GameCube Retrospective

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I might have missed it in the video but one thing the GameCube didn't have was the ability to play DVD movies and that was a big deal back then.

👍︎︎ 4 👤︎︎ u/Deathswitch 📅︎︎ Oct 30 2021 🗫︎ replies

20 years from now, someone is going to make a video about how the PS5/Series X era was a "simpler time in gaming." Turns out everyone's childhood console coincides with the times being simpler, because, wait for it, being a child is a simpler time.

👍︎︎ 15 👤︎︎ u/juno672 📅︎︎ Oct 30 2021 🗫︎ replies
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This video is sponsored by Squarespace  - the all-in-one platform for building   a professional website. Stick around to hear more. As I get older and games move forward, it becomes  harder for me to place myself in the past.   For all of the conveniences offered in the current  state of the industry, there are also an abundance   of...inconveniences. Long updates and download  times, massive game sizes that can barely fit   on a console’s basic storage, anticipated  games releasing in an unfinished state,   expensive DLC packs and season passes for things  that could’ve been included in the base game,   and companies losing a lot of player respect after  getting a taste of success. A lot of these things   have been commonplace for the past decade, and  they’ve only become more problematic with time.   Which is why starting up Metroid Dread on  launch day was such a magical experience.   I took the game home, put it in the Switch, and  within moments I was going through the intro   sequence. No day-one patches, no incessant company  logos, no promise of DLC that was being held over,   just an excellent, challenging, immersive and  infinitely replayable Metroid game. A game that   was released in such a beautiful state and  accounted for extravagant sequence-breaks.   Something that you could get invested in and  remember for a long time - no strings attached. I haven’t had an experience this pure with a  brand new game in a very long time. The game   took me back to a time when there were no updates  or download times. When a game was done - that was   it. You couldn’t update it or patch it after the  fact - it had to be bug-free on release, otherwise   those bugs would become part of the game’s legacy.  On top of that, the entire game had to fit on a   disc - no installation, no copying to the hard  drive - you just pop the game in and play. I   suppose I just crave the simplicity of an era lost  to time. In my eyes, the last era in which these   simple conveniences were commonplace was the sixth  generation of consoles. This was the era in which   my love for this medium of entertainment was born,  and it’s all thanks to the Nintendo GameCube.   This is the story of a little  lunchbox that went a long way. The GameCube was all about letting experiences  come first. In doing so,  the system left behind an astonishing  library of fantastic games. However,   it faced many hardships before it finally bit the  dust. In this video, I’ll be discussing the games   that set the system apart from its competitors,  its fight for relevance in the industry,   what Nintendo learned from the system,  and its legacy. I’m Liam Triforce,   and in honour of the console’s 20th anniversary,  this is a Nintendo GameCube retrospective. A quick shoutout to Squarespace for sponsoring  today’s video. Squarespace provides anyone with   the tools necessary to create a website. Whether  you’re creating a personal blog for fun, or   setting up a professional space for your business  to operate - Squarespace will have you covered.   There are plenty of templates to choose from in  order to get started, and you’ll have access to   easy-to-use tools like a mailing list for clients,  delivering paid rewards, and built-in video blocks   for displaying your demo reels. Whether you’re  an artist, photographer, video editor, game   developer, or virtually anything else - you’ll  find that Squarespace likely has the tools you   need, and in my experience it has been incredibly  easy and fun to use. It’s a great platform for   unifying your online presence and presenting your  work in an accessible and professional manner. If you’re interested in trying out Squarespace  for yourself, head to Squarespace.com for a   free trial, and once you’re set to launch, use  https://www.squarespace.com/liamtriforce for 10%   off your first purchase of a website  or domain. Thanks, Squarespace! Although the Nintendo 64 has enjoyed acclaim in  the years since its release, some of the decisions   Nintendo made with the console would result in  them gradually losing third-party support and   close partnerships with other studios. The most  commonly cited issue was its use of cartridges.   The system’s competitors - the Sony PlayStation  and the Sega Saturn - both used CD-ROMs for   delivering games. These CDs held a maximum of 650  MB, whereas Nintendo 64 cartridges could only hold   64 MB. This limited what developers could do in  many ways; although they featured very fast or   otherwise non-existent load times, developers were  forced to work around the storage limitations by   decreasing texture and sound quality, foregoing  full-motion video in most cases, and reducing   the overall amount of content they included  if they wanted to avoid compressing assets.   Usually, they’d have to do that anyway, because  the texture cache was only 4 KB in size.   All of the storage limitations made full-scale RPGs  like Final Fantasy VII impractical without   major compromises. On top of that, cartridges  were more expensive to produce than CDs.   With all of this in mind, many major developers  like Squaresoft, Capcom, Konami, Namco, and even   Argonaut Software of Star Fox fame shifted their  resources to the PlayStation. The competition   was fierce, and while the Nintendo 64 was still a  very technically impressive system for its time,   it wasn’t very easy to develop for unless you  solely devoted your focus to understanding its   architecture. Near the end of the system’s life,  chief of hardware development at Nintendo Genyo   Takeda looked back on the system’s  programming challenges with regret. However - when developers had this opportunity  to work directly and solely with the Nintendo 64   hardware, the games would speak for themselves.  These games were the reason people remembered   the system with great fondness. They don’t  remember the Nintendo 64 for its technical   shortcomings - they remember the experiences.  The hours spent racing in Mario Kart 64,   the first time they beat Ganon in  Ocarina of Time, or the countless   slap battles they had in Goldeneye - they  remember the core experiences they had with   the games on Nintendo 64. And I believe  this remains true for the GameCube era. Now, I’m gonna talk about the games that made  the GameCube the incredible system that it was.   Games that realized the fullest potential  of the system’s hardware, controller,   peripherals or niche audience to deliver  experiences that you couldn’t get anywhere else. But no matter what you decide to play on the  GameCube, the console is unified by its main menu.   You’d probably think that a little, floating  cube sitting in an empty black void would   accompany some unsettling music, but the  GameCube interprets this as a blank slate.   An opportunity to sit still and  reflect, change some settings,   or maybe look at the many icons for  the save files on your memory cards.   Above all else, it asks a simple question... What do you want to play? Just hearing a few notes from its ambient music reminds me of how many memories I have with the  GameCube. It is the purest, most evocative form   of nostalgia I have, as that minimalistic, ambient  bell pad piece connects me to every GameCube game   I ever played as a kid. It transports me to  a simpler time, and I think everyone needs that sometimes. Anyway, enough dawdling. Let's play some games. On launch day, what demonstrated the system’s  capabilities out of the box? In terms of graphics,   both Star Wars: Rogue Squadron II and Luigi’s  Mansion were excellent technical showcases for   what the GameCube could do, the former  being developed by Factor 5. This studio   became Nintendo’s technology partner through their  understanding of the Nintendo 64’s architecture,   and the Rogue Squadron games lived on as highly  regarded games in the GameCube’s library.   Luigi’s Mansion, however, also demonstrated  how amazing the GameCube’s CONTROLLER is,   and the kind of charm that would become a  staple of the system. In Luigi’s Mansion,   you need to snap the control stick in the opposite  direction that your ghost is trying to scurry.   Thanks to the control stick’s octagonal notches,  you can feel the accuracy of digital inputs with   the freedom of analog control. You can tilt in  the eight directions flawlessly, while also making   minute adjustments that aren’t possible on digital  d-pads. This works wonders in maximizing your   profits in Luigi’s Mansion and replaying the game  over and over again for a better rank, and for a   launch game - replayability is a great thing. Luigi's Mansion also had oodles of personality of its own unlike any other game I’ve played thanks to its  ghosts, character writing and soundtrack. Not even its sequels could accurately replicate  its charm, instead forging their own paths. So we’re already off to a great start, but my  favourite exclusive launch title was a little   game called Super Monkey Ball. This game combined  feats of performance, tech, and controller   utilization into a unique and extraordinarily  fun take on Marble Madness.  Running at 60 FPS, optimized for high speeds and sporting simplistic  but appealing textures and reflections,   the game was great at showcasing the GameCube’s  capabilities. It may have been a port of an arcade   game, but it feels right at home on the GameCube.  Not just because of what I’ve mentioned, but also   very much thanks to the controller. As you’re  tilting the stage and not the monkey, accuracy   is key to clearing levels as you make sharp  adjustments to your monkey’s trajectory. This   accuracy can enable you to pull off some tricky  skips and incredible feats of human ingenuity.   See, Super Monkey Ball isn’t just about finding  solutions to the puzzle mazes. It is designed   for replayability thanks to its relentlessly  challenging and abstract level design that you   can find exploits in and faster ways to cross the  goal. On top of the main game, you also have the   party games, which some people spent ALL of their  time on. Both of these modes could be played with   up to four players, making for hours of fun either  alone or with a group. The game even received a   sequel a year later, which fully realized the  potential of these abstract level designs. So   many shapes and tests of accuracy and moments that  barely resemble what the game was inspired by.   Super Monkey Ball was a wholly unique experience,  and you could spend countless hours on it for   many different reasons. Super Monkey Ball’s  replayability stemmed from its difficulty,   and the sheer depth in its level design and  controls. Trying to get better times in challenge   mode, and unlock those extra levels by not dying  or using a continue. Pair that with an immensely   enjoyable collection of party games, and you have  a pair of games that you could play for...well,   20 years. And for a game like that to LAUNCH  with the console...yeah, that’s a good sign. When it comes to third-party support,   the most notable launch title, to me, was an  uncompromised port of Tony Hawk’s Pro Skater 3.   Simply having Rogue Squadron 2, Luigi’s Mansion,  Monkey Ball and Tony Hawk is an absolute blessing   because pretty much all of them have benefits to  being replayed endlessly. Sometimes less is more. Even if you weren’t keen on buying the  system at launch - it wouldn’t take long   before an earth-shattering game would come  to the GameCube. About a month after launch,   Nintendo released Super Smash Bros. Melee, a game  that would transcend the system and become one   of the most popular competitive fighting games of  all time...by complete accident. Director Masahiro   Sakurai never intended for the game to have a  competitive scene, and worried about the gap   widening between casual and competitive players.  But it is impossible to disregard the amount of   tech that players have discovered in the years  since. Players have transformed the game into   one of the most invigorating and intense fighting  games to watch - period. There are 134 entries in   the techniques category on the Smash Wiki for Melee alone. The game has a considerable amount   of hidden depth that the developers never even  considered, but the end result is a beautiful   competitive scene. Setting up combos and kill  confirms has never been as fluent and satisfying.   The controller also lent itself well to the  gameplay of Melee, and there’s a good reason   it remains a popular choice of controller  to this very day in subsequent Smash games. Even if you don’t care about the competitive  side of Melee, you’ll find a lot to enjoy in it. There’s far more content to delve into than  Smash 64 ever had, and unlocking characters always   comes as a welcome surprise. Surviving 100-Man  melee for the first time only to discover Falco,   or leaving the GameCube on overnight by accident  and coming back to end up fighting Mewtwo...yeah,   those are experiences that you don’t forget.  I always loved how the unlockable stages and   characters are strewn across the different modes.  It encouraged players to seek out all of the   content the game had to offer, and I had a great  time doing it. Melee is still one of the sharpest   Smash games mechanically, and while not everyone  will have an urge to revisit it today,   it will always hold a special place in my heart.   Still haven’t unlocked Sonic, though. I have a  feeling that kid was lying to me in second grade. There was one thing I didn’t like about Melee, though. Its absolutely monumental impact and legacy   almost entirely overshadowed another Nintendo  game that released on the same day. Pikmin. This was a real-time strategy game that anyone  could enjoy, speaking as someone that doesn’t   really enjoy real-time strategy games. You had  thirty days to repair your ship and get home,   which meant carefully allocating your time toward  growing your Pikmin army, performing tasks,   finding ship parts and much more. It is delicately  designed to ease you into such a daunting task,   and while it tends to induce anxiety in new  players, it is one hell of a game. If the time   limit isn’t your thing, then perhaps you’d like to  try out its sequel from 2004. With that game, you   can explore caves as much as you like to complete  the Piklopedia, which can be an addicting cycle as   your Pikmin counts continue to rise...or plummet,  depending on the challenges you encounter. They both handle tension differently, and they offer different things to different people. But I think they still stand tall in their own right. As far as I’m concerned, the GameCube had an  excellent lineup in its first two months, and that   lineup would continue to expand. Let’s rewind  back to Super Monkey Ball for a second. The game   was a precedent at the time as it was the first  game Sega published for a Nintendo console.  Sega making games on a Nintendo platform was already  a mind blowing concept back then, but then they decided to   start making Sonic games for the system. And Sonic  thrived on the GameCube! This all began with Sonic   Adventure 2: Battle, which features more detailed  textures and geometry than the Dreamcast original,   and fleshed out its Chao Garden with  quality-of-life features and an in-depth   replacement for taking your Chao with you in the  Dreamcast’s VMU - the Tiny Chao Garden. By linking   the game with a Game Boy Advance, you could copy  your Chao’s data and take it with you on the go,   or transfer them to the Chao Garden in Sonic  Advance. Since the Chao raising in Adventure 2 was already   a step up from Sonic Adventure, with Chao evolutions  and separate gardens for each type of Chao,   I honestly spent more time replaying my favourite  levels and raising Chao than I did on any other   aspect of the game. I even had a friend of mine  bring over his memory card when I was a kid, and I   was able to check out his Chao Garden, trade with  him and even battle. Yeah, I really miss everything about this. When it comes to Sonic, his games were not  in short supply. A port of the original   Sonic Adventure came out as well, in addition to  versions of the multi-platform games Sonic Heroes,   Shadow the Hedgehog and Sonic Riders. These games  were all over the place in terms of quality,   of course, but if you wanted to play a classic  Sonic game instead - Sega had you covered.   The Sonic Mega and Gems collections are still  some of the best examples of how you handle a   compilation disc. Sonic Mega Collection offered  the original trilogy (& Knuckles), Sonic 3D Blast,   Spinball, Mean Bean Machine, Ristar, Comix  Zone and Flicky all for $20 at the time of   its release. Not only was it affordable, it  offered great emulation and a ton of bonus content   alongside the games you were likely to buy the  collection for. Gems Collection featured rarer   games in the series, notably Sonic CD, Sonic R  and Sonic the Fighters - the latter of which was   an arcade game - along with other goodies  like Game Gear games, the Vectorman games,   and save states. Where these compilations really  succeed, though, is their presentation. Sonic   Mega Collection goes for a decidedly retro  design. The loading screens have you flying   through hyperspace as if you’re travelling back in  time, and the music is reflective and nostalgic.   Listening to this while flipping through old,  goofy Sonic comics or reading the game manuals   adds to that feeling of stepping back in time.  Regardless of whether or not you’ve played Sonic   before, this collection was worth diving into. It was the perfect entry point as it preserved a lot of Sonic's history on a $20 disc. Sonic Gems Collection went for a modern and sleek look,   and its electronic music and killer  remixes made for perfect accompaniment. Both collections are evocative of a similar yearning  for the past, and even though these discs were   my introduction to the world of Sonic, the  effect their overall presentation had on me   cannot be understated. They were comforting  then, and they are immensely nostalgic today. It’s always nice to see developers go  the extra mile and create experiences   out of simple compilations like this, and these  collections are the gold standard for that. In a time where access to older games no longer  necessitates dedicated compilation discs, or   where companies feel the need to just bundle games  together and call it a day, I find myself yearning   for something that could come close to matching  those Sonic collections. Sega nailed it back then. Sega really seemed to favour the GameCube  in general, and Nintendo took notice.   After Amusement Vision did such a fantastic  job with Super Monkey Ball, they ended up   repurposing that high-speed game engine to  create a new entry in an old favourite series. F-Zero GX is about as good as arcade racers get.  It took everything that made F-Zero X on Nintendo   64 so exhilarating, and cranked things up to  eleven with more detailed and memorable tracks,   tighter gameplay, and like most Sega games - a  challenging main game that required considerable   practice and repeat attempts to become  the greatest racer around. Its ridiculous   tone in the story mode perfectly matched  the ludicrous races that you compete in,   and Captain Falcon’s theme is  basically hard rock gospel.   I’m going to reserve my extended thoughts on this  game for now because it might be the subject of   a full-blown retrospective in the future.  F-Zero GX was an unforgettable experience,   and the levels of high skill, speed-induced  dopamine it created have yet to be matched. It’s a crying shame that this was the  last F-Zero game released on a home   console, but it’s also pretty hard to  believe that anything could top it.   Artist Takaya Imamura - who created Captain  Falcon - said in 2003 that it was hard to see if   they could take the series any further than GX. There may have been attempts to do   such a thing behind closed doors, but the series  has remained dormant since the 2000’s. Maybe one   day we’ll see the Blue Falcon and Black Bull face  off once again. Alongside F-Zero GX, Nintendo and Sega  created an arcade counterpart - aptly named   F-Zero AX. This game ran on a board known as  the Triforce, the name coming from the trio of   developers that worked on it - Nintendo, Sega, and  Namco. Being based on the GameCube’s architecture,   it also accepted GameCube memory cards, which  you could use to import exclusive content to GX.   This board was also used to create Mario Kart  Arcade GP, which let you play as Pac-Man. It   was awesome seeing these arcade machines in the  wild. F-Zero AX in particular also bridges nicely   into a philosophy that Nintendo still holds dear -  finding new ways for players to experience games. The GameCube was arguably Nintendo’s last  traditional games console of any kind.   The Wii focused on motion controls, the DS had  its dual-screens and touch-based gameplay, the   Wii U had asymmetrical multiplayer, and the Switch  is an amalgamation of these ideas rolled into one   device that you can play anywhere. But for as long  as they’ve been around, Nintendo has always been   keen on experimenting with new ways to experience  games. In the GameCube days, the most infamous   example of this experimentation was the Game Boy  Advance link cable. This created an asymmetrical   gameplay experience that wouldn’t be revisited  until the Wii U. Take for example Pac-Man VS.   Three players control the ghosts on the TV screen  and can only see a portion of the maze at a time.   Meanwhile, the player controlling Pac-Man uses  the Game Boy Advance and can see the entire maze   like the normal arcade game. The ghosts have  to communicate to track down Pac-Man   before he can complete the maze. It’s honestly a  lot of fun even today, but it is only a sampling   of what was possible with the link cable. A much  more fleshed out demonstration exists in the form   of Zelda: Four Swords Adventures. Much like its  predecessor, this game had players progressing   linearly through Zelda-esque gauntlets of puzzles  and combat challenges, with items tying into the   game’s co-operative nature. However, unlike the  original Four Swords, Adventures’ dungeons and   worlds are not randomized, primarily because the  designers created elaborate puzzles and layouts   involving the GBA connectivity. Some portions  of the level can only be seen on the GBA screen,   and when you involve four players at a time,  this can lead to some layered and complex   problem-solving contingent on your communication  and memorization as a team. It is an absolutely   wonderful multiplayer experience, and it is a testament to Nintendo’s  philosophy on finding new ways to experience this   medium, and quite possibly the catalyst for  the endless experimentation we see today. For further experimentation on the GameCube,   look no further than Donkey Kong: Jungle Beat.  This is a platformer that you play by clapping and banging your grubby little hands on a pair of bongos. You know how Rayman Legends has a level in which you clear hazards  by playing to the beat of Black Betty by Ram Jam?   That’s the closest thing I can compare the  entirety of Jungle Beat to, and for that   feat alone - Jungle Beat is definitely worth  your time. I had so much fun recording this   game during the summer that I actually went  back to it a second time just for this video. This game is genuinely astonishing. There were a handful of other games that  featured these peripherals (including   notable ones like Final Fantasy:  Crystal Chronicles and Donkey Konga),   but I just wanted to give you an overview of the  peripherals themselves. The truth is - there were   plenty of peripherals for the GameCube, as is the  case with any games console. But these two were   unique innovations in designing games, and they  remain difficult experiences to emulate nowadays. Now, let’s step back for a second. F-Zero GX  managed to be THE definitive F-Zero game. What   other series received “definitive” games on the  GameCube? Well, when talking definitive - I could   never forget Paper Mario: The Thousand-Year Door.  It is a marginal step beyond the original game in   character writing, world design, problem-solving,  music, mechanical variety, emotional resonance,   and fun. Simply put, it is one of the best RPGs  ever made, and one of the few RPGs to effectively   innovate on turn-based combat by making you  an active participant in its battles. This   was something that the original Paper Mario did  very well, but Thousand-Year Door significantly   improved on its gameplay in every way, in  combination with everything else it did right. Now, along with being definitive... Another thing that these games reveal about  the GameCube itself is the platform’s devotion to innovation. Sure, through its peripherals you can see this philosophy, but it also shines through in game design. A rhythm platformer  that is controlled with a pair of bongos,   a puzzle-platformer that can be so much bigger and  bolder than it appears, an asymmetric multiplayer   Zelda game that has you communicating your  perspectives on both screens to other players,   a Resident Evil game in which you suck up ghosts  optimally and find secrets for a higher score   on each playthrough...these are the experiences  that set the GameCube apart from its competitors. Take for example Mario Kart: Double Dash.  It’s my favourite game in the series thanks   to its two-rider motif, and the co-operative  and competitive possibilities that it invites.   Whether I was in control of both of my riders at  once and performing item management and optimal   drifting, or I was tackling each track  with a friend and communicating as we cleared   each lap - Double Dash was an excellent  take on the quintessential kart racer.   It may have been eclipsed by Mario Kart  Wii and Mario Kart 8 Deluxe in terms   of content and features, but its  core gameplay has yet to be matched. Even more abstract is Kirby Air Ride. It features  a simplistic control scheme and a unique take on   racing in general, but hidden within is one of  the most fun party game modes in any video game   ever - City Trial. Essentially, you have a set  amount of time to upgrade your character and Air   Ride machine by collecting items for each stat.  After all is said and done, you compete in a race,   minigame, or boss battle. In addition, you also  have to watch out for events that can drastically   affect how you go about upgrading, and you can go  out of your way to search for the three pieces of   the Dragoon or Hydra to create a Legendary  Air Ride machine and mop the floor with your opponents. All of this is happening simultaneously against the other players as  they attempt to sabotage you or blow you up,   and all within a sprawling city with detailed  sections, shortcuts, secrets, and more. As far   as I’m concerned - City Trial is all Kirby Air  Ride needed to be in order to be successful,   because it’s all anyone ever talks about from this  game. Its uniqueness serves as a further testament   to how GameCube game developers thought outside  of the box to solidify the console’s identity. So many of the GameCube’s best games are unique  experiences that remain unparalleled by anything   else in the history of the medium. And although  they are excellent games - I’m not talking about   what they accomplish in overall quality. What  stands out to me are the ideas they carry out.   Rather than trying to maintain the status quo  of their genres or strive for excellence over   the established rulesets of a genre, they all  strived to be distinctive takes on these genres.   That’s not to say the other consoles  didn’t have games like that.  Halo: Combat Evolved made incredible strides  in designing a first-person shooter,   while Kingdom Hearts redefined the  possibilities of an action-RPG.   But the GameCube was consistent in this philosophy  of thinking outside of the box, and there are   still so many games I haven’t mentioned. Eternal  Darkness: Sanity’s Requiem, for example, is a must play. It is a fresh take on psychological horror  that deliberately messes with the player in their   darkest moments with tricks that I wouldn’t  dare spoil. You may or may not enjoy Billy   Hatcher and the Giant Egg, but its concept of an  egg-rolling platformer is unmistakably original.   If you wanted a further showcase for the  brilliance of the GameCube’s controller,   SoulCalibur II was a perfect fit for the control  stick’s notches. And you can’t forget Mario Party. Even though the franchise was annualized  on the GameCube, its gameplay remains unmatched   by its imitators, and I find Mario Party 6 to be  the sharpest entry in the series. The console is   also home to hidden gems that don’t compromise  on the system’s reputation for individuality,   like Wario World and Geist. Okay, maybe they’re  not gems, but they are pretty distinct games. I have over a hundred GameCube games on my  shelf, so picking out the ones I wanted to   spend time on was excruciatingly difficult,  and I still haven’t talked about all of my   picks yet. The point I’m trying to  make with these games I’ve discussed   is that the system had a strong lineup of  games with distinguished characteristics.   These characteristics took them a step beyond the  genres that defined them, and instead bent genre   rules to their will, or otherwise went beyond  any expectations held by players. A fighting   party game that based its competitive scene  on oversights and hidden, advanced techniques.   A real-time strategy game that directly involves  you in the action and puzzle-solving on a time limit. This is why the GameCube had such a strong lineup.  And it’s a shame that this  commitment to delivering experiences   ended up being detrimental to the  system’s short-term relevance. While the GameCube was a pretty powerful system  and it was MUCH easier for developers to take   advantage of than the N64...it had its hiccups.  The decision to use mini-DVDs over full-sized DVDs   forced developers to release games on  multiple discs. They'd have to compress data and video files,   or remove content entirely - much like  the N64. But perhaps the biggest hit to   third-party developers was its lack of a proper  online infrastructure. The PlayStation 2 and   especially the Xbox took full advantage of  the possibilities of online multiplayer,   however Nintendo saw no reason to pursue it. Aside  from Phantasy Star Online and the Japan-exclusive   game Homeland, the GameCube really only made use  of LAN multiplayer, meaning multiple systems could   connect to one another on the same network,  and even then - only three games utilized it,   and you’d need to buy separate  peripherals in order to connect systems. Phantasy Star Online was a very highly regarded game   and it is still played to this very day on private  servers. So - why not have more online games?   Well, Nintendo's reasoning includes concerns over  quality control, doubts over subscription fees,   and wanting kids and families  to feel safe and secure with their GameCube at home. This alienated many developers that wanted  to deliver online experiences across every system,   as they’d either have to spend money on an  online mode for a console that had no online   strategy in place, or release the game without  online features and hope that people buy it.   The original Battlefield 1942 was proposed  to Nintendo as a GameCube exclusive,   but you can imagine how well that went over. These problems, combined with the console’s  lunchbox-y appearance and Nintendo’s traditional   focus on family-friendly entertainment drove many  third-party developers away from the system. Even Nintendo’s strongest and most confident  releases were met with skepticism. Super Mario Sunshine! I love this game. FLUDD and Yoshi  both feel like perfect and organic extensions of   Mario’s abilities, and each mission had defined  characteristics that could occasionally revamp   how you explore a level. However...not everyone was keen on the game’s structure, which focused   on clearing episode seven in every world and  eliminated the freedom established in Mario 64,   and getting 120 shines meant  collecting 240 blue coins.   It’s a very complicated situation, and I’d love  to make a full-length video on the game someday. A game I have made a video on is The Legend of  Zelda: The Wind Waker. It’s my favourite game,   but I’m sure you know all about THAT by now.  Its new art style was deliberate and a massive   commitment, and it had an effect on the game’s  design, mechanics, and especially its narrative.   It aimed to convey an alternative perspective to growing up, unlike Ocarina of Time... and not many people were able to see through  its whimsical art style at the time.   Most of its pre-order sales came from people  looking to get the Ocarina of Time Master   Quest disc for their GameCube, which completely  validates the point Wind Waker was trying to make.   Its reputation improved over time, and the game’s  art direction is now seen as groundbreaking and   one of the best examples of cel-shading in a video  game. I personally believe it paved the way   for many games that attempted the same style.  But at the time...it didn’t convince people. With some of Nintendo’s biggest and most  recognizable franchises not attracting as   wide an audience as previously done with the  Nintendo 64 (aside from Smash Bros. and Mario   Kart), the GameCube (as it stood in the 2000’s)  offered an impeccable lineup of games to a rather   niche market. Nintendo needed a game that would  transcend its own target audience. It needed to   fit into a recognizable and profitable genre, but  also follow the GameCube’s reputation of bending   genre rules. The franchise that was chosen to  accomplish such a monumental task...was Metroid. Metroid Prime was met with skepticism when  it was revealed that it was going to be a   first-person shooter, but the core of Metroid was  very much intact when it first released, sweeping   awards in 2002 and becoming a legendary game in  Nintendo’s repertoire. Retro Studios perfectly   transitioned the gameplay of Metroid into 3D, and  the first-person perspective meant exploring this   new axis for depth in puzzle-design, combat and  atmosphere with unparalleled immersion. Metroid   Prime eventually became a trilogy of games,  and I’ve made a video on how much I love them.   Still one of my favourite videos to date, along  with Wind Waker. Metroid Prime transcended both   Nintendo’s traditional audience and refused to  conform to FPS traditions, making it a killer   app for the GameCube. But it wouldn’t be enough  to save the system from its inevitable decline. While I believe the console’s strong lineup  of games solidified its reputation today,   its sole focus on games, as well as  its target audience, ended up isolating   the company back then in an ever-growing  industry. The latter was an inevitability,   while the former was the result of their  vision for the console...for better or worse. To this day, Nintendo remains apprehensive  about changing the way they do things.   I won’t delve deeply into  this topic because...well,   I have once before on my now-defunct Twitter  page, and there’s no need to beat a dead horse.   It also generally depresses me to dwell on  their stubborn nature, so I won’t bother. If   you want an archive of the write-up I made, there  will be a link to a document in the description. The only thing that has truly stayed the same,  however, is the company’s commitment to delivering   fantastic experiences, and that’s what keeps me  and many others crawling back. I don’t agree with   everything that Nintendo does, but they certainly  haven’t forgotten how to make great games. Also, that’s not to say third-party  support didn’t exist on the GameCube.   Along with SEGA’s adamant support of the system,  many highly acclaimed multi-platform games hit the   system and I had fond memories experiencing them  first on the GameCube. They may not be relevant to   the discussion of what set the system apart from  its competition, but just because it didn’t have   Grand Theft Auto or Final Fantasy doesn’t mean  it didn’t have any support from the sidelines.   The question is - did this support last? And the  answer is no. By 2005, both first and third-party   support for the GameCube dwindled, with 2006  releases slowing to a crawl. During this time,   the most you’d get would be a swath of licensed  games for kids or an oddball first party game like   Geist or Mario Superstar Baseball. Great games did  release during the twilight of the system’s life,   but they were few and far between, and  occasionally very odd or niche, which was welcome   in the grand scheme of things, but it wasn't  great for creating broad appeal at the time. Another huge hit to the system’s  library was the loss of developer Rare,   and it was entirely Nintendo’s fault that they  had to say goodbye to them. Rare contributed to   the Nintendo 64’s library in a major way, creating  innovative first-person shooters, 3D platformers   and even a kart-racer that unquestionably inspired  Crash Team Racing. Their impact on the industry   should not be overlooked. While they were making  these games, Nintendo never thought to acquire the   company, instead settling for the 49% stake they  owned. With development costs rising and Nintendo   refusing to offer more capital or purchase the  remaining stake, Rare was eventually bought out   by Microsoft for $375 million dollars. Adjusted for inflation, that's over $500 million. Nintendo let Rare slip through their fingers. To be fair, their last game with Nintendo was Star Fox  Adventures, which wasn’t one of their finest   works, and after being acquired by Microsoft they  really haven’t been the same. I mean...I guess   I liked Viva Pinata? I think? But perhaps this  was a gradual change that was already in motion   before the company was acquired. Regardless of  whether or not Nintendo were to let them get away,   maybe this decline was inevitable. But no matter  where you stand on the issue, it’s a fact that   we never got to play a proper Banjo-Threeie or  Donkey Kong Racing, and that still stings after   all these years. The Rare I once knew belonged  with Nintendo...but it’s clear that they weren’t   going to be the same company forever, so  maybe their departure was for the best. With all of this at hand, things were looking  grim as the system was set to face obsoletion,   and Nintendo had one last trick up their sleeve  in an effort to reclaim support. They collaborated   with a developer that was once one of their  closest partners. Introducing... the Capcom Five. This was a lineup of GameCube games that were  touted as exclusives, and they all aimed to fit   right in with the system’s focus on originality  and quality. The first of these was P.N.03,   which...certainly was unique, but it didn’t  strike a chord with everyone due to its controls   and repetition. The second was much better,  though. It was an excellent side-scrolling   beat-em-up called Viewtiful Joe, a game that  oozes style and charm to this day in all aspects.   This is where things started to go south,  however. The third game, Dead Phoenix,   was never released, and it was around this  time that the exclusivity fell through.   Viewtiful Joe received a port to PlayStation 2, as  did the fourth game - Killer7. The fifth game was   supposed to remain exclusive, but it has since  become one of the most ported video games ever.   However...that fifth game was - for a limited  time - a big reason to purchase a GameCube.   It swept Game of the Year awards in 2005 and is  personally one of my favourite games of all time. While Resident Evil had a phenomenal presence  on the GameCube with an excellent remake of   the original game, as well as ports of 2, 3,  and Code: Veronica, and the original prequel game Zero,   the one that had the biggest impact was Resident  Evil 4. Seeing as most of us have played this game   by now, I’m not going to sing its praises over  again. Simply put - it forever revolutionized   third-person shooters without compromising  on the tense gameplay of Resident Evil. By   emphasizing accuracy in an anxious setting, it  made survival contingent on how well you can aim,   strategize and organize. Its effects can  still be felt in the genres it influenced,   the games it inspired, and even  future Resident Evil games. In summary - the Capcom Five’s games were not  all failures. God, no. But the strategy itself   unfortunately flopped. The system’s market share  and target audience wasn’t broad enough for the   games to make bank, especially when you consider  the irreverent or mature themes they dealt with.   This resulted in the exclusivity deal  fading into the background, with Nintendo   and Capcom’s relationship remaining strained  for many years. It was a final nail in the   GameCube's coffin, despite everything it had  accomplished over the course of its life. Nintendo eventually abandoned ship and released the Wii  in 2006, with the GameCube being discontinued   the following year, and leaving Madden NFL 08 as  the last game released for it. Yeah, what a swansong. And that, my friends...is the tragic story of  the GameCube. But while its life ended there,   its legacy lived on. The Wii was the beginning  of Nintendo’s blue ocean strategy, in which   they focused on capturing an audience outside of  the ones their competitors were fighting over.   The strategy has since brought them astounding  levels of success. With the Wii striving to reach an untapped  market of casual players and non-gamers,   I feel as though this was a move directly inspired  by how diverse and fundamentally different the   GameCube’s library was, on top of Satoru Iwata’s  mission to reach new people with Nintendo’s games   in the Wii and DS era. The GameCube library  thought outside of the box a lot of the time,   as demonstrated before with genre-defying  games and innovative peripherals.   While the software library was constrained  by missteps made on the company’s part,   it was the beginning of an era in which Nintendo  would continue to think differently than its   competitors, and thanks to the Wii’s  controller setup and DS’s dual-screens,   different ways of experiencing games came about  in that generation, too. Oh, and on top of the   Wii’s robust Virtual Console lineup of NES, SNES,  and N64 games - the Wii’s similar architecture to   the GameCube meant that it was fully backwards  compatible with GameCube games, controllers,   peripherals, and memory cards. This means that  with a much larger install base than before,   players on the Wii could have all of the amazing  experiences that they might’ve missed out on.   There’s no support for the broadband adapter  or Game Boy Player, but everything else was   compatible - including games like Four Swords  Adventures and Donkey Kong: Jungle Beat.   This arguably made the Wii Nintendo’s best home  console, but that’s a discussion for another day. Obviously, the Wii wasn’t going to stay on the  market forever, and neither were the GameCube   games of old. As the Wii U rolled around, GameCube  games had long since left local GameStops, and the   system didn’t even support GameCube discs, despite  having native compatibility for them built in. Now, in the Switch era - we have no official way  to support these games, and Nintendo has yet to   provide a solution. Games from other companies  like Sega and Capcom have since been re-released   or remade, and I understand that licensing could  prevent games like Star Wars: Rogue Squadron   from being re-released, but Nintendo owns all  of the first party games I focused on in this video, and they have done little to preserve their legacy content. Some games that rely on peripherals like Four Swords Adventures might be impractical  and financially ill-advised to re-release   as that would mean creating a solution  for a single, relatively niche game,   but most of the other games I talked about  today have no reason to be held back.   They have an adapter for the controllers best  suited to these games, and compromises can be made   otherwise, like what they did with Super Mario  Sunshine. Oh, by the way, Super Mario Sunshine   IS available on the Switch...but the compilation  it is playable on has since been delisted, as they   felt it was best as a temporary celebration of  Mario’s anniversary. But I don't buy it. I say it was a sales tactic and they capitalized on nostalgia and the  fear of missing out over preserving their games. With Super Mario Sunshine’s inclusion on  the Switch, it’s clear that they have an   emulator in place to support these games, and  a company willing to work on it. The Nintendo   European Research & Development division (or  NERD for short) is currently hard at work on   maintaining the NES and SNES emulators in place  on Nintendo Switch Online, and presumably the   N64 emulator, too. They also developed a  DS emulator for the Wii U Virtual Console,   as well as the emulation on 3D All-Stars for Mario  64, Sunshine and Galaxy. So...what’s holding them   back from bringing GameCube games to the Switch? I don't know. They're sitting on money, and I wish I had the answer as to why. People want to buy these games, but they have no viable way to do so directly. Other systems are also in a problematic position  thanks to Nintendo’s Switch Online service.   It took a year and a half for NES games to  finally come to the Switch, one more year   for Super Nintendo games, and TWO more years  for Nintendo 64 games. Along the way, Nintendo   would drip feed us games that wouldn’t always  be exciting, and games like Earthbound and Super   Mario RPG remain unaccounted for. Flashback to  the Wii - Super Mario 64 was available at launch,   with new games being added every Wednesday. Or  heck, how about Xbox? They have made strides in   maintaining their Xbox and Xbox 360 emulation, so  that many of their legacy titles can be played on   modern hardware. On top of that, these games  were PURCHASABLE on digital storefronts.  But even then...all digital storefronts will eventually close, taking their libraries with them. This is an unavoidable reality in the digital era. Preservation efforts have fallen in the hands of emulator developers, and they’ve  done a fantastic job of keeping history alive.   Provided that you still have copies of your  old games, playing them in emulators can offer   improvements that were never possible on the  hardware they were made for. From pixel-perfect   upscaling in Super Nintendo games, to achieving  60FPS in The Legend of Zelda: Breath of the Wild,   to enabling widescreen support for a plethora  of GameCube games that didn't have it. Emulation is a great way to play games in the modern era. I am very  grateful for the work these developers have done,   and Dolphin - a GameCube and Wii emulator - is one  of the best emulators around thanks to its suite   of features, graphical options and improvements,  and astronomically high compatibility.   It’s so monstrous in terms of features that I  can’t address everything they’ve accomplished   in this video. I’ve seen plenty of people make  the switch over the Dolphin in recent years   for playing GameCube games, and I don’t blame  them. Super Smash Bros. Melee has received some   incredible advancements, with Slippi implementing  rollback netcode. I can’t fathom how much work   that must’ve taken, but the end result is the  most accessible Melee has been...well, ever. The only problem that remains...is acquiring the  games themselves. I am very fortunate to still have  working copies of all my old games,   but some people weren’t as lucky, or perhaps  they never had the chance to experience them.   On top of that, not everyone has the hardware or  tech savviness required to run GameCube games in   an emulator comfortably, leaving us with the  only legal option available to us. Buying them second-hand. So let’s check eBay for Paper Mario,  why don’t we. Paper Mario: The Thousand-Year Door… Oh. Well, I could just buy two games  at that price. Uhh...F-Zero GX?   Haugh. Um...Super Smash Bros. Melee? Ok, no, yeah - that’s rough. This brings us full circle as we pile another  inconvenience onto the unavoidable facts of the   industry today. If you look for originality and  innovation, you’re likely to find it, especially   as Nintendo and independent developers continue to  breathe life into a crowded industry of remakes,   remasters, reboots, sequels, DLC packs, annualized  franchises and weird amalgamations of mechanics   that worked across financially viable games. But  games like Metroid Dread remind me of a time when   nothing stood between you and the game, and that’s  why I decided with this video that I wanted to   relive my childhood one more time. I wanted to  go back to a time where nothing mattered more   than having a great game to play. It’d  be nice to have that simplicity back,   but things have changed. And I have to accept that. That’s why I’m gonna talk about one more game. A  game that preserves a sense of simplicity as you   go about your life. It’s something to look forward  to, and something that you can become attached to.   And it’s unlike anything else on the GameCube. It's Animal Crossing. It’s funny, actually. That a game could  focus on simple pleasures like fishing,   catching bugs, rearranging  furniture and talking to friends   and still be one of the most cathartic  and profound video games of all time.   The repetition of these day by day actions  shouldn’t translate into a compelling game,   and yet they do. Perhaps it’s the personalities  of your neighbors that keep it fresh. Perhaps it’s   the feeling of excitement you get as you finally  pay off your loan and can fill your house with   more furniture than before, or perhaps  it’s the feeling you get as you work towards   filling the museum with donations. Whatever the  reasons we have for coming back to our town,   I feel it is the simplicity of these tasks -  knowing that we will eventually feel fulfilled   in completing them - that makes it all worth  it. It is a direct reflection of our adult lives,   presented in a cute and easily digestible manner  without outside stresses or pressure to complete   something in a specific timeframe. You can just go  at your own pace; figure things out on your own,   and the villagers nearby will be happy to help  you out and be your friend. Most of the time. When revisiting so many games  I loved from my childhood,   I was surprised to discover how much more  Animal Crossing resonates with me as an adult.   Firstly, it is everything I loved about  growing up with the GameCube. Like the other   titles I’ve discussed, it is wholly unique and  groundbreaking in its own right. Second, it is   one of the purest experiences I’ve ever had with a  video game, which is a feeling I’ve missed dearly.   But most importantly - it is a reflection of  how I have come to appreciate my daily routine.   We may not think much of going for a walk or  grabbing a morning coffee, but it’s those simple   pleasures that define how we choose to live our  lives, and I should relish having these simple   privileges now while I can still enjoy them. While  I miss the simplicity of feeling magic in every   new game I played, I also cherish the simplicity  of talking to you about these memories now,   and doing something productive with my love of the  GameCube. In essence, the purity and simplicity   of an experience like the one I had with Metroid  Dread and many games of my past will continue to   come my way as long as I recognize and savour  them before time takes hold of me once more.   Many systems and experiences have passed me by, and who knows how long I’ll have THIS? These videos? That's why I'll appreciate them while I can still make them. I owe a lot to the GameCube. It shaped my  interests in games, my passion for the medium,   and a lot of its games eventually drove  me to create this YouTube channel.   So thank you, little lunchbox. For everything. Oh, by the way...there’s one more GameCube game  that I wanted to talk about in this video, but   being the huge Zelda fan that I am, I felt  it deserved more than just a quick look.   My Zelda retrospective will  continue...with Twilight Princess. If you’d like to catch up on my Zelda  videos, check them out by clicking the   playlist on the screen. Also, I’ve  included links to all of the videos   I’ve made on the games I featured today in the  description, so check those out too. For now,   I’ve been Liam Triforce, and thank you  so much for watching. See you next time.
Info
Channel: Liam Triforce
Views: 557,246
Rating: undefined out of 5
Keywords: gamecube, nintendo, wii, wii u, switch, virtual console, switch online, n64, snes, nes, console, retrospective, review, analysis, critique, mario, sunshine, mario sunshine, zelda, wind waker, f-zero gx, luigi's mansion, super monkey ball, resident evil 4, paper mario, ttyd, melee, super smash bros, metroid prime, eternal darkness, animal crossing
Id: 7dHq2uvkwUM
Channel Id: undefined
Length: 49min 0sec (2940 seconds)
Published: Fri Oct 29 2021
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