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nintendosealagain140×105.jpgNintendo spokesperson extraordinaire Perrin Kaplan can handle any questions I throw at her.

So why hold back?

In today's second part of my recent interview with Kaplan, I ask her about criticisms of Nintendo's Seal of Quality insofar as it affects the quality of third party games, the lack of a consumer program in the U.S. that's as good as Japan and Europe's Club Nintendo and about her craziest days at work (surely the day that "Revolution" was re-named "Wii").

I even got her to speak Japanese -- just a little. And we discussed the Stephen Totilo Game Company. But of course!

For those interested in the full experience, start with Part One. Everyone else can read on...

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Meta Knight In Smash Bros BrawlFans of "Super Smash Brothers Brawl" for the Wii, I apologize now.

Back when I studied at Columbia University's Graduate School of Journalism I was taught the importance of recognizing important news and bringing hard-won information to the public.

And yet, despite my schooling, I have failed. I went to a Nintendo summit two weeks ago. I played at least a half-hour of "SSBB." I asked questions. Filmed videos that explain the game's controls. I tried a host of characters.

But I did not snap a photo of Meta Knight's Final Smash.

Like I said, I failed.

Apparently the torrent of information released about "SSBB" via the game's official blog has not been enough to satisfy "SSBB" fans. Screenshots of 15 announced stages, 22 announced characters, descriptions of multiple modes and even the revelation that each character in the new game will be able to grab an item that lets them deliver a special devastating move called the Final Smash ... nothing is enough for the "SSBB" fan.

No, they want to know what Meta Knight's Final Smash move is. At least one "Smash" fan out there suggests that such a scoop would be huge news.

And all I have is a sentence of notes describing it.

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Nintendo's Perrin KaplanA couple of weeks ago I interviewed Nintendo's vice president of marketing in the U.S., Perrin Kaplan. I've talked to her quite a bit but have seldom formally interviewed her.

She's not a bad person or anything. She just has a reputation for so-called Jedi Mind Tricks (aka not really answering questions).

Still, the 15-year company veteran must know plenty about what Nintendo is up to. And with news of her end-of-2007 departure from Nintendo hitting the morning of our interview, it was a good time for us to chat.

What follows is the first of a two-part interview, conducted in a hotel in San Francisco, a few floors below the demo suite for Nintendo's gameplay summit.

In Part One, she and I talk about how Nintendo is re-thinking its release calendar, what Wii consumers are really buying, where the missing "September Surprise" went, whether the Wii jackets are the result of lawsuits, and much more.

Part Two will cover recent criticisms from the gaming press that the Nintendo Seal of Quality doesn't work, her thoughts on "Smash Brothers" vs Xbox Live and the most interesting moments in her career.

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fireemblemcrop.jpgAbout a year and a half ago I helped bring four of the world’s top game developers -- Cliff Bleszinski, David Jaffe, Harvey Smith and Will Wright -- together for a roundtable discussion.

We aired it online and later on MTV2. Harvey joked to me in advance that the conversation would resemble the kind of "nerd chat" game developers have all the time. And, I suspect it did.

But it also got more serious than I expected it to, especially when Harvey talked about the meaning of death in video games. Spinning out of a talk about creative freedom, he said:

I would like to make a game that explores our relationship with death, culturally and intimately. I would like to make a game with one player character that is in different phases of his life. So in the early mission he’s the five year old boy who… finds his dog dead in the back yard. And he’s trying to understand what has happened. Later he’s the teenager who’s grandfather died. Later he’s the middle-aged man whose wife died. Eventually he’s the old doddering man whose son died. And all of these things are about the different ways in which we experience death

The average video game has a thousand deaths in them and yet none of them are deep or real or intimate at all. And death has influenced my life a great deal. My mom died when I as six. My dad killed himself. And so I’ve got all this death in my background that I’ve had to overcome. And that as an artist is the sort of thing I would like to work on and no one will pay for it.

That's the statement that I recall most often from the "nerd chat." It revealed how personal and how powerful games could be. It also suggested games’ limits. Watching the clip you'll see David Jaffe raise legitimate concerns about whether Harvey's idea could work as a game. I go back and forth on that.

The statement also struck me as an extraordinary indictment of games, a one-star review for a medium that has managed to convey little of the potency -- little of the emotional heft -- of one of the concepts it most commonly presents.

Video games, I believe Harvey was right to suggest, don’t convey the impact of death very well. I’ve come across few games that do. In fact, I've only come across one that makes gameplay-driven death hit hard. Of all things, it's a Nintendo strategy game series. It's "Fire Emblem."

So I was alarmed when I learned at the Nintendo media summit earlier this month that one small change being made to the American version of the next "Fire Emblem" might undermine the very thing I praise in this series.

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Battalion Wars 2There are things people at Nintendo know that they don't want me to know.

There are things they don't want you to know either.

Is it possible that such things include the simple, straight-forward details of a new high-quality Wii game that comes out in less than two weeks?

And, if so, is there method to such apparent madness or are Nintendo's most hardcore games just being set up to fail?

At the Nintendo Media Summit last week in San Francisco I asked the company's vice president of marketing in the U.S., Perrin Kaplan, about Nintendo's apparent strategy to wait until the last minute to tell its customers about certain Wii games. We talked about the brief and deeply unpopular pre-release "Metroid Prime 3" hype campaign, comparing it to "BioShock" and "Halo 3."

I'll share that exchange in a moment, but first, let me tell you a story that epitomizes the issues. It's a story from last Friday, a day after my interview with Kaplan, a day I tried to find out a little bit more -- a little bit too much, it turns out -- about "Battalion Wars 2."

And what a mistake that was.

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Super Smash Brothers BrawlOver at MTVNews.com I published an interview today with Nintendo's Nate Bihldorff, the guy who has been showing me Wii games in the recent videos on this site.

We chatted for about 15 minutes at Nintendo's media summit last week, and he gave me as much of an update as he could on his major projects, which include "Super Smash Brothers Brawl."

Here are two excerpts to chew on, if you're not planning on reading the whole thing...

-On the "Metal Gear Solid"-style codec sequences in "Smash":

The scripts for the exchanges were written in Japan, approved, in this case, by Hideo Kojima, creator of "Metal Gear," and then translated and recorded in English in the U.S. "As [the 'Smash Brothers' developers] were writing them, they knew they were going to be very, very funny. And so the actors took it that way. Going through the Wario sequence where it's the Colonel in this very serious voice telling Snake he's attacking by farting, the [actor playing the] Colonel was just cracking up. The first three or four takes he just couldn't do it. Then he got into character and banged it out there."

And on long-time Mario voice-actor, Charles Martinet's first trip to Japan, which was this year:

"This was just a perfect storm sort of a project where we had a lot of different projects that we'd be using his voice in and we thought, 'Why not bring him over there? He's never met a lot of these guys.' " Martinet had met "Mario" creator Shigeru Miyamoto, but not many others. "He was very popular," Bihldorff added. Does that mean a lot of people asked him to say, "It's-a me, Mario!"? Indeed. "He is asked to say that all the time. That's nothing new for him."

There's more where that came from. Check the link up top.

mario_281×211.jpgSure, you could read my minute-by-minute breakdown of "Super Mario Galaxy" and pick up all kinds of tidbits about the game's controls, difficulty, the thing that was removed from the game since E3 and even the best way to cheat when playing the game.

But you could also watch this video. Four and a half minutes of two areas I don't think you've seen before. It's narrated by Nate Bihldorff, one of the top writers at Nintendo of America and a frequent interview subject of mine (another one coming later today!).

If you don't want to have too much spoiled, but you want to see the most impressive Mario jump I've ever witnessed performed without computer enhancements, cue this footage to 3:00 (or 1:33 to go, as it were).



For those of you wondering what the deal is with my "Ratchet and Clank" comment, brush up over here. And don't worry, Nate can take it. So can Miyamoto and Nintendo Tokyo, the studio making the game.For a little extra, check out a "Galaxy" bonus clip in part two.

Nintendo is only permitting the media to show just under five minutes of each game featured at the company's recent media summit that I attended in San Francisco. That's partially why I'm writing so many words about it. Still, with last week's "Smash Brothers" controller tutorial clips and today's "Galaxy" clips, you're getting to see some good stuff.

Hit the part one of today's "Galaxy" material to see a substantial section of the game. Click the video here, however, to see one of the more mind-bending sections. Just to set this up, the game is being demonstrated by Nintendo's Nate Bihldorff. I'm supposed to be helping him with a co-op assist. That means I should be using my Wii remote to wand over stars and to shoot those stars at enemies.

That's not quite what happens:


Stephen is back with Nate Bihldorff to explain how to play "Super Smash Bros. Brawl" with the classic controller. This round, Diddy Kong takes on Samus, and Nate doesn't hold back as Stephen demonstrates his "special move" of running away.



Check out part one of our other Smash Brothers Wii controller tutorial here.

[UPDATE - Thursday, October 10, 6:22 PM EST - Better quality version of the video posted]

Right now Multiplayer editor Stephen Totilo is out in San Francisco getting a first look at Nintendo's upcoming line-up, including "Super Smash Bros. Brawl." While everything else at the event is under embargo, Stephen was able to catch up with Nate Bihldorff, a writer at Nintendo's Treehouse, to get an explanation of the control scheme using the Wii contoller.



Nintendo wouldn't allow a direct video feed, and they also required having someone playing the game in the shot. This is a two-part demonstration, so come back soon to see another video demonstrating the game using the classic controller! Read more...