Los Angeles Times

Gaming on the go

Nintendo’s versatile Switch reimagines the console for the mobile era

- By Todd Martens

Not since the debut of its original Nintendo Entertainm­ent System has the Japanese company released a home video game console with as much potential to shake up how we play as the Nintendo Switch, which became available Friday.

Thirty years ago, Nintendo reinvented the video game medium. Not only did the NES lead to such genredefin­ing interactiv­e entertainm­ent as “Super Mario Bros.” and “The Legend of Zelda,” but it also liberated games from the arcade and brought them to the American living room.

Where they could increasing­ly be played for hours, days, weeks, months. Rather than intense, cliffhange­r-like action that demanded the next 25 cents, home games had pace, tempo and rudimentar­y stories. They were also accessible — no obscenely pricey home computer or trip to a teenage-infested arcade needed.

The Switch takes that livability to another level. It is a home video game console that’s connected to a television. But it’s also a handheld device designed for ultimate mobility. And at least one of its games barely requires the use of a screen at all.

The Switch doesn’t tell you how, or where, it should be played; the Switch adapts

to suit to your needs. In many ways, it’s the antidote for the the toy-like Wii U, which used a plastic, tabletlike controller and, in hindsight, misjudged our appetite for multiple screens. Selling just 13.6 million units since its launch in 2012, the Wii U has the unfortunat­e distinctio­n of being the poorest-selling Nintendo console.

The Switch, then, is the device with which Nintendo hopes to reverse its fortunes.

It looks far less like a child’s plaything and is arguably the first major video game console to prioritize user convenienc­e, down to detachable controller­s. When attached to the Switch, they give it the feel of a hand-held game machine; apart they become two mini individual controller­s.

Slip the Switch into a dock connected to your television and it acts as a traditiona­l video game console. Disconnect it and the Switch instantly becomes a touch-screen-enabled tablet for gaming on the go.

Want to play with a friend at a coffee shop? The Switch makes that possible. Want to fuel insomnia and play into the early-morning hours in your bed, or play on the couch, staring at the TV? The Switch makes all that possible too.

As an idea, there is no other video game console on the market that feels as in tune with how we live and play.

Imagine a Game Boy or an iPad with the power to run a deeply expansive game such as the new “The Legend of Zelda: Breath of the Wild,” the sort of game that previously required a PC or TV-connected console. With such a massive game made portable, the long-held norm of being tethered to a couch feels outdated.

The Switch may not fit in our pockets, but it slides easily into our mobile and tablet-obsessed age. After a week with the Switch, it’s easy to look forward to a day when it’s possible to jump from “Breath of the Wild” to, say, an email app or Netflix.

And that gets to the heart as to what is wrong with the Switch: It needs things for the user to do. Concepts and reality are different things. And for all its impressive tech, the Switch is more theory than actuality.

The console has two major hurdles: to convince hardcore gamers that the Switch can cater to their high-powered whims and to convince casual players that the Switch is better than a cellphone or tablet.

“The Legend of Zelda: Breath of the Wild” immediatel­y makes a case for the former, as it reimagines the fantasy franchise as a more sophistica­ted, yet never overwhelmi­ng, free-flowing adventure.

But to become a mustown system, the Switch needs more games, more apps and more connectivi­ty.

At launch, the only mustown title for the $299 Switch is the $60 “Breath of the Wild.” And as with any piece of new tech, there are also some hidden costs; owners will want to invest in a microSD card to boost the console’s low memory as well as potentiall­y a USB-C cord or additional charger to facilitate gaming away from home.

The cute — and freakishly weird — party game “1-2 Switch” is worth investigat­ing despite its $50 price tag. The title proves that Nintendo’s army of developers remain as goofy as ever, and its selection of mini-games utilizes the Switch’s detachable controller­s to clever but gimmicky results that emphasize movement and interactio­n and de-emphasize the screen.

Some games are simple and straightfo­rward. Others are downright insane, such as games that ask players to mimic milking a cow (you squeeze the controller buttons as if they’re udders and swipe down) or cradle the controller like a baby and rock it to sleep.

Although these little diversions may not have longterm appeal, they feel like a win, for the Switch’s versatilit­y invites developers to get creative.

And if Nintendo ultimately creates a robust online store, complete with games and apps that utilize the touch-screen as well as the controller­s, the Switch could easily become a mustown tablet.

For now, however, the Switch is all “Zelda,” all the time, and Nintendo hasn’t exactly been forthcomin­g regarding nongaming frontiers for the device. But as long as Nintendo continues to lead us into unexpected — and, more important, accessible — terrain, the Switch appears a safer bet than the Wii U.

So, let’s go milk some virtual cows.

 ?? Nintendo ?? “THE LEGEND OF ZELDA: Breath of the Wild” is a sophistica­ted, free-f lowing adventure that can be played on the new Switch.
Nintendo “THE LEGEND OF ZELDA: Breath of the Wild” is a sophistica­ted, free-f lowing adventure that can be played on the new Switch.
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 ?? Nintendo ?? AN IMAGE from the Switch ad that aired during the Super Bowl. The gaming device went on sale Friday.
Nintendo AN IMAGE from the Switch ad that aired during the Super Bowl. The gaming device went on sale Friday.

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