping connect us with the consumers and the people that cover the industry so they can learn about the products.

TC: Doug [Bowser] took over for Reggie [Fils-Aimé]. Any time that happens, even with a really large company, it tends to be a good opportunity to reassess things, rethink things, look at the broader context. Do you see there being any change in direction or a reassessment of the role that Nintendo is playing in the industry at the moment?

CS: Reggie was a great leader for us for a lot of years. We wish him well and he’s still a fan, in his own words. He said he’ll always be a Nintendo fan, so he’s always going to be with us. Doug is an industry veteran himself and he’d been with many companies and he’s been at Nintendo for over four years, so he’s well-grounded in the way that we do marketing. I would say that thing that hasn’t changed is that we’re a product-first company. We always like to bring our messages back to what is the game about, how does it make you feel, what is the emotion we want to generate with that game, and so Doug is really carrying on the legacy of Reggie and others that went before him.

TC: There have been a lot of rumors about a Switch Lite and Pro, having the devoted portable, and things of that nature. Does it make sense to have a Switch that is purely portable? How integral is that hybrid experience? And are we getting close to or approaching that point of the life cycle when it’s time to start thinking about new versions of the hardware?

CS: We have nothing to announce at this show in terms of new hardware. We do have over 2,000 games available right now. So we think as long as we have great games to power, the system is going to have a good life. Our developers will have to make the decision when they think that it’s time for new hardware to bring whatever their creative ideas are to life. That’s really what drives the decision on when it’s time for new hardware. Is there something that can’t be done for their creative vision with the current hardware?

Then they take it in a different direction. In the case of the Nintendo Switch, obviously we have the Wii U and our developers wanted to start thinking of gaming in a different direction where you can take it on the go, any time, or you can play at home. So, that’s why the Nintendo Switch was created. That’s why they married the software and the hardware that way. There’s nothing to announce in terms of where we want to go for the future, because right now, what we have on our hands is working really well.

TC: What happened specifically with Animal Crossing? Clearly no one’s really psyched when a game gets delayed. Is there any kind of info you can give, just in terms of why it’s being pushed back to 2020?

CS: We’re not going to put a game out before we think it’s ready to be enjoyed by fans. In the case of a franchise, like Animal Crossing, that has so many loyal fans, we’d be doing them a disservice if we put out a product that was rushed. So it’s a difficult decision for a company to make to move a ship date out. We think moving to March 20 of next year was the right decision, because we needed to give the development team enough time to make it the game we want to make. So, that’s been the Nintendo approach from the beginning and it’s something that we’re going to continue to do. We’re not going to rush a game out until it’s ready because we want to keep that quality bar high.

TC: Metroid [Prime 4] was kind of conspicuously absent. Is there any update on that end?

CS: It’s in the hands of Retro now; they certainly have a historic history with that franchise. They do a great job with it and we’re looking forward to what they do with this version of it. But there’s nothing new in terms of any ship date or any details about the game.

Source link

Continue Reading
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Gaming

Sweet Tooth is hopeful post-apocalyptic fare—but beware its Walking Dead vibes

Published

on

The trailer for Sweet Tooth.

Netflix’s new fantasy series, Sweet Tooth, first looks like a crudely fictionalized version of 2020. A disease colloquially referred to as The Sick spreads rapidly among humans while overwhelming infrastructure, grinding daily life to a halt, and racking up a body count. When this story begins, society tries to put itself together again. An unnamed narrator calls it “The Great Crumble.”

This disaster, however, can’t be contained even to the extent of COVID-19. No cure or vaccination has been discovered, so most humans opt to live in isolation either as individuals or as disease-free groups. This withdrawal has allowed nature to essentially step into the void—animals previously only seen in a zoo roam free, and landscapes grow out in full to replenish what society previously destroyed for resources.

Oh, and in Sweet Tooth, the next generation of kids appears to include half-animal/half-human individuals called Hybrids. The ratio of column A to column B varies—some talk, some don’t; many look like traditional kids with small animal features; all retain abilities like heightened hearing or smell—but no one seems to know anything for sure. Why did this evolution happen? How many are there? And, most pertinent, what makes Hybrids immune to The Sick? In the face of all that mystery, some portions of this new world look at Hybrids as a hopeful evolution of humanity, a group of individuals society should protect and help thrive. Others, though, see Hybrids as a hindrance to humanity getting past The Sick and returning to normalcy. In particular, Hybrids’ immunity to The Sick has swaths of this new world curious about whether their DNA can be harvested for treatment or prevention.

In the middle of this whole mess sits Gus, a deerboy Hybrid who simply lived a quiet life in an isolated Yellowstone cabin with his father until, well, you can probably see where this is headed. Luckily, that predictability doesn’t make the journey ahead any less fun.

Grin, grim, grin again

So, our Tom Sawyer-loving deerkid has to set off on a country-traversing adventure of his own, and throughout, he’ll encounter numerous individuals with unknown motives who may want him dead or may partner up to become a found family of sorts. I watched a large portion of the series with a teen sibling, and needless to say they were able to call out many of the individual episode’s twists and turns. Sweet Tooth covers a lot of well-worn movie and TV territory, but it will still likely have you in for the long haul if you’re fond of any of the numerous kids-versus-the-world adventures of yore (from The Goonies to Harry Potter).

That said, I was amused by the series’ unique approach to some common aspects of its intersecting genres (kid adventure, post-apocalypse). When Gus and his first new partymate (a former football player turned hunter/assassin named Tommy Jeppard, aka Big Man) inevitably encounter a militarized group of people, that community isn’t full of former cadets or marines. Instead, this amateur army learned its tactics because they were previously a devoted group of friends who played games like Overwatch or Halo. And the scientists who remain and must sort out this disease mess aren’t former government lab jockeys; they used to be regular-old medical care providers. They very much continue to grapple with the trauma of watching all these patients of The Sick deteriorate as this new world asks them to step up and lead, so these docs have their humanity in tact rather than operating only with some “anything for the greater good” mentality.

It would be very, very easy for Sweet Tooth to become too dark, too emotionally heavy, or too tiresome for viewers who have lived some of this stuff IRL in the last 16 months. Again and again, the show gave me flashbacks to when I used to follow The Walking Dead, which I had quit watching entirely after hours and hours of despair. Like TWD, Sweet Tooth has our heroes going through cycles where they encounter many different groups of people who initially seem nice and helpful only to reveal themselves to be something else later on, often with tragic results. (When will people in TV and film learn that there may be no scarier, more dangerous place than white picket fence-lined suburban neighborhoods? Sigh.) In another notable zombie-brains-show similarity, the bad guys (whether that’s a disease or a disassociated lunatic military man) seem to come out on top more often than not, at least in these first eight episodes.

Despite that, Sweet Tooth never veers entirely into ruin porn or nihilism. Mostly, that’s because of its central figure. Unlike Rick Grimes (The Walking Dead), June (Handmaid’s Tale), or many other characters existing in an apocalyptic new reality, Gus is still a kid. The world hasn’t beaten him down into expecting the worst all the time, and his general optimism and wonder keep this story feeling light enough despite many gut punches along the way. Sweet Tooth‘s source comic wrapped in 2013, and production on this Netflix series began long before COVID-19 took over. The creative team had already made a few decisions to tone down the bleakness of the source material, and the benefits of those choices are only amplified by the context viewers bring to the show in summer 2021.

I have yet to actively seek out any pandemic-related pop culture. Maybe my appetite for it will eventually change, though let’s revisit that in a decade. But given how all-encompassing this ongoing global situation has been, of course you can’t help but consume some of it, even by accident. For me, the stuff that works so far has had some degree of optimism or hope underneath the adversity, chaos, and tragedy. The risotto episode of How to With John Wilson, for instance, includes overrun grocery stores and scenes from hospitals, but it ends by underscoring our need for human interaction and the newly realized immense value in it.

On the surface, Sweet Tooth isn’t about the pandemic at all. This show is for teens, and it is not subtle about hammering home a central idea regarding humanity’s role in destroying our planet through climate change and an insatiable thirst for more. However, the show’s plot prominently features a worldwide pandemic, making it impossible to not think about that through the lens of these eight episodes. Ultimately, Sweet Tooth points to a few positive messages amid the disease darkness.

First, don’t be jerks to the youngest generation. We don’t yet know how this will impact them, and they are the future who will unravel this mess and navigate its lasting impact. Additionally, pushing forward necessitates extending kindness to others. The weight of the world is emotionally on everyone’s shoulders (if not physically, to a large extent). And when it’s impossible to know when your next event, trip, family reunion, or whatever thing you look forward to will happen, some other kind of hope must exist for you to believe in if you want any chance at emotional and mental survival. Gus gives that hope to admittedly broken-down individuals like Big Man, and it’s easy to imagine him spreading that optimistic outlook wider in S2 given the pessimistic way things wrap this time around.

Traditionally, summer always felt like a dumping ground for networks to try unusual things as people vacation or generally get out more; bigger series headliners tend to wait for fall returns or premieres accordingly (see Y: The Last Man or The Foundation in 2021). But recent years have seen surprises emerge at the end of spring and become their own critical darlings (HBO’s Los Espookys) or megafranchises (Stranger Things). Whether Sweet Tooth can travel the same surprise path to stardom remains to be seen, but it’s at least nice to have a new show worth following as we enter another summer where travel might be complicated (though, mercifully, not as complicated as it is in Sweet Tooth).

Listing image by Kirsty Griffin / Netflix © 2021

Continue Reading

Gaming

Test out next-gen space tech in Kerbal Space Program

Published

on

Most games lose relevance after a few years, but the indie rocket-building game Kerbal Space Program is a bit different. It’s a glitchy, 10-year-old underdog of a game with a cult following of programmers, engineers, astronaut candidates, and your typical lay explosion enthusiasts, and it has a unique and active community of modders who’ve been fixing bugs, adding new features, and generally keeping the game fresh for nearly a decade.

In the game, you are the omniscient director of a space program composed of literal little green men (and beloved little green woman Valentina Kerman—we see you, trailblazer) that you send skyward in spacecraft of your own design. It often feels like watching those blurry old videos of rockets launching only to come straight back down in an explosion of fiery schadenfreude: you feel a little bit frightened, a little bit sadistic, and you really want to try it again.

Art imitates life

One of the most prolific Kerbal modders is Chris Adderley, Nertea in the game, who is an engineer at the Canadian space company MDA by day, designing ground-based systems that retrieve data from spacecraft. But in his off time, Adderley gets into the pilot’s seat himself. He started playing Kerbal Space Program soon after its release, and in 2013 started building his first mod for the game—a pack of spare parts, including a xenon fuel tank and a magnetoplasmadynamic thruster (just try saying that three times fast).

Since then, he’s designed dozens of additional mods, including a Mark IV Spaceplane and space station add-ons like centrifuges and inflatable habitats.

“I build stuff that I’d like to see us as a species build in the future,” says Adderley.

Recently, Addlerley decided to take some of the most plausible far-future theoretical rocket engine concepts and build them in the game—introducing a way for gamers to try out these sci-fi concepts in a simulated environment that can teach us how they might actually work, on a more practical level, in the future.

Adderley combed through dozens of scientific papers that outlined theoretical blueprints for these ultra-advanced propulsion systems, looking for those that were most realistic.

“Everybody tries to sell their project as the propulsion system of the future,” says Adderley. “You need to kind of think a little bit critically about what people have hand waved.”

He crunched the numbers, considered how much power a specific engine would need, how to deal with the heat produced, and how you’d harness the energy to propel the virtual rocket further. “That was superfun, which might be a supernerdy statement, but you know.”

In the end, he built out 13 different engine concepts, including fusion engines—like The Expanse‘s Epstein drive is theorized to be—fission engines, and antimatter rockets.

Though we don’t yet have the technology to implement these specific-impulse demons, there is some real world value in being able to simulate advanced engines in a low-stakes environment. In fact, it’s such a great sandbox that engineers at SpaceX and the Jet Propulsion Laboratory have used Kerbal graphics in their presentations. In 2018, NASA released Open MCT, a telemetry data visualization software designed for operating spacecraft, to the public on Github. It’s costly and time-consuming to test these systems on real spacecraft, so some participants ran their programs through Kerbal instead.

For Sumontro Sinha, an aerospace engineer and fusion researcher at the Propulsion Research Lab at the University of Alabama in Huntsville, Kerbal is the go-to for testing out new ideas and training new engineers.

“Instead of Powerpoint slides and pages of equations, just make the ship and see how it works,” he says. “If it works in Kerbal, then it has a good chance of working in real life.”

Donut power

The spherical tokamak fusion engine is based on the fictional spaceship in 2001: A Space Odyssey, sans HAL the killer AI. Adderley found the actual science behind it in a NASA study, in which the paper’s lead author, Craig Williams, says NASA funded a number of projects focused on developing advanced propulsion systems. Williams’ team designed an engine that uses the energy produced by a fusion reaction to generate thrust. Fusion occurs naturally in the interior of stars like our sun, where lightweight atoms are superheated to the point where their electrons and neutrons decouple and neutrons, normally repellant to one another, fuse together and produce massive amounts of energy. One of the biggest challenges in producing this energy on Earth is that you need a way to confine the resultant plasma and harness its power.

One way to do this is with a tokamak, a device that generates a donut-shaped magnetic field that keeps the superheated plasma in place. In Williams’ engine prototype, this tokamak would be nearly spherical—more like a donut hole. The exhaust produced would propel the vehicle to over 166,000 mph, taking passengers to Jupiter in just under 4 months. To put that into perspective, the deep space probe Voyager is traveling away from our solar system at 35,000 mph.

When Williams’ paper came out in 2001, the authors wrote that the capability to produce this type of engine might be 30 years out. Now that it’s 2021, Williams is revising his estimate. “We’re probably not any closer,” he says. His paper came out in an era of enthusiasm for advanced propulsion, but much of that zeal has waned until recently. “You can’t really make much progress when there’s no active program going on, “ he says. “Until you start the clock again, that 30-year projection will just keep moving forward.” Bummer. But in the decades between now and humanity’s era of two-week Saturn vacations, you can still try out your own digital version of Williams’ engine.

Ride the nuclear lightning

The Afterburner fission fragment rocket engine is based on another NASA-funded engine concept study from 2011 that utilizes the energy created in nuclear reactions to propel a spacecraft forward. Reactors filled with Americium, a highly radioactive rare material that is a byproduct of uranium-driven nuclear reactions, generate fission products that flow down a chamber. This chamber is injected with hydrogen gas, which gets intensely excited when it meets up with the fission fragments and generates a plasma that is funneled through a powerful magnetic nozzle as thrust.

With this breakthrough, a round trip to Mars would take 292 days, including a 60-day stay on the planet. While the engine is slower overall than a fusion engine would be, it’s far closer to what we’re technologically capable of at present.

“The nuclear thermal rocket is a technology that is getting developed, and it’s already been demonstrated,” says Jason Cassibry, who leads the Propulsion Research Center at the University of Alabama in Huntsville. In April, DARPA selected three contractors to demonstrate the first phase of a nuclear thermal rocket, and NASA and the DOE put out a call for similar preliminary designs in February. Cassibry says fission fragment and nuclear pulse engines are not far behind, but they have additional engineering hurdles to face, including figuring out how to divert all that energy away from the hull of the spacecraft so it doesn’t burn up in space.

This story originally appeared on wired.com.

Continue Reading

Gaming

Arcade1Up pinball cabinet review: Fine for families, interesting for modders

Published

on

Enlarge / Say hello to the Arcade1Up Attack From Mars physical pinball cabinet. The chassis is physical; its games are all virtual. Read below to understand what the heck that means.

Sam Machkovech

If you’re of a certain generation, chances are you have imagined (or, at this point in your adulthood, built) your own home arcade that resembles something out of the golden ’80s era. One useful path to making this a reality, especially in tighter quarters, is the “multicade,” an invention that squishes multiple games into a single cabinet.

But what if your old-school gaming dreams revolve around something bigger and bulkier, particularly pinball? Until recently, your options were either buying a bunch of original pinball cabinets or building your own ground-up emulation solution. And the latter is complicated by the realities of how pinball plays and feels.

I’ve wondered how long it would take for that to change in the gaming-nostalgia market, especially as companies like Arcade1Up produce and sell more multicade cabinets for home use. The time for change is now, evidently, thanks to a handful of manufacturers producing pinball multicades. Arcade1Up in particular launched three distinct pinball emulation cabinets this year, each revolving around a different license.

Thanks to Arcade1Up, I’ve gone hands-on with arguably the most interesting product in its 2021 pinball line: a collection of 10 classic tables, all created by Williams during its arcade heyday but emulated for more convenient home play. What exactly does $600 get you in terms of emulation and build quality?

Time to get Mad and Medieval

Continue Reading

Trending