Everything you've stated, Metroid Prime 3 delivers.
I think the real "test" for the Wii will be how well the first batch of big titles play, like Super Mario Galaxy, Metroid Prime 3 etc. If you judged any system by what was available at launch, I don't think any of them would be worth buying. Perfect example is the DS. Took a while to come into it's own, but now it's fantastic.
Unfortunately it seems you picked the three gimmickiest games on which to base your first impression of the system on..
I wouldn't judge it myself until I'd tried some REAL games.
Metroid's out soon. Mario Galaxy will be another big-hitter of course.
This is just me, but the "always future" talk bugs me, especially when a console is built around a specific experience. Contrast the PS3 supported BluRay out of the box, online, HD graphics, wireless and motion sensing out of the box. Certainly, not every element of the PS3 was exploited to its fulness at launch, but they were utilized. Further, the PS3 doesn't live and die by any feature and functionality.
The Wii singularly revolves around the Wiimote. (Ok, some would argue the VC, but that is another debate).
Seeing as the Wiimote is the essense and focus of the Wii experience, the fact sooo many games suck with it is disturbing.
Conceptually, I think a new controller needs to do one of two things.
1.) Offer all the same functionality of old controllers, but add new layers of interactivity to the foundation to open up new dynamics in the current, refined and tried&true control schemes.
Or...
2.) Offer such a revolutionary new paradigm that (a) it opens a host of new, superior, and intuitive mechanics that create totally new genres and ways to approach game design and (b) be a lateral move in regards to most genres (sports, racing, fighting, FPS, etc).
The Wiimote takes the 2nd approach. The problem is that
(a) Most of the new mechanics are really gimmicky and are not opening up many new gameplay designs. Same game ideas, in general, just a different way to interact with them.
(b) The Wiimote is a step back in most genres in regards to actual user input and control. It took stuff away from developers of "tried&true" designs, but didn't offer enough new to easily resolve the disparity.
An example of a
good Wii game that demonstrates my examples is Madden. First, it is a good game. Second, you aren't gonna change the game of football just because it is on the Wii. You still need to run, pass, jump, tackle, etc. There is no way around having these commands. So users must be able to input commands, some way, to get the desired results.
The problem is that Madden replaces Square, Circle, X, Triangle, etc with analogous motions. Sure, they motions are intended to represent the intended result, but you end up with dozens of inputs. The real problem, from a football gamers perspective, is the latency between a motion and more importantly the accuracy. I hit A and hold a trigger and the game
immediately responds to the exact command I wanted,
every time.
I can see the appeal of Madden on the Wii to some gamers; but for the established market of Madden consumers this is a big step back in terms of gameplay. The Wiimote is not adding anything new to the game. It is the same game, just less accurate and less responsive. And when you step back, and look at the total package, the limitations of the Wii platform actually resulted in a number of great new additions (like branching animation) not coming to the Wii.
So the apex of Wii gaming, the control, is a detrimiment to Madden from a Madden consumer's perspective (in most cases), and the Wii's short comings of the platform hold it back in other areas.
I am not saying we won't ever see games with superior input to gamepads. We will--and Metroid could be one of those titles.
The question is: how many will there be? And how many great games due on the Wii because it cannot be accurate mapped to the same degree of quality as a traditional controller?
It isn't all bad though. It is giving developers new ideas to play with. And even take the Madden example, in gameplay it is subpar, but not all football fans are fans of hitting a lot of buttons. The Wiimote can be, depending on the person, more accessible and intuitive. So the Wii opens the doors to some gamers who would pass on Madden 360/PS3.
Overlooking accessibility and intuitive input for the uninitiated gamer is not something to overlook. It doesn't make them better games, but it does make them appeal to non-gamers and gamers who, for whatever reason, may not have been inclined to the old design paradigms.
For good or bad, the Wii also forces an "exclusive" approach. This helps Nintendo differentiate itself, as well as obtain unique content. On the other hand it has resulted in the current situation where a lot of multiplatform next gen games -- good games, lest anyone argue otherwise -- just cannot be ported to the Wii. Worse, going to the Wii creates a nightmare for control remapping and design.
I don't think it surprises anyone that the Wii, a Nintendo product, takes the approach of: Develop for us exclusively, or your game isn't going to work very well on our platform.
Which goes back to my initial point: People keep pointing to future games (because, really, not many Wii games make great use of the Wiimote), yet the arguement for the Wiimote is that it should be a lateral move for exhisting titles and a verticle move for newer concepts and implimentations -- accessible, intuitive, and more interactive.
I fully expect Metroid and Mario to do this. But if your console hinges on a controller, this really needs to filter down to everyone...
or they won't make money. People can blame developers all they want, but Nintendo deserves a fair share of blame. The GCN was dead in the water for a very long time so there was no reason for such a late Wii release, the Wii dev environment was limited for a very long time, and the Wiimote itself doesn't cater to a lot of good, successful, and proven game designs. And from a market perspective, Nintendo went a route that cut itself off from multiplatform development, a typical Nintendo move, which has been a major issue for publisher profits.
So as much as we can look forward to the killer Nintendo 1st party software that really innovates in the control sector, Nintendo also deserves a fair share of blame for all the crappy games on the market for the Wii.
I don't think it is fair to sing the praises of the Wii without some equally balanced criticism. Right now Nintendo has a lot to prove in regards to the Wiimote as a long term solution; it also needs to prove that publishers -- the evil, porting, low quality guys they are -- can make money on their platform. Its not like
every EA's games are the pinnacle of quality on every platform, but they still make money. We can excuse away the quality issues, but the reality is people have a hard time making money on Nintendo's platforms. Maybe Nintendo is that much better... but total market share doesn't indicate everyone agrees with that.
Demo and I also agree strongly about Nintendo's marketing--it is absolutely fabulous. I haven't found a single kiosk yet; instead displays are littered with marketing material of people, gasp,
having fun. Kids, moms and dads, grandparents, college kids, etc. Normal folks, waving the Wiimote around, laughing.
It is the quintessential essense of gaming: Games are Fun.
Nintendo has done a lot right. I think they have a solid fall lineup, although I don't think exiting 2007 they will be the market leader (although may regain that status in 2008 depending on price drops). The Wii is a success and at 4.2 attach rate and the Wii being profitable hardware that Nintendo, my favorite gaming company, is on firm financial ground and will live on. But they have a lot of hurdles... especially to attract longtime fans, like myself, to the Wii platform.
Metroid 3 having online gameplay would have gone a long way for that. I can get great controls on the PC for an FPS (and a lot of console shooters have good gamepad controls these days, like Gears of War and Bioshock, mainly because devs don't treat gamepad shooters the same way as twitchy PC shooters), but for replay value and
social gaming I wanted online multiplayer. But this is another example, to me, of how everything revolves around the Wiimote and a lot of stuff takes a back seat. Online gaming may not be for everyone, but it (and graphics, and longevity, interaction, story, etc) should not be ignored, either.