We discuss Nintendo's future and their new console, the Switch
We got our hands on their new console and relay the experience.
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We got our hands on their new console and relay the experience.
We brought Jonathan Ore from CBCNews.ca to discuss the coming end of the Wii U, the proposed Nintendo NX console and the future of Nintendo as a company.
On our trip to Boston we discussed both the fruits and failings of procedural generation. You might risk sacrificing distinct worlds for the illusion of replayability. But, if successful, you end up with a nuanced environment that makes you want to dive deeper into its world and its mechanics. If you want our opinions in depth, we rant for about 40 minutes on two earlier episodes, however, we did end up talking to a few people about having a world procedurally generated versus handcrafted design and wound up the episode you're hopefully about to hear.
Procedural generation, by the way, is a fancy way of saying that there's a bank of possible design elements that the game places at random. That can be story, levels, enemies, artificial intelligence or animation. The process isn't truly random, otherwise the game would be an incomprehensible mess. Usually there's a sophisticated algorithm behind the scenes that builds the game, providing it with rules for how the game should look. If done well, the randomized element should feel distinct without being too alien.
The most common expression of procedural generation can be seen in the roguelike, which generally randomizes its levels and makes you restart the game each time you play. Though, it's hardly the only kind of game to use that process. In this episode, we'll discuss one or two of those special cases that got the process right, while espousing some of the benefits of handcrafted design.
On episode 56 of Built to Play you'll hear the following segments:
We haven't had a chance to discuss the news for a while, so we thought it's time to catch up on everything we've missed since mid-January. Sony Online Entertainment was bought by Columbus Nova, and renamed Daybreak Game Company, alerting our suspicions. The Club Nintendo is becoming more exclusive to the point it no longer exists. Microsoft expects to believe that people will play Minecraft on the Hololens. Square Enix, against the will of God himself, made a profit. Persona 5 may have the coolest menus in video games. Net neutrality may be a real thing in the US and Canada.
It's nearing the end of the year so we thought we'd gather together our favourite games of 2014. Except it seems we didn't play a lot of the big video games this year. So our awards ended up being a little more unconventional than most seem to expect. Bear with us, as we go through the games we highlighted of 2014.
The Broken Ass Piece of Junk Award for Broken Gameplay and Lack of Foresight
The Alfred P. Bland Memorial for Game We Didn't Play But is Probably Okay
The Wow, Really? Prize for Game We Didn't Play But Heard is Great
Please Understand Award for Baffling Decision Made by a Console Manufacturer
Nominees: Limited Amiibo Launch, Sony Vita lawsuit, Sony PlayStation 4 Firmware 2.0, Collapse of Xbox TV, Kinect removal from Xbox One
The Best Game Most People Didn’t Play
The Hurts So Good Medal for Cruel and Unusually Brilliant Game Design: No Man's Wharf in Dark Souls 2 - 37:50
Skinner Box Memoriam Prize For Shut Up I Don’t Have Problem: Destiny's Endgame - 40:30
The Friendship Annihilation Efficiency Memorial Award: JS Joust and the Sportsfriends - 43: 50
Occupied Commuter’s Fund for Game That Nearly Made Arman Vomit: Threes - 46:00
The Mappy the Mouse Cop Memorial Scholarship for Best Appearance by Mappy in a Video Game: Pacman's Taunt in Super Smash Bros. for Wii U - 49:00
Grimaldi’s Wizard Wardrobe For Fantasy Game That Filled the Void: Witcher 2 - 52:00
The JRPG Dowry Prize for Most Successful Shotgun Wedding: Persona Q’s Battle System - 54:00
Our individual prizes will have a full write up on the site, filled with details about why the award exists and why each game won, later in the week.
In episode 51 we mentioned that we'd talked about the anniversary of the Nintendo DS. We actually got the whole thing on tape, and it's not half bad. We're still hard at work on the remaining episodes of Built to Play this year, and trust me they're going to be incredible. But until then, here's a few pieces of Built to Play 51: Our Objective is To Win the War that didn't make the cut.
If you haven't listened to that episode I recommend you check that out first, but hey, I'm not your dad. Do what you want. We talk about Mr. T, World of Warcraft, the Nintendo DS and Bob Tarantino tells us whether it's a good thing there aren't many Canadian copyright suits.
The annual indie game festival Gamercamp came to Toronto back in October, and then after three days promptly left this earth entirely. This was Gamercamp's sixth year, and its last one, for now anyway. Meaning if you couldn't visit this one, tough luck. But we knew that you might have trouble making it out to Toronto's Chinatown, so we went instead to try and compete at several local multiplayer games. All of this happened to fit in with this month's theme, Friends and Enemies, so to make things a little more festive, we began the great competition to defeat each other at mostly cooperative games.
Daniel and Arman visited Nintendo of Canada to play upcoming titles like Mario Maker, Bayonetta 2 and Yoshi's Wooly World. But when it comes to Super Smash Bros. the two land on a bit of a competitive streak. Take a listen to hear more about the relative nudity of Pokemon, Toad's Batman voice, and genius robot design. If you want more in-depth coverage of these Nintendo games check out Daniel's write up from a few weeks back.
Also known as MOBAs, games like League of Legends and Dota 2 are becoming a force in esports. The fourth annual Dota 2 championships back in July crowd-funded a $10.6 million prize pool, a bigger prize than the Super Bowl.
First up, Majesco did a reverse stock split, raising their stock price back to $2.56 from between 0.50-0.60 during the last few months. Masjeco is listed on the NASDAQ stock exchange which requires a minimum of a $1 value per share, and so the company needed a maneuver that would raise the price before they became a penny stock.