Blake Grundman has a problem. He's invested a lot of time and money into collecting Disney Infinity figurines and video games and now Disney has canceled the entire product line. He needs some time to air his grievances and openly weep, so on this week's episode of Power Button we hold a farewell for the biggest Toys To Life product that somehow didn't make enough money. Also, knowing that Disney is going back to licensing its properties to other publishers again, we pitch some ideas for Disney-owned properties we'd like to see become new games. A dream is a wish your heart makes (unless you fail to turn a profit). Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton.
Failing to definitively conquer the video game console publishing market, Disney Interactive is exiting the business and taking its Toys To Life game platform Disney Infinity with it. The game will shut down in June following the release of the final two character packs (based on Alice Through The Looking Glass and Finding Dory) and the studio behind it all, Avalanche Software (not to be confused with Avalanche Studios, the Just Cause folks), is now out of business. It's a grim day for Infinity fans as despite performing what any other company would consider to be successful in this business, it's not enough for Disney. USgamer has the report.
Disney Infinity probably made a good deal of money, but for Disney, the licensed Star Wars Battlefront represented the future moving forward. Pachter estimated that Disney Infinity made $200 million in revenue last year, while Star Wars Battlefront earned $660 million. The $200 million estimate put Disney Infinity ahead of Lego Dimensions and Skylanders, but Disney is a huge company and its perspective on 'successful' is vastly different.
By licensing the Star Wars brand to Electronic Arts, Disney doesn't have to have developers on hand to make titles. It reaps the rewards and the risks are all Electronic Arts. At some point, management looked that the gulf between Infinity and Battlefront and wondered why it was publishing games in-house. You can probably expect to see more licensing of Disney properties, but most of that will probably lean on the mobile side.
If you're still interested in the Infinity figures, watch for clearance sales at your favorite retailer over the summer. It's disappointing to see Disney exit the business, but now that the company is switching gears back to a licensing model, perhaps we'll see some creative ideas based on Disney properties from other companies. Yes, there will always be a place for Star Wars games, but where are the Arkham Asylum-like Avengers game, Darkwing Duck Remastered, and of course my biggest, most wanted pipe dream of them all...
Now that Disney is licensing its properties, can I just suggest... @telltalegames Presents Agent Carter.— Matthew Green (@PressTheButtons) May 10, 2016
It's a shame that being merely successful at a business like this isn't enough for Disney which has an "engulf and devour" mindset in the video game industry as it engages in a repeated cycle of buying established studios, pushing them to deliver, closing them when they fail to quickly produce top selling sensations right out of the gate, and then withdrawing from the business altogether before trying again a few years later. I don't understand why anyone would spend so much time and money to build a platform that is successful by standard metrics and then throw it away just became it makes only some money and not all money.
Aliens are among us! Specifically, aliens in video games. On this episode of Power Button, Blake Grundman and I take you through Zen Studio's Aliens vs Pinball pack which leads into a discussion of our favorite video game aliens. From the denizens of SR388 to Lavos to Halo's Flood and beyond, we're going past the stars and beyond the moon. You cannot comprehend the true form of this show, but try it out anyway. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton.
Before Duke Nukem became an everlasting punchline with the often delayed and eventually disappointing Duke Nukem Forever, he was a franchise favorite thanks to the popular Duke Nukem 3D. The sci-fi shooter turned heads on the PC and was ported to a variety of platforms of the day including the Sega Saturn and Sony PlayStation, so it was only natural that the Nintendo 64 should see its own version. The problem, of course, is that Nintendo's censorship and acceptable content policies of the day did not allow for much of Duke's crude humor, gory violence, and sexual content. If games like Doom and Quake could be safely adapted for the N64, surely Duke 3D could make the transition with its overall spirit intact, right? GamesTM chronicles how Duke Nukem 3D transformed into Duke Nukem 64.
The biggest alteration of all came with the approach the game made with its female characters, though. Known as “babes”, these young, good-looking women were victims of the game’s alien invasion and they appeared in various guises from breast-bearing strippers to those who were cocooned, trapped or festooned on posters. Controversially the babes trapped in the alien pods could be killed in Duke Nukem 3D but in the N64 version, they could be rescued instead and it became a fundamental part of the game.
“Just killing innocents like that was too much,” says Mills. “I may be wrong but I think it was my idea to have the rescues in and have it as a stat at the end of the game so there was something to search for in each level. It was another thing to do in the game and something for the completest. We’d hide the women in strange places so they were an extra thing to find.” At the same time, out went nudity along with bad language, drug references and anything religious (there was no chapel in the N64 version). It left a void, though, and while a lot of removed material was replaced with a pop culture reference, extra violence was used to bridge the gaps. “This wasn’t a conscious effort, it just happened,” explains Finney.
While I wasn't a fan of gore when I was a kid, I was amazed at what Duke Nukem 3D had accomplished and played through the shareware version many times on my PC. When I saw the game had made the leap to the N64, friends and I rented it time and again to play through the full campaign and enjoy some splitscreen multiplayer. Duke 3D would end up ported to many other platforms over the years spanning from the Sega Genesis to the iPhone, but it's the old Nintendo 64 version that I fondly remember when I recall my high school gaming days of first person shooters with friends. We didn't care that Duke 64 didn't include any background music due to cartridge storage limitations or that the strip club level had been replaced with a fast food restaurant called Duke Burger (as horny teens we missed the strip club, but as seasoned gamers we preferred the burger joint). We had fun! Really, what else can one ask for from a video game?
Increasingly tight-lipped Nintendo announced this morning that its upcoming new console (still codenamed NX) is set to release globally in March 2017. Fans hoping to learn more about it at E3 2016 in June will be disappointed to learn that the company has no plans to show any NX hardware or games at the event and is instead focusing their energy on showcasing the new Legend of Zelda title which is now also due to be released in March 2017 for both Wii U and NX. Moreover, the Wii U version of Zelda is the only Nintendo game set to be playable at E3. Chris Kohler at Wired explains.
You might think this is a pretty big kick in the pants for Wii U’s holiday season, and you’d be right. Legend of Zelda wasn’t just Nintendo’s tentpole release for Christmas, it was the whole damn tent. As of now, the only Wii U game scheduled for the latter half of the year is Paper Mario: Color Splash.
While it's disappointing that we'll have to wait a while longer for information about the NX, the Internet has already turned to predicting gloom and doom for Nintendo because of the 2017 date. Can't we just skip the complaining? If you're upset about this news, then there must be other games you want to play that you haven't found the time to enjoy yet. As for me, I'm still working on Assassin's Creed Syndicate, then I want to play the new Ratchet & Clank before getting into the Wii U version of The Legend of Zelda: Twilight Princess. I want to replay Ghostbusters: The Video Game with my girlfriend before the new film releases in July. I still need to finish Mario & Luigi: Paper Jam before I can think about Paper Mario: Color Splash. Uncharted 4: A Thief's End is due out very soon. I have plenty of media to fill my free time and I'm sure you do as well. Nintendo will show its cards when it's ready. We don't need all the negativity. You will survive without a new Legend of Zelda in your hands this year.
Nintendo's first mobile app, Miitomo, is among us now on your iOS or Android device of choice, so on this episode of the Power Button podcast, Blake Grundman and I discuss our experience with the interrogative social app and ponder which Nintendo franchises lend themselves well to the mobile gaming experience. You're not going to see Pokémon Red for $1 on the App Store, but maybe you'll find games starring King Dedede, Captain Olimar, or Little Mac someday. Join us for an hour of playing with mobile power. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton.
It's always a terrible shame when a video game development studio goes under, and while companies such as Lionhead and Sega Technical Institute may be gone, they are not forgotten. On this episode of the Power Button podcast, Blake Grundman and I remember some of our favorite shuttered studios and pay tribute to some of the industry's best, worst, or most memorable releases from studios that are no longer with us. We have an hour of fond remembrances for you. Download this week's episode directly from PTB, listen with the player below, find us on Stitcher, subscribe via iTunes, toss this RSS feed into your podcast aggregation software of choice, and be sure to catch up on past episodes if you're joining us late. Remember that you can reach us via , you can leave a message on the Power Button hotline by calling (720) 722-2781, and you can even follow us on Twitter at @PressTheButtons and @GrundyTheMan, or for just podcast updates, @ThePowerButton.
Nintendo's anticipated Miitomo app for iOS and Android has launched, bringing the fun of question and answers, costumes, and pachinko mini-games to your social network of choice. Also included is the ability to take those lovable Mii avatars and insert them into photos with a variety of poses and expressions. Naturally, I've been having fun with this feature by inserting my Mii into favorite video games, movies, and television. It's good silly fun and more enjoyable than I'd expected. So, in the interest of sharing, I'm happy to show off some of my favorites.
Be it for attention or kicks, some people love to create fake imagery of supposed video gaming products and "leak" them online as if they were real upcoming items destined for imminent legitimate announcement. The most recent of these hoaxes involves an alleged buttonless controller for Nintendo's secret NX console. It's far from the first fake product that someone has cooked up in their spare time. Peter Paltridge at Platypus Comix takes a look back at three notable Nintendo-related hoaxes including that NX controller and, in the process, sums up the changing nature of these fakes.
You might notice that this hoax had a different tone than the one from eleven years prior -- instead of faking something the audience wanted, they faked something the audience didn't. Reaction from those who believed the controllers were real was overwhelmingly negative. They wanted buttons; they wanted to feel the correct finger placement. No doubt, the fakers preferred that as well. So if they were making up something, why not something they wanted?
The reason is because they were playing to the current expectation. Instead of being hopeful for Nintendo's future, fans are now afraid of what they'll come up with next. They fear that, in a renewed effort to get back the phone-game audience, Nintendo will embrace the gamer-unfriendly business practices of that market, and fall into ruin as a result. The football controller is a representation of that fear. Where people once were seduced by visions of magic head-shaped VR devices that displayed 512,000,000 castles at once, now they're just hoping Mario doesn't crap the bed.
I'm not a fan of hoaxes. The gaming community is so hungry for information and news outlets are so desperate for traffic that fake images are held up right away to spawn discussion as if the item or game depicted is solid undisputed truth. These hoaxes waste everyone's time and energy, producing passionate arguments over what ends up being nonsense. Stop encouraging these things. Save that enthusiasm to discuss the real news once it's announced. If the Internet should have taught us anything by now, it's to be skeptical (especially in advance of the upcoming April Fool's Day annual festival of nonsense).
Last year the team over at USgamer held a Super Mario Maker level design contest. Many entered, but only a few won, and I'm happy to boast that I was one of those winners for my level Doors To Doom (ID code 3C6B-0000-007D-9D6E). Named for the title of an old Nintendo Adventure Book from my youth, the level allows players to choose their challenge with obstacle indicators labeling each door (the door with a Spiny above it, for instance, leads to a room full of Spinys). There's even a secret path that requires some backtracking to reach. I'm pleased that people have enjoyed Doors To Doom and happy to share pictures of my prize that arrived this week: a Mega Man Yellow Devil keychain and a Wario sketch from USgamer's Jeremy Parish. Thanks for everything, USgamer team. I hope you all had as much fun with this contest as I did. I have plenty of other Super Mario Maker levels, so be sure to give them a try.