What’s so appealing about 3-D, anyway?
A while back, I saw two landmark 3-D movies in the same six-month timespan: Avatar and the revival of Captain EO at Disneyland. The latter, a 1986 Michael Jackson flick, used 3-D in the sort of ham-handed ridiculous way it had always been used: Asteroids flew into the seats; evil monsters poked their claws and spears into your face. Cue screams and laughter from audience.
[bug id="nintendo-3ds"]For a movie so closely identified with the current 3-D boom, James Cameron’s Avatar never tried any of these tricks. I quickly forgot I was watching a “3-D movie.” The depth, the added sensation of things being further away, had the subtle effect of making everything seem real, touchable. The 3-D technology was the medium, not the message.
The Nintendo 3DS is at its best when it does Avatar, not Captain EO. Games that make players go gaga over the innovative glasses-free 3-D display are all well and good. But it’s the way the small screen’s 3-D effects make every 3DS game look like a little animated diorama in a shoebox that impresses me the most. Something about that third dimension brings games to life.