2. The Wii Had Similar Problems A Year In
A year in to the Wii's release, Wii Fit was revealed to the public. This represents the point at which the technology took precedence, and it shifted away from being a mere games console. The balance board was initially recieved with cautious optimism, as people imagined the numerous ways it could be used to add to the experience of Mario, Zelda and so on. As hindsight reveals, we got "Get Fit with Mel B" instead. Can't have it all, though. In terms of 'games', things were largely characterised by anticipation, optimism and little else. Wii Sports was of course fun, but offered nothing in the long-term. Red Steel didn't forefill its potential, and Super Paper Mario was merely okay. Zelda: Twilight Princess was a port, designed to tide people over until more remarkable releases. If this sounds familliar, then it shouldn't; Super Mario Galaxy was on the horizon, a game which revitalised the franchise by dispensing with gimmicks in favour of old-school platforming. This was an example of the technology being fitted around the game, and it showed. Though it barely used the remote's capabilities, there was little to complain about in a game that challenged the 'core gamers' and rewarded them with a lasting experience. Mario's comparable venture is Super Mario World 3D, another release coming up. On first look, I suspect it will relate more to the New Super Mario Bros series, but to write it off as merely 'casual' would be to dismiss a series always full of new ideas. In addition to this, the same cautious optimism can be applied to the new entry into the always-great Super Smash Bros series. The Villager and Wii Fit Trainer aren't quite Snake and Sonic, granted, but we're talking about an unpredictable series that often delivers something for everyone.