Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Sunday, April 3, 2011

Work For The Working Man...

Aside from a shameless plug for one of my favourite songs off the last Bon Jovi studio album (The Circle), I thought I would talk about gaming at work today. Given that I currently work for a travel agent (oh the irony), there really isn't a lot to do inbetween taking calls. So it has begun - most of the girls (and guys) manning the phones have taken that awkward first step into casual gaming.

I found this rather amusing at first. Being a battle-weary veteran of the industry and as a voracious consumer of the same, I was vaguely smug that my "new" colleagues were experiencing games in the workplace. While they played online versions of SMB, I was quietly training my team of Pokemon to take on the Elite Four. Not that I was against online gaming, quite the opposite. I am quite the fan of Kongregate's Super Stacker.

But it got me thinking. Previously, they were all very interested in what I was playing in my DS, asking me about the games I owned (answer: quite a few, but restricted to a few favourite series), where I was up to in the game and how long I had been playing for. Since most of the shifts I do are long-haul, I take advantage of the time to do some serious training (more recently, I have been serious about EV training. Who knew stats could be so important?). The next logical step, I suppose, is therefore taking advantage of my knowledge of games (console and online based) and exploring their options.

The funniest moment in all of this was when I turned around from my computer and found four of my colleagues all playing the same game. On the exact same level. Each was employing a different methodology of completing the level (completist, speed-run, careful progression), but they were all talking about it. Now, I've read articles in the past that have talked about gaming in the work place and I've even heard the argument that it can be considered unprofessional and childish. I would disagree. What struck me in this particular circumstance was the team-building that was going on. Not only were these people reinforcing crucial social networks, but they were working as a team to finish the game.

I'm not saying that I'm the leading expert in all things gaming, nor am I a psychologist, but it occurs to me that perhaps instead of less fun 'team-building' exercises, maybe a good round of CoD in the boardroom would encourage healthy working relationships.

It might also do something towards improving hand-eye co-ordination in offices.

I Made It Through The Wilderness...

Hey there faithful followers!

Yes, 'tis I, back from the black. I know, I know, it's been a while and the secret project that I was working on is now out in the form of the online game Mojikan. I've since moved on and gone back to working on my own games and business plan for my own studio, but that is neither here nor there. The point of this is that with or without me, Mojikan is a pretty cool game. Check it out and see if you agree. Not all of it is particularly new and inventive, but it is expertly put together.

In other news, I've been playing Pokemon: Platinum Version as a prelude to the recently released Pokemon: Black and Pokemon: White versions. The new feature with this release/generation is the limited edition Pokemon Victini (now tell me, when you heard that it wouldn't be around for long, you wanted that little lucky fox more, didn't you?) and the integration of a full three dimensional game-world. This graphical style shift has been something the series has been screaming out for since the early 2000s, so seeing that Nintendo has finally listened can only mean that the series is taking a step in the right direction.

Unsurprisingly enough, Duke Nukem Forever has been delayed. Again. The upshot of this little snippet is that now America will have to wait with the rest of the world, instead of getting it four days early. Har har. Something else that intrigues me about this particular game is how vehement a lot of feminist writers are getting. I read an article that said Shelby Knox was trying to get it banned from Wal-mart, which is the stupidest thing I've ever heard. Looking at this from a gaming, marketing and consumer perspective, the lunacy is over-whelming. From a consumer perspective, she is trying to limit my access to this highly-sought-after game. As every teenager who has glugged a little sneaky spirits knows, the more you can't have it, the more you want it. Not only that, you are more inclined to seek it out.

From a marketing perspective, you are cutting a huge slice of core game-players out of the potential market. Not only that, you are restricting your customer pool to current hard-core game-players, instead of capitalising on the nostaglia factor of adult game-players with families who may no longer visit boutique game stores on a regular basis. Restricting distribution for a game so long in development is simple madness and given Ms. Knox's comments regarding the target consumers, I respectfully am disinclined to agree, but I will expand on that in a moment.

Finally, from a gaming perspective. As a media form that has never been wholly 'socially acceptable', gaming sports its fair share of battle scars. After Bulletstorm and Homefront, you think the hoo-hah would have died down. There have been SO many studies that have disproven (and proven) that video games are the cause of violence in children and adults. There will probably never be any real proof either way, but in the end, it comes down to parenting. Whether or not you want YOUR children to be exposed to this type of material is the same case as if you were to decide whether or not you would allow them to watch a MA15+ film. YOU are the adult and YOU need to make the decision, not the ESRB. Be a responsible parent and we will be responsible game-players.

Now, getting back to what I was saying about Shelby Knox. The woman claims that the 'capture the babe' mode will promote a culture of sexual violence against women in the youth culture today. Well, sorry to tell you this, but I am friends with a DJ crew in Sydney, all of whom are lovely and sweet boys. But the culture they live in is filled with girls who consider it a status boost to sleep with a DJ, to wear next to nothing and get off-their-head drunk. This culture already exists on the music scene and has done for so many years now. Is one long-standing joke of the game industry going to make an impact? Probably not. The people who will play this game see it for its true value - a tongue-in-cheek look at western action heroes who are so pumped full of testosterone that they can barely move for cannons. It's a farce and we all know it, even the girls involved in this community. So why is it that no-one else can?

Discuss. I'm going for a cup of tea (how very british).

Monday, July 19, 2010

Final Fantasy Tactics A2: Grimoire of the Rift

'Tis me again, another boring review, yes, I know... but EB had a sale on and I wanted a new game. So I bought this one, as far as the definition of new can be stretched.

This one bears a marked resemblance to Revenant Wings - to the point where Vaan and Penelo actually make an appearance! I've only played the GBA tactics version and really, this isn't different at all. Sure, the option is open to use the touch screen, but this really doesn't make the full use of it the way that FFXII:RW did.

It really is your basic, turn-based strategy game; you have a clan full of variously clad party member options and each "job" (because that's what we call classes these days) has -mostly- unique qualities and moves. Black Mages use the traditional fire, blizzard and thunder combination, White Mages do the usual healing jobs; then there's your melee classes/jobs like Gladiator, Fighter, Soldier, Berserker, White Monk, etc. I could go on, but you get the picture.

Most quests you can dispatch a party to (cheat's way of getting through the MASSIVE amount of jobs on offer quickly). But as well as the main storyline quests, there will be a few that you can't dispatch. Usually, there will be a reason for this - a new job on offer (take Veis, Assasin, for example, or the long-running feud between the Bangaa Brotherhood and the Nu Mou Nobles) or a particular item that is both functional and useful. Either way, you'll have to lead the charge yourself on these occasions.

In any one of these bouts, the rules are usually the same: follow the laws the judges hand down, or you'll be refused re-entry into battle if one of your party members falls to a foe. That means no use of Phoenix Down or Raise on anything that currently calls your clan host. You can, however, still use these moves/items on the undead. Go figure. If it were up to me, I would rather have had the law-breaker unable to re-enter battle, or disabled. Affecting the WHOLE clan is a bit much.

All in all, it's a very well structured game, the bones of which carried over in Revenant Wings. It's not boring or dragging, but the combat can be a bit samey, which is the real drawback in this case. Still, if you are anything like the perfectionist I am, you'll be searching all over to find all the job classes.

Verdict: A great time-waster if you have a few weeks free.

Sunday, March 28, 2010

A Weighty Issue: The Pokewalker

Anyone who has known me for any length of time knows that I've struggled with my weight in the past. In fact, looking at the obesity figures globally, I'm not the only one. I'm not saying that I'm morbidly obese, but like every girl, I've been unhappy with the way I look.

But this isn't a story about my self-esteem issues. This is about the release of Pokemon SoulSilver and HeartGold on Thursday.

From the outside, the game is identical to the predecessors on the GameBoy Colour. In fact, I dug out my old copy and had a look at it. Thus far, it is very comparable to the old favourite, Pokemon Crystal. Most of the story has been carbon-lifted, including the physical manifestation and encounters with Suicune and his devotee Eusine. The graphics have more in common with the recent edition Diamond/Pearl. Musically, it's almost identical to the original version with the same city and cycling tracks used.

Funnily enough, most of my party is exactly the same as my old game - and with good reason. I have Pakka (Cyndaquil), Woopidoo (Wooper -> Quagsire), Clocky (Hoothoot -> Noctowl replacing my usual Pidgey - Kevie - for a reason), Rocky (the Onix I traded a Bellsprout for and who has become a lynchpin in many battles), Miracle (Togepi -> Togetic following the low-level evolution from my first game, when he evolved at level 18) and Ratty (Rattata -> Raticate... not sure why he hasn't been replaced yet but I think I'm waiting for Raikou).

I think I'm missing an Arcanine from my old game... I was a huge fan of the move Extremespeed. In any case, the game has aged well and the introduction of the Pokeathlon and the shift of the Safari Zone (very useful if you're a fan of just raising your six favourites) has benefitted the newer version (I know I won't be able to get my Lugia back until after the Elite Four).

The interesting part about all this and my fangirlism is the new device called the Pokewalker. Simply load a Pokemon that's stored in one of your deposit boxes, chose a route, clip it to yourself and start strolling. The Pokemon earns XP as you walk and there are opportunities to catch wild Pokemon and find useful items.

The funniest thing is that people are now trying to find every which way to defeat the purpose of the installed pedometer. Admittedly, I tried. I found myself stuck and bored at around a thousand steps. However, yesterday I wore it to work under my uniform. In one shift, I clocked over six thousand steps and another four thousand this morning.

The moral of this story?

Ten thousand steps is not really a lot. Really. Wearing a Pokemon on your belt all day might be daggy, but it's Nintendo's genius idea to keep everyone thinking about healthy ways of integrating gaming into a healthy lifestyle and let's face it - they could have done a lot worse than incorporate it into a favourite like Pokemon.

Super Mario Aerobics DVD, anyone?

Sunday, March 21, 2010

All The World Is A Stage - Theatre and Games

So I was talking to an online friend about games and how they compare to the average theatrical production recently (and by recently, I mean about twenty minutes ago). He asked me what the difference was. I countered with the idea that not all games have that barrier that dramatisations have - there is a clean break between you and what happens onstage, despite audience interaction (and yes, I've played Return of the Phantom).

I went on to say that the average RPG is like a theatre production - while the player has a small amount of input, the game determines pretty much everything that happens. You just have to fulfil a number of conditions; buy the game/ticket, sit down, press buttons/watch quietly...

On the other hand the average FPS seems to have more invested from the player's perspective. Look at something like Borderlands. You have objectives to complete and there are milestones, but you choose your own pathway there. There aren't requirements that you take a certain route (generally). I'd say the same for something like Lock's Quest (while not strictly a FPS, it's not really a RPG, either. I'd say it was more like a simulator). You have objectives, but how you complete them is up to you.

There's a little-known episode of Doctor Who that I believe was called Attack of the Grask, or something similar. During it's airing in Britain, viewers were offered a chance to really be the Tenth Doctor's companion and help him discover information about the Grask. I can't remember it really well - I watched it on Youtube - but what stuck in my mind was the potential for this form of entertainment. It was almost game-like, yet it wasn't.

I also postulated that perhaps the FPS isn't really a genre, but an extension of the RPG... or at least some of the games on offer are. If the player is not themselves and cannot customise their avatar in their own way, then by default it is, in fact, a role-playing game in which they take over the persona of someone else. The same holds true for acting. If it is not you as yourself treading the boards/strutting for the camera, you are role-playing. It's not rocket science.

In unrelated news, I'm finishing Tree of Tranquility soon, so will be back with a review in the next week or so. Also, SoulSilver, the rerelease of Pokemon Silver is out this week, so I plan on heading out to my EB Games where I preordered it and playing it ASAP. Also, I really want to try out that PokeWalker.

Wednesday, January 20, 2010

Happy New Year! (RockBand review)

Yes, yes, I know I'm always late with my reviews and what-not. You could sue me, but I have no money to speak of. Also, this diet I've been on has lead me to having a whopper of a headache and it's only Day Two! Still, I must persevere.

As you might have noticed, I bought RockBand. Just the plain variety. I'm looking for The Beatles one was well, but then, my twenty-third is coming up in a month or so, so I should hang that idea up for my friends to see. In any case, here's what I thought of the game.

Bloody. Addictive.

There's enough variety to keep me interested between the difficulty levels and it appeals to my perfectionist nature to try for a five-star rating on every song on every difficulty. I have to say that I primarily played this game on the drums, though I did make it through REM's Orange Crush on Bass playing on Expert difficulty. That, my friends, was fun.

I do think that rhythm gaming has perhaps reached its potential for entertainment value, but with that said, I'm enjoying my drumkit so much that when I went to a friend's for a week, I actively missed it. When I arrived home, I played for about five hours straight!

So what are the drawbacks? Natural rhythm helps, especially on the drums. Also, you don't get to choose your band members, unlike Band Hero. When you aren't concentrating on hitting the right buttons, you are forced to sit through cover bands that may or may not look like the bands released the songs they are performing... though sometimes they are pretty good.

On the whole, I would recommend this game. It's a great way to pretend like you have musical talent without the years of practice that mastery of an instrument demands.

In other news, I hear back on whether I have that job as a Community Manager tomorrow. Ooh, I'm so excited!

Sunday, November 29, 2009

Review: Scribblenauts and the highs and lows of job-hunting in the Tech industry

Back again!

This time 'round, I'm reviewing Scribblenauts. Now, normally my friends and family know that I'm a great advocate of the game-reviewer Yahtzee from renowed web-series Zero Punctuation. I am not worthy to polish the man's sneakers when it comes to reviews. But this one time I actually thought I'd be smarter than him... after all, I love JRPGs and he generically wants to rid the world of andro-boys (you keep your mits OFF Riku, mister!).

I am sorry to say that I rue the day I turned my back on his sagely wisdom of all things gaming. Scribblenauts is nine-tenths of things I dislike about games. But let's start at the beginning, shall we?

The graphics are charming to begin with - the childish scrawling almost endearing - but they quickly grate on the nerves when nothing sits properly or works appropriately. Maxwell's smug grin says "Nyah, told you that wouldn't work". One feels the inevitable pull of wanting to smack it off his face.

The innovative game mechanic of "scribbling" on your notepad to summon various objects gets old after you've exhausted summoning Cthulu, God, the Devil, Harry Potter, various members of a game company and any other mythological creature you can think of. Except Timelords. Who doesn't put a TARDIS in a game? That's just plain wrong.

There is no story or point to the game, it is simply one pointless puzzle after another. It all seems just a general waste of time... until the game freezes and you have to start AGAIN on that puzzle.

Not my choice of the week, for certain. It made me wish I'd opted for Harvest Moon: Tree of Tranquility instead, or even Band Hero DS. God only knows that Harvest Moon: Sunshine Islands was more entertaining than this woeful offering. Don't bother with it if you know what's good for you! Heed Yahtzee's wisdom!

Right, onto the other topic of my post. I've been job-hunting for nearly two months now, so I am happy to report that I have had an interview for the position of Technical Writer at a software company. The writing test and phone interview went alright, so I'm really hoping that they like me enough to do one or both of these two things: 1 - Give me a face-to-face interview and/or 2 - Give me a job. I'm getting desperate now.

None of the game companies have written back yet. I will have to try more and harder. I must get a job, I must!

Graduation is coming...

Tuesday, November 10, 2009

Quill Games - more than a dream?

Well, I've just about HAD IT with the big game companies sending me polite rejection letters or not replying at all. How on earth are you meant to get the experience if you can't get a job to get it?

So I've solved the problem. I'm going to start my own game company.

Quill Games was going to be my end-goal, but since I can't seem to get to my first blasted goal, I thought I might as well shoot for the moon. I've been hard at work on a business plan this morning, as well as working on the design document for the first Facebook game I want to release on it.

Now I just have to get more people interested in joining me.

The idea is that the studio will be completely manned by students, with games produced by the students. This way, the designers and artists get games under their belts while real companies can come in and "head-hunt" the graduates they like. Maybe I can even organise some pep talks with local indie companies!

Suddenly, it's not such a bad idea.

Thursday, October 29, 2009

Games for Girls?

I was reading a blog over at the Frag Dolls site and I was interested in what they had to say about games made specifically for girls. Having done marketing for games - which is no picnic but worth it - I've not found much difference in the games girls like to play. They seem to want everything that a guy wants from a game, they just want better representation.

Which is all fine and good, but very few are willing to fight for that kind of equality. We barely have a reasonable representation in the companies that make the games, let alone the testing groups. Working on my first PC title at the beginning of the year, I put a call out to the general public for testers. I do believe only one girl answered the call up and there were Tim-Tams on offer! How can any woman turn THAT down?

While I was pushing for an alternative female protagonist in-game, the boys eventually over-rode my decision, but it never sat quite right with me. Being the voice of progression is never easy, even more so when you are lost under a cacophony of other voices. I was lucky - I had a champion in the design team who took my side and fought with me for some of my game mechanics and characterisations. But nevertheless, it's my belief that the guys who want to tap into this demographic need to pull their fingers out of their ears and listen to the shrill whining of the girls who feel misrepresented.

Maybe if they do that, those girls will buy their games.

Sunday, October 25, 2009

Kingdom Hearts: 358/2 Days - Return to glory for the epic series of fantastic games!

Well, finally my prayers were answered - a NEW Kingdom Hearts game! Finally, I put aside my PS2 controller and stopped dribbling all over my walkthrough-guide pic of Riku from KHII and cast my attention towards my DS in the pursuit of something new.

Now, truth be told, a friend of mine has an R4 and has therefore been playing it for the last month or so. Under... interesting circumstances, I got a hold of his R4 and played a few missions. Thoroughly convinced that I desperately wanted this game, I felt heart-broken that it wouldn't be out until the end of the year.

Thank you for lying to me, EB Games.

Two weeks later, we found it out on the shelves after a uni lecture (yes, we go Game hunting. Insert bad pun here). I insisted, then, that when I arrived home, my mother drive me to my local EB to pick up my copy.

Now I'm almost halfway through the game, I think it's time that I posted my reaction.

Oh. My. God.

Could our dear Squeenix have got it any more right? I admit I was upset that I had to play through nearly half a game to get a peek at Riku, but when I did I was rewarded with a delicious cut-scene and dialogue that proved to me why he's my very favourite game character of all. Screw Sora, Riku is where it's at! Also on the character couch, we learn more about the Organisation. Woah. Twelve very messed-up people. Nobodies. Things. Whatever.

Stand-out member Axel is developed more and becomes less of an idiot once you learn how much he thinks of Roxas and the lengths he goes to in order to protect his friend. His actions make his demise in KHII that little more poignant and saddening. But one has to wonder; Axel seemed to be different from the rest of the Organisation, almost having feelings. Could he be as "special" as Roxas?

The music and the graphics both ported over to the DS well, but the camera still works a little wonky, even if you do take it off the one-way mode. But who cares?

Strangely enough, you don't get keychains in this one. You make your own, find them lying about and what not. This was fun, but the lack of panel slots made me frustrated. But it is a neat little levelling system.

On the whole, I'm glad that this is the next episode in the Kingdom Hearts franchise. The story is epic, the gameplay phenomenal and thoroughly enjoying. For fans of the series, it's certainly a welcome return. Five stars from me!

Monday, December 22, 2008

Apollo Justice: Ace Attorney -or- The Interactive Novel

Okay, so I may have borrowed my mate's copy of Phoenix Wright and expected it to be just as easy. Wrong. NOT easy.

What's really interesting is that this is less of a game and more of an interactive novel. You find the evidence, attempt to make sense of it, while proceding through the storyline. It's mainly reading Apollo's internal monologue and people shouting at him. Sounds like a typical day for me, actually.

It's not a bad game on the whole, if you like to spend forever reading and not sussing out what's really going on. There's the whole big backstory involving Phoenix Wright and the previous prosecutor, but I won't spoil it for those who want to play it.

In other news, I hope you've all been and checked out the Game On exhibit at the Queensland State Library (SLQ) in Brisbane, Australia. Three decades of gaming history. It's brilliant. THEY HAVE BOMBERMAN! You could easily spend an entire day wandering around playing the different games. It's brilliant and I had an amazing time yesterday. I took my elderly grandma with me and even she had a fabulous time. So for all of you who miss your SNES, who remember the first lot of pokemon and who remember when Atari was a household name and not a t-shirt, this is the place to be.

On a side note, check out the studio that the exhibit has put together here. Spot the girl on the design team? Yeah? That's me. Oh yeah. Yours truly scored a spot on the design team at a public studio! Bookmark the page and watch the progress as we stumble through six-weeks of game-making. It's sure to be a laugh and a half!

Sunday, May 18, 2008

Review: Final Fantasy XII - Revenant Wings

This is one of Square Enix's more brilliant excursions into RTS (Real-Time Strategy) games, since it's original debut as Final Fantasy XII. One year has passed and the land of Ivalice is pretty much at peace. Or so everyone thought. Because now there's an odd airship (that I renamed The Phantom) in port at Rabanastre, a lost sky continent has reappeared and things are about to go from bad to worse for air pirate Vaan and his trusted navigator and poor cook, Penelo...

Game Play:

Like all the best Final Fantasy games, you play in a party. You can have full control over each member or set different members to use certain tactics. I prefer to have full control over my characters, but that doesn't automatically mean that your characters will do everything you direct them to, which can work in your favour but often doesn't.

The espers (renamed as Yarhi) return, as do the quickenings. Like the original, you gain them steadily throughout the game. This can get particularly annoying when a) You don't have enough auracite to form a pact with a more powerful new one or b) You have too much auracite and not enough new espers/yarhi to form pacts with. The second one is particularly accurate once you reach the end of the game and the only yarhi left to form pacts with only become available after you whup them in seriously difficult side missions.

The upside to party-fighting is that you can split the group up and send each half to mow down enemies on each side of the fighting map. Also, thanks to the inclusion of summoning gates, if you lose a Yarhi, even the most powerful ones from Rank III, you can re-summon them at full strength. There is a limit to how many you can summon, but they are useful when entering battles that are dangerous to central party members.

Interface - The Nintendo DS:

In truth, there's probably nothing gained from using the dual screen. A similar style of RTS play was demonstrated in Tactics and the GBA (Game Boy Advance) version worked just as well. But it is handy to have the map in the top screen to show you mission objectives and enemy locations. The touch screen also makes it slightly easier to control larger parties (once summoning yarhi has become second-nature).

Graphics/Music/Sound:

Harking back to the days when Nintendo made excellent use of the angular sprites, most of the game is enacted through little representations of the characters so beautifully represented in the original FFXII. The only time the player is shown the resplendant original portrayals is during dramatic cut scenes.

The music is quite beautiful and changes with each mission. My personal favourite is the music played during the adventure on the Isle of the Yarhi, the place from which all Yarhi are summoned. In retrospect, it casts the Final Fantasy regular back in time to the tenth official installment in the series during Yuna and Tidus' fateful excursion to Macalania Woods.

The sound effects are enjoyable and not really repetitive. Still, like will all games, you wouldn't want to be listening to them constantly. There's good breaks and even usage of them.

Overall Impression:

It's really quite an enjoyable game with good plot structure for the game narrative and excellent pick-up if the player can't understand it by the end. While it does have its faults, it is perfectly playable during long trips and excellent escapism with the nostalgic element for those who played its predecessor on the playstation 2. I'd give it an 8/10.

Exercise and Games: The release of the Wii-Fit

Gone are the days where games were only played by either fat geeks or skinny pimple faced sixteen year olds with as much experience with girls as the Dalai Lama. Seems that the new demographic for game companies is women, more importantly middle-aged ones.

This morning, as I perused my emails that had arrived overnight, I came across this article:

http://aww.ninemsn.com.au/article.aspx?id=563982

It goes into the Australian release of the Wii-Fit. For those not in the know, the Wii-fit is an exercise game that is designed to help the player lose weight and keep fit. The immediate benefits are obvious; at $150, it's cheaper than a year the gym and far more convenient. It's also a lot more fun and while you sit and nurse your well-earned sore muscles afterwards, you can indulge in a quick run in Twilight Princess, should the need arise.

But it got me thinking. Last year in ITB750, we were told that women over thirty(?) comprise a larger percentage of game players than teenage males. If that's the case, why is it that game companies still release title that are specifically aimed at a male demographic? Hang on, I covered this in my ITB750 essay... anyway.

To the case in point about male-orientated released, no-one could miss the hoopla that has surrounded the release of Grand Theft Auto IV. Possibly one of this decade's more successful game series, the Grand Theft Auto games display all those traits that make educators, government and parents recoil in horror; violence, sexual themes, criminal activity and swearing. Yet the series remains a best-seller for the consoles involved.

So why is it that these types of games often sell better? Perhaps it's a case of disposable income. As teenagers, most of us have very little financial burdens (save, perhaps, if you have a car). The type of women that the Wii-fit is aimed at have families and homes to support and with prices and whatnot going through the roof, the amount of money left over for a woman to spend on herself is drastically decreased. I have a feeling that this will impact on the sales of the Wii-fit. But perhaps it will sell well with the teenage female. I plan to get one to test it out. It looks like fun, at the very least.