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  • Writer's pictureNathaniel Hope

Nintendo - A Shift in the Paradigm

Preface

Over the last few years, I feel that gaming industry has shifted into strange and unexpected territory. The decks from some of these large ships in gaming have changed hands and the people from yesteryear who were in charge and running the show, many have left to greener pastures. Global President of Nintendo Satoru Iwata sadly passed away in 2015 and was succeeded briefly by Tastumi Kimishima, who helped oversee a smooth transition into the release of the Nintendo Switch from the Wii U. After a successful launch of the Switch, Kimishima passed the torch and was succeeded by Shuntaro Furukawa, who is the current Global President of Nintendo. Nintendo of America President Reggie Fils-Amie, the face of Nintendo for well over a decade, retired in 2019 and was succeeded by Doug Bowser.

Now you're playing with power!

It's a shift in players, a change in leadership, and over the last six years since the passing of Iwata, it's been a strange ride with Nintendo. Things are not as they used to be and that is to be expected. Change is a natural part of life as with new faces, comes new ideas. At least, that is what one would expect, right? Something new, fresh, and different.

Heading towards the future

If you look at a company like Sony, they're pushing the next generation gaming space to new levels and it feels like we're getting something fresh and new with the Playstation 5. If you look at Microsoft, their focus has been revolutionizing backwards compatibility and pioneering the gaming subscription landscape with their ever-evolving Xbox Game Pass. Nintendo though, aside from the launch of the Nintendo Switch, they have yet to do something significant. What do I mean by that? Nintendo has the perception of sticking to old business practices, playing it safe (maybe too safe), blatantly ignoring its fan base, not being transparent in its products or its intentions, relying on its IP to sell itself without putting forth any extra effort or quality on their part, all while trying to maximize its profits. Now, let it be known, all companies need to make money. That’s a fact. I am no stranger to that statement as I have spent over twelve years of my life working in the retail space. But time and time again, we've seen companies fail, restructure, change it's business models, and we've seen companies go bankrupt. Why? Because of terrible business practices and its failure to connect to its customers. While Nintendo is far from ever going bankrupt (they have a net worth of $95 Billion), that doesn't change the fact that over the last six years since Iwata's passing, (and even more so after the launch of the Nintendo Switch), Nintendo's image and perception has been murky. It's been all business and missing a bit of magic. Their products usually bring joy to people. Sometimes tears of joy, depending on the product. Nintendo as a company and its products has an effect on people that is not so different than say, watching a movie from Disney. But that magic feels like its fading as of late as there's been a huge lack of engagement with the community, and many products that feel like they are lacking in quality, care, and value.


Come with me on a journey.


Part 1: Nintendo Isn’t Doing Anything Different

We’ll start with something recent. Take for instance, the last major Nintendo Direct. Nintendo announced in February 2021 that they are bringing The Legend of Zelda: Skyward Sword to the Nintendo Switch, which is exciting. They announced that it’s going to be in HD and it’s going to feature full controller support, something the gaming community has been talking about and wanting for years. When the game came out on the Wii, the controls were the one thing that divided fans. To put it nicely, it made the game so challenging that it turned a lot of people away from this game. But here we are, years later, and you’ll now be able to play this game with a pro controller or, when the Switch is in handheld mode. What I think is also cool though, the game will still feature full motion control support using the Nintendo Switch Joy-Con controllers. Why do I think that’s cool? Nintendo is finally giving players options. Keeping motion controls doesn’t take away from the way we played the game back then and the newly added pro controller support gives players a chance to play it differently. For once, we have a choice on how we want to play. That, in and of itself, is nice to have.


But what is causing a new stir of controversy is the game’s price. It’s going to cost $60. The game was originally released in 2011 for $49.99. Here we are, ten years later, and it’s being sold at a higher price. How dare they, right? That’s the perception out there in the gaming community and it’s an interesting talking point. Now, you can take in account the newly rendered HD graphics and the added controller support as the difference in added value. But many people aren’t seeing it that way. What many gamers are complaining about is that this is just a port of an old game that now costs more. And there's a buzz out there saying the characters and texture models look exactly like it’s Wii counterpart, offering nothing new besides a new control scheme. Some say that this game should have been a remake, not a remaster, due to the nature of controversy surrounding the original game's reception. Crazy as that may be, I felt that extra ten dollars didn’t seem like much to ask for with these general enhancements that Nintendo was advertising. But when you look at a previous Zelda release on the Switch, its quality in its presentation as well as its package options kind of blew people out of the water. The Legend of Zelda: Link’s Awakening was a full blown graphical remake with a new art style, enhanced gameplay, and a newly added Chamber Dungeons feature that lets you create your own Zelda dungeons.

Considering that this was a remake of a Gameboy game, this was extremely impressive to see. This game also cost $59.99 at launch.

Dreams really do come true!

They even had a special edition version of the game called the “Dreamer Edition”. For an extra ten bucks at $69.99, you got the game and an exclusive 122-page book full of concept art and more. Since its release, many people have justified its price because of these enhancements, quality of life improvements, and its replay value. Not to mention the Dreamer Edition included a high-quality, detailed art book. All of these things added value to the overall game. Skyward Sword HD, so far, just looks like an expensive port with minimal effort compared to its Link’s Awakening counterpart. But that’s where things get interesting. Skyward Sword HD’s price may have been a hot topic during its announcement back in February, but things took an interesting turn when they just recently announced the Zelda Loftwing Amiibo.

A princess and her Loftwing

This new Amiibo will allow you to warp from any surface in any part of the world, as well as any dungeon, back to the sky, at any given time. This feature, which is not an option in the original version of the game, is a significant quality of life improvement to the overall gameplay experience. But the problem with that is, this specific game function is locked behind an Amiibo. To add the mix, Amiibos have typically costs around $12.99 when they launched back in 2014. For this new Zelda Amiibo, it’s going to cost twice the price at $25. So if you look at the overall price for this Zelda experience on the Switch, we’re looking at about $85 for everything.

This Amiibo announcement has caused a bit of controversy because that’s a lot of money from a consumer standpoint. From the gamer’s perspective, for those who have played the original Skyward Sword on the Wii will know that this is a very challenging game. And this warping feature behind the Amiibo really is a quality of life improvement. Many gamers believe that this feature should be free and included in the game, not behind a toy. What also makes this Amiibo a bit frustrating for a lot of people is when Nintendo released The Legend of Zelda: Twilight Princess HD for the Nintendo Wii U in 2016. That game had a bundle for $59.99 that came with a Midna and Wolf Link Amiibo at no extra cost.

But at the end of the day, it’s pretty obvious that Nintendo is trying to make money. And generally speaking, it makes sense from a company standpoint. But the other side of that coin is the fact that Nintendo has a history of being accused of creating and benefiting from artificial shortages of its own products. Right now, pre-orders for the Loftwing Zelda Amiibo are already sold out and scalpers are already raising the price.

Dare To Dream

What’s interesting though, The Legend of Zelda: Link’s Awakening also featured an exclusive Amiibo. The difference was that it only cost $15.99 and it didn’t have any game changing or game altering features like the way Skyward Sword HD is advertising. The use of Link’s Awakening’s Amiibo allows you to summon Shadow Link in the extra Chamber Dungeons add-on. Nothing more, nothing less. The game already stood out on its own and the Amiibo felt more like an added collectable. Skyward Sword HD on the other hand, its Amiibo is about to to literally change how the game is played, adding in a huge level of ease and convenience. You can see why something like that would be enticing. And while $60-85 may seem like a lot of money, I also see people around the web brining up something else regarding Skyward Sword's Wii release. While the game cost less at $49.99 back in 2011, we were also given an extra added bonus as we were celebrating the series’ 25th anniversary back then. Nintendo added in a CD soundtrack with the game to celebrate the series. That was a nice gesture and the soundtrack was excellent.

But the biggest thing I find a lot of people forget was if you wanted to play Skyward Sword back then, you technically had to purchase a new controller or a new controller add-on in order to play the game.

It is then when Nintendo introduced us to the Wii Remote Plus controller or the Wii Motion Plus attachment, a device that connected to your existing Wii controllers. You needed either of these controllers or attachments to actually play the game for motion accuracy as the original Wii controllers would not work. The Wii Remote Plus controller cost $40 while the attachment accessory cost $20. So from there, you would be looking at a total of $90 if you got the game and the Wii Motion Plus controller or, $70 if you purchased the attachment.


However, that being said, Nintendo did create a package option that came with everything you needed. It came with the game, the Wii Remote Plus controller, and the bonus game soundtrack for a whopping price of $69.99. As an extra added bonus, the controller was painted gold to match the aesthetic of the game. That package was one heck of a deal back then and saved a few consumers a lot of money. I say a few because you were lucky if you were able to snag a pre-order. In good old Nintendo fashion, this was a limited edition option and, as you would expect, scalpers got a hold of it and quadrupled the price.

At least this time around, the Switch version is getting full controller support, a feature that people have been clamoring about for the last ten years. And the overall price of the game itself isn’t exactly terrible. We’re at an age where we kind of expect this $60 price tag. But I certainly feel the frustration and anger from the gaming community when upcoming releases like The Legend of Zelda: Skyward Sword HD, plus the new Zelda Loftwing Amiibo, may feel like a cash grab. Especially when you compare it to the attention, care, detail, and pricing, of their past game releases. And while there are plenty of products that Nintendo has produced that gave us bonuses, extras, and felt like quality and value for our hard earned dollars, it’s very challenging and disconcerting when Nintendo creates something that excites people, but that item or game always feels like it’s just so out of reach.

Does anyone remember the release of Metroid: Samus Returns on the 3DS? This game was a full blown remake of Metroid II: Return of Samus, first debuted on the Nintendo Gameboy back in 1991. Nintendo also released a limited edition Amiibo set for that game’s launch in 2017. Like all the other games mentioned earlier, they weren’t required to play the game. But it did add some awesome features as well as some cool in-game abilities that enhanced the overall gaming experience. The challenge for the complete Metroid experience, just like the way Skyward Sword HD is advertising, was just how expensive it was. Metroid though, took it a bit further. If you wanted to utilize Amiibo support, the first thing you needed was a New Nintendo 3DS in order to unlock all of these features. Older generation 3DS systems could only play the game. Once you had the right system and purchased the game at $39.99, then you had to purchase all the Amiibos, if you didn’t have them already.

The limited edition Samus Returns Amiibo package cost about $29.99 while the other three Amiibos that have been around since 2014 cost around $12.99 each. But what are you getting for your money exactly? Check this out.

As you can see, each Amiibo had their own unique features that really did add things to the game that were absolutely amazing. In the Metroid 2-Pack, Samus gave you an Aeion energy tank reserve as well as access to an art gallery from the original Gameboy game, Metroid II Return of Samus. The Metroid Amiibo revealed the location of any nearby Metroid on your map as well as unlocking “Fusion Mode” after you completed the game. Fusion Mode is the game’s hardest difficulty mode, complete with a new power suit from a previous entry in the series, Metroid Fusion. The Smash Bros. Samus Amiibo unlocked a missile tank and gave you exclusive concept art after you completed the game. Zero Suit Samus unlocked another energy tank while also unlocking a Sound Test that lets you listen to the game’s soundtrack after you completed the game. Pretty neat, right?


All these things were some amazing features that I feel were worthwhile experiences. But like the controversy surrounding Skyward Sword HD and its Amiibo add-on, this too was mired in controversy because all these amazing experiences were locked behind all of these Amiibos. Excluding the price of a New Nintendo 3DS handheld system, Metroid: Samus Returns, along with all the Metroid Amiibos would cost you over $106. Add in the New Nintendo 3DS console if you didn’t already have one and you’re looking at over $300. And even in 2017, that Metroid 2-Pack Amiibo package was a limited run. It was hard to get your hands on one if you didn’t pre-order it. And as it usually goes, scalpers who got their hands on it quadrupled the price.

All of that being said, I will admit, with Metroid: Samus Returns, the launch of that game actually felt like something really special. Metroid was a series that Nintendo skipped on the series' 30th anniversary. There hadn’t been a game out in the series since Metroid: Other M in 2010, and that game did terribly, both in reviews and sales. There was a huge backlash when they released Metroid Prime: Federation Force for the 3DS in 2016 due to the game bearing very little resemblance to previous entries in the Metroid series. It was as if they created a game and slapped the Metroid name in the title hoping to make a quick buck. They didn't. And there was an even bigger backlash when Nintendo sent a cease and desist as well as a DMCA take-down of AM2R: Samus Returns, a popular fan remake of Metroid II The Return of Samus. For nearly ten years, this series felt like it was dead in the water as they were doing hardly anything with the property. You couldn’t play a proper game in the franchise anymore because they weren’t releasing anything. And when fans tried to do something on their own, it got shut down. Obviously, that was within Nintendo's legal right as they own the IP. But still, Metroid was cluttered in so much backlash, controversy, and negativity for so many years, with no sight of it ever seeing a new and proper entry in the series, that it truly felt like Nintendo destroyed a beloved franchise. It was a sad time to be a Metroid fan.

Metroid finally shines

And then out of nowhere, Nintendo announces Metroid: Samus Returns for the 3DS. It was filled full of extras, added Amiibo support, a special edition version complete with a physical game soundtrack, and even a Metroid themed New Nintendo 3DS console! It was quite an unexpected and very surprising move on Nintendo's part as they seemingly went all-out for Metroid for the first time in the entire series' history. Maybe the backlash and negative reception and fan outcry throughout the years had something to do with it all. Maybe, maybe not. Who knows? All I know was, for the first time I felt like Nintendo (finally) rallied behind this series with pride, found a unique way to show support, and say thank you to the fans. And as expensive as it all may seem when you add up what it took to play this game in full, I have to admit, it was one of the most unique undertakings and marketing strategies of Metroid that I have ever seen Nintendo give to a franchise. This launch never felt like a full-blown cash grab to me. It truly felt like a celebration. And it's a celebration that I will never forget.


The only time I ever truly felt like Nintendo released a product that felt like a cash grab was when they announced Super Mario 3D All-Stars for the Nintendo Switch.


Part 2: The Cash-Grab That Killed Mario


Super Mario 3D All-Stars was announced September 3rd, 2020 for $60. To everyone’s surprise, it was released on September 18th, 2020, two weeks following the announcement. The name itself was a callback to Super Mario All-Stars, a SNES collection of Super Mario 1-3 as well as Japan’s original Super Mario Bros. 2 dubbed The Lost Levels. Best of all, that collection of games was completely remade, bringing these 8-bit games to the 16-bit Super Nintendo. Fast forward to Nintendo’s announcement of 3D All-Stars, this collection features three high definition ports of Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy, all on one collection for the Switch. I'll admit that that I was pretty blown away and excited by the announcement. I mean, three amazing games across three generations of Nintendo consoles on one cartridge for my Switch? Who wouldn’t be excited about that? Well, the euphoria died down soon after we learned more about it. Nintendo announced that it would be a limited release, both physical and digital. Meaning, after March 31st 2021, the game will no longer be available to purchase in stores or on Nintendo’s own eShop. So...get 'em while you can!


This caused a pretty big outcry from the gaming community. There are more than enough articles from multiple publications regarding this. But, that being said, the general consensus agrees, while the games hold up very well after all these years, and while they’re still fun to play, Nintendo did a pretty lazy job with this collection.

Just the tip of the iceberg. There's more out there.

So what is this Mario collection lacking, exactly? Well, for starters, all three games are emulated ports of the original games. With the power of emulation comes the power to enhance these games in a plethora of ways, like making quality of life improvements to the gameplay, adding new features and modes, upscaling the the resolution to a high definition standard like 1080p or 4K widescreen with 60fps, and much more. Video game homebrew communities have done a lot with emulation over the years and it is pretty impressive to see what kinds of things they are capable of when it comes to enhancing games. When we look at this collection however, it's a mixed bag in terms of quality. Every game has some sort of enhancement at the very least, but it's a huge difference between the three of them. The game that shines the brightest is Super Mario Galaxy. This game came out for the Nintendo Wii in 2007. Back then, you played it using motion controls. Like The Legend of Zelda: Skyward Sword HD, they’ve added pro controller and Switch handheld support, along with motion controls using Joy-Con controllers. Not only that, but while docked and played on a TV, the game runs at 1080p widescreen at 60fps. Those are a few quality of life improvements right there. The other games in the collection are a bit different. If you look at Super Mario 64, we’re still dealing with its clunky camera controls all these years later. Now, I can imagine Nintendo wanted to make sure each of these games felt like they did back when they were released. But if Nintendo had modernized the camera system or at least made it an option to use a full analog camera system like the games that came after it, that would have been a huge improvement, at the bare minimum. And speaking of controls, Super Mario Sunshine had a fan outcry when they discovered you couldn’t play the game using a Gamecube controller. The game was originally released for the Nintendo Gamecube in 2002 and Gamecube controller support on the Switch works for games like Super Smash Bros. Ultimate. When it was discovered that you couldn't use the old-school controller, it left a lot of people upset. Thankfully, Nintendo eventually did something about this as two months after Super Mario 3D All-Stars had launched, the game finally got Gamecube controller support.

Here's where things get even more interesting. Super Mario Sunshine and Super Mario Galaxy both received the 1080p widescreen treatment. However Super Mario Sunshine only runs at 30fps while Super Mario Galaxy runs at 60fps, which is a bit strange. Super Mario 64 is the biggest game to get less attention as the game still sits at its original 4:3 aspect ratio sitting at a resolution of 720p while docked. And the weird thing is, we don't know why. While many feel that this game is a great addition to this collection, it also feels like a missed opportunity. Considering this is the oldest game in the collection as it's an original launch title for the Nintendo 64, Nintendo had an opportunity to either remake the game or put some sort of effort to enhance the original to at least match the specs of the other two games in this collection. But they didn't. For those of you who may not be aware of the homebrew scene across the internet, you’ll find that there are plenty of mods out there that have made a better, updated version of Super Mario 64 that includes 16:9 widescreen with 4K support and more. One mod in particular dubbed Super Mario 64 Plus features game enhancements and quality of life improvements that makes you feel like Nintendo really missed the mark with Super Mario 64 alone. Check it out.

The fact that you can do these kinds of things using an emulator is astounding. And the fact that Nintendo is using an emulator to run all three of these games in this collection, but the quality difference between what they are selling vs. what is available across the internet (for free) makes you feel like Nintendo isn’t even trying.

We still love you Super Mario Galaxy 2

The other thing that gets brought up a lot is Super Mario Galaxy 2, the highest rated Mario game in the entire series. If we’re supposed to be celebrating the best of Mario’s 3D adventures, why is this game not in the collection? And if this is truly a celebration of Mario’s 35th anniversary, what about game collection extras? What about things like button mapping, concept art, production videos, trailers, demos, art books, or even a special Amiibo? Nothing that I just listed exists for this collection. The only extras they added is the ability to listen to each game’s soundtrack in the main menu. That’s it.


All the games in the collection are generally great because they were great when they were originally released. But this lack of effort to truly celebrate Mario's 35th anniversary with a collection like this, it feels like Nintendo thinks these games will just sell themselves so they don’t have to do much but package it and throw it to you at a premium. Mario's 25th anniversary in 2010 felt like it had a lot more going for it than this anniversary does. Back then, they kept it simple and re-released the original Super Mario All-Stars from the SNES and ported it to the Nintendo Wii. But with this collection, it came with a booklet detailing the history of the series and an audio soundtrack featuring music throughout the series. No new enhancements were made to the games themselves as they were technically remade when they brought these games to the SNES back in 1993. But the games played, felt, and looked like they were supposed to, and the packaging along with the soundtrack and the booklet made it feel like they went the extra mile. And the price for this collection was only $30.

It was a different time. It was a simpler time.

When you look at Super Mario 3D All-Stars as a collection and what it offers overall, $60 is a lot of money for these three games. Especially when you compare it to other collections that have come before it. These games listed below, which is just a small selection of collections, have given a lot more for a lot less.

Amazing game collections that still hold up

All of these game collections gave you a lot more added value by including things like concept art, production videos, trailers, demos, art books and more. There are some collections here that were just remastered in HD. But the major difference? All of these games were either $40 or less when they were released. Knowing that, while also owning a few of these collections myself, it kind of makes me sad about the Super Mario 3D All-Stars as a collection to celebrate Mario's 35th Anniversary. There really is no passion. There really is a huge lack of effort on Nintendo's part. And that is the perception.

Another part of Mario's 35th Anniversary was a free digital game called Super Mario Bros. 35 found in the Nintendo eShop for the Switch. This free game became very popular. Like the game Tetris 99, the goal of Super Mario Bros. 35 is to outlive your opponents while bombarding them with different enemies. Nintendo had something special on their hands as players around the world came together to play this game. In just three months since its launch, Bowser was defeated over five million times. The game was so popular in fact, that the gaming community has practically begged Nintendo to keep this game, along with the 3D All-Stars collection, to be available past March. That's right. Super Mario Bros. 35 was also a limited release with the same March 31st end date. And in the end, March 31st came and went and Nintendo stuck by their word. The games are no longer available. The good news for some of you is, if you purchased Super Mario 3D All-Stars prior to March 31st, you can still enjoy it. But if you failed to purchase them prior to that date, you are out of luck, unless you pay a hefty price from scalpers across the internet. As for Super Mario Bros. 35, let's hope something comes out of that experience someday. Maybe they bring it back or something like it. We'll just have to see.

Even though there is a lot of negativity when it came to the overall collection, Super Mario 3D All-Stars still sold very well. Seriously, Nintendo sold over 9 million units from September all the wya through March. That is impressive. People were generally enjoying playing these games again while others were experiencing them for the first time. Nintendo may have put together a lackluster collection, but it didn’t stop people from picking it up. And why wouldn't they? Mario has been a part of many people’s lives for over 35 years. Having a chance to play with him again or, at least have a chance to experience his early 3D years for the first time, that isn’t something many would easily pass up. That's the power of nostalgia. I did pre-order this game and got it at launch. Upon receiving my copy and turning it on for the first time, I booted up Super Mario 64. It was a bittersweet moment and I genuinely felt like a kid again. But it came to a bitter end when March started to loom around. I think that was one of the hardest things for me to witness.

This is just the tip. There's lots more.

All across the internet on their official social medial platforms, Nintendo reminded everyone that Mario’s 35th anniversary was coming to an end. The gaming community took it a bit morbidly as they posted and tweeted that March 31st was the day Nintendo was going to kill Mario. Mario was going to die and it was all Nintendo’s fault. I don’t think Nintendo quite realized what it is that they had created. With the negativity surrounding Mario's 35th Anniversary from the beginning, it escalated really quickly during the final month. I have never in my life seen so many people from around the world come together quite like this. People were saying good-bye to Mario while mocking Nintendo in the process. Some paid their respects, some posted jokes and memes, many others made videos. It was everywhere. Mario and his end date were all over the place. There wasn't a site you couldn't visit, an article you couldn't read, or a video you couldn't watch, that didn't talk about March 31st. It was actually quite horrifying because it really did build up this perception that Mario really was going to be executed. And for what? Because Nintendo was removing the games we were enjoying as a means of celebrating Mario? I don't know about you, but this was too much. I actually started to feel pretty depressed from all this because I was basically witnessing Mario’s funeral. And because of that, Mario’s 35th anniversary didn’t feel like a celebration anymore.

They still love me!

You know, even with the amount of terrible Sonic games that are out there, fans haven't given up on Sonic or Sega. Did things get so bad with Nintendo that it had to come to this? Well, with an outcry on a level this big, maybe it did. All I know is, in the end, I think a little part of me died when this "celebration" was finally over. I was so upset about it all that couldn't even look at my own Nintendo Switch. I turned it off and haven't really played anything on it in the last few months. Since writing this piece, I actually started to get an itch to boot it back up. And when I finally did, I looked at the home screen and realized just how much the Switch hasn't changed since it launched.


Part 3: The Nintendo Switch's never-evolving strategy

The Nintendo Switch was released in March of 2017 to many people's excitement. With a blend of being both a console and a portable handheld, this product has changed the way we play games in a new, fun, and exciting way. That being said, four years since its launch, it hasn't changed or evolved for the better. The Nintendo eShop is still an uninspiring, unorganized, hodgepodge of games that lacks the excitement of the eShops of Nintendo’s previous consoles. With the system itself, you still cannot customize your console’s home screen with music and themes, and you still cannot organize your games in folders. There’s still no built in voice chat support on the system, a phone app is still required. You still cannot send direct messages to your friends, you can only see what they are playing and when they are online. These are basic quality of life improvements the community has been asking for since the launch of the console. But unfortunately, Nintendo has not responded to these inquiries or have even acknowledged them once, in four years. And last, but certainly not least, I would like to know what Nintendo's strategy is when it comes to Nintendo Switch Online and the games they upload at random months out of the year.

With the Nintendo Switch Online service, Nintendo is providing a library of classic games found on its first two consoles, the NES and the SNES. Technically speaking, they are providing these games for free as part of their online service. The main attraction of the online service is having the ability to play games online with your friends and family. But once you have that subscription, you have the opportunity to play Nintendo classics at your convenience. The frustrating part is, out of all the consoles in Nintendo's library history, they only have games available between the NES and the SNES. And after two and half years since the launch of Nintendo Switch Online (NSO), there are only a total of 104 retro titles between the two systems. Compare that to the Nintendo Wii and you’ll see a big difference. In the span of just three years since the launch of the Wii, its online Virtual Console service achieved a gaming milestone reaching over 300 games across multiple gaming consoles including the Nintendo 64, Sega Genesis, Turbo Graphix, and more. Granted, these are title that you had to purchase individually. But, the variety of games across multiple consoles gave gamers a choice. And that is something we do not currently have on NSO. We only have the choice to play the games that Nintendo chooses for us. Unfortunately, these choices are extremely limited, with new games arriving on the platform at what many would consider a snail’s pace.

It feels like Nintendo is just sitting on a huge pile of legacy content, not doing anything with it. There's content we've been wanting to see make its way to the digital landscape since the Wii introduced the Virtual Console service in 2006. One of them, most notably, is the Nintendo Gamecube. While the Wii had backwards compatibility of Gamecube discs, all consoles afterwards do not. The Gamecube has yet to see games from its library get some sort of virtual release. It’s something that’s been discussed more times than I can even count since the Virtual Console was brought forward to the Wii U in 2012. But in the last eleven years since, nothing has ever come of it. When they introduced the Wii U, the Virtual Console ended up being a rehash of most games the Wii already had. But due to licensing issues with many games, the Wii U provided a smaller library of games than the Wii had. The Wii had over 428 total games available throughout its lifespan. The Wii U had over 311. However, towards the end of the Wii U’s life cycle, we started to see games from consoles like the Nintendo DS and Gameboy Advance, which, I’ll admit, was actually a nice change for once. But unfortunately, it was short lived because the Wii U was considered a failure and only lasted in the market for about five years.

All of these are things that we discussed back in May of 2018 when Nintendo announced the discontinuation of the Virtual Console. It was then that they introduced us to its new service, Nintendo Switch Online. Three years later, here I am, still seeing no change or improvement. I'm kind of feeling a little bitter about the whole thing because it's like we’re back to square one with the NES and SNES. These systems have been featured on the Wii, WiiU, 3DS and now Switch. With the release of Super Mario 3D All-Stars, Nintendo is clearly capable of emulating Gamecube games as Super Mario Sunshine is running on the Switch through emulation quite nicely. So it’s really frustrating that the tools and the possibilities are there, but nothing is being done about it. And worse, while a lot of people are talking about it, Nintendo isn't responding to any of it. I don't feel like we’re not asking for a whole lot. But with the way things have been going for the last few years, maybe it is a possibility that Nintendo really is being run by shareholders. Maybe they are all about making money now, of the quick buck variety, without putting in effort, without innovating. Maybe all of that is true because that is the perception of all this. But then again, who knows?


Part 4: Where do we go from here?

All I know is, if you want to hit them where it counts, go for their wallet. That's what they say, right? The way to get a company’s attention is to basically not purchase their products. But it’s funny with a saying like “go for their wallet and don’t buy their stuff” as Nintendo has a history of being accused of creating artificial shortages of its products. From the NES back in 1985, to the Nintendo Wii back in 2006, to the NES Mini in 2016, as well as the SNES Classic 2017 (not to mention dozens of Amiibo figures), sometimes it’s just really hard to buy their products. We the gamer, the consumer, are put in a position where we can’t purchase Nintendo products even if we wanted to. Therefore, going for their wallet, doesn’t really work. That being said, it's safe to say that Nintendo has a strategy, whatever that may be. And it's a strategy that works for them as a company. It's just terrible for a lot of people in the long run.


So, if we’re this far in 2021, and this something to expect from Nintendo based on their history, why of all times am I so distraught from it all? Why now? What’s different? This is a question that has been lingering for some time now. Is it because I've been paying attention to just about everything Nintendo has put out since the 80s? Is it because I've seen the shortages and have not only witnessed it, but have also experienced it? I mean, as much as stuff like that sucks, I don't think that's really it. It's not the whole picture. There's something more. I think the problem is the fact that we no longer have an ear to lean on. With the power of social media, we have the ability to speak our minds. Some for good, some for bad. All these issues that I've talked about here are nothing new. Many have said what I have said. We all know Nintendo sees what we say and post. There's no way they don't. We know they see all the videos we make and all the fan games we make. The only difference is, if a fan game is being made, they are immediately responded with lawyers and DMCA takedowns. Anything beyond that feels like we're always being ignored. No one is responding back to our inquiries. So any issues or concerns we have, it always feels like we are barking in the wind.


It wasn't always like this either. Back then, for as many reservations that we may have had in the past, it still actually felt like we, as a collective gaming community, were being heard because we had people like Reggie Fils-Amie, former President of Nintendo of America.

Reggie was the face of Nintendo for over a decade. He had a passion for games and he loved to be involved in the community. He did countless interviews, answered many questions, ran many E3 conferences and made huge game announcements. Reggie was our super star. He left his stamp in the gaming industry in such an impactful way that his mere presence brought a lot of joy to people. It felt like he really cared. And in part, it made us feel like Nintendo cared. What he did and what he gave, left a lasting impact. We don’t really have that anymore. When Reggie announced it retirement, the world grieved.

Doug Bowser is now President of Nintendo of America. But since taking over the role and being formerly introduced to the world at E3 2019, we have yet to see Doug come out of the woodwork and mark his own stamp on the industry. He hasn’t really been seen or said very much in the last couple of years. I'm sure the Pandemic didn't help things much. Last year he had one interview with Polygon discussing Mario’s 35th Anniversary. It is here where he said that making these Mario games limited was Nintendo’s way of celebrating the character. It’s that interview that kind of stoked the fire and angered many fans about Mario’s Anniversary. Now, I feel he’s still young in his role and I am sure he's still needs to find his footing. But if he's supposed to be the face of Nintendo, he's got some big shoes to fill. With E3 2021 looming around the corner, I'm hoping to see him step into the spotlight and find a way to shine. And sadly, we lost the great Satoru Iwata. Satoru Iwata was a well-respected CEO who believed in focusing Nintendo's efforts on innovative games that are simply fun to play. At a game developer conference in 2006, Iwata was famously quoted as saying that "video games are meant to be just one thing: fun.” That is something Iwata naturally loved to do, make others happy. He did that with making games. What was an absolute joy to watch was “Iwata Asks”. It was a series of interviews conducted by Iwata with key creators behind the making of Nintendo games and hardware. There's a great example of it here. It was things like this that made you feel like you were a part of the magic that Nintendo was creating. Sadly, we don’t have that anymore either. And if you do some digging around the web, you'll find that Iwata was also someone who was an absolute joy to be around. He made a lasting impact on everyone he worked with and well as the gaming community.

We're not getting the warmth and love Nintendo used to send out through all facets of the company. For the last few years it feels as if we've gotten an occasional Nintendo Direct showcasing upcoming games, and anything beyond that is met with nothing but silence. When Nintendo is ready to show something, they'll showcase it in the next Nintendo Direct, whenever that may be. Nothing more, nothing less. I know that part of the way things have gone at Nintendo may also be in part due to the worldwide Pandemic. But as straightforward as these Nintendo Directs may be, they lack the fun, passion, and the excitement that it used to have. And I think it's all because of the absence of these impactful figureheads. These roles may have been filled with new faces, but they're not front-in-center like their predecessors were. According to a former Nintendo developer in an interview with Gamerant.com, it was commented that the company is “basically run by the shareholders now”. When asked how Nintendo seems to have changed over the years, he responded that he thinks “their primary focus nowadays is money”, focusing on existing popular franchises like Mario and Zelda. He goes on to say that when Iwata was CEO, he believes that his influence on Nintendo was what drove the company to innovate. But now that everyone is gone, times change, and things aren't the same.


Part 5: Perception vs. Reality

So what do we make of all this? Nintendo just sucks? I don't really think it's that simple. They're not a bad company. They've been making products that bring joy to people around the world for decades. Their contributions to gaming, art, music, technology, innovation, being a leader and a pioneer in this industry, not to mention how impactful they have been to people around the world, is what makes this company so amazing. But they are not without their faults as you can see from what we've been discussing. Ever since the company changed hands and we were presented with new leaders, it's clear that things are different now. But it's hard sometimes because consumers, the gaming community, everyone, we're all trying to use our voices. We're all speaking up. And with the power of social media, more and more people are voicing their passions as well as their concerns. We're asking questions, we're all excited about the future, and we want to be a part of it. We don't expect all of our demands to be met. But it would be nice to at least be heard. We don't have that right now. We don't have people like Reggie or Iwata advocating for us anymore. It doesn't feel like anyone really is. No one is stepping up. Maybe that's why we are seeing all these torches and pitchforks. It may seem crazy when you read things like this at first glance because people genuinely love Nintendo. But maybe people are angry at Nintendo because of their love for Nintendo. We know they are capable of amazing things. But they need to do better and they aren't. Occasionally, Nintendo throws us a bone. But it shouldn't be like this.


So how does it get better? I can think of a few things.


I would like to see Nintendo communicate better and be more transparent. I would also like to see them engage with the community more. This is a major department they have been lacking in, especially when compared to other companies in the industry. When Microsoft announced in January 2021 that they would be raising the price of Xbox Live Gold from $40 to $60 for a sixth month subscription, it was met with harsh criticism from multiple publications and a huge backlash from the gaming community. Microsoft had previously gotten rid of its 12 month subscription package as an option for customers, forcing players to purchase subscriptions on either a monthly basis, or twice a year with the six month option. Adding up a year's worth of Xbox Live Gold was going to cost customers around $120, which was absurd. It was seen as "a bid to push users towards a subscription to the more expensive Xbox Game Pass Ultimate, which includes Xbox Live Gold." Microsoft was called out on all this and they responded immediately, that very same day.

They reversed their pricing decision, leaving the pricing as it was prior to the announcement and is quoted saying "We're turning this moment into an opportunity to bring Xbox Live more in line with how we see the player at the center of their experience."


Sony had a similar experience this year when they announced that the PS3, PS Vita, and PSP stores will be permanently closed after July 2nd. After that date, you would not be able to purchase digital copies of games or DLC on these systems ever again. This too, was met with harsh criticism from multiple publications and a huge backlash from the gaming community. These stores are full of games, numbered in the thousands, featuring a library of Playstation games spanning across its entire history, as well as numerous third party and indie titles. Current and next generation Playstation consoles like the PS4 and PS5 do not have the same stores, or its variety of gaming content, as its previous consoles do. And none of these titles were ever brought forward to modern consoles like with what Microsoft is doing with its Xbox systems featuring a nearly full catalog of games, thanks to backwards compatibility. To close these stores down and not give its customers a new or different feature to access Playstation's legacy content of games, would inevitably erase all of these games out of existence. Preservation is very important to the gaming community as much as it is for them to still play these games. Because of this, people spoke up through posts, tweets, and videos. And it spread like wildfire. A few weeks after the announcement, Sony responded.

Here's the thing, while making the decision to not close down 2 out of 3 stores is a nice option, I feel that if Sony did something similar to Microsoft, and gave customers a larger option of backwards compatibility, or at least improved their Playstation Now subscription that included their legacy content of games, things wouldn't have gotten so bad. But a couple of positive things to take from this is the fact that Sony has shown that it is listening. Jim Ryan, President & CEO of Sony Interactive Entertainment came out of the woodwork to speak to his customers personally. That is a huge gesture. Sony could have hidden behind a general tweet on the subject or not have said anything at all. But they didn't. And they made a compromise stating that at the very least, Playstation 3 and PS Vita stores will remain open for the foreseeable future. It's a win for gaming, a win for the gaming community, and it leaves us all hopeful for the future. Nintendo can learn a lot from Sony and Microsoft based on these two events that have transpired this year alone.

Other than communication and transparency, as for Nintendo products, I can only hope Super Mario 3D All-Stars was a learning experience. It certainly was for the public. With the vocal outrage and online public execution of Nintendo's beloved mascot is any indication, I think transparency and communication would make things better going forward. As customers, as gamers, as someone involved in the gaming community, we ultimately just want to have a variety of options to make choices and we want to be heard. After everything we've discussed here, the perception Nintendo is giving its fan base is that it doesn't care what we want or how we feel. And with the Switch staying how it’s always been since launch, with products being released without that level of quality and care we know Nintendo is capable of, when it seems like nothing is really changing or evolving for the better, the reality becomes clear: That magic, that power that Nintendo had to "wow" its customers, it starts to fade. When you lose the magic, Nintendo just becomes another company. A company who only cares about pleasing its shareholders? Maybe. It certainly seems like it. It used to be about so much more.


When they communicated with the world and let everyone in on the magic, money and success came naturally. If Nintendo truly wishes to find success in all its platforms, these new faces of the company really need to step up. And the way to do that, I feel, is through transparency and communication. It's a place to start, at the very least, to reconnect with its customers. That’s something Reggie did well throughout his entire career. I'll never forget his presence when he took the stage for the first time at E3 2004. He looked at the crowd and said “My name is Reggie, and I’m about kicking ass and taking names, and we’re about making games!” We don’t have that anymore and we need it. With E3 2021 right around the corner, Nintendo has an opportunity to make a new impact on the world and reconnect with the community. If they are going to do it, the time is now.


Thanks for reading.


Sincerely,

BlueNile101




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