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Nintendo Wii Archive

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Conduit 2 Review

A brief look at the history of The Conduit would be somewhat of a roller-coaster ride. Initially hailed as the Wii’s savior, then scrutinized by nearly everyone leading up to its release in mid 2009. At release, it was actually successful, even garnishing some decent scores from the gaming media. But it was also nearly universally brushed by everyone as a mere distraction and at best, a rental. Looking back now at its meteoric rise to spotlight a few years ago and hindsight will tell us that it was a little absurd. On many levels the original Conduit succeeded, but it fell flat on even more. It was a freshman try from a developer who had not done something this ambitious. But regardless, when I played it back then, I saw potential, I saw it in the controls and the tech. I guess the real question is whether Conduit 2 succeeded where the first did not.

 

The answer in my opinion is a big, fat yes. This game may not be perfect, but compared to the ultra generic first game that took itself too seriously, Conduit 2 looks like a polished diamond. I’ll first start with the technical details of the game. The graphics are what many people were drawn to with the first game, and to be perfectly honest, it really didn’t quite deliver what everyone was hoping for. Of course we are talking about the Wii here, and though it is more powerful than people give it credit for, there are still a limited number of pixels for Conduit 2 to paint its picture with. But regardless, if you play this game on a plasma television (it seems to look considerably better on plasma) in 480P then you will catch yourself forgetting that it is a Wii game at all. From impressive lighting effects to richer textures and environments than just about any other game on the console, this game can dazzle. But of course, when put up to serious scrutiny you will find many flaws. The character models are a bit waxy looking and the lip-syncing can be pretty lousy. But like I said, if you just play the game and try not to focus on just the way it looks, there is a reasonable chance you will just forget that it is on the Wii at all. Which, let’s be honest, is about as good as you can get on the Wii.

The audio is similarly impressive, it is about as good as you can do with no digital output. It is loud, boomy, well balanced and even has a hint of true surround sound in it. I would say overall, this is the most impressive game I have heard on the Wii. Sadly, the soundtrack itself is not a complete winner. While some of the lower more moody stuff is impressive and fits well, it will often break into a more energetic pseudo orchestrated piece that actually just sounds cheap. There are other similar moments that use a more hard rock sound that works a lot better (think Falling Down with slow, deliberate drums and a clear, heavy guitar riff). So just expect to have some weird moments when it comes to the soundtrack.

As for glitches and slow down, there are almost none to speak of. I experienced a glitch in a boss battle where a character was walking about while hovering 2 feet off the ground; but that is a pretty minor issue, so I think they bug squashed pretty well in this game. But back to the slow down, there are a hand-full of moments where the game becomes slightly too much for the Wii, and when I say slightly I mean just that. It will be noticeable, but the game will adjust itself pretty quickly and really was never a factor. Surprisingly, my Wii had more slowdown while pulling up the game icon from the Wii menu!

As for the single player, I was actually genuinely into it. The first game was too serious, and the fact that it took itself that way and was too generic just left a bitter taste. The story progresses nicely from where the last game left off. The story eventually brings you to a hub world which makes it nice and easy to revisit to past levels to get collectibles (it specifies what items you are missing on each level) such as: weapon blueprints, unlockable bonus levels, upgrades and so forth. And on the note of collectibles, it is gratifying to not collect 100 random flags for no reason whatsoever. They do an admirable job of making it feel like you are actually unlocking stuff. In fact, some items that you scan just give you points to spend in the multi-player store so you can get a nice head-start with your online load-out.

You can tell that they knew there were problems with the first game, they dropped the bad and ran with the good. Gone are the mundane office buildings and hallways. Environments are now much more open and engaging. Instead of taking place exclusively in D.C., the hub world makes travelling easy and convenient story-wise, so prepare for wide open levels, and even more with lots of nooks and crannies. I’ve mentioned the seriousness of the first game several times, and I’m glad to report that this game is much more tongue in cheek. There are random pop-culture references (Ninja Turtles anyone?) in places where they thought they would be fitting comedically, and even some self-deprecating humor about video games. So it is an amusing change of attitude. As for the story, itself, it’s certainly better and clearer than the first game, though the quality of the story is nothing groundbreaking, just mildly stimulating. Of course, they kind of committed themselves to complete the story by leaving the first game open for a sequel. So I will be curious to see if they can come up with something a little more daring in their next property, once they wind up the Conduit series of course.

Now if you remember, the last game left us with the worlds cheapest cliffhanger. This games ending is much better, the story feels likes it gets wrapped up, even though it has an ending that undoubtedly makes you want to play the next game (assuming you liked this game of course). Like you might have heard, it is undeniably a WTF ending, but in a good way, at least for me. The first game was serious, the second tongue-in-cheek, and if this ending is any indication then the last one will be all out coo-coo for Cocoa Puffs! And with all this chatter about the next Nintendo console being “Signitificantly more powerful” than the current-gen systems, then I can not wait to see what HVS will do with some real hardware!

There are a few detractors in the game though. The worst is poor AI, and the less serious second are a few too many ankle biters which were particularly annoying, most of which require a considerable melee flogging. However, due to limitations of the Wii-mote, you can either have accurate grenades, or accurate melee. And having to choose one or the other is simply unacceptable, but frankly this is more Nintendos fault more than anything. You can always play with the classic controller if you want, but I found it much more inaccurate and clunky. You can take that as an endorsement for pointer-controls, or as an insult to the classic controller, but I’ll tell you, it is a little of both, but mostly the former. The pointer controls are, in fact, splendid (underused word of the month). In the last game, I had to tweak my controls a bit to get them to fit, which you can still do of course, but I found the default sensitivity remarkably close to perfect for my taste. You can also move around different buttons and HUD layouts, all of which are much appreciated (listening game industry?). You will also recognize a lot of the weapons from before, but with a little better tuning, and many additional weapons. My personal favorite being a weapon that runs either hot or cold. Hold the fire too many times and you’ll overheat. Or use the guns built in active-camo too long and it will freeze over. There are a number of different strategies you can use with this gun that I have never found my self doing before in a game. You might even find yourself going invisible to the limit so that you can fire longer without the gun overheating, or vice versa. Even my jaded brother perked up when he saw that gun!

Often the environments will look very lush, though from the wrong angles you can see it looking rather flat.

Now the last thing to talk about is the multi-player, I, unfortunately, was not able to evaluate the split screen. Though I was able to play a little online. The modes are a combination of classic and new modes that will keep you interested for a while. And the upgrading system is similar to black-ops with an in-game store where you spend earned credits. I personally prefer the MW2 model, but to each his own. It is fun and encourages continued play. So I am alright with it. I never had a problem getting into a game quickly, and I was even trying the online out in the middle of a non-holiday workday! The experience was a mixed bag in terms of lag and choppiness, in one game, it was quite choppy until the player dropped out, it immediately became smooth after that, so obviously one lousy connection can have a significant negative impact. But, thankfully, Nintendo gave HVS the authority to issue firmware updates, a Wii first (I believe they had to severely twist Nintendos arm on this though) if I am correct. So you might even be able to expect new modes and levels (do not take this as any sort of confirmation, merely a possibility), and certainly expect them to issue updates smoothing out issues like I just described.

So overall, I would call Conduit 2 one of the most satisfying experiences I have had on the Wii, even close to the likes of Metroid Prime 3! Between a much better mood (thanks Jon St. John), better level design, better mechanics and just an overall more fun experience I wholeheartedly give this game a…

4 out of 5.

0

Epic Mickey and Choosing Game of the Year

As some of you may know, I’m a member of The Perfectly Sane Show podcast, and recently we recorded our final episodes of the year in which we debated and decided our Game of the Year winners.  It devolved into a drunken discussion that ended with a compromise.  Halo Reach won our overall Game of the Year.  My personal pick was Epic Mickey, but nobody had played it because they’re biased against the Wii, and they blindly chose to believe the critics when it came to that game, even though outlets like X-Play loved it.

Our choices sparked an interesting discussion about what’s most important in a game—the overall package or pure gameplay?  I’m one of “those people” who argue that gameplay trumps everything else.  In fact, I rarely even bother to follow the story in a game.  We were split on what matters most.  Chris and I argued for games like Pac-Man Championship Edition DX and Halo Reach because they were tightly designed from a gameplay standpoint and quite simply the most fun to play.  As great and ambitious as Red Dead Redemption is, honestly, it bored me to tears in the second half, and when that happens, I feel the game is ignoring its primary job.

It’s a tough debate, though, one I’ve begun to struggle with internally.  Roughly a month ago, I had Donkey Kong Country Returns near the top of my list because I felt it was the most flawlessly designed game I had played all year.  It’s also a game in the purest sense of the word.  Like old arcade games, it is meant to be played over and over until you perfect a level and beat it.  It doesn’t really have a story, but it doesn’t need one, because narrative should never be the primary reason we play games.  We have books, movies, and television for that.  Some would strongly argue against that point, and I’d be happy to hear your thoughts.  But then I played Epic Mickey, and it forced me to question my rigid, old-school stance, but I’m getting ahead of myself here.

Beyond the question of what matters more (gameplay vs. the whole package) is another related debate that I find unique to video games.  It is the only medium where I consistently have to choose between what I think is technically the most innovative and well designed, and what I personally loved the most.  When it comes to movies, I don’t have this problem.  I never say to myself, “Well, ‘Inception’ is a masterpiece, but damn, I really had fun with ‘Piranha 3-D.’ How do I choose?”  I always easily side with the most well-made film, because ultimately, it is the one I enjoy the most.  (By the way, this year so far it’s not “Inception,” but a little indie thriller titled “Frozen.”)  I think it’s because film is almost exclusively about narrative, and video games are primarily about fun.  However, as video games evolve as an art form, it becomes harder to focus solely on fun gameplay when there are so many facets driving the experience.

This tension between gameplay and the overall experience came to a head when I began playing Epic Mickey.  I went in with my strict belief that gameplay matters more than anything and Donkey Kong Country Returns, Halo Reach, and Pac-Man Championship Edition DX battling it out for my personal game of the year.  It didn’t take long before Epic Mickey defeated them all, which is funny because it’s a great game plagued by serious flaws in its gameplay.  For once, it was about the overall experience for me.  Epic Mickey felt special.  It made me feel something.

I have to give full disclosure.  There is something you have to understand about me, but it should not be the only thing you understand; it should not cloud your judgment and allow you dismiss Epic Mickey without playing it.  When I was growing up, my parents took me to Disney World nearly every year.  I’m not an obsessive fan of all things Disney, but I am an obsessive fan of Disney World—the parks, the rides, all the little details within them.  On the old IGN blogs, I wrote a detailed post on my vision for Disney World simulator game.

Epic Mickey is not a Disney World simulator, but nearly every level is either based on an old Disney movie, cartoon, or ride.  Most of the major levels are based on classic Disney rides—It’s a Small World, Space Mountain, and The Haunted Mansion, to name a few.  At one point, you fight Pete (dressed up in a Tron outfit) on top of Space Mountain.  In the first main level, you jump from boat to boat through a broke down It’s a Small World ride.  In the Haunted Mansion level, you have to solve a ridiculously complex level in the stretching room with the macabre paintings.  Hell, the hub world is a dark version of Main Street U.S.A. called Mean Street, complete with a cinema, town hall, fire department, and penny arcade.  It would be nearly impossible for me not to fall for this game on some level, but I must stress that my enjoyment of Epic Mickey doesn’t solely derive from my love of Disney World.

There are two major issues—camera and controls—holding Epic Mickey back from perfection, but those issues are outshined by interesting gameplay and stellar music, atmosphere, and storytelling.  The camera is controlled by the D-pad, which is somewhat awkard but mostly manageable; the problem arrives when it gets stuck in crucial situations.  The controls are a bit awkward and clunky, but the only real problem I have with them is your only attack is performed by shaking the Wiimote, and you really have to shake it for the game to register the attack.  In the rare tough combat situations, these problems can combine to create a temporarily frustrating experience.

The good stuff in Epic Mickey outweighs those issues and should be appreciated by gamers of all ages, especially those who still have an ounce of a child-like sense of wonder in them.  Like the best animated Disney films, the story is simple, but it’s well told and pulls at the heartstrings.  (Unlike most video game stories, I cared about it, and there is one moment that nearly brought me to tears.)  The setting and atmosphere is pure Disney perfection—bright, colorful, dark, scary, nostalgic, magical, and filled with details for fans.  The music is simply unparalleled by any game in recent memory.  It’s a travesty that Red Dead Redemption won the best music category on The Perfectly Sane Show over Epic Mickey.  Give the soundtrack a listen and see if you don’t agree.

But of course, underneath all that is the game, which is also great, despite issues with the core mechanics.  It’s a throwback to N64-era 3D platformers.  You know, games that had hub worlds and tons of items to collect and places to explore.  Games that lasted more than five hours.  And if it was just that, it would be enough for me.  I appreciate the slimmer design in modern games, but I miss those old, massive platformers, flaws and all.  They were games you could dig into and play over and over.  They also had charm.  Playing Epic Mickey is a bit like sitting on a couch with a blanket and eating grilled cheese sandwiches.  Throw in some Saturday morning cartoons, and you get the idea.

But on top of that core throwback design, Warren Spector and Junction Point Studios introduce a fresh layer of RPG elements.  The RPG stuff isn’t exactly new or incredibly deep, but it’s never been so cleverly applied to an old-school 3D platformer.  You can choose to use paint or thinner (good or evil) to complete most missions, essentially deciding whether to destroy this world of forgotten Disney characters and artifacts or restore them.  Your choices have a dramatic impact on the outcome of the story.  There are also smaller RPG touches, such as multiple active quests and the ability to fail them, or complete them in distinct ways.  In a level based on Mickeytown U.S.A., I had to get into a safe that was dangling by a rope over a character’s head.  Instead of finding the combination, I sprayed thinner on the rope, and the safe fell on the character and killed him.  I got the contents of the safe, but when I got back to Mean Street, some characters didn’t trust me, and my evil deed had made the local paper.

Like I said, I have a pretty strict and narrow set of guidelines when it comes to judging games, but Epic Mickey has shaken them.  Few games have done that to me.  And despite its flaws, Epic Mickey stands apart from (and made me feel more than) any other game this year.  There is something truly defiant and special about it.  Objectively, it’s hard to make a case for the game.  It’s not the best game of the year from a technical standpoint, but I enjoyed it the most.  Bottom line: I love it, and that’s why it’s my Game of the Year.  What’s yours?  And how do you choose?

3

Wii Review: Donkey Kong Country Returns

Nintendo delivers a golden goose  just in time for this holiday season with Donkey Kong Country Returns. From the moment the game was shown at E3 back in June, there has been much buzz and anticipation. The hands on demonstrations at E3 gave a pretty good look into the game play, and now with the actual game shipped; it is no understatement to say Nintendo has lived up to the fan’s expectations for the franchise and perhaps even exceeded them.

It has been over a decade since Donkey Kong Country 3 was released on the SNES and there hasn’t been any big Donkey Kong side-scrolling platformer since (Donkey Kong 64 doesn’t count).  With RARE being bought out by Microsoft it seemed those outstanding games we got in the 90s would be the end. Retro Studios (the guys who have been working on the Metroid series for the past few years) took the reigns for Donkey Kong Country with a lot to live up to.

Playing Donkey Kong Country Returns is like taking a trip down a nicely repaved memory lane.  It looks just like you remembered it as a kid, but even better.  Donkey Kong Country was all about amazing graphics, beautiful stage design, fun game play and of course our main characters Donkey and Diddy Kong.  All of the elements from the past are there with a lot of new polish that will leave you coming back for more.

The visual aspect of the game is stunning.  Games like DKCR just show you what developers could do with the Wii when they’re not busy making crap. Component cables are a must to fully appreciate how beautiful the game is. The bright vivid colors pop out in a fun and non-headachey or epileptic seizure-inducing manner, which is always good!

The game controls are pretty good, though some “waggle” is required. The controls are simple and responsive, always critical to a DKC title. Donkey Kong has the usual moves, he can tumble into bad guys, ground pound (waggle) to find secrets and also defeat bad guys and new to DKCR Donkey Kong can blow big gusts of air (hold down + waggle). This is most useful when finding things. Timing and precision is key, there will be many frustrating and difficult spots until you learn exactly the right way how to advance through a level. After muttering some obscenities, you will eventually figure it out. Luckily these tricky spots don’t really come across as annoying or unbearable.

DKCR also appeals to the OCD gamer. As in all DKC games, the letters K O N G are spread out across the various levels, as well as pieces of a puzzle. Trying to collect these things, while making it through a stage is enough to make you kick a kitten. Luckily, the developers seemed to have cared for the kittens by at least saving the puzzle pieces you get as you go (so long as you don’t quit the level), basically meaning if you died getting a piece of the puzzle – no worries, you won’t need to get it again on your next life.

The only downfall to this game, would be the story… or… lack of story? There are these Tiki-like monsters that decided to jack Donkey Kong’s bananas. Donkey Kong and Diddy Kong spring to action to get these bananas back. (Despite the fact that you’ll literally get thousands of bananas on the way to the end of the game, but I suppose Donkey and Diddy aren’t that smart) The Tiki monsters use their powers to hypnotize other creatures with their snazzy little jingles, presumably to merely delay the inevitable butt kicking they will get in the end.  Donkey Kong isn’t really a game that requires a story, so this isn’t a huge issue.  It is also a little disappointing you cannot play as Diddy Kong unless there are two players.

In the end, Donkey Kong Country Returns may even be better than the original games. The hard work off the developers has really paid of and shines through each part of the game. A fantastic choice for gamers of all ages and backgrounds!

Final Score 5 out of 5

 

0

Wii Review: Ghost Recon

Ghost Recon is something that was in many ways doomed from the start. First off, an attempt at a realistic shooter on a console that has left a wake of failed such games behind it was a bad omen. Take that and add that it was given the “it’s the Wii, so let’s make it as simple and repetitive treatment” and you get a very poor recipe indeed. Don’t take those statements as a disdain for this type of game, I would normally be quite excited to hear that one of Ubisofts flagship franchises was going to try its hand on the little console that could. However, what I found ended up being quite different than the surprisingly fun experience I got from Ubisofts last shooter outing on the Wii, Red Steel 2.

A rundown of this game will show you where they started to go wrong, it’s an on rails pop n’ stop shooter, much like you would have found in many arcades circa 1999. While if nothing else, this type of game does lend itself to mindless, “no strategy required” fun. Not to mention when everything about the game is pre-decided you would at least think the possibilities for scripted events would be endless. But quite to the contrary, the game is literally a shooting gallery; in fact it presents war in much the same way I perceived it when I was 8. Enemies pop out from cover and you shoot them whilst taking bullets likes a sponge. And the cheesy dialogue, the macho high-fives and one liner quips that any fan of Top Gun would be familiar with pervade the serious nature of war to make you feel as if the game is trying to be something Ghost Recon should never be, giddy.

Previous Ghost Recon games are methodical and very strategic; they have a plausible plot and a very serious demeanor. Here the plot (if you can pay attention) is as shallow as my pockets, Russian ultranationalists invade Norway, and all TWO of the American soldiers at the ready come to save it with the help of a Russian defector. That’s all I’ll spend talking about the plot, because that’s about how much I cared to take note of while playing the game.

Hmm, a strikingly similar pose to every other screenshot from this game.

But about the game play, it actually can be fun for a while. You’ll be equipped with various real world guns which may or may not be represented accurately (I’m told reloading an M249 takes upwards of 15 seconds, not 3 as the game would have you believe). You will run from cover point to cover point unloading copious amounts of unlimited ammo at AI that can only be described as being about as witty as a stump, about as equally nimble too. But of course an entire army of mindless drones does equate to some fun online leader boards in an arcade mode, but if you’re like me, leader boards only make me want to play more of a good game, not a bad one. Even co-op multiplayer is only fun for a few levels at most. I should mention that there is a built in achievement system (mention acheivements in review: check). Even played on normal there will be frustrating one hit kill attacks from enemies that really make things difficult. In fact, at one point I had to retry fifteen times in order to pass one checkpoint, the only reason I made it through is because I had two uses of a slow motion feature the game calls focus. I had to use both to finally get passed, but if I only had one, I surely would have had to restart the entire level.

I'm not sure how strategically sound bright yellow lights are.

From a technical standpoint the controls work quite well and only has a few detractors (minus the oft ill-fated Wii sniper). Of course the graphical side of things is about as impressive as the games voice acting, abysmal. The sound isn’t much better, lacking pop and the much needed submersion of good sound-effects. The score seems to have eaten up a good chunk of the budget since it seems to be very generic and poorly written but well produced.

I know I ragged on it, but it is actually something a 10 year old would probably enjoy. It does have some fun elements, but in the end they are not enough to lift this game out of mediocrity. If you’re interested in a fun shooter where you can actually control your character look towards Ubi’s own Red Steel 2 or if you’re stuck on the on rails thing, go for Dead Space: Extraction instead.

2 out of 5.

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Wii Review: Kirby’s Epic Yarn

It was clear to me from Kirby’s very first cut scene:

I am nowhere near this game’s target demographic.

The cutesy music, the narrator clear out of a Curious George cartoon and the bright patches of color everywhere all combined to make me feel completely out of place.  As a hardcore gamer, it’s good for me to realize on occasion that not everyone needs a game with wanton destruction, death, and sadistic difficulty in order to feel complete.  Some ask for lighter fare; many gamers are young and just looking to get into the hobby.

That being said, Kirby’s Epic Yarn is a fantastic game for the first time young gamer.

The patchwork and string design of the game make it the most visually unique platformer I have ever played.  The use of zippers, patches and the like to dynamically change the environments really made the tangible elements of the game come alive.  It looks and feels like a world made of cloth, and not one of pixels.  Given these visuals, it’s not surprising that it’s also the most attractive game you’ll find on the Wii.

The yarn affects the game play at a few levels.  Kirby, string being that he is, can turn into a variety of different forms.  He can turn into a parachute and glide, into a fish and swim, or into a car and drive. There are also transformational points where he can change into more exotic objects like a massive tank (which, oddly, is the only part of the active game play which uses Wii motion controls), a UFO, and in a tribute to Space Invaders, a star ship.  I found these sections (combined with some unique boss fights) to be the highlight of the game play. Kirby comes equipped with a new array of special moves moving beyond the classic inhale and projectile vomit techniques of the past.  In Epic Yarn, Kirby can yarn whip and turn enemies into spools which make nice projectiles; another neat trick is that he can also squeeze into tight spaces as a long piece of string.

I was unsatisfied however, with the majority of the platforming.  It was sadly, pretty generic. Despite the unique patchwork design, the levels were pretty standard to platformers.  There was the lava world, the water world, and the ice world.  It seemed as if for most of the game they had simply wall=papered new level design over old game play.  While this was broken up by the occasional transformational sequence, it still grew tedious.  This was exacerbated by the fact that it was far too easy.  To say the game play is forgiving is an understatement, you could launch Kirby into the sun and you still wouldn’t die in Epic Yarn.  Epic?  Not really.  Most of the enemies can’t hurt; if they somehow manage to you’ll lose a few of the collectible beads, but always survive.  Even falling down a hole isn’t an issue as your guardian angel will pick you up and carry you to safety.

The developer’s solution to add difficulty was to create a medal system, whereby the number of beads would give you a bronze, silver or gold at the end of the level.  The problem was that even this system was too forgiving.  I found myself getting gold medals on nearly every level no matter what happened.   The beads were simply too easy to acquire.

Lengthwise, it took me about 5 hours and 20 minutes to play through the entire game the first play through.  If you were to track down all the secret levels and find all the collectibles, you could stretch that out to 10 hours maybe.  There’s a story (in the sense of things happen), but it’s more of a framework than a defining element.

If I were to rate this game for a young first time gamer, this would be an easy 5 out of 5.  It’s certainly the first game I’d want my son to play.  The problem for me is that I’m not 8 years old anymore.  I ask more out of my games than pretty scenery. I found some of the sequences in the game to be quite delightful (the Space Invaders section really brought me back), but much of the game play is mundane and simply too easy to present any sort of challenge.  Platforming is about more than just going through the motions, and I spent too much time “level grinding” (if such a thing is possible in a platformer).  That said, it’s quite a spectacle, and if patchwork and soothing music is your thing, then you’ll be more than satisfied with Kirby’s Epic Yarn.

3 out of 5

0

Wii Review – Super Mario Galaxy 2

Super Mario Galaxy was one of the most critically acclaimed titles to grace the Wii console, it was accepted by the fans having sold over eight million copies worldwide, and has won many awards and accolades since its release, including being called the Nintendo Game of the Decade by Nintendo Power. Following up such a title is an unenviable task but it was the challenge set before Nintendo and they have delivered Super Mario Galaxy 2.

On first glance, Galaxy 2 looks to be a rehash of the original Galaxy. Anyone who has ever played a core Mario title in the past twenty plus years knows the drill. Peach has been kidnapped by Bowser and it is left up to Mario to save the day. In Galaxy 2, Mario is tasked with traversing the heavens chasing after the evil Bowser, collecting stars along the way to help fuel his exploration.

Much like the first game, the premise of traversing the heavens opens up the ability to have a variety of different themed levels. Galaxy 2 takes this premise to the extreme becoming much more than just a simple rehash of the original by offering some of the most diverse and original levels for platforming ever created. In addition to the wondrous levels Galaxy 2 offers up some new features to help the game from feeling too much like its predecessor. Rock Suit Mario and Cloud Suit Mario join the standard suits in helping Mario to traverse the levels and battle his enemies but the biggest addition is the inclusion of Mario’s dinosaur pal, Yoshi.

With Yoshi joining the fray it allows for a whole new approach to the established Galaxy formula. While I never have, and still don’t, enjoy Yoshi all that much his inclusion, while initially jarring, is a welcome pace changer. Yoshi, and any of the abilities actually, is never overused. It is all wonderfully positioned creating a great sense of pace to the game.

The platforming is the best the series has ever seen and while most of this is due to the imaginative level designs some of it can be attributed to the refined control system. The camera, one of the biggest issues with the original game, never feels out of place and as such more precise jumping is capable. But this doesn’t make the game any easier than Galaxy, if anything Galaxy 2 is more challenging. While I only struggled on a handful of levels there is a noticeable sense of difficulty to many of the levels and the final 10 stars needed to challenge Bowser were some of the most frustrating and rewarding moments I have ever had in gaming.

I do take issue with one aspect of the control though and fortunately it is not something that is recurring throughout many of the levels. A couple of the galaxies require the exclusive use of motion controls, be it to fly Mario through a level or drive him on a giant ball, but like many games that utilize motion control on the system, the control ends up being loose and not entirely intuitive. The levels I became frustrated the most with were the ones that required precise motion control and were timed, if it weren’t for these arguable errors in design judgment, Galaxy 2 would be very near a perfect game for me.

One of the biggest complaints leveled at Wii games is that they do not match up graphically to games featured on its high definition competition. Super Mario Galaxy 2 shoves that argument down its detractors throats as it is one of the best looking games of this generation, not just on the Wii but on any system. Galaxy 2 relies heavily on its cartoony art style but it is that art style that enables it to look so good. It truly is like a cartoon come to life. The music is equally phenomenal featuring a stellar mix of new themes and remixed classic ones. The music in Galaxy 2 perfectly compliments the whimsical nature of the title and is some of the best ever produced by Nintendo.

All of these praises though are hinged on technical aspects though and it is true that the game is a technical marvel but its true magnificence comes from its ability to take a simple game and have it accomplish the complex goal of being amazingly fun and appropriate for all ages. It is something more than what is generally offered up by gaming companies now a days, a sequel that does more than just revisit old ideas. Galaxy 2 refines old ideas, offers up plenty of new ones and delivers a magical ride unlike any other this year, or in recent years. Super Mario Galaxy 2 is something special, quite possibly the most special game delivered this generation, and most certainly one of the best games of this year.

5 out of 5

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Super Mario RPG: Legend of the Seven Stars (VC)

The year was 1996 – the summer Olympics were to be held  in Atlanta, Ga – and a then 10 year old Ryan Kenward was about to discover one of the most amazing games of his life up to that point.  Being a proud SNES owner in a time where my friends were getting their PlayStation’s complete with 32-bit graphical eye candy, I was starting to think that perhaps the SNES ship had begun to sink.  Much to my excitement I remember seeing an article in a Nintendo Power Magazine about a little game called Super Mario RPG: Legend of the Seven Stars – not knowing what the hell RPG meant I was excited as hell nonetheless.  I never owned this game, but I spent my allowance renting it several times.  Needless to say, it was a breath of relief that my SNES had not yet met it’s untimely demise and that perhaps I had another year or two until all of my friends had their PlayStation’s and I would be laughing when I had the “Nintendo Dolphin” — later known as N64.

Simply put, Super Mario RPG was quite a feat at the time of its release.  Now years later available in the Wii’s virtual console library I can say it is no less satisfying to play now than it was over 12 years ago.  The game starts out like all Mario games preceding it, Princess Peach has once again been kidnapped by Bowser (If I knew about restraining orders at 10 years old I may have suggested she get one) – like always, our hero Mario sets out to rescue her battling with Bowser on chandeliers held up by chomps.  After a quick battle with Bowser, Mario jumps up to reach the Princess.  His victory is short lived as a bad ass sword crashed into Bowser’s castle launching all three in different directions.  Mario just happens to wind up at his home (lucky shot) – and from there sets out on his initial adventure of saving our damsel in distress.  Mario is joined by a puffy humanoid with a frog complex named Mallow in the mushroom kingdom.  Their adventure leads them all over the three dimensional world through a roadway of bandits, a sewer full of baddies, a forest with some pissed off caterpillars, a sunken ship and much more!  Mario assembles a chain gang of cronies consisting of some familiar faces (Princess Peach and Bowser join his forces) – along with Mallow and Geno (a guardian of the star road)  Mario and company must recover the star pieces to reassemble the Star Road (as seen in Super Mario World [SNES]) so people’s wishes can come true again and also defeat the big sword suck in Bower’s keep named Smithy.
Graphically and in my opinion, Super Mario RPG is one of the strongest shows of the SNES’ capabilities.  It integrated animated turn style combat systems, a plethora of interesting levels, and unique characters all rendered in impressive 3D for that time in video gaming.

Like all Mario games, catchy tunes are omnipresent throughout the entire game.  A quick youtube search for Super Mario RPG turns up tons of song parodies to the game’s main theme.  One of the many reasons the SNES was better than the Sega Genesis was the sound capability – it is clearly demonstrated in Super Mario RPG.

There are several hours of game play involved, and even after you beat the game it is still fun to pop into it occasionally and look for hidden chests or just fight some bad guys just for fun.  Super Mario RPG is game that has excellent replay value; the entire journey through is equally as fun the second and third time.

All in all – the 800 Wii points ($8.00) is most definitely worth it to play this classic game.  Whether it is the first time playing, or a nostalgic return to a great game – Super Mario RPG will not disappoint!

Graphics: 9
Sound: 9.5
Fun Level: 9.5

Overall Rating: 9.5

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Wario Land: Shake It

Finally, another great success for the Wii!  While Wii titles that are genuinely all around good seemingly come far too infrequently, Wario Land: Shake It! was well worth the wait!  Immediately when you pop the game into your Wii you’ll be stepping into the time machine and will feel like you’re back in the golden days of Nintendo.  Wario Land: Shake It builds upon the great successes of past Nintendo titles without distorting it beyond recognition or fun by excessive use of the Wii’s features.  What I mean by this is that the controls will feel extremely intuitive.  Everything works exactly as you think it would – if you play any Wii games at all you know that this is becoming less and less common.  You hold the Wiimote sideways and use the buttons like a simple NES title.  While there is some waggle involved it isn’t to the point where it is over done.  For instance, to get the coins out of a bag of money you shake the Wiimote until the bag is empty.  A quick downward flick of the Wiimote will make Wario blast at the ground which is necessary throughout the game to solve the puzzles of each stage and find the treasures hidden within.

While the game is of course not in HD – it still will look great on an HDTV with the Nintendo component cables.  The actual artwork and graphics of the game are quite impressive!  The cartoonish style images are colorful, fun, and pretty straight forward.  The game looks and feels a lot like Super Mario Land 3: Wario Land for the original Game Boy.  Wario will use familiar moves like jumping up and smashing the ground or charging into enemies and breakable bricks.  What the game does not have are the various power up hats, which really doesn’t detract from the game experience as every power Wario does have is all you’ll need.  Each level has 3 treasures hidden within — trying to find them all is a rewarding experience alone.  You’ll need to think on your feet to solve puzzles while meanwhile trying to make it to the end of the level before time runs out.  The game features a Super Mario Land 3 (NES) map system with a boss at the end of each world.  Each level also has challenges built in such as collecting X amount of gold coins, avoid falling into water, so on and so forth – which continues to add into the reply factor.  While the game is not very hard, to actually get the full extent you will need to put time and thought into it.

Like any Nintendo game, an outstanding sound track will play you along in your journey as Wario to accumulate mass wealth and treasure.  Not only does the music really add to the game but simple sound effects are pretty good too – while they may not be the most inventive, they fit.

Overall, Wario Land: Shake It! is most definitely worth the buy for the upcoming holiday season, it is bound to please everyone who owns a Wii!

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World of Goo Review

Review by Aaron Thornton

OK I’ll admit it; I don’t play my Wii very often. To be totally honest, it’s been months. Sad, isn’t it? That there has been so little to draw my attention to Nintendo’s console in the past few months. With the advancements we’ve seen in games recently, it’s been harder and harder to stay interested in Nintendo’s distinctively ”last generation” gaming machine. But recently something has caught my attention and pulled me back in. I’m sure you’ve heard it — the internet’s collective song of praise for a little WiiWare title called ‘World Of Goo‘. You’ve heard it, right? Well I’m adding my voice to the chorus. World of Goo is incredible. The simple game mechanics combined with incredibly creative puzzles and a uniquely beautiful art direction make for a game that’s impossible not to love.

The basic premise of World of Goo is simple; your goal is to get a certain number of goo balls to an exit pipe, while using those same goo balls to build the structure that delivers the balls to the pipe. When you begin a level there will be a base structure to build off of. The standard goo ball can be attached to two nearby points to form a triangle. With enough goo balls you can build almost anything. The game has a very advanced physics engine, so these structures will react realistically to the forces of gravity. The shapes are solid, but by no means rigid. Since they are made of goo, the forms will bend and sway as gravity takes hold. If a single joint in the structure is put under too much pressure, it will eventually crumble. It becomes a literal balancing act between the architectural integrity and weight of your goo structure. All the while you must keep in mind the number of goo balls you have to work with and how many have to be delivered safely to the exit pipe in order to complete the stage.

Throughout the game you’ll be introduced to many different “species” of goo, many of which have special attributes. Some can be taken apart and reassembled. Others can stick to walls or touch dangerous surfaces. Some burn, some explode, some hang limp, some float like balloons. You’ll have to use the specialty of each type of goo to get through the level and achieve your goal. Every type of goo is used in imaginative ways that only get more ingenious as the game progresses. As soon as you think you’ve got it all figured out, the game throws something at you that will force you to use a type of goo in a way you never thought of before. You’ll be using new techniques right up until the last stage.

The game has incredible style. The art direction is somewhere between Dr. Seuss and Tim Burton. Every chapter has an overarching visual theme, and every stage is unique enough that you will never feel like you’re in the same place twice. There are times where you will be amazed that you are playing a WiiWare game. It would be nice to see these graphics in HD, but in all honesty, you will not notice unless you make a point to. There are certain levels in the game that are stunningly beautiful, not just in a graphical sense, but as a genuine piece of art. The visuals are crisp, clean, and colorful, and it works perfectly with this type of game.

The music in World of Goo is just as impressive. There are a lot of different styles represented here. Some tracks remind me of epic movie scores, while others seem to take another page out of the Tim Burton library. The main theme is very reminiscent of Beatlejuice. Certain areas, the windmill stage for example, work incredibly well as a combination of music and visual art. It really is amazing. Sometimes you have to take a second to soak it all in. Like the levels themselves, there is so much variety in the music. You will never get sick of these themes.

Though this game is mostly about puzzle solving, there are bits and pieces of a story that ties the whole thing together. These little details are delivered through signs located around the stages. They consist mostly of the observations and insights of the unnamed sign painter, and they often add a touch of humor to the game. They’ve even snuck a few geeky jokes in there that are sure to get a chuckle for those in the know. They have no reservations about breaking the 4th wall either. On one occasion the sign painter even pokes fun at the fact that the game doesn’t run in HD. On another sign he mentions how life seems to be nothing more than a big physics demo. It all helps add to the charm of the world, making the game build up it’s own personality that sets it apart from the competition.

Worlf of Goo will take you between four to six hours to complete on your first attempt, but that’s not to say you couldn’t sink many more hours into the title. After you finish the main game, you can go back and try to finish the special “OCD” challenge in each level. These include collecting a certain number of goos in a given level or finishing in under a certain amount of time. These challenges will certainly have you scratching your head, and maybe even pulling out your hair on occasion. They’re extremely difficult, and will keep you busy for a very long time. At the end of the game there is also a special area unlocked where you can go and try to build the tallest possible tower of goo. You can see the top scores of other individuals around the world and try to beat their records. You use the extra goo you rescued from the entirety of the game here, which gives you more incentive to go back and try to finish every stage as efficiently as possible. It’s amazing what you can build when you have several hundred goo balls at your disposal. It is a shame though that there is almost no information given about the record holders around the world. The only thing you know about these individuals is their country of origin. This kind of takes some of the thrill out of going for the world record, knowing that no one will ever know it was you. This is most likely a result of Nintendo’s limited online functionality, so it‘s hard to hold this against the game. In the end it’s still a welcome addition.

All of this adds up to an amazing package that’s a steal at only $15. World Of Goo is not only the best WiiWare game to date, it’s one of the best Wii games period. Its simple, addictive gameplay design may be hard to describe, but by the time you finish the first stage, you‘ll realize what all the fuss was about. You owe it to yourself to play this game, even if it means hooking up your Wii for the first time in months. Just do it — you’ll be happy you did.