Showing posts with label super mario. Show all posts
Showing posts with label super mario. Show all posts

Monday, April 21, 2008

Hands-on With MarioKart For Wii



I'm not a big gamer (as I've said many times in this blog), but I do enjoy the occasional video game now and then. I recently got a Nintendo Wii, so I was excited when given the opportunity to try out the highly-anticipated gaming title Mario Kart before it hits store shelves on April 27th.

A private event in Toronto this Saturday gave media attendees the chance to try out the game with the help of Nintendo staff. Mario Kart is a slightly different experience than "regular" Wii games that utilize the one-handed Wii controller. The Wii controller itself pops into the middle of a small steering wheel that comes with the game (or can be purchased separately). Then, physically rotate the wheel left and right to move your character in his kart; just as you would if you were really driving a car. The "2" button serves as your gas pedal, the "1" your brakes, and up/down is used to shoot items at your rivals on the track. These "items" are obtained through boxes with question marks on the front that float in front of you as you drive along the track. My favourite item to shoot is a banana peel, which makes the competition skid into oblivion! Other neat features include thunder clouds that make your character turn into a miniature version of himself; or mushrooms that make you grow to gargantuan proportions. I (and my friend) found it tough not to be tempted to move both arms left or right along with the wheel, but with some practice, it'll probably become easier to hold the wheel steady. If preferred, gamers can also steer using the Wii remote and nunchuk, or the traditional keypad remote.

Several characters are available to choose from, including Mario and Luigi, as well as nostalgic ones like Donkey Kong. Kids will really love the ability to use their own Mii caricatures in the game as well. There are also several kart choices, including motorcycles. If you move the wheel backwards, Nintendo told us, a character on a motorcycle will actually pop a wheelie. I haven't tried that move yet, but I certainly will!

Mario Kart can be played solo, or against up to 3 others in the room (the screen will split into a quadrant so that each person can track his own race). There's also an opportunity to play online, and even send text messages back and forth to your opponents with some innocent "trash talking", joked a Nintendo spokesperson.

Interestingly, this was the first press event that I have ever attended where kids were present. In addition to inviting members of the press, Nintendo also invited a select group of "bigs" and "littles" from Big Brothers, Big Sisters; and journalists were allowed to bring along a guest, including a niece, nephew, or child. Needless to say, excitement levels were high.

Although I didn't spend loads of time with Mario Kart this weekend, it was obvious from the time I did spend that fun and energy are the names of the game. Families will also be happy to know that Mario Kart is suitable for players of all ages; a big selling point these days, especially with the ongoing controversy surrounding "violent" and "disturbing" game titles that young ones often engage in.

Mario Kart for the Wii will be available in North America on April 27 for about $49.95, and will come with the game and a wheel (the Wii remote is not included). Additional wheels will also be available for purchase for about $9-12, although some might find that they don't even need it.

As cool as Mario Kart is, I'm even more excited about the launch of Wii Fit in May, the fitness and exercise-friendly game. A price has finally been confirmed for the highly-anticipated title, which will come with a multipurpose balance board for intense activity: Wii Fit will sell for about $89.95, making it one of the most (if not the most) expensive games I've seen yet for the console.

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Wednesday, March 5, 2008

Bully: When Does a Video Game Cross a Line?

Ever since video games became more than just two dots on a screen that you paddle back and forth, people have cried out that they're too violent, send the wrong message, or make kids lazy. The last two points are debatable, but game-makers will have to plead no contest to the violence factor, which is rampant in many of the most popular games today. But at what point does a game go too far?

Reports flooding the 'net claim that a group of teachers acround the world are requesting that a new video game, called Bully: Scholarship Edition, be banned from stores. According to the Globe & Mail, the game includes all of the teen angst and self-confidence issues that are often found in the high school scene, complete with fights (including shoved heads in toilets!), naked photos for laughs, and the like.

Let me start by saying that I've seen (or heard of ) some pretty violent video games involving everything from chain-sawed killings, to ripping someone's insides out, biting off heads, and even picking up prostitutes and stealing cars. When it comes to teens and pre-teens, I've always felt that, as long as they understand the difference between fiction and reality, these games are simply for the purpose of having "fun", enjoying comraderie, and perfecting hand/eye co-ordination. But when a game involves realistic situations tailored to a young crowd (the game is rated Teen for those 13 and up), a red flag goes up in even my typically open-minded head.

What's more, the game is apparently a sequel to the already-available Bully, which also caused a stir when it was released a few years ago, although it still managed to make its way to store shelves.

It's very unlikely that a kid will find himself in a lone dungeon with some weird creatures dressed in metal, so separating that fiction from reality should be a fairly easy task for any sane-minded kid. And being a gangster that pulls people out of cars and has random shooting sprees on the streets is pretty far-fetched as well (again, for any sane kid). I don't believe that participating in games like this will affect a child's mindset in the slightest. But when you're looking at a real world environment that's just like his, especially if the kid playing the game is typically on the receiving end of such bullying in real life, it's a bit disturbing. The issue, I think, isn't so much the violence as it is the probable ability to relate to these sensitive situations.

I won't make a judgement call on the issue without having actually seen the game (which the publisher, Vancouver-based Rockstar Games, claims is "one of the funniest games you will play.") Perhaps it isn't as bad as people think. But all I can think when I read things like this is thank God for good ol' Super Mario and clean, fun (and G-rated!) games like Rock Band and Guitar Hero.