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        <title>The Wiire</title>
        <description><![CDATA[Bringing you the highest quality Wii related news.]]></description>
        <link>http://thewiire.com/</link>
        <lastBuildDate>Sun, 08 Nov 2009 10:03:28 +0000</lastBuildDate>
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            <title>The Wii Is Sick</title>
            <link>http://thewiire.com/blog/post/6129-the-wii-is-sick</link>
            <description>&lt;p&gt;Satoru Iwata is saddened by slow sales&lt;/p&gt;

&lt;p&gt;I'm sure you've heard by now that the Wii is a bit under the weather. For a few months now, the Wii has been increasingly slowing down in the sales department. While in the grand scheme of things, slow sales are still better than no sales, it still has Nintendo worried. So much so, that they cut the price of the console, something Nintendo hasn't had to do in almost 3 years.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/satoruiwata2.jpg" alt="satoruiwata2" width="400" height="279" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;Recently, &lt;a href="http://www.computerandvideogames.com/article.php?id=226584"&gt;CVG&lt;/a&gt; reported that Nintendo President and CEO Satoru Iwata cannot even spin the Wii's slow sales in a postive light. Iwata spoke on number of things, but most importantly was one of his quotes, when he stated that the Wii's situation in Japan &lt;span class="text_article_body"&gt;"cannot be defined as healthy." While he only spoke of the Japanese front, the same can be held true for the rest of the world. People aren't buying Wiis like they used to.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;He talked a little bit about why that is, one of the big reasons was that the price cut did not spike sales for a sustained period of time like Nintendo had hoped. Iwata would go on to say, &lt;span class="text_article_body"&gt;"The price cut seems to have the least impact here [Japan] than other parts of the world." Iwata would also add that it was Nintendo's "urgent mission" to get sales numbers back to a healthier number.&lt;/span&gt;&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;With the Wii's holiday lineup featuring such titles as New Super Mario Brothers Wii, Nintendo should see their console sales figures go up, but for how long? Could it be possible that for the most part, everyone who wants a Wii already has one?&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=YzCn39c3vBQ:0czFXonMyvE:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=YzCn39c3vBQ:0czFXonMyvE:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/YzCn39c3vBQ" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Fri, 06 Nov 2009 09:54:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6129-the-wii-is-sick</guid>
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            <title>Infinity Ward Overlooking The Wii</title>
            <link>http://thewiire.com/blog/post/6128-infinity-ward-overlooking-the-wii</link>
            <description>&lt;p&gt;Yet another developer looks down upon the Wii&lt;/p&gt;

&lt;p&gt;Recently &lt;a href="http://www.develop-online.net/features/669/Interview-Infinity-Ward"&gt;Develop&lt;/a&gt; had an interview with Infinity Ward about their newest game that is about to release, Call of Duty: Modern Warfare 2. This is a sequel to an immensely popular game (Call of Duty: Modern Warfare) that sold well and scored critically well, and until recently, was absent on the Wii. With the announcement of Call of Duty: Modern Warfare: Reflex, Treyarch will be porting CoD:Modern Warfare to Wii owners. In their interview Develop asked Infinity Ward if they would ever develop the Wii version for CoD:Modern Warfare 2. How they responded may not be exciting news for Wii owners.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/cod4logo.jpg" alt="cod4logo" width="399" height="184" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;The question was posed to Infinity Ward, "What needs to happen before you consider [developing for] Wii," and their response was an interesting one. Infinity Ward said, "If we felt like we could deliver the cinematic experience we were going for on other platforms, then we would gladly move to that platform. Right now, we don't think the Wii can deliver the exact experience that we’re doing." While Infinity Ward's Robert Bowling was very careful about wording it as not to say 'the Wii can't handle our game', it certainly seems to be what he's saying.&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;This is reminiscent of other video game powerhouses snubbing the Wii for similar reasons. When asked if Resident Evil 5 would find its way onto the Wii, one of the game's producers, Masachika Kawata, said the Wii couldn't even handle the &lt;a href="http://www.joystiq.com/2008/10/25/resident-evil-5-producer-wii-cant-handle-re5s-title-screen/"&gt;game's loading screen&lt;/a&gt;. Then of course there was &lt;a href="http://thewiire.com/blog/post/4940-epic-games-no-plans-for-wii"&gt;Epic Games Vice President Mark Rein&lt;/a&gt; who didn't feel it was economically feasible to develop for the Wii, because " unless you're going to sell your engine  to Nintendo, you're going for scraps on that platform."&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;Now nobody is making the argument that the Wii can go toe-to-toe with the Xbox 360 and Playstation 3 from a graphical standpoint, but does that really mean it lacks the potential for a "cinematic experience?"&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=ToVGSxdOrQo:ryIDV4A0GJg:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=ToVGSxdOrQo:ryIDV4A0GJg:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/ToVGSxdOrQo" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Fri, 06 Nov 2009 02:27:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6128-infinity-ward-overlooking-the-wii</guid>
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            <title>The Future of Epic Mickey</title>
            <link>http://thewiire.com/blog/post/6126-the-future-of-epic-mickey</link>
            <description>&lt;p&gt;Warren Spector starts the rumor mill a turnin'&lt;/p&gt;

&lt;p&gt;It is never too early to discuss the future of a franchise for Warren Spector. Epic Mickey was just &lt;a href="http://thewiire.com/blog/post/6114-epic-mickey-confirmed-as-wii-exclusive"&gt;recently announced&lt;/a&gt;, releasing late next year, but already Warren is thinking of possibilities for a second and third title of the franchise, as well as some mysterious peripheral support.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/epicmickey2.jpg" alt="epicmickey2" width="401" height="220" /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;When you think of a game like Epic Mickey, from the little we know about it, of the choices between the Balance Board, Wii MotionPlus, and the Vitality Sensor, which Nintendo peripheral do you think Epic Mickey would most likely use? Well, it isn't Wii MotionPlus (in the first game anyway), which would make sense, considering the paint-styled gameplay.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Instead it was the Vitality Sensor of all things, that Spector mysteriously alluded to. When &lt;a href="http://www.1up.com/do/newsStory?cId=3176699"&gt;1UP&lt;/a&gt; directly addressed the idea of the Vitalty Sensor being used in game, Spector responded by saying, "Well, you know, now that you mention it. [Distinct pause combined with wistful look] You never know. We have some time." He said nothing other than that, so to even find out if there is any truth behind Vitality Sensor inclusion, we'll have to keep an eye out.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;When &lt;a href="http://www.1up.com/do/newsStory?cId=3176702"&gt;asked directly&lt;/a&gt; about the future of the franchise, Spector said "In my head, I've got two more planned." He continues to keep things grounded and realistic, saying that there still is no guarantee that Epic Mickey will be a franchise, but if the first game is a success, I'm sure you can plan on seeing sequels.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Any early predictions? Will Epic Mickey be a success? From the looks of the concept art it has my early vote.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;How about the Vitality Sensor? Could you see such a game actually using it?&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt; &lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=NR6IpBUnHDU:b7t67GnJKkk:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=NR6IpBUnHDU:b7t67GnJKkk:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/NR6IpBUnHDU" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Sun, 01 Nov 2009 20:42:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6126-the-future-of-epic-mickey</guid>
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            <title>Miyamoto Likes Star Fox</title>
            <link>http://thewiire.com/blog/post/6125-miyamoto-likes-star-fox</link>
            <description>&lt;p&gt;But says the series is on the downturn.&lt;/p&gt;

&lt;p&gt;It has been a while since there last was a Starfox game, and there doesn't seem to be any signs of another game anytime soon (&lt;a href="http://thewiire.com/blog/post/6050-a-new-starfox-game-on-the-way"&gt;well one by Nintendo anyway&lt;/a&gt;). Recently Shigeru Miyamoto talked with &lt;a href="http://multiplayerblog.mtv.com/2009/10/27/mario-creator-talks-disappointment-with-star-fox/"&gt;MTV Multiplayer&lt;/a&gt; about why that is.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/shigerumiyamoto2.jpg" alt="shigerumiyamoto2" width="375" height="283" /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Historically speaking, Starfox games do not make as much money as other Nintendo IPs. Now it is unfortunate that Starfox has such stiff competition, with the likes of games such as Mario games, Wii Fits and Wii Plays, and other games that make money hand-over-fist. Starfox games make money, just not piles of it.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Miyamoto spoke of this, and mentioned how less people are buying the Starfox games over the years. "At least in Japan, the people that purchase the 'Star Fox' games has decreased over the years." Despite this being true, Miyamoto seemed to have faith that &lt;em&gt;eventually&lt;/em&gt; there would be a new Starfox game. "But we still try to make them more fun and hopefully people will see the appeal in those games."&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Perhaps for those fans who are looking for any sign of hope of a return from Starfox, know that Miyamoto, a high ranking Nintendo official, likes these games. "I'm a big fan of the 'Star Fox' games. Every time we make a 'Star Fox' game I'm hoping people will enjoy it as much as I do."&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;So hopefully Miyamoto's sway will expedite our wait for a new Starfox game.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Would you like a new Starfox game? If so, would you like the 3rd person action adventure game like Star Fox Adventures, or a return to its original form, like Starfox 64?&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=q9WLGTv6Uf4:ea-Ae949HGA:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=q9WLGTv6Uf4:ea-Ae949HGA:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/q9WLGTv6Uf4" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Sun, 01 Nov 2009 08:42:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6125-miyamoto-likes-star-fox</guid>
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            <title>2D Boy Birthday Sale Results</title>
            <link>http://thewiire.com/blog/post/6124-2d-boy-birthday-sale-results</link>
            <description>&lt;p&gt;Did you help make World of Goo's birthday special?&lt;/p&gt;

&lt;p&gt;World of Goo was recieved very well by critics. The Wiiware game averages almost a 94% on &lt;a href="http://www.gamerankings.com/wii/945832-world-of-goo/index.html"&gt;Game Rankings&lt;/a&gt; and currently stands as the 3rd highest ranked Wii game on the site. It released last year (2008) on October 13th, and just recently 2D Boy celebrated World of Goo's first birthday. How did they celebrate it? With a sale nonetheless! This was no ordinary sale, however. Instead, this was a sale that allowed you to pay as much as you want for either the PC, MAC, or Linux build of the game. The results are in, and 2D Boy is excited at how well the sale was received.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/worldofgoohistogram.png" alt="worldofgoohistogram" width="519" height="184" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;In total around 57,000 people bought the game over the course of the week (running from October 13th - October the 20th), at the average price of $2.03. Unfortunately, the most common amount paid for the game was one cent (the minimum requirement). Almost 17,000 people took the game at that price. There were glimmers of hope, though. 2D Boy was kind enough to create a graph (above), and on the graph there are spikes at $5, $10, and even $15 and $20, though the latter two were smaller. There were also four people generous enough to pay $50 for the game.&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/2dboylogoblack.png" alt="2dboylogoblack" width="500" height="223" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;2D Boy also released a survey to coincide with this experiment. The survey asked three questions of those who purchased the game. The customers were asked how much they paid, why they chose that amount to pay, and how much they thought the game was worth. The most common response for how much they paid was in-between the $5-$10 range (29.4%) compared to those who said a few cents (12.5%). The most common response of why they paid the price they did was "I like the pay-what-you-want model and wanted to support it" (26.3%) followed in close second by "That's all I can afford right now" (20.6%). When asked how much people thought the game was worth, 35.8% said $10 followed by 25.7% at $15 and 21.4% at $20.&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;So even though and overwhelming 85.7 % people who took the survey feel the game should be valued at $10 or more, only 12.1% of those people actually purchased the game for that amount.&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;Nonetheless, 2D Boy is happy with the results of their experiment, so much so in fact, they extended the birthday sale until October 25th. Yes, that's right, you can still buy the game for whatever price you want. &lt;a href="http://2dboy.com/2009/10/19/birthday-sale-results/"&gt;Head over here&lt;/a&gt; to check out some more statistics of the sale, or here to &lt;a href="http://2dboy.com/games.php"&gt;buy the game&lt;/a&gt;. (Note: This sale does not cover the WiiWare version of World of Goo)&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;
&lt;p style="text-align: left;"&gt;What do you think of the pay-whatever-you-want price model? Is it something more developers should try?&lt;/p&gt;
&lt;p style="text-align: left;"&gt; &lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=xlU2eSoiFdU:qflgKH5bUhc:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=xlU2eSoiFdU:qflgKH5bUhc:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/xlU2eSoiFdU" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Thu, 22 Oct 2009 21:39:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6124-2d-boy-birthday-sale-results</guid>
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            <title>Miyamoto Discusses Nintendo's Future</title>
            <link>http://thewiire.com/blog/post/6123-miyamoto-discusses-nintendos-future</link>
            <description>&lt;p&gt;Discusses what Nintendo will be after the Wii.&lt;/p&gt;

&lt;p&gt;With the Wii, Nintendo has proved a lot of things. One of the most prevalent things that Nintendo has displayed, is that video games can get people involved in more ways than by simply holding a controller while sitting on their couches.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Esteemed Nintendo game developer Shigeru Miyamoto spoke with &lt;a href="http://www.popularmechanics.com/technology/industry/4334387.html"&gt;Popular Mechanics&lt;/a&gt; recently (via &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=25700"&gt;Gamasutra&lt;/a&gt;) about the future of games, and specifically the future of the company. Nintendo is in good shape with the Wii (see: piles of money laying around Nintendo HQ), and they will build off their success in the future.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/shigerumiyamoto.jpg" alt="shigerumiyamoto" width="401" height="277" /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Miyamoto touched on many things during his interview, and one of the main things was how video games are entering more homes everyday, and in newer ways. Miyamoto argued:&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="padding-left: 30px;"&gt;"&lt;span id="intelliTXT"&gt;What I've found really in the past four or five years—since the launch of the DS and Wii—so many more people have come into contact with &lt;a class="iAs" style="border-bottom: 0.075em solid darkgreen ! important; font-weight: normal ! important; font-size: 100% ! important; text-decoration: underline ! important; padding-bottom: 1px ! important; color: darkgreen ! important; background-color: transparent ! important; background-image: none; padding-top: 0pt; padding-right: 0pt; padding-left: 0pt;" href="http://www.popularmechanics.com/technology/industry/4334387.html" target="_blank"&gt;video&lt;/a&gt; games that I think there's a much better understanding of what they have to offer and they are becoming a much greater part of everyone's daily life."&lt;/span&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;span id="intelliTXT"&gt;With games like Wii Fit and EA Sports Active, the Wii is getting more people involved, as well as re-inventing a new gaming genre, exergaming.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Miyamoto makes his vision clear, in that when he is asked where he sees video games heading in the future, he responds by saying, "&lt;span id="intelliTXT"&gt;As time goes on, I think we're going to see how the system of the video-game console and this interactive interface is going to gradually bleed in to other elements of, say, home electronics and daily life." It is clear that Miyamoto wants to continue with this new trend started with the Wii, which encompasses more of entertainment than just traditional gaming. &lt;/span&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;span id="intelliTXT"&gt;The "interactive interface" that Miyamoto speaks of is another key element Nintendo will continue to build on. It is their belief that creating an intuitive experience is one of the key elements to creating a system. This ranges from the Wii's channel interface, to gameplay itself consisting of natural and simple motions.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Miyamoto also touched on a very hot topic, that of Nintendo's console future. When I say touched on, I really mean barely touched on, as he only mentioned two key phrases. He's looking for it to be "compact" and "perhaps even more cost-efficient."&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Take from this what you will, but I'm curious to see what you think he means. Is he referring to a Playstation 2 Slim type of upgrade for the Wii? Or could he be referring to a new console?&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=fT9NTatsYOo:jnUKCh32uxw:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=fT9NTatsYOo:jnUKCh32uxw:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/fT9NTatsYOo" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Thu, 22 Oct 2009 02:25:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6123-miyamoto-discusses-nintendos-future</guid>
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            <title>Muramasa: The Demon Blade</title>
            <link>http://thewiire.com/review/6121-muramasa-the-demon-blade</link>
            <description>&lt;p&gt;Vanillaware crafted a smooth and beautiful action title for the Wii in Muramasa: The Demon Blade, which excels in &lt;em&gt;feeling good&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/muramasatdb_logo.jpg" alt="muramasatdb_logo" width="545" height="351" /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Muramasa: The Demon Blade quickly became one of the top anticipated games for the Wii this year.  Its gorgeous hand-drawn graphics and smooth frame rate prove that Vanillaware knows how to make a Wii game look great.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Muramasa is set in the Genroku era of Japan's history in the 17th century, and draws from Japanese tales and rich culture to give a unique feel to the game.  Even the vivid, layered backgrounds are inspired from Japanese art.  The game centers around Kisuke and Momohime (who's stories run parallel in the game and are played separately).  Kisuke has amnesia and can't remember a crime he committed, while Momohime is possessed by the soul of a swordsman.  Typical, right?&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/muramasa_tdb_2.jpg" alt="muramasa_tdb_2" width="545" height="306" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;strong&gt;Mysterious barriers can only be shattered by key Demon Blades.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Even more important in the story is that the current shogun is filled with greed, and is after the all-powerful Demon Blades, which sparks a conflict in the region.  To make matters worse, the Demon Blades begin to call forth dangerous monsters to the land.  While navigating each area, you run into different characters both for and against your cause.  The storyline doesn't branch off with these characters, so much as it leads Momohime and Kisuke into different directions to aid others.  Unfortunately, a good amount of players probably won't follow the convoluted storyline so well.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Most are playing the game for its action anyways.  The fast-paced combat combines button-mashing/fighting with well-executed timing for different ninja-like moves.  Few things on the Wii to date are as satisfying as flicking an enemy into the air, and then crossing them as you dash back and forth &lt;em&gt;through the air&lt;/em&gt; with your katana in tow, whipping the enemy down to the ground, only to follow with a swift stab as you plummet downward, sword-first.  Muramasa brings a visual flare to the system in its swordplay, and manages to let players dominate multiple enemies onscreen without noticeable slowdown.  Sometimes, this ends in huge combos (I got a combo of over 200 against one boss... twice).&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/muramasa_tdb_4.jpg" alt="muramasa_tdb_4" width="545" height="306" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;strong&gt;Do ninjas get cold?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;These ninja moves translate well to the controller.  Three options are available for you to use: the Wii Remote/Nunchuk, Classic Controller, or GameCube controller.  I'm happy to say that literally all of them work well.  Sadly, none of them use a button for the character's jump command.  Instead, in Super Smash Bros. style, the scarcely-controllable jump and double-jump of your character is done by pressing the joystick of your controller up.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The advantage to this unwieldy setup lies in the flashy way you can cut up enemies that I described earlier.  While jumping through the air, you can push the joystick in any direction to have your character zip in that direction while slashing at enemies.  Add that to the parrying, rolling, and reflecting of any ranged weapons thrown your way, and the combat makes up the best part of the game.  This game does a great job of making your every move feel very ninja-like.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;
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&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Players have access to a few items during battle for quick healing both your character and your blade, as well as support items.  Blades wear down throughout battle, leading them to eventually break (they repair over time).  You need not fret, though.  At any given moment, you can flip between up to three different swords you are equipped with, sometimes starting out by slashing every enemy on screen at once.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The blades acquired are short lived in your equipment, though.  With 108 different swords to be found or forged in the game (essentially split between Momohime and Kisuke), you'll often find that you'll obtain four or five at a time.  Each blade may have different status effects and special moves attached, but these perks typically don't play into your decision to always go with the more powerful ones.  Muramasa didn't fully realize the opportunity to let players get more acquainted with the swords to find ones they really like.  Even some sort of sword customizing option would have proven more friendly.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/muramasa_tdb_10.jpg" alt="muramasa_tdb_10" width="545" height="306" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;strong&gt;Special moves are over-the-top, like doppleganger shadows.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Muramasa is also heavy on the backtracking.  Kisuke's story, for example, has him running through a few areas of the game for hours.  This sort of constant backtracking in turn keeps piles of enemies appearing on most of the screens, always seeming to respawn the second you turn your back.  Even if some of the battles take literal seconds, this wears a bit thin.  Combat itself begins to feel repetitive, only to be picked up a bit more once more blades are opened to you.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The enemies range from familiar ninjas to oh-my-god-what-is-that-thing-attacking-me.  One of the early bosses is a giant centipede (below), for instance.  Each larger-than-life boss is designed with the same care as the rest of the enemies, with striking detail. While some enemies repeat with different colors and a few accessories, there is still a respectable number of beasts to fight in the game.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/muramasa_tdb_3.jpg" alt="muramasa_tdb_3" width="545" height="306" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;strong&gt;Sorry, those aren't enormous Creepy Crawlers.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Muramasa has a dash of "side quests," for lack of a better term.  Swords can be forged, food can be cooked, and items can be found.  Scattered around the levels are not only items, but green flames that represent souls.  By collecting souls, you fill up your blade gauges.  Souls are also spent when forging new blades.  The blade forging tree depends on finding key Demon Blades when beating bosses, as well as balancing your play time between both characters to unlock more swords.  Perfectionists will often go out of their way to find every stray soul or item in each screen, and collect every possible sword and accessory.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Plus, you can seek out the optional enemy lairs, which throws literally hundreds of enemies at you, often in groups of 15-20 at a time (depending on the enemies you're facing).  The enemy lairs reward players with rare items and accessories, usually making the 10+ minute battles worthwhile.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" width="16" height="16" /&gt; &lt;strong&gt;Delicious.&lt;/strong&gt; The game's soundtrack and hand-drawn imagery blends together to make a perfectly presented title.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt;&lt;strong&gt; Intricate structure. &lt;/strong&gt; The parallel stories bring a unique twist to the storytelling, while also being implemented in the design of the blade forging tree.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;So many swords. &lt;/strong&gt; The amount of swords and accessories for players to dig for in the game is incredible.  Each successive blade gives you a feeling of power in your combat.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;Wax on, slice up.&lt;/strong&gt; Kisuke and Momohime's acrobatic ninja skills mix well with the controls to make the gameplay entirely rewarding.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;Play it again.&lt;/strong&gt; Two difficulty modes exist in the game, Muso (normal, which strengthens the RPG elements of the game), and Shura (hard).  In this way, devoted players may find themselves coming back for more.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/minus.png" alt="minus" /&gt; &lt;strong&gt;See it once, see it again, and again.&lt;/strong&gt; The excessive backtracking occasionally gets agitating.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/minus.png" alt="minus" /&gt; &lt;strong&gt;Core players want more.&lt;/strong&gt; The controls may work well, but extra attack buttons for combos and the possibility for more RPG elements like magic would have been a welcome addition and a perfect fit.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/minus.png" alt="minus" /&gt;&lt;strong&gt; Forget what you're fighting with.&lt;/strong&gt; One of the game's strong suits, the weapon catalogue, suffers from the game's quick pacing.  Instead of getting the opportunity and being given the incentive to get acquainted with each new sword, combat benefits most from equipping based on the newer, more powerful swords.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Muramasa has a few issues in its design.  However, even if you are easily frustrated by backtracking, the style and execution of each battle and light-RPG element make it worth playing.  Muramasa is clearly one of the best games to grace the Wii this year, and is easily one of the best looking games you can get on the system.&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=nUgM83UpsI8:iSnOmP86iFg:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=nUgM83UpsI8:iSnOmP86iFg:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/nUgM83UpsI8" height="1" width="1"/&gt;</description>
            <author>Mike Suszek</author>
            <pubDate>Mon, 19 Oct 2009 09:37:00 +0000</pubDate>
            <guid>http://thewiire.com/review/6121-muramasa-the-demon-blade</guid>
        </item>
        <item>
            <title>Let's Tap</title>
            <link>http://thewiire.com/review/6117-lets-tap</link>
            <description>&lt;p&gt;Could A Wii game that you play without touching the Wiimote possibly be fun?&lt;/p&gt;

&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Nintendo claims they are "innovators." With the Wii, the DS and the Dsi, many believe that Nintendo has lived up to their claims. Even with these innovations on the hardware side, there is little argument that there is a lack of innovation in third-party developed software. With a few exceptions in games like Boom Blox, not many games find interesting mechanics besides the basic waggle.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt; So if you are wondering what possible innovation games could offer, I will point you in the direction of "Let's Tap." This is a game so innovative, you don't even touch the controller. Confused? Let me explain.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;"Let's Tap" is a collection of mini-games by a new studio named Prope, lead by former Sonic Team head Yuji Naka. The game immediately instructs you to grab a box and place your Wii remote on top of it, button side down. From there on you do not touch the controller for the rest of your gaming experience. You navigate the menus through tapping once to move to the next subject, and double tapping to select it (although you can pick up and use the Wii remote normally).&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Then, a menu presents you with five different games. There is Tap Runner, Rhythm Tap, Silent Blocks, Bubble Voyager and Visualizer. There is also an options menu where you can adjust the calibration of your tapping as well as other features.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/lets_tap.jpg" alt="lets_tap" width="545" height="382" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;strong&gt;Yes, you are tapping a box to make little bright-colored stick men run in space.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt; The first game is what you have probably seen if you have seen trailers of this game, and provides the most "full" game experience. Tap Runner (above) puts you in control of one of four different colored stick men. The goal of the game is to guide your man across a course in a race to the finish. You control your character by lightly tapping rapidly on your box to run, and tapping hard to jump.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The controls have a high point of entry. There is a point where your character will actually run instead of walk, but to achieve this you must keep an almost perfect tempo and power in your tapping. While challenging at first, once mastered you can basically place in the top two of most races. There are over 16 courses, each with an increasing difficulty and an increasing number of obstacles to overcome. As in all the games, you can also play with up to four friends.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt; The second game is called Rhythm Tap, and it is, unsurprisingly, a rhythm game. It plays similar to Donkey Konga, where you have to time your taps as notes cross the screen. You have to tap in three different varieties (light, medium, and hard) as well as long successions of quick taps and tap from gradually light to hard. The game isn't too deep, offering only 16 songs to choose from, and the notes feel off in certain songs. It is fun in your first play through but due to the combination of the number of songs and lack of harder difficulties, this mode doesn't warrant multiple play throughs.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;
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&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br /&gt; Covering multiple genres, Tap's third mini-game is a puzzle game called Silent Blocks. The game starts with a tower of red and blue pentagonal blocks with the goal of combining these blocks in groups of three. You select the block of your choice by tapping, and then must rapidly tap to pull it out of the tower. Once 3 are combined, the blocks form a copper-like block. Then you can go back to matching red or blue, or match three copper blocks to form a new kind of block, and so on.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Most of the controls are hard to grasp. You will often find yourself picking the wrong block to eliminate, which can quickly get annoying. It is hard to remove a block without causing a major disturbance in your tower, no matter how you tap. This can lead to games lasting very shortly, depending on how lucky you are. The four player mode offers a competition to see who can eliminate the most blocks, so with all four of you likely removing the wrong blocks you are on equal grounds.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;The weakest game in the group is the fourth, Bubble Voyager. You control your "voyager," and fly through space collecting stars and avoiding other obstacles. You tap to keep your character flying, and tap hard to shoot a rocket to destroy obstacles. The four player mode puts you in different ships in a more vertical style. The gameplay is fun at first, but repetitive. The multiplayer option provides a different experience, but was at points too chaotic and not worth replaying.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/lets_tap_02.jpg" alt="lets_tap_02" width="545" height="382" /&gt;&lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;strong&gt;Let's Tap's eccentric style makes high rhythm combos all the more satisfying.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt; I say that Bubble Voyager is the weakest of the games because the fifth "mini-game" is not a game at all, it is a Visualizer. Up to four players can create visual designs either with paint, fireworks or a variety of other mediums. Tapping with different strengths creates different effects. It's neat to look at, but I did not return to it after the first time playing it, where I explored all the different visualization options. &lt;br /&gt; &lt;br /&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" width="16" height="16" /&gt; &lt;strong&gt;Variety.&lt;/strong&gt; The different games and different modes in each game provide plenty of variety for repeated play.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;Cheap.&lt;/strong&gt; The game is not, in a traditional sense, a full game. That is why the low price point of it justifies the end product.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;Innovative controls.&lt;/strong&gt; Instead of being a waggle-fest like most Wii games, or completely ignoring motion controls like others, Let's Tap finds a unique way to play the Wii. The tapping will feel almost natural after enough time playing.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;Sleek style.&lt;/strong&gt; From the menus to the games, Let's Tap offers a cool, sleek and sharp visual presentation from both a graphical and audio standpoint.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;img src="http://thewiire.com/images/stories/plus.png" alt="plus" /&gt; &lt;strong&gt;Boxes!&lt;/strong&gt; You might not even give it a second thought before playing the game, but finding just the right box is even a game itself. And yes, I did try using my gut instead of a box; and yes, it works.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;img src="http://thewiire.com/images/stories/minus.png" alt="minus" /&gt; &lt;strong&gt;Imprecise controls.&lt;/strong&gt; The controls, while innovative, are sometimes too imprecise. Especially in Tap Runner you will have to have great control to keep the sometimes villainous tempos that the game requires you to produce.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;img src="http://thewiire.com/images/stories/minus.png" alt="minus" /&gt; &lt;strong&gt;Little replay value.&lt;/strong&gt; Most of the games offer little to no replay value, especially if you do well enough on them the first time.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Let's Tap is fun, innovative and a great realization of an odd concept. I would easily recommend this game to people at the price of around $30 (which gets you a new copy off Amazon). You may not have many, many hours of fun with Let's Tap, but the time you do spend with it will be well worth it. And who knows, supporting this game might just create opportunities for more games like this to come to the Wii. I'll tap to that!&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=zKGAM3WOkOc:nf0kMtXuDIQ:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=zKGAM3WOkOc:nf0kMtXuDIQ:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/zKGAM3WOkOc" height="1" width="1"/&gt;</description>
            <author>Ben Pack</author>
            <pubDate>Mon, 19 Oct 2009 07:00:00 +0000</pubDate>
            <guid>http://thewiire.com/review/6117-lets-tap</guid>
        </item>
        <item>
            <title>No More Price Cuts For The Wii</title>
            <link>http://thewiire.com/blog/post/6119-no-more-price-cuts-for-the-wii</link>
            <description>&lt;p&gt;Reggie Fils-Aime declares innovation will attract consumers&lt;/p&gt;

&lt;p&gt;There was no denying that the past few years have been ultra successful for Nintendo, and specifically the Wii. For the first few years of the Wii's lifespan, it had remarkable sales that had no signs of stopping. That all changed recently, as sales of the Wii began to slow. This led Nintendo to issue the first price cut in Wii history, and recently Reggie Fils-Aime stated that it will be the Wii's only price cut.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;&lt;img style="margin: 5px;" src="http://thewiire.com/images/stories/wiipricecut.jpg" alt="wiipricecut" width="400" height="252" /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Recently Nintendo's President and COO sat down with CNBC and discussed not only the reasons behind the price cut, but also how Nintendo foresees this holiday season.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;One key point that Fils-Aime stressed was that this price cut was not because of competitors (the Xbox 360 and PS3) cutting their prices, but rather it was a timed strategic move, to coincide with one of Nintendo's big releases, Wii Fit Plus. Nintendo is hoping that with the Wii's new price of $199, the users who were reluctant to buy the Wii previously, will finally invest, because of its higher value. Fils-Aime went on to explain by saying, "We define value as what you get for what you pay. With Wii - with the USD 50 price drop - you're getting a lot more value."&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;When also asked about whether or not another price cut would be needed to corral consumers, Fils-Aime responded by saying "absolutely not." Reggie would go on to explain that instead of relying on more price cuts, Nintendo will rally more consumers behind the console by continuing to innovate, and stay ahead of the curve.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;He also dispelled any thoughts of shortages this holiday season, as has plagued Nintendo in the past. "We're prepared. We have a tremendous amount of product in inventory, we've been flowing product in for retail. We do not expect to have shortages on our products."&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Via &lt;a href="http://www.gamesindustry.biz/articles/fils-aime-absolutely-no-more-wii-price-cuts"&gt;Gamesindustry.biz&lt;/a&gt; and &lt;a href="http://www.msnbc.msn.com/id/21134540/vp/33183061#33183061"&gt;CNBC&lt;/a&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=vm10rC3ZsaA:xy2d1eu5Ibw:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=vm10rC3ZsaA:xy2d1eu5Ibw:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/vm10rC3ZsaA" height="1" width="1"/&gt;</description>
            <author>Andrew Clark</author>
            <pubDate>Tue, 13 Oct 2009 03:48:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6119-no-more-price-cuts-for-the-wii</guid>
        </item>
        <item>
            <title>A Man and His Blob Creeps Me Out</title>
            <link>http://thewiire.com/blog/post/6116-a-man-and-his-blob-creeps-me-out</link>
            <description>&lt;p&gt;Prototype robot mimics Wii remake&lt;/p&gt;

&lt;p style="text-align: center;"&gt;&lt;img src="http://thewiire.com/images/stories/boy_blob_01.jpg" alt="boy_blob_01" width="530" height="304" /&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;A Boy and His Blob (above), a cute NES re-imagining coming to the Wii October 13, is bringing a classic challenge and simplicity that few modern games have.  The young hero of the game feeds jelly beans to his alien/blob, transforming it into an assortment of objects that help guide them through hand-drawn environments.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The visual flare that A Boy and His Blob presents is capitalized by the interaction between the boy and, well, his blob.  The game's developer WayForward even took time to implement a &lt;em&gt;&lt;a href="http://www.joystiq.com/2009/10/04/a-boy-and-his-blob-gameplay-video-is-remarkably-huggable" target="_blank"&gt;hug button&lt;/a&gt;&lt;/em&gt;, which literally makes the two comrades hug it out in the midst of their journey:&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;
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&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;The question arises, however, what happens when the boy grows up?&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Inadvertently, German designer Stefan Ulrich glances into this future with Funktionide, a blob that changes shape with the use of artificial muscle technology.  Its creator hopes it will "relieve loneliness," something electroactive polymers (plastics that change shape when electrically stimulated) are known to do.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Prepare to be creeped out:&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p style="text-align: center;"&gt;
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&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;One thing is for sure, don't let Ulrich design game peripherals.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;p&gt;Via &lt;a href="http://gizmodo.com/5375376/funktionide-substitutes-human-contact-if-you-are-a-big-blob-lover" target="_blank"&gt;Gizmodo&lt;/a&gt; and &lt;a href="http://www.joystiq.com/2009/10/04/a-boy-and-his-blob-gameplay-video-is-remarkably-huggable" target="_blank"&gt;Joystiq&lt;/a&gt;&lt;/p&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/TheWiire?a=0eD_rD64FDc:NIlezJJx_jk:lLD8_3Zc5b4"&gt;&lt;img src="http://feeds.feedburner.com/~ff/TheWiire?i=0eD_rD64FDc:NIlezJJx_jk:lLD8_3Zc5b4" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/TheWiire/~4/0eD_rD64FDc" height="1" width="1"/&gt;</description>
            <author>Mike Suszek</author>
            <pubDate>Wed, 07 Oct 2009 02:20:00 +0000</pubDate>
            <guid>http://thewiire.com/blog/post/6116-a-man-and-his-blob-creeps-me-out</guid>
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