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Nintendo’s Greatest Commercial Failure




This isn’t how the Nintendo Wii U’s tale was supposed to end. By finishing as the fourth-worst-selling console (13.56 million units sold) from the four major console developers (e.g. Microsoft, Nintendo, SEGA, and Sony) in over thirty years, ahead of only three SEGA consoles: the SGS-1000 (2 million), the Saturn (9.26 million), and the Dreamcast (9.13 million), it cast a pallid shadow over Nintendo’s fortunes in the early and mid-2010s, overwhelming the relative success of the Wii and 3DS and sending the company toward heavy financial losses and a reduced place in the gaming industry.

Since its effective dismissal with the release of The Legend of Zelda: Breath of the Wild on both Wii U and Switch, the Wii U has remained an aberration within Nintendo’s history, a wildly ineffective console that sank harder than any that Nintendo has put the entirety of its weight behind (i.e. not Gunpei Yokoi’s unfortunate Virtual Boy). Understanding how, and why, this console failed so spectacularly and, yet was the onus for some of Nintendo’s greatest games, is more difficult than, on the surface, it initially appears.

wii u sales

These numbers help put into perspective how truly terrible the Wii U’s lifetime sales were.

The success that Nintendo met with the Wii in the mid-to-late 2000s was the result of a strategy that focused on producing cheap, accessible games that could be played by non-gamers and hardcore gamers alike. The results were games like Wii Sports, Wii Play, and Mario Kart Wii, all of which sold tremendously well, cementing the Wii as the center of many casual gaming experiences. This “casual connection” filled Nintendo’s coffers with cash, but also diverted their resources from producing experiences for core players. As a result, Nintendo began to tailor their games to this casual audience, not only creating backlash amongst more hardcore players, but also eroding the already limited credibility that they had with their foundation players.

Nintendo sought to address this issue with the release of their next console. Dubbed “Project Cafe” or the “Wii 2” in games media, the Wii’s successor was supposed to focus in on providing access for multiple points of view within a single experience. Rumors placed the system at around the same power envelope of the PS3 and Xbox 360 which, by this time, were nearing their fifth and sixth anniversaries, respectively. Rumors had it that the controllers, themselves, would include screens, a rumor which set the stage for a wide variety of fake leaks and an intonation that Nintendo would possibly name its new system the “Stream.” At E3 2011, Nintendo finally took the wraps off of their new console.

wii u presentation

The Wii U’s announcement at E3 2011 was, in hindsight, an unmitigated disaster.

The issues became apparent almost immediately. When announcing the Wii U, Nintendo chose to focus the reveal trailer almost completely on their new controller, the GamePad, emphasizing all the amazing things that could be done with the “new controller.” By featuring the console itself very little within the announcement trailer,  showing games that, for the most part, looked the same as their Wii counterparts (such as New Super Mario Bros. and Wii Sports), and naming the console “Wii U,” a derivative naming scheme not seen before, or since, on a Nintendo home console, Nintendo sowed the seeds of confusion for their casual-heavy audience. However, things only went down from there.

An anemic launch lineup, headlining with the third New Super Mario Bros. game in four years, depressed launch sales. Selling 200,000 less units than the Wii during launch week in the United States, the Wii U started off fast, but soon accelerated in the wrong direction. After selling around three million units in its first three months, the Wii U would struggle to sell ten million more units in the last four years of its life.

Some of that trouble would come from a not-too-surprising lack of third party support. Despite launching with support from the likes of Activision, EA, 2K Games, and Ubisoft, the Wii U struggled to gain any sort of momentum after launch. Sensing poor sales, third parties jumped off of the Wii U, with EA abandoning the console less than a year after its launch, and Activision and Ubisoft jumping off in 2014. With the release of the PS4 and Xbox One in late 2013, many third parties quickly abandoned the Wii U, intending on making one, next-gen version of their games, instead of developing a separate version for the Wii U. The lack of third party support contributed to a lack of sales and the lack of sales contributed to a lack of third party support, quickly submerging the Wii U in a negative down-spiral from which it would never emerge. Soon, the Wii U was barely treading water and even perennial multi-million hits like Mario Kart and Super Smash Bros. couldn’t break the Wii U into anything less than unqualified failure. In the end, even the Wii U’s top ten best-selling titles sold less than half the number of copies of Nintendo’s best-selling Wii game, Wii Sports.

Nintendo Wii U

‘Affordable Space Adventures’ is an excellent example of indies finally finding a home on a Nintendo console.

However, despite these evident, and quite unfortunate, missteps, the Wii U served as a foundation moment in Nintendo’s transition from the short-term success of the Wii into success at the beginning of the Nintendo Switch’s lifespan. One of the Wii U’s lesser-known qualities was that it was a haven for indie games, bridging one of the gaps that Nintendo had created between itself and third parties during the GameCube era. This relationship would blossom during the Switch era, when Nintendo would reconnect with third parties. Much as the GameCube had served as the foundation for the much-more-successful Wii, the Wii U served as the basis for Nintendo’s vision for the Switch, giving them an idea of what mistakes not to make in their pursuit of market share.

In that way, the Nintendo’s Wii U era is eerily similar to their GameCube era. Both consoles lost third-party support in the middle of their lifespan and split a Zelda release with their successors. They were both systems whose power envelope was, for the most part, along the same lines as their successors and who marked, at the time, an enormous increase in Nintendo’s graphics capability. Similarly, after each one failed, Nintendo took the best parts of it and incorporated them into the design for their next system while adding some sort of innovation (e.g. motion controls or portability) that improved upon the original. While it may still be Nintendo’s greatest failure six years after its release, the Wii U laid the groundwork for the beginnings of a nascent, Switch-led revitalization of Nintendo, one that continues to this very day. 


Although a gamer since before I can remember, there is not a better definition of me than these three words: Christian, moderate, and learner. I am steadfast in my Faith, my Beliefs, and in my Opinions, but I am always willing to hear the other side of the discussion. I love Nintendo, History, and the NBA. Currently a PhD Student at Liberty University.



  1. Kaihaku

    November 19, 2018 at 12:47 pm

    Shame. The Wii U had amazing potential that Nintendo failed to realize… In my opinion, the underlying issue is that Nintendo had no clear vision for the console. The bad marketing, odd development decisions, and poor third party buy-in all tie back to Nintendo’s lack of vision. Oh well.

    • Izsak Barnette

      November 19, 2018 at 2:25 pm

      Thanks for taking the time to comment! I’d agree about a lack of vision. The Wii U seemed, at least at launch, to fail to adequately define itself. It ballooned, from there, into something that the console would struggle with for the rest of its existence.

  2. KnoW It All

    February 8, 2019 at 6:42 pm

    Dumbazz, it also outsold the Master System, or Mark III. The thing also outsold Game Gear, and Nomad. Everything Sega did outside of Dreamcast the Wii U outsold.

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PAX South 2020 Hands On: ‘The Artful Escape,’ ‘Foregone,’ and ‘Tunic’



PAX South

This past weekend, PAX South 2020 brought a huge variety of promising indie games to the show floor in San Antonio. Here are just a few of the most remarkable games I got to try, including a hardcore action game, a classic adventure, and an experience that can only be described as dreamlike.


Simply put, Tunic is a Zelda game, but foxier. Tunic takes significant inspiration from the classic Zelda formula, complete with an overworld to explore, puzzles to solve, enemies to fight, and a protagonist clad in green. My demo even began by leaving me weaponless and forcing me to venture into a nearby cave in order to discover my first weapon.

Yet there’s nothing wrong with following such a traditional formula. At a time when Nintendo has largely stopped creating new games in the style of its classic Zeldas, it’s left up to other developers to rediscover the magic of the original gameplay style. Based on my time with the game, Tunic achieves exactly that, reimagining the charm of A Link to the Past for the current generation with gorgeous visuals and modern design sensibilities. The biggest difference from its predecessors is its green-clad hero is a fox, and not a Kokiri.

All, that is to say, is that if you’ve ever played a 2D Zelda, then you’ll know exactly what to expect from Tunic. It starts by dropping the foxy little player character into a vibrant, sunny overworld, and true to form, your inventory is completely empty and the environment is full of roadblocks to progress. Simple enemies abound, and although its greatest Zelda inspirations lie with those from the 2D era, it also includes an element from the 3D games due to its inclusion of a targeting system in order to lock onto specific opponents. What followed next was a linear, straightforward dungeon that focused on teaching the basics of exploration and item usage. It was extremely simple but hinted at plenty of potential for the full game later.

Tunic’s gameplay may hearken back to the games of old, but its visual presentation is cutting edge. It features gorgeous polygonal 3D visuals, loaded with striking graphical and lighting effects, making its quaint isometric world truly pop to life. My demo didn’t last very long, but the little bit I played left me excited for Tunic’s eventual release on Xbox One and PC. It could be the brand-new classic Zelda experience that fans like myself have long waited for.



These days, nearly every other indie game is either a roguelike or a Metroivdvania. Just by looking at Foregone, I immediately assumed that it must be one of the two based on appearances alone. Yet when I shared those assumptions with the developers, Big Blue Bubble, the response in both cases was a resounding, “No.”

Foregone may look like it could be procedurally generated or feature a sprawling interconnected world, but that simply isn’t the case. The developers insisted that every aspect of the game world was intentionally crafted by hand, and it will remain that way in each playthrough. Likewise, although there is some optional backtracking at certain points in the game, Foregone is a largely linear experience, all about going from one point to another and adapting your strategy along the way. In a generation where nonlinearity reigns supreme, such straightforward design is refreshing to see.

If there’s any game that seems like an accurate comparison to Foregone, it would have to be Dark Souls. From the very start of the demo, the world of Foregone is inhabited with fearsome enemies that don’t hold back. If you don’t watch what you’re doing, it can be easy to get overwhelmed and fall under the pressure. Thankfully, there’s a broad assortment of abilities at your disposal, such as a wide area of effect move that can stun enemies within a wide radius, and a powerful shield that can block many attacks. I fell many times during my time with the game, but it never felt unfair. Rather, it merely felt like I wasn’t being smart enough with my own ability usage, and I was encouraged to keep jumping back into the world for just one more run, this time armed with better knowledge of my own abilities and potential strategies.

And it’s a beautiful game too. Rather than featuring the typical pixelated aesthetics often associated with platformers, the world is actually built-in 3D with a pixelated filter applied on top of it. This allows for a uniquely detailed environment and distinctly fluid animations. Foregone looks to be a worthwhile action game that should be worth checking out when it hits early access via the Epic Games Store in February, with a full release on console and PC to follow later this year.

The Artful Escape

Bursting with visual and auditory splendor, The Artful Escape is easily the most surreal game I played at PAX South. The demo may have only lasted about ten minutes, yet those ten minutes were dreamlike, transportation from the crowded convention to a world of color, music, and spirit.

As its name would suggest, The Artful Escape is an otherworldly escape from reality. Its luscious 3D environments are populated with 2D paper cutout characters, its dialogue leans heavily into the mystical (the player character describes his surroundings with phrases like “a Tchaikovsky cannonade” and “a rapid glittering of the eyes”), and its music often neglects strong melodies in favor of broad, ambient background themes. This all combines to create a mystical, almost meditative atmosphere.

It only helps that the platforming gameplay itself is understated, not requiring very much of you but to run forward, leap over a few chasms, or occasionally play your guitar to complete basic rhythm games. This gameplay style may not be the most involved or exciting, but it allows you to focus primarily on the overwhelming aesthetic majesty, marching forward through the world while shredding on your guitar all the while.

This Zenlike feel to the game is punctuated with occasional spectacular moments. At one point, a gargantuan, crystalline krill called the Wonderkrill burst onto the screen and regaled me with mystic dialogue, while at another point, I silently wandered into a herd of strange oxen-like creatures grazing in a barren field as the music began to swell. The demo was filled with such memorable moments, constantly leaving my jaw dropped.

For those who think that games should be entertaining above all else, The Artful Escape might not be so enthralling. Its platforming is extremely basic and its rhythm minigames are shallow at best. For players who think that games can be more than fun, however, The Artful Escape is set to provide an emotional, unforgettable experience, an escape that I can’t wait to endeavor.

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PAX South Hands On: ‘Boyfriend Dungeon’ Wields Weapons of Love

A weapon is an adventurer’s best friend, and Boyfriend Dungeon is focused on deepening that relationship.



Boyfriend Dungeon

In most games, weapons are straightforward objects. Sometimes they can be upgraded or personalized, but at the end of the day, they function as little more than tools for a single purpose: to cut down enemies and make progress in the game. Boyfriend Dungeon, however, proposes a different relationship with your weapons. They’re more than just objects. Instead, they’re eligible bachelors and bachelorettes that are ready to mingle.

Boyfriend Dungeon is a dungeon crawler and dating sim hybrid all about forging an intimate bond with your weapons and, after demoing it at PAX South, this unique mix seems to be paying off.

There are two main activities in Boyfriend Dungeon: exploring the loot-filled dungeons (referred to as “The Dunj”) and romancing the human forms of your weapons. There’s been plenty of great dungeon crawlers in recent years, but Boyfriend Dungeon sets itself apart by humanizing its weaponry. This concept may sound strange on paper, but Kitfox games director and lead designer Tanya X. Short is confident that players have long been ready for a game just like this.

“A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.

“I think the fans of Boyfriend Dungeon have been out there for years, waiting. I remember when I was in university ages ago, I was sure someone would have made a game like this already… but I guess I needed to make it myself!” She adds that “A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.

Boyfriend Dungeon

My demo with Boyfriend Dungeon began simply enough. After a brief character creation phase where I chose my appearance and my pronouns (he/him, she/her, or they/them), I was dropped into the stylish, top-down hub world of Verona Beach. Here I could explore the town and choose where to date my chosen weapon. I decided to head to the public park to meet Valeria, a swift and slender dagger.

“Today I’m writing dates with a scythe, and that’s beautiful.”

Upon reaching the park, I discovered Valeria in her dagger form. When I picked up the weapon, a beautiful anime-style animation commenced in which she transformed into her human form. What followed was a visual novel-style date sequence complete with detailed character art and plenty of dialogue options to help romance your date.

The dialogue is full of witty, self-aware humor and charm – there were more than a few jokes about axe murderers along with other weapon-related puns, for example. Short herself put plenty of love into the writing. “Writing dates with weapons is a joy I never knew could be part of my job, but here we are. Today I’m writing dates with a scythe, and that’s beautiful.”

Boyfriend Dungeon

I loved my date with Valeria, but she’s not the only potential mate in Boyfriend Dungeon. Rather, there’s a cast of five potential partners in the game, each of them hailing from distinct backgrounds and identities. “When I was coming up with the cast for Boyfriend Dungeon, I tried to imagine as many kinds of people and personalities that I could be attracted to as possible.”

Short drew from her own personal experiences in creating the cast. “I was very lucky to meet my partner many years ago, so I haven’t actually dated many people in my life, but I become fascinated with people I meet very easily, and they can provide inspiration. Whether they’re upbeat and reckless, or brooding and poetic, or gentle and refined…there’re so many kinds of intriguing people out there. And in Boyfriend Dungeon, I hope.”

After building up this bond during dialogue, it was time to put it to the test by exploring the Dunj. Of course, this isn’t the typically dreary dungeon found in most other dungeon crawlers. Instead, it’s an abandoned shopping mall overrun with monsters to slay and loot to discover with your partner weapon.  

Boyfriend Dungeon

Combat is easy to grasp, focusing on alternating between light and heavy attacks and creating simple combos out of them. Just like how the dating content aims to be inclusive for people of different backgrounds, Short hopes for the combat to be accessible for players of different levels of experience as well. “Hopefully the dungeon combat can be approachable enough for less experienced action RPG players, but still have enough challenge for the people that want to find it.”

Based off the demo, Boyfriend Dungeon seems to achieve this goal. I loved learning simpler moves and discovering new combos with them. Movement is fast, fluid, and intuitive, making it a pleasure to explore the Dunj. Succeeding in dungeons will also result in a stronger relationship with your weapons, so it’s in your best interest to perform well during combat. Of course, your weapons don’t simply level up – instead, their love power increases.

An arcade environment

“Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”

Fighting and dating may seem like two disparate concepts, but in practice, they manage to mesh surprisingly well. “The game is mostly about switching from one [gameplay style] to the other,” Short says, “and it’s nice for pacing, since you often want a breather from the action or get restless if there’s too much reading.”

The overarching story and general experience remain relatively firm throughout the whole game regardless of your decisions, but Short encourages players to enjoy the ride they take with the weapon they choose. “Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”

In Boyfriend Dungeon, your weapons can wage more than just war. Rather, they can spread love and lead to deeply fulfilling relationships. Boyfriend Dungeon is one of the most refreshing games I played at PAX thanks to its engaging dungeon exploration and combat and its surprisingly positive view of weaponry. That’s the mission of peace that Short had in mind with the game: “It feels like a difficult time in the world right now, but that’s when we most need to find love and compassion. Let’s try our hardest to be kind.”

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‘Sayonara Wild Hearts’ is the Rhythm Game of a Lifetime

Few Rhythm games can boast the sheer strength and variety of gameplay and stellar soundtrack that Sayonara Wild Hearts offers the player.



Sayonara Wild Hearts

Rhythm games can sometimes be a dicy prospect. As well populated as the genre is, the possible variety in musical style, required skill set and game length can make it hard to parse whether a rhythm game will be a good fit for an individual player. With that in mind, few rhythm games nail all of these attributes as perfectly as Sayonara Wild Hearts does.

A neon-drenched fever dream of a game, Sayonara Wild Hearts tasks the player with driving, flying and sailing through an increasingly elaborate world of giant robots, sword battles and laser fights. In this ethereal plain you battle other wild hearts as you seek solace from a broken heart and navigate around the obstacles of each course.

Though this may already sound very gnarly, or even radical, if you will, what really makes Sayonara Wild Hearts work so well is the diversity of of its levels. Some stages will see you weaving in and out of traffic while dodging oncoming street cars and the like, while others will see you navigating a ship across storm drenched waters or working your way through a retro inspired shooter. There’s even a first person level that calls to mind old school PC classics like Descent

Sayonara Wild Hearts

It’s really something to see so much variety packed into a game that it nearly defies classification as a result. Few games can offer the depth and breadth of gameplay that Sayonara Wild Hearts does, and that’s part of its enduring charm.

Of course, a rhythm game is only as good as its soundtrack. Luckily Sayonara Wild Hearts soars in this regard as well. The soundtrack contains pulse-pounding beats by Daniel Olsén and Jonathan Eng, with dreamy pop vocals by Linnea Olsson. Inspired by the likes of Sia and Chvrches, the killer soundscape of the game will keep you powering through time and again in hopes of attaining the ever elusive perfect run. A rank system and collectibles keep things interesting as well.

The unique look of the game is another feather in its cap. Pulsing neon lights pump to the beat while pinks, purples and blues color the world around you in a unique 1980’s dance club aesthetic. All of the elements coalesce together to make a game that looks and feels like nothing else you’ve ever played.

Sayonara Wild Hearts

As mentioned at the top, sometimes rhythm games live or die based on their difficulty and accessibility. Fortunately Sayonara Wild Hearts manages to nail this aspect of gaming too. All you need to do to pass a level is get a Bronze ranking, which is attainable even for those of low skill sets. My 5 and 6 year old daughters were able to beat several of the levels, even some of the harder ones. Better still, less skilled players can skip the more challenging areas of the later levels with a prompt that comes up automatically when a player fails three times in a row.

With a stellar attention to all of the aspects that make for a successful rhythm game, Sayonara Wild Hearts is the rhythm game of a lifetime. Destined to be listed among the best games of 2019, and in the company of the best rhythm games of all time, Sayonara Wild Hearts is revolutionary entry into the genre and one of the best indies to come along in years.

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