The Power Of Price: How Important Is It?

All eyes are on MadWorld, can we get this out there before we continue with our editorial? While there are no “official” NPD data records for March, gamers, both Wii owners and non Wii owners, are battling each other on the forums trying to defend their opinions over suspected sales data. Many within the gaming industry believe that MadWorld would be a clear indication if a traditional “core” title can sell on the Wii. The immense scrutiny that MadWorld and its publisher Sega is facing is astounding, given the title released the same week as Resident Evil 5 and its an original IP. I bought MadWorld just last week after renting it from GameFly. The price: $30.99 after a $5.00 member discount and 10% off the Keep It Price. Sega gave Wii owners 2 new titles aimed at satiating their hunger for a core game, yet the first title House of the Dead:Overkill only sold 45K copies in February. What is causing the delay in purchases of core titles? What caused me to finally purchase what I personally feel is a “must have” action game for the Wii? It’s simple; PRICE.

No More Heroes, Okami, House of the Dead 2 & 3, and Resident Evil 4:Wii Edition, all have enjoyed varying degrees of sales success on the Nintendo Wii. While some of these titles definitely outperformed expectations, they all shared a commonality: PRICE. Despite being released at $49.99, No More Heroes quickly dropped to a more “mass market” price of $29.99 shortly after release. The title continues to sell and has amassed a cult following and great Word of Mouth Marketing from gamers. House of the Dead 2 & 3, which has recently amassed 1 million sales worldwide, released at a very manageable $29.99 for a compilation of 5 year old Arcade titles. Capcom hit gold once again with Resident Evil 4: Wii Edition as those who already owned the title double dipped, or in some cases triple dipped for this amazing title for $29.99 and then $19.99. Okami, to a lesser extent debuted at $39.99, but then saw a sales spike as it dropped to $29.99.

While the Wii currently leads the console generation with almost 45 million owners, the audience is more unpredictable as to its current game purchases. The titles just mentioned have all benefitted from very long sales legs at retail because of their prices and strong following. While “core” gamers traditionally purchase several titles, they can become more selective as time and money become a factor. The common phrase of “BackLog” comes to mind. By keeping the price of these titles below $30.00, publishers can reach the “mass market” and the “core” as they will inherently make additional “impulse” game purchases. Word of Mouth can also help increase sales as many of us rely on our friends opinions and input.

So lets look quickly at House of the Dead:Overkill and MadWorld. These two titles share many elements in common. Both are published by Sega. Both are fantastic games for their respective genres. Both were designed for the Wii from the ground up from talented development teams. And both received strong reviews amongst experts and gaming publications. However, the two titles also shared 2 additional elements that might be causing delay in sales. HOTD:Overkill is inherently an arcade game released on a home console only that lasts at most 4 hours and costs $49.99. MadWorld, a creative masterpiece for an action brawler, clocks in at 6 to 8 hours and also costs $49.99. There are so many choices for gamers today that length and cost are definitive factors in when and if they purchase a game. HOTD:Overkill sold through 45K copies in February against the first Street Fighter sequel in 10 years. MadWorld released the same week as Resident Evil 5, easily the most anticipated game of the year thus far. MadWorld and House of the Dead:Overkill were not designed for the Wii Sports family, it was designed for the Street Fighter / Resident Evil type of gamer. Would these titles have sold stronger if they released at $39.99 or dare I suggest, $29.99? At those price points, the core crowd impulsively buys games. So what if its 4 hours, its 4 hours of great gaming and it only cost $30 bucks right? What about the developer and publisher, this is a business right? Consider the following for a moment, the February sales data of HOTD:Overkill. With 45,000 copies sold at the retail price of $49.99, Sega earned almost 2.3 million dollars.
Now imagine that with each $10 dollar drop, you hypothetically can double your sales. If Sega drops the price to $39.99, it may move 90,000 units equaling 3.6 million in sales. If they slash it again, 90,000 may turn into 180,000 units at $29.99 totaling another 3.6 million in sales. So now Sega has sold through 315,000 units and earned almost 10 million in revenue. Sure its a theory, but 1 million units sold of House of the Dead 2 & 3 at $29.99 or $19.99 says that I might be on to something here.

Price will always remain an important factor in the overall success of a title. Marketing and Reviews can only reach a finite audience. Fast Food Restaurants introduced the “dollar menu” to help spur impulsive additional buys at the register, and game publishers can entice the core audience who own a Wii similarly if they price accordingly.

House of the Dead

Wii GAME REVIEW: Deadly Creatures

Deadly Creatures is a unique and fresh approach to the traditional Third Person Action Adventure genre.  Rainbow Studios and THQ have crafted an entertaining video game aimed at the core gamer that includes clever Wii motion gestures and superb animations to deliver a cinematic experience.  We have played it, finished it, and have collected our thoughts to share with you

Wii Design

Deadly Creatures was developed on the Wii console from the ground up, and it shows. The game boasts a strong collection of Wii motion controls for both of its main characters.  While we preferred playing as the tarrantula, due to his speed and eerily realistic animations, the Wii motion controls are best implemented when playing as the scorpion.  Most impressive are the killer finshing combos unleashed by the scorpion when an enemy is wounded.  These combos are a series of context sensitive gestures made with the Wii Remote and Nunchuck.   They are a joy to pull off and the on screen kills look and sound gruesome! 

There is also a heavy emphasis on combo attacks for both characters as you move further along into the game and unlock new attacks and these combos include both button presses and motion gestures.  These attacks feel fine  85% of the time, however, there are inconsistencies and delays on some of the later moves. The scorpion’s charge move and the venom kill of the tarrantula suffer the most, resulting in player frustration in the heat of battle.  They don’t ruin the experience, but it is worth noting.  Overall Rainbow Studios applied a clever control scheme to very unconventional characters.  The results are a mixed bag, but when executed properly add to the overall experience.

Presentation

Deadly Creatures definitely will surprise core gamers.  The game’s atmopshere is cinematic, moody, and at many times unsettling.  The soundtrack is most impressive featuring a great mix of deep tones, silence, and chilling bass.   The visual presentation while decent will not impress gamers who play the Xbox 360 or PlayStation 3.  The animation is exceptional as each characters movement is brilliantly smooth to deliver an eerily realistic element to Deadly Creatures.   Believe us when we say, you will feel uneasy at times playing this game.  The level design does not match the character animations as it relies too heavily on a bland desert environment for too long. As you progress however, the locales become increasingly more diverse as you enter wastelands, an abandoned truck, and an outhouse shed.

The overall experience created while playing Deadly Creatures definitely draws the player into this insect world.  The “Honey, I Shrunk the Kids” perspective gives true scale to the creatures and the locations.  The voice work done by both Billy Bob Thorton and Dennis Hopper is superb and a perfect addition to the game.  My only complaint is that there was too little dialogue for both of these great actors, to really care about their inclusion.  Deadly Creatures delivers an experience unlike any previous Wii action game, even if it is a bit unpolished.

What Could Be Fixed?

Deadly Creatures is not without its own problems.  As I mentioned earlier, the combat is typically responsive and fun, but there are too many times where the delay in your gesture to the character’s action on screen is too long.  Combat can also become repetitive and the AI of the enemies can be pretty low unless you are playing on the Normal or Deadly difficulty level.  The combat can be enjoyed but the mechanics are loose and often caused us to become frustrated.

The camera system in Deadly Creatures is slightly broken.  It has trouble staying focused behind the tarrantula and scorpion especially while in combat.  When you gain the ability to walk on walls and ceilings, the camera has trouble following the motion of the creature and creates a sense of disorientation.  There will be times when you are fighting an enemy and all of a sudden the camera loses its focus and your view becomes obstructed by a wall texture.  Players can remedy the unpredictable camera by pushing down on the Control Pad, but in the later levels when enemies become stonger and more difficult, it definitely detracts from the overall enjoyment of the game.

Overall

With so few core games being released on the Wii for its first 2 years, Deadly Creatures helps usher in 2009 with a strong but flawed effort.   THQ and Rainbow Studios deserve credit for developing a game that strays away from the conventional models and dares to be different.  If you enjoy an action adventure game that features strong Wii motion controls and delivers a cinematic gameplay experience, you should definitely check out Deadly Creatures!

Deadly Creatures: First Impressions

2009 has started off very strong for the Nintendo Wii, especially if you are a long time traditional gamer.  In the first week of February, not one, but THREE games were released that are geared towards the salivating traditional core gamer on the Wii.  House of the Dead: Overkill, Tenchu 4, and Deadly Creatures are all receiving solid reviews from the well known video game news outlets and luckily yesterday, I bought Deadly Creatures..

Deadly Creatures, the latest title from Rainbow Studios and THQ, is geared towards the traditional gamer crowd, who throughout the entire second half of 2008, had very little to play or praise for the Nintendo Wii.  Immediately upon reaching the title screen, gamers will know they are in for a treat because of the terrific soundtrack and exceptional character models and movement.  Even scrolling through the menus, you are bound to be impressed by the small details that Rainbow carefully included.

Upon jumping into the game, you are greeted with the chilling barotone voice of Billy Bob Thorton.  Thorton voices one of the only two human characters in the game, the other is voiced by Dennis Hopper.  The first character you’ll play as is the freakishly real looking tarrantula.  The character models for all of the creatures are absolutely fantastic.  As I maneuvered my way with the giant spider, I felt almost uneasy at times due in part to the realism of the creatures and the dark atmospheric soundtrack and sound effects.  Not to be outdone by the character models, the level design is also top notch.  The “Honey, I Shrunk the Kids” like perspective is compelling and the detailed dessert plants, caves, and even discarded human elements like a bike wheel bring the world of these creatures to life.   Yes, I am already glowing about this game, as I play the first level.  I haven’t had this experience with a Wii game since Okami.

Rainbow Studios clearly invested their creativity in developing the concept of this video game and then used their talents to execute their imaginative vision.  They also implemented clever uses of the Wii Remote’s motion control along with traditional button prompts.  Moving the speedy spider is fluid and easy, although because it can crawl on walls and even upside down, I did find myself disoriented and going the wrong direction a few times.   Nothing too drastic to make you frustrated, but still worth mentioning.   At the end of the first level, you will encounter the first boss, a giant, lifelike rattlesnake.  It was an awesome moment as the snake slid into its position and reared its head back with its fangs exposed.  Rainbow Studios has done a great job of making the interactions between the creatures very cinematic.

The next chapter of the game introduces you to the scorpion that you will control.  The scorpion is way slower than the tarrantula, but his move set is more varied and his context sensitive kill moves are awesome.  Did you say “context sensitive kill moves”?  Yup, the scorpion once it inflicts enough damage can finish its enemies off with specific Wii remote and nunchuk gestures.  Again, well envisioned and well executed by the design team.  Playing as the scorpion I don’t feel as uneasy as I do when I am playing as the tarrantula, however, the small sound effect of his six legs walking is creeping me out and making it feel like this deadly creature is in the room.

I have finished the first 4 chapters of this game in about 2 1/2 hours on Normal difficulty.  I am loving every minute of this game so far and the characters don’t even talk.  THQ and Rainbow Studios should be rewarded for this type of effort for a unique original IP on the Nintendo Wii.  If you like video games that offer rewarding gameplay, strong graphics, a cinematic feel, and an outstanding atmosphere and soundtrack, then RUN to your local store and pick it up.

WiiWare in 2009: What Wii Predict

 In 2008, Nintendo debuted WiiWare, an online service for downloadable original titles available on Wii.  Titles like World of Goo, Lost Winds, Dr. Mario Online, and Mega Man 9 led the charge in 2008 as WiiWare cemented itself as a viable alternative for gamers who were interested in playing new and original video games.  Looking ahead to 2009, there are already some interesting games announced such as Icarian, Lost Winds 2, and Animales de los Muertes. As downloadable media grows into a larger role in the video game industry,  we examine the top five announcements we expect in 2009 for the WiiWare Service.

 

5.  Sega announces “Sonic the Hedgehog” - 16 bit sequel to Sonic 3

The Sonic the Hedgehog series has fallen on some rough times over the past few console cycles.  Since the demise of the Dreamcast, Sonic video game releases have received mediocre reviews, floundering sales, and a diminishing fan base, as the 3D titles fail to capture the amazing speed of the original Sega Genesis titles.   With the successful development and sales of Mega Man 9, we expect several game developers to regroup and examine which of their franchises could deliver a compelling “retro” release.  For years, gamers have been hounding Sega to give them a 2D Sonic video game that returns the series to its original roots.  With a release on WiiWare (and possibly PSN, and XBLA), Sega can deliver a title to fans of the series and introduce new gamers to the speed an frantic gameplay that the original Sonic titles delivered on the Sega Genesis.   Keeping development costs and resources low, Sega can follow the lead set by Capcom and utilize its strongest franchise and develop a must have downloadable title in 2009.

Chance of Happening in 2009: 50%

 

4.  Mario Party Series Moves to Download Only:  Releases several “Party Packs”

There is no denying the success of the Wii with the mainstream pubic and therefore the “casual” crowd of new generation gamers.   Thanks to this success, many developers and publishers are trying to cash in on the large user base with low quality, quick mini game compilations.  During the N64 era, Nintendo introduced a new spin off series starting the Super Mario Bros characters, called Mario Party.  Since then there have been 9 console releases, each new edition receiving lower scores than its predecessor due to the lack of innovation and freshness.  The Wii has replaced the notion of a family game night featuring a Milton Bradley board game, with Wii Sports and Carnival Games.  Nintendo will leverage the Mario franchise and branding once again to deliver downloadable Mario Party “Party Packs” with various themes.  By dividing the game into segments of themed boards and mini games, Nintendo can offer a lower price for each download and this could lead to impulse buys from new generation gaming families as they search for a new alternative to Friday Night Game Night.

Chance of Happening in 2009: 20%

 

3.  Famous Japanese Developer utilizes WiiMotionPlus in the Surprise WiiWare Hit of 2009

Later this year, Nintendo will release Wii Motion Plus, an add on peripheral to the Wii Remote that enhances the accuracy of the motion controller.   Many gamers are focusing on the impact that Wii Motion Plus will have on upcoming Wii video games, but there have not been many discussing its impact on WiiWare games.   The ability for developers to use smaller development teams and increased gameplay tools, allows them to take creative risks with minimum monetary commitments.  The WiiWare service also allows those taking the risk to develop a title, to reach the largest installed user base for any console, maximizing the exposure of their independent title.  Many developers have expressed interest in developing a game for the Wii, however, in 2009, we believe that a famous Japanese developer will surprise the gaming public by announcing a new WiiWare title utilizing the Wii Motion Plus add on.  It could be any genre of game, but because of the developer it will skyrocket in popularity and anticipation. The added responsiveness of the Wii Motion Plus creates a new paradigm in this game’s genre’s control scheme.  BTW, the game sells for 1500 Wii Points.

Chance of Happening in 2009: 40%

 

2.  Nintendo Announces “Nintendo Classics Remix” - NES / SUPER NES / N64 releases with online multiplayer and Motion Controls

Remember the very first promotional video for the Wii and its remarkable controller?  In one of the segments, there was a girl sitting on her couch, flipping the controller upwards, and the sound effect accompanied with each flick was the Super Mario Bros “jump”.  That image created an everlasting image in many gamers minds that perhaps we could see updates to classic Nintendo games that would include motion control and other new gameplay elements such as online multiplayer.  Sadly, Nintendo shattered those dreams by saying there would be no updates to Virtual Console releases.  They would be carbon copies.  So why would Nintendo’s stance regarding the update of classic games change?  Because the market dictates there is an audience that will pay for these updated releases.  Thanks to Capcom’s successful motion control update to Resident Evil 4 and Okami, it prompted Nintendo to even return to previous GameCube releases and update the controls and features for a Wii re-release under the new heading “New Play Control” series.  Nintendo will bundle selected games for a series of compilations to be released on Wii Ware entitled “Nintendo Classics Remix”  These compilations will be classic titles released on the NES, Super NES, and N64 that receive updates to their controls and also allow for online multiplayer (if applicable).  Nintendo only said that “Virtual Console” games will not be updated, there was never a mention of WiiWare.

Chance of Happening in 2009: 5%

1.   New Super Mario Bros 2 is a WiiWare release with the ability to play on Wii and the Nintendo DSi

Nintendo rocked the DS in 2007 with its first 2D Super Mario Bros game since Super Mario World 2.  That title was of course, New Super Mario Bros.   Despite being a multi platinum selling video game and featuring the worlds most beloved plumber, Nintendo has not announced a sequel.  Nintendo has never been a company to stray away from sequels of proven franchises, and the abscence of a New Super Mario Bros 2 has baffled gamers and critics.  In 2009, we predict that the number one announcement for WiiWare will be that the sequel to New Super Mario Bros will be made available in late Summer 2009 with the ability to play the title on both the Wii and the Nintendo DSi.  Showing their love for connectivity, Nintendo will unveil NSMB 2 at E3 with the announcement that select WiiWare titles can be played via the Nintendo DSi and its ability to read SD cards.  New Super Mario Bros 2 will be the realization of the connectivity dreams that Nintendo has fostered since early in the GameCube era.  Similar to Square Enix’s new Final Fantasy Crystal Chronicles: Ring of Fates title, NSMB 2 will allow gamers the freedom to take their adventure with them and explore exclusive locations in the game depending on which platform they are playing the game on.  PLEASE NINTENDO MAKE IT HAPPEN!

Chance of Happening in 2009:  10%

 

Redefining “success on Wii” for a 3rd party

In the last few days, there have been a few reports published regarding trepidation from 3rd party developers that are developing or have released “hardcore titles” on the Wii.  These developers are mostly concerned with the actual sales totals of their titles on a console that current does not feature or cater to the hardcore demographic of traditional video games.  If you follow the gaming industry, you are well aware of the stigma that follows all 3rd party publishers and their reported struggle to gain “success on Wii” with their game releases.  So we wanted to ask the question, what defines “success on the Wii” for a 3rd party?  Is the sole success measurement for a Wii hardcore title how it measures up at retail?  We examine why core titles that are released on Wii should be viewed as independent movies are in the film industry, as they help add diversity to the overall Wii game selection and deliver solid sales despite possibly missing the coveted platinum status.

Video Games despite it being an incredibly enjoyable form of entertainment, is a business.  And with every business, your sole objective is to make money.  Its simple.  That is why so much of a developers success rests solely on how well their title does at retail.  Until 2009, there have been very few core gaming titles released on the Wii by 3rd party publishers as they had their internal studios and core title releases developed for the more traditional gamer’s consoles, the Xbox 360 and PlayStation 3.  The few core titles that were released, such as Ubisoft’s No More Heroes, and Capcom’s Zak and Wiki garnered favorable reviews, but in spite of the praise, published reports indicated that these titles weren’t selling well.  As of this writing, VGChartz.com, reports that worldwide there have been 390,000 copies of No More Heroes sold, and 530,000 copies of Zak and Wiki purchased life to date.   At first glance these totals might seem low and very troubling for a publisher or developer.  It might even lead them to believe that their “hardcore gamer” audience doesn’t exist on Wii.  They would be wrong to assume both of these theories.

Let’s look a bit closer at the true performance of these titles.  No More Heroes sells 390,000 copies worldwide.  Let’s say that the average purchase price is $25 since it did receive a few price drops.  This means that No More Heroes grossed over $9,750,000 dollars.  Now subtract the development costs of 3 million dollars, a marketing budget of $2,000,000, and a distribution cost of $2,000,000.  These are all estimates as I do not have access to the accurate totals, so I am speculating.  That leaves Ubisoft and Grasshopper Manufacturer, the developer, with a Net Profit of $2,750,000. An almost 3 million dollar net profit seems good for an original IP title released on a “casual gamer” console.  Similarly, if we look at Zak and Wiki from Capcom, we see that the title grossed $13,250,000 if we use the same average purchase price of $25.  Even with a more taxing budget, Zak and Wiki, must have returned an investment (ROI) of above 3 million dollars.

Some might argue that these small profits are not indication of a success for the publisher and that if these titles were released on a more “core gamer” console than they would perform better at retail.  One can speculate that this is the case, however, if you look at some very traditional core titles such as Virtua Fighter 5 Online, Too Human, and Unreal Tournament III released on the Xbox 360, you will find that these titles performed suprisingly poor for being released on the targeted audience’s console of choice.  The reported sales of those titles are 190,000 copies worldwide for Virtua Fighter 5 Online, 540,000 units sold for Too Human, and only 460,000 units for Unreal Tournament III.  Look towards a casual family title such as Rare’s Viva Pinata Series and the two titles combined have accounted for 620,000 sales, or an average of 310,000 copies sold per game. 

 Similar to the way that Independent Films provide a break from the traditional set of common film releases, a Wii hardcore title offers a distinct experience that differs from the flood of casual branded titles available to the current Wii audience.  Nintendo has been able to disrupt the environment of video games.  The Xbox 360 and PlayStation 3’s main audience is the traditional gamer who do not stray from the genres or games that interest them the most. It is evident that even some successful IP’s have seen dimished returns with releases on these consoles.  The Wii on the other hand, has a more diverse audience.  While many Wii players are new generation gamers that gravitate towards casual oriented titles, a large section of core gamers own the console and will seek and purchase hardcore titles  Wii hardcore titles are the independent films for the console.  Some may break the million copies sold mark, while others will sell respectively in the mid to 3/4 of a million range.  All of them will provide entertainment and unique experiences to a loyal audience and that is successful.

**All Sales Figures are taken from VGChartz.com, a leading website in monitoring sales and marketing figures for the video game industry.  All development costs are speculative in my theories and are not factual.**