Wii U Priced at $300 for Basic, $350 For Deluxe

Nintendo announced the price of the Wii U in New York City today, and to the surprise of some, the Wii U will come in two price SKUs:

  • Basic Set ($299.99) – 8 GB white Wii U, white Wii U GamePad
  • Deluxe Set ($349.99) – 32 GB black Wii U, black Wii U GamePad, GamePad Cradle, Wii U console stand, Nintendo Land

Already, GameStop is offering the following trade-in deals:

  • $50 trade credit for a Wii
  • $90 trade credit for an Xbox 360 (original), PS Vita or 3DS
  • $115 trade credit for a PS3 (original) or Xbox 360 (slim)
  • $140 trade credit for a PS3 (slim)

Nintendo also released the list of launch titles as well:

  • 505 Games -Funky Barn
  • 2K Sports- NBA 2K13
  • Activision – 007 Legends, Black Ops 2,Transformers Prime, WipeOut 3, Skylanders Giants, Cabela’s Dangerous Hunts 2013, Rapala Pro Bass Fishing
  • Capcom -Monster Hunter 3 Ultimate
  • D3Publisher – Rise of the Guardians: The Video Game, Ben 10: Omniverse, Family Party: 30 Great Games Obstacle Arcade
  • Disney Interactive – Disney Epic Mickey 2: The Power of Two
  • EA – Mass Effect 3, Madden 13, FIFA 13
  • Frozenbyte – Trine 2: Director’s Cut
  • Gaijin Games- Runner2: Future Legend of Rhythm Alien
  • Majesco Entertainment – Zumba Fitness Core
  • Maximum Games- Jett Tailfin
  • Namco – Tekken Tag Tournament 2 Wii U Edition, TANK TANK TANK
  • Nintendo – Nintendo Land, New Super Mario Bros. U, NINJA GAIDEN 3: Razor’s Edge, SiNG PARTY, LEGO City: Undercover, Wii Fit U, Game & Wario, Pikmin 3, The Wonderful 101 from Platinum Games
  • SEGA- Aliens: Colonial Marines, Sonic & All-Stars Racing Transformed
  • Shin’en- Nano Assault Neo
  • Tecmo Koei- WARRIORS OROCHI 3 Hyper
  • THQ- Darksiders II, Wheel of Fortune, JEOPARDY!
  • Two Tribes- Toki Tori 2
  • Ubisoft – Assassin’s Creed III, Just Dance 4, Marvel Avengers: Battle for Earth, Rabbids Land, Sports Connection, Your Shape: Fitness Evolved 2013, ZombiU, Rayman Legends
  • Warner Bros. – Scribblenauts Unlimited, Game Party Champions, Batman: Arkham City Armored Edition

Let us know what you think.

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I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?

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(Thanks, Joystiq)