Showing posts with label Sega CD. Show all posts
Showing posts with label Sega CD. Show all posts

Tuesday, May 22, 2012

Sega Was Quite The Prolific Contributor!

Sup super brothers, this wasn't meant to showcase new material/opinions but I've got stuff to share anyway.  So here's a new IGN article that has sprung up lately which is surprisingly flattering towards Sega!  Sega: A Soothsayer of the Games Industry.  What a lot of you noobs didn't know about Sega so I'm gonna recap any achievements thus far whether it was a hit or miss.  I'm going to do this in timeline format and add a few things of my own so here goes:

1976: Let's go ride some bikes!  Fonz was not the first racing game Sega released (that would be Moto-Cross, a game relatively identical to this) but it was the first game to feature force feedback controls and also the first to be based off a TV character.

1985: Let's go ride some bikes...again!  Hang-On was a motorcycle game that boasted the world's first full-body experience gameplay (steer by leaning left & right on the special bike cabinet).

1986: Embark on a beautiful journey!  OutRun was the first racing game to combine multiple soundtracks and non-linear routes.  Most of the landscapes were derived by memories accrued by the eclectic Yu Suzuki during his European tour.

1987: Early attempts at lousy 3D gaming!  Sega revealed an add-on for the Mega Drive...a pair of black 3D glasses with LCD shutters that would project 3D full-color images from the screen.  It was a flop, of course.

1989: HOOOOOOO!!!  Sega released the arcade version of Moonwalker, an isometric beat-em-up featuring none other than music legend Michael Jackson.  A 1990 version was released for Genesis that featured drastically different gameplay (2D action sidescroller).

1990: Go buy some DLC!  Sega released a network system exclusive to Japan dubbed the Sega Net Work System.  Download games using a modem attached to the MegaDrive for a sizeable monthy fee (unfortunately, you had to redownload the games after you shut the console off).

Also that year, you could now watch TV on your handheld system!  The Sega Game Gear came with a backlit color screen and a TV tuner.

1991: Save your files on internal console memory!  The Sega CD (of all consoles, geez) was the first to include this feature.  The Saturn in 1994 also did the same thing as well.

Also this year, Sega released the very first Sonic the Hedgehog game which would later become Sega's official mascot and spawn one of the most largest game franchises in history.

1992: Play racing games in 3D!  While Virtua Racing wasn't the first 3D racing game (predated by Namco's Winning Run and Atari's Hard Drivin' by '88 and '89 respectively), it was the first of the Model 1 arcade series and the beginning of Sega's 3D arcade dominance.  It was also the first racing game to feature multiple view points--cockpit, bumper, chase, and far chase views.

1993: Play fighting games in 3D!  Virtua Fighter was the first 3D fighting arcade game.

Also that year, we said screw the Kinect--let's play hands-free gaming Sega-style!  The Sega Activator was an octagon-shaped Genesis controller that was placed on the floor and read player inputs as they waved around like idiots.  It was a piece of crap but kudos for trying.  Over a decade later, the Kinect has no excuse to suck.

And yet again for that year, Night Trap was released for Sega CD, an abysmal game that was presented during US Senate hearings which eventually ushered in the ratings system.

1994: Highest grossing arcade game of all time!  Well, at least the highest-grossing arcade racing game of all time.  Daytona USA, ladies and gentlemen.  It requires no introduction.

Also, Sega would continue their online exploits by releasing a similar online service for the Genesis known as the Sega Channel.  This time, it was available in North America.  Pay the subscription to download games, cheats, manuals, unreleased content, and demos off the server hosted by Time Warner Cable.

1995: Play Mega Drive & Genesis games outdoors!  The Sega Nomad was a portable Genesis/Mega Drive system with a 3.25 inch color LCD screen and an A/V out plug for connecting to another TV (you could watch a video game on two screens).  Also came with AC adapters and battery packs (with abysmal life, of course). Was supposed to have a touch screen but Sega ditched that feature due to a high price tag (over $250).

1997: Play more games online!  Sega released the 28K NetLink attachment for the Sega Saturn, complete with keyboard and mouse compatibility.  Unfortunately, only five games were playable online, one of which was a special version of Daytona USA: Championship Edition.

1998: Carry your saved games around with style!  For the Dreamcast, Sega ditched internal memory in favor of those "evil memory cards" that Sony profited from.  But the Dreamcast memory cards (Visual Memory Unit or VMU) also functioned as a second screen during gameplay AND as a mini handheld gaming device elsewhere.  Everyone knows this but it's a neat idea that's so clever it's worth mentioning multiple times.

1999: Show the Wii who's boss!  Sega released the Dreamcast Fishing Controller which was quite versatile for a mere fishing game peripheral.  It could be used to play other games...such as Virtua Tennis or Soul Calibur!

Also that year, Yu Suzuki released the most expensive game ever produced for its time, Shenmue, at $47 million (in 1999 money).  This and its 2001 sequel Shenmue 2 both cost $70 million (in 2001 money) to make.  It was also the first game to use Quick Time Events and also spawned one of the most delayed yet anticipated threequels in history (Shenmue 3).

2000: Play with even more fun Dreamcast toys!  Shake the maraca controllers to Samba de Amigo.  Also talk to Seaman the fish with your microphone.

Also this year, SegaNet (or Dreamarena in Europe) was released for Dreamcast consoles.  The Dreamcast was the first online-ready console which ran over a 56K dialup connection.  It also had its own built-in web browser with keyboard & mouse support.

2002: The legend will never die!  First game company ever (to my knowledge) to survive a total loss of over $1.5 billion (from 1998 to 2002) and still survive.  Partially due to one of the greatest altrustic moves in gaming history--former Sega Chairman Isao Okawa donated $695 million that same year just before his death.

2003: Listen to video game music LIVE!  The infamous Takenobu Mitsuyoshi performed the Shenmue soundtrack at the first Symphonic Game Music Concert in Leipzig, Germany--the first video game music concert held outside of Japan.

2004 onward: Sega did nothing worth noting (except a few racing games).  Cause they suck and are an embarrassment to us all.  I give them props for staying alive this whole time but that's it.

2012: The Dreamcast homebrew scene still forges ahead.  Sturmwind was the most recent Dreamcast game released this very year, thus proving the Dreamcast is still "alive."

What a damn shame.  To see all these achievements go to waste after the post-Dreamcast era.  Seriously, listen to the New Sega Theme Song--it sums up everything perfectly.  This post has gone on way much longer than it should've so I'll end with a few choice quotes from the IGN article that sums up Sega all too well:

Unfortunately for SEGA, offering future tech in the present is expensive, and I would chalk up a majority of Sega’s commercial failures to prohibitive price tags with minimal returns. This is in stark contrast to the company’s ancient rival, Nintendo, which is historically quite content to sit on emerging technologies until they become affordable, and by extension, profitable.

It is little wonder SEGA was the prime mover for video games for so long: with teams AM1 through to AM7 during the 1990s, surely SEGA burned through an insane amount of money in research and development alone. Like a dog digging holes in the backyard, SEGA leapt from the Mega CD to the 32X to the Saturn within the span of three years. This did nothing to build up consumer confidence in the SEGA brand, but in retrospect, it’s hard not to admire the excitement for the medium that SEGA so clearly shared with its fans, and demonstrated with its business decisions. Its devil-may-care attitude towards game development in the Saturn and Dreamcast eras is something that we simply do not see outside of the indie scene today. The Dreamcast read like a love letter to gaming itself.

Even stranger for Sega, a retired prize fighter sitting on the sidelines. Watching Nintendo grapple with the internet; watching Sony outfit handhelds like Swiss Army knives; watching Microsoft struggle to make full body control viable; and being able to say, “been there, done that.”


Yeah, that's right.  Sega kicks ass and now you know why.  Yes, they were a very foolish company but when they did something right, it was awesome.  The end.

If you have any Sega "firsts" that I forgot to mention, please let me know cause I want to learn more too.

Friday, November 18, 2011

GREAT Day For Game Reviews! NFS, Zelda, MW3!

Hah!  I knew this day would come.  The day when I'd see Need for Speed and Electronic Arts exposed as the loathsome cretins that they are!!  MWAHAHAHA!!!

Need for Speed: The Run gets taken down by the game reviewers.  Well, it's not horrible but compared to Hot Pursuit, it is mediocre.


The Giant Bomb review, in particular, is my favorite but I'm looking at various reviews for reasons why.  One, the story is just a load of BS.  Predictable Michael Bay crap and an unlikable protagonist.  Second is the rubber-band AI.  Why do game devs keep bringing this back?  It was in practically every Cruis'n/FnF game, every Mario Kart, Split/Second, and now Need for Speed.  Third, just not enough options in the game.  No free-driving, little car customization, yada yada yada.  Fourth, the game is too linear.  Fifth, the car handling sucks, etc.


I love Quick Looks!!!!!!!!!!!!!!!1

But just for kicks, I decided to go back and take a look at previous Need for Speed games.  Now there's a game called Need for Speed: Undercover.  It was released two years ago.  The formula is basically the same as this--hype up a huge-ass storyline but this time, you're a cop trying to crack down on drug dealers/black market smugglers or something like that.  On the other hand, NFS: Hot Pursuit is less story oriented and thus is much better received by the public.

Seriously, take a look at the GameRankings reviews.  NFS: Hot Pursuit = 87.45%.  NFS: The Run = 68.34%.  NFS: Undercover = 64.60%.  So isn't it obvious that a heavy focus on "epic storylines/cutscenes" is total garbage?  Me and many others have been calling this game BS since the start and now it's readily apparent.  I really have no idea what the producers' thought processes were throughout development but it's just baffling to me.


Wait, am I playing a racing game or watching a terrible movie?  EDIT: Seriously, this feels like Sega CD.

Then again, if the game manages to sell well thanks to the EA's marketing machine, then does it really matter how "bad" the game is?  We'll see what the sales numbers are.  Until then, stick to Hot Pursuit if you really want NFS action.

I mean, damn....remember when Need for Speed games were about DRIVING?  Pure unadulterated driving?  And it was legitimately cool?  This is from 1999 (with a custom car model).  Screw graphics, THIS IS AWESOME.



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Now before I go on, I know that professional game reviews are full of BS.  I recently had to deal with a few bad Daytona USA reviews myself.  But the difference here is that I'm looking at the average game reviews.  Yeah sure, there will always be a few trash reviews that do a piss-poor job of explaining everything, but with a large sample of people coming down on the game, well...you know something stinks about it.  Doesn't mean you have to agree with the average score--hell, you may think The Run is a great game.  But I do think reviews are vindictive of SOMETHING.

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And now let's move on to Legend of Zelda.  For what it's worth, I don't give a damn about the games nowadays but it's really funny what has transgressed with this new Skyward Sword game.

Remember in the past how GameSpot (back when Jeff Gerstmann was still around) gave Twilight Princess an 8.8 and all the Zelda fanboys lost their s*** over it?  When Jeff said that the motion controls felt tacked on and that the graphics looked a bit dated (both of which make sense because this WAS supposed to be a GameCube title)?


Well it gets worse!  So the same website, GamesPOT, gave Zelda: Skyward Sword a 7.5!  A Seven Point Five!  A 7.5.  So what happens next?


And the same guy who wrote the review (Tom McShea), also gave Super Mario Galaxy 2 a perfect score of 10 so don't say he's a "Nintendo hater."

Well, the main hook for Skyward Sword is that the game actually has meaningful sword combat.  You can't just waggle the stick around and expect to kill the bad guy--you actually have to time your moves, just like in a fighting game.  So that's kind of neat but Tom fudged up the controls by using a regular Wii Motion controller as opposed to a Wii Motion Plus controller and that ruins everything.  Later admitted that he was wrong by not using the Plus controller.  However, GameSpot won't change the 7.5 score.  The game is still "slow to start" and "hasn't changed much over the years," yada yada yada...  EDIT: Click here for more Tom McShea shenanigans.

So now GameFAQs has put a bounty on this guy's head.  Here's some posts although I think many have been deleted for being off-topic.  It's funny because you think I had "problems" when some new guy working at OXM half-asses a 4.5 review of Daytona USA.  But I know that guy's a joke.  On the other hand, Tom McShea is considered "legit."  Well, not anymore I guess!!


I don't even care anymore.  GameSpot sucks, GameFAQs sucks, Skyward Sword is already getting great reviews from elsewhere, and I wish Skyrim had gotten that review score also I'm f***ing sick and tired of everyone pissing themselves over that game too.  STOP MAKING A BIG DEAL OUT OF DRAGONS & SWORDS ALREADY, DAMMIT.  Well actually, dragons are pretty cool BUT NO SWORDS plz.

...Hey, I just realized something.  GameSpot gave Sonic Generations an 8.0.  And they gave Zelda: Skyward Sword a 7.5.  So you know what this means?  For the first time in The History Of The World, a Sonic game > a Zelda game.  Who would've thunk it...SONIC IS BETTER THAN ZELDA.  I LOVE GAMESPOT!!!

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Also in the news.  Nobody likes Modern Warfare 3 despite it selling a billion copies on release day (more like  12 million or so).  So quick, downvote the game on every site imaginable!  Even one of the developers tweeted to get users to upvote the game but that must've backfired, seeing how anal the average gamer is.


I snapped this screenshot this very day, ten days after the game was released.  I also see this on any major gaming site such as GameSpot.  Well, it's just a tiny minority of pissed off gamers but it may be bigger than you think.  Doesn't matter since Activision is sitting cozy with nearly a billion dollars in sales for just the first 5 days alone...

MW3 is a lot like MW2.  Which really isn't that bad of a thing.  If idiots buy it, then good for them.  Hey, take a look at all the OutRun 2 games we got.  So it's bad that we got OutRun 2 then Outrun 2006 then Outrun Online Arcade?  I don't know.  That's my one cent.



BTW, a truck full of explosives blows up a little girl and her mother.  And Soap dies.  And Price hangs Makarov with a helicopter cable.  And dogs with C4 come after you in Survival Mode.  There, now you have no need to play this game now.  No spoiler warning.  Rofl.

TLDR: Reviews suck and no one cares any more, rofl.

Tuesday, August 9, 2011

Sega: More Sinister Than Meets The Eye?


One of the things I do here on this blog is take a poke at other game developers, such as Nintendo, Activision, Microsoft, Namco, Capcom, Bethesda/id, whoever.  I'm not shy when it comes to this.  Love it or hate it, that's what I do.

But on the other hand, let's not pretend that Sega's as innocent as a choir boy.  No, they've done some stupid things.  And when I mean "stupid," I don't mean "didn't release a new Daytona game in the last 10 years," I'm talking other stuff.  Just stuff that's plain weird.  Almost weirder than making urinal games, that's for sure.

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This all began reading a Kotaku article about Sega.  Yes, Kotaku seems to be obsessed with bringing up negative pieces about Sega (well, they deserve it).  But this is what I learned.

In 1997, Sega wanted to merge with Bandai (the toy company) and get rich.  Then they would use their money for "world conquest," (AKA, buy Disney).  In other words, the Kotaku article made Sega look like a crooked Illuminati banker.  But five months before Bandai could sign the papers, they bailed on Sega because they were afraid they would impose drastic changes to their company.  In other words, Sega was creepy evil.  A day later, the Bandai President resigned?  Why?  Maybe cause Sega held a gun to his head.

All we know is Namco later merged with Bandai, thus giving them the advantage of Gundam Wing, Power Rangers, and Tamogatchi (a BIG success after the failed Sega merger...Sega missed out on big money).  And who did Sega merge with?  Heh...Sammy, a company I know nothing about.  Except that they made some light gun game...I dunno what's up with that.

EDIT: Well, Sammy made pachinko machines, read on for more...  Oh, and glancing over this Kotaku article again, where the hell's the proof that Sega wanted to buy out Disney (or everything else for that matter)?  No links, references, sources--typical of airhead gaming blogs.  Proof, schmoof, just take their lousy-ass words for it.

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Then there's the Sega of the 16-bit era.  They wouldn't mind seeing their rival Nintendo get taken down Burnout-out style.  So the advertising campaign began--the edgy hip look, "Sega does what Nintendon't," yada yada yada.

But the biggest sham in Sega advertising was "Blast Processing."  It was something that the Genesis had but the SNES didn't.  And what's Blast Processing anyway?  Heh...it's just a made-up term Sega created to inflate their self-ego.  A bold-faced lie.  Of course, in the 90's, graphics were EVERYTHING, the bit wars and so forth.  See the Jaguar, 3DO, and out beloved Sega 32X, all of were marketed purely on graphics and died out fairly quickly.



EDIT: Well, Sega really did what Nintendon't...and that is suck big time and die.  So in the end, Nintendo wins.

And also at the time in the UK, some Sega advertising folks was running some rather crude newspaper ads that would make any gamer blush.  These are on UKResistance, click here to see 'em.


This is the least offensive of the ads, it only gets worse...

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Then there's the Sega CD, that piece of crap with hardly any good games.  The cult classic of the console is Night Trap.  In this game made up entirely of video footage, you watched a couple of rooms in a house (security guard-style) while robbers as they broke in to kidnap a bunch of young girls.  Yikes.



It was up to you to activate traps in order to catch the bad guys.  Fail to do so and you get a lovely death cutscene.  This game displayed some rather "creepy" (more like cheesy) footage of girls being taken away by masked bandits, some of which would say portrays rape scenes.  Why these guys would break into a house to steal girls...I don't even wanna know.  This game was presented in front of a congressional hearing (along with other culprits like Doom and Mortal Kombat) in order to create an ESRB rating we have today.  So thanks, Sega, for publishing stupid games like this.


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And speaking of the Sega CD, let's talk about Sonic CD.  Now I mentioned this earlier...the secret message you can see by entering certain numbers in the Sound Test menu.  Why do they even had sound tests in games anyway???  If one sfx doesn't work, wouldn't the others not work too???

"Fun is infinite with Sega" - the "Devil."

But that's not the point, just see the video and tell me why Sega decided to include something like this.  Then again, Nintendo would pull ridiculous stunts like this too so what else is new.

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Ok, so let's talk about something a bit more entertaining.  This is Segata Sanshiro, the spokesman for the Sega Saturn.  You should know this guy by now.  Anyway, some of his commercials include beating up people, kids included.



"That's what you get for having social lives."  Really, this wouldn't fly in the rest of the world, would it.

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One more and this is a really funny story.  It's an urban legend about an old 80's arcade game called "Polybius."  Rumor has it that a few of these black, non-descript cabinets were dropped in a few back-alley American arcades.  Kids that played them would suffer from nasty syndromes, such as headaches, nausea, nightmares, epilepsy, and suicidal thoughts.


These cabinets disappeared just as quickly as they appeared, presumably because they were some government/paranormal experiment on mind control or some crap like that.  Apparently, the Men in Black came to take the cabinets away and only a few vague accounts of the game remain.  No roms, no game footage, nothing.

"You know nothing about what just happened here."

This is a fan-made game that's supposedly based on what Polybius was supposed to be like.  It's like a really crappy Asteroids clone with seizure-inducing background.  I only played it for a minute not because I developed suicidal tendencies, but because it sucked ass.  You can download the game in the video description.


So...what does this have to do with Sega?  Well, rumor has it (on top of an existing rumor, this is some Inception s*** here) that some of the legacy source code from Polybius was used in the Sega CD BIOS.  In other words, because traces of Polybius are in the Sega CD, that means that Sega was involved in the creation of Polybius.  Spoooooky.  As a matter of fact, a Sega employee posted this cryptic secret on the web and it's very credible and must be believed.  This is it in its entirety (when that site self-destructs and all traces are lost) and I don't expect you to read all of it but whatevs...

I was a programmer in Sega's arcade division. Suddenly, we recieved a request to create a game, which was very odd. This would have been ignored, but the source was supposedly a secret organization called "SINNESLOSCHEN", opearting with some sort of governmental power. I am still not sure to this day what country they were working for. We were given a project sheet, and a map of thehuman brain, and how to stimulate those areas, and were told to integrate them into a video game. Sega had quite a bit of money riding on this deal, and were not doing so well. The game took quite a bit of time, and we created technologies that were far beyond our time. A member of the group suggested the name "Polybius", which I remember veing the name of a scholar of some sort. The game's genre could be puzzler, but it also had some odd elements. THIS GAME IS REAL. The game testers who worked for us had odd mind prolems, like losing memory and other such things, like loss of arcadegame fandom. I cannot remember what we designed the arcade case to look like, because it was done by another group. After the project, we signed papers promising secrecy, and if I am discovered, I may get in serious trouble. However, I believe that this needs to be known.

At the beginning of this page, I mentioned the "Sega Genesis CD". I was involved in several projects after "Polybius", and eventually, I ended up on the "Sega Genesis CD" team. While we were designing this, an issue came up. I cannot remember the details, but it involved the two processors synching up. It turns out that Polybius was discovered to use two processors, working in a way similair to what we wanted for the "Sega Genesis CD". We were afraid of getting in trouble for using that game;s code, but we altered the game's BIOS anyway. However, MOST OF THE CODE THAT ACTIVATED THE MIND ALTERING SYSTEM (Details Classified) WERE IN THAT BIOS. The actual game ROM needs the BIOS to run. It was very much like a modern console in that manner. The point is, that I believe we left quite a bit of the "Legacy Code" of "Polybius" in the "Sega Genesis CD", at least in the earliest revisions. However, I was laid off shortly after, and though it was for "Misconduct", I practiced no such thing, and I beleive it was because I accesed Polybius's files. They were likely deleted from Sega's system afterwards. 

Really?  I don't think that the Sega CD was into mind control cause no one was playing that piece of crap.  Although I admit that the console intro (the vacant music) and the Sonic secret message above are pretty creepy.

Rated PG-13 for Language


Good old AVGN...back when he spoke with that snarky tone that is partial inspiration for my angry rants...he also reviews the Sega 32X.  It's even less flattering than the Sega CD review.

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EDIT: Finally one more, I must add this.  Thanks Shenmue Fan for pointing this out.  Hajime Satomi, founder of Sammy Entertainment (known for Pachinko machines), bought out Sega in 2004.  Satomi is supposedly head of the Yakuza (the Japanese Mafia for you idiots) and Sammy is just his money laundering operation.  He hustled down Sega with intimidation, blackmail, etc. (aka "sokaiya") then proceeded to kill Sega like a parasite.  If you don't get it by now, let me rehash: SEGA IS OWNED BY THE YAKUZA.  Which explains why they've made numerous Yakuza games but not one Shenmue sequel...


You toolbag, they got you making Yakuza games when you should be making Daytona USA 3!!!

Of course, this rumor may have been created to create an alibi for Sega's downfall, but still, you never know.........

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Anyway, Sega CD sucks, Sega is creepy, end of story.  Oh BTW, Nintendo was once associated with love hotels and the Mafia.  And you deliberately had Gunpei Yokoi killed in a car crash after the disaster that was the Virtual Boy.  So Nintendo, you're not off the hook either.

Thursday, November 4, 2010

Sonic "Low" Riders & Motion Controls

As you probably know, the Microsoft Kinect came out recently.  And with that, the dashboard has changed.  I don't know--the old one was starting to grow on me, but now, I just don't care anymore.  Do whatever you want, Microsoft.  It's your console, not mine.

And with the Kinect comes the new Sonic "Free" Riders game.  Despite the fact that it's a "free" game, you still have to pay $50 for it on release.  In theory, it is a "Sega racer," so we have to mention it.  Well, to be quite honest, after looking at some preview videos a while back on Giant Bomb and whatnot, the game wasn't looking too good.  And now that it's out, Kotaku just rips it.

Kotaku Sonic Free Riders Overview

And here's Jeff Gerstmann playing the game.  You could see he was a bit narcissistic...come on, give it a break, it's a sad Sonic game.  HERE WE GO! (Warning: Some Profanity):



The game itself doesn't look too bad graphically.  As a matter of fact, the environments are damn nice.  The gameplay, barring motion controls, is practically the same thing as in Sonic Riders 1 and 2.  But the controls are so hard to calibrate they say, that they can't even get through the menu to play the game.  Just great.  Why is it that Sega had to use Sonic to test out the Kinect anyway?  WHY SONIC??

I think this game will be compatible with the regular controller, but really, this game was BUILT around the premise of being a Kinect game.  If it can't even get that part right, then that's one-half of the game in the toilet already.  A waste of effort, perhaps?  UPDATE: This game is not compatible with a standard controller so that sucks.

EDITEDITEDIT: Someone from Kotaku offers a counter-point to the previous review.  The controls aren't so bad he says and he tells you something very important:

The tutorial never really spells out that you aren't supposed to crouch unless you're jumping or leaning forward to speed up, but once I figured that out, everything clicked. In the last race I played, I managed to execute a spin jump, dash, ring grab, and another jump before boosting over the finish line, all in rapid succession.

So that clears it up a little, but the game's still up in the air.

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I'm really not gonna lie here.  Why is it that people are pushing motion controls past the Wii so hard these days?  Look at the Sega CD.  Ooh, you get to play the games on a CD.  Well, it took the sacrificial lambs that were Sega CD, Phillips CD-i, Atari Jaguar and (to a certain extent) Sega Saturn until CD-based games came around in the form of the Sony Playstation.  Like I mean, barring a few good Nintendo Wii titles, motion control is crap.  It was crap back during the Power Glove, and only Nintendo has been able to save face in terms of this motion control travesty.

I'm gonna go ahead and say this.  Making a game look better or use new technology is the last thing on my mind.  I want DAMN GOOD GAMES first and foremost.  Like people are more concerned with making their games look good than to make sure that they're actually, you know, FUN.  Please, stop it, stop it, STTOOOPPPP IIITTTT!!!!!!!!!!  Oh and before you say "Nintendo Wii," well their library's crap so don't bother.

EDITEDITEDIT: Oh yeah, and I was looking around on Giant Bomb some more and here's Jeff playing MotionSports, a horrendous abomination that further reinforces my belief that motion-control games suck.   

WARNING: Even more profanity and and an obscene gesture.  But it's hilarious, no doubt!  "I want to marry this guy."  "Rider, meet horse; horse, meet rider."  "Smile for the camera! *weird face* "One of my favorite videos from these guys.



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Anyway, also worth mentioning is that Goldeneye Wii is finally out.  It's a hit with reviewers, all in the 8.0+ range.  Here's GameSpot's review.  Anyway, I don't know what to say.  These are the same reviewers that got thrills over Split/Second so who knows if the game's really worth it.  At least it's something a little less mainstream for you people.  I already talked a lot about this game already so it's not like I have anything new to say.