January 2007

Super Swing Golf

January 9, 2007

Throughout the holiday season, Wii Sports acted as an ambassador for gaming. Jaded old gamers were introduced to something truly innovative for the first time in years, and in many cases friends and family who would normally never pick up a controller found themselves fighting for one instead. That little collection of bowling and golf minigames brought people into our hobby and sold consoles for Nintendo. Wii Sports’ take on golf was a great appetizer, but what will gamers find for the main course? Many will pick up the first thing on the menu, Tecmo’s Super Swing Golf. Those who do will find a game that is frustrating, but still shows enough moments of brilliance to keep everyone around for the next course.

At first glance, our imaginary gamer upgrading from Wii Sports will find plenty of reason to doubt if Super Swing is right for them. With obvious anime heritage (it is actually based on a popular Asian game), the cartoon-inspired character style will raise immediate red flags with the Tiger Woods crowd. The focus on the pseudo-RPG Story Mode, which centers around characters being whisked to a fantasy land to reenact the heroics of ancients who somehow saved the world by plugging holes with little magic balls, doesn’t help a bit.

At this point most of our imaginary gamers who aren’t fans of Japanese cartoons are probably putting down the box and wandering off to look for the latest of EA’s Tiger Woods titles on other machines, or are going back to play the 9 holes of Wii Sports a few more times. If they do, they will be missing out on one of the most unique and natural feeling control mechanisms to ever grace a golf game. The swing system is Super Swing feels amazingly like swinging a real club. Players take a stance as if they are stepping up to the ball, then swing the Wii remote backward as they would a real club. This moves a marker on an on-screen power bar; the larger the backswing, the farther across the bar the marker moves. Once the desired power level is reached, the golfer (for he or she is feeling less like a simple ‘player’ all the time) holds down the A button to set the marker. That mark determines how far the ball will go if the swing is perfect. From there the golfer swings back down toward the imaginary ball and follows through the rest of the swing.

To a spectator the action looks much like a real golf swing, and when it all goes right it feels like it too. Swinging too slowly will keep the full potential of the power bar from being used, and a slight curve of the swing or twist of the wrist will send the ball hooking or slicing far off center. To anyone who has swung a real club before the effect can be uncanny, bringing the game home in a way that has never been achieved before. Listening to friends controlling chibi schoolgirls with pink pigtails give each other advice concerning the right way to swing their arms and move their wrists, with the same seriousness they would discuss their real swing at a driving range, is almost worth the price of the game by itself.

Not everything about the swing mechanic is perfect, however. The most critical point of the process is also the hardest to control; setting the mark on the power bar at the top of the backswing. The way Super Swing’s physics work, it is nearly impossible to beat the computer players without hitting the correct distance every time. Hitting the mark at the precise moment you want with the Wii remote nearly upside-down and behind your head, at the end of a long swing, isn’t an easy task. As with many Wii games, ingenious players will find many ways to make the process easier by taking other actions that register as the same motions. Those who don’t want to deviate too much from the A

By all rights, Ice Age 2: The Meltdown should be ugly, simplistic, and not fun for anybody over the age of six. Thankfully, game developer Eurocom understands that people of all ages deserve to have fun.By all rights, Ice Age 2: The Meltdown should be ugly, simplistic, and not fun for anybody over the age of six. Thankfully, game developer Eurocom understands that people of all ages deserve to have fun. If more developers treated movie and television licenses in this fashion, it wouldn’t be such a surprise when Monster House (GBA) turns out to be a great buy or Cars (PSP) wind up being a fun arcade racer. Sadly, games like Over the Hedge and Charlie and the Chocolate Factory remain the norm. These games rely on the franchise name instead of good gameplay elements to move units. Then we all sell our copies back to EB where they sit on a shelf, collecting dust and never to be played again.

Ice Age 2 does a lot of things right. It has its share of faults, but all games do. First, the video game version of Ice Age 2 doesn’t just rehash the plot and situations of the film. As a matter of fact, the majority of the game is spent as Skrat, the adorable, ill-fated squirrel-rat hybrid. Skrat, whenever he is seen in the film, is chasing acorns. This folds into the platformer paradigm extremely well because every platformer hero needs something to collect. Ratchet has bolts, Mario has coins, and Skrat has nuts. The majority of the collecting is optional, but collecting 1,000 nuts in most levels yields a bonus video clip from one of the voice actors. The only nuts that absolutely must be collected are the walnuts scattered about each level that allow the player to progress by squeezing through a crack in the wall. Why do these cracks respond to walnuts? I don’t know (Editor: Because they’re walnuts, Justin. Get it? Wall nuts?), but it’s a decent excuse the explore the levels, and it’s believable that Skrat would be interested in large, glowing nuts.

So, what sets this version of Ice Age 2 apart from the others that were available months ago? The Wii controls. Skrat performs an attack when the player horizontally slashes the Wiimote. A special attack is performed when the Wiimote is slashed harder. As you’re likely guessing, this can be a little problematic if you’re prone to get excited while playing a game, but the more powerful attacks are never necessary to progress through the game. In an interesting twist, Ice Age 2 only really features one boss. Other milestone events are handled through a bonus stage. Sid slaloms down a water slide and plays beginner’s DDR in the air, Skrat must sneak by Diego to escape a cave unscathed, Diego hammers on possums in a Whack-A-Mole analog, and a creepy fish must be defeated by throwing pebbles at all the eyes surrounding the door out of his stomach. Wiimote aiming is precise and makes projectile weapons both handy and entertaining.

After all it does right, however, Ice Age 2 has a couple of flaws. First, it is too expensive. The game is fun, but it is also short. Very short. Ice Age 2 can be completed in around five to six hours, and that includes collecting enough nuts to unlock all of the bonus videos. When coupled with the game’s brevity, the price point of $50.00 is too much to pay for six hours of entertainment when the Xbox version can be had for $30.00. The motion-sensitive controls are neat, but I’m not sure that they’re worth an extra $20.00. One feature that would be welcome and would keep me coming back is the ability to replay the bonus segments. I neither need nor want to collect 1,000 acorns again (the completionist in me would require it even if the game does not — I mean, they’re just sitting there; waiting to be collected), but I’d take Sid down that waterslide again, and it would be a great segment to show off to other players.

Ice Age 2: The Meltdown is fun, and it makes good use of the Wii’s motion-sensitive controller. If you’re an Ice Age fan or a platformer fan that doesn’t mind a short game versus an engrossing epic, then it’s hard to go wrong, and it’s not often that movie licensed games look this polished or play this well.

Far Cry Vengeance

January 9, 2007

In the movie The Ring, a haunted, malevolent videocassette kills viewers seven days after watching. It’s been roughly six days since I started playing Far Cry Vengeance for the Wii, and honestly, I’m starting to get a bit tetchy. Though nobody seemed particularly interested in Far Cry Instincts: Evolution or Instincts: Predator, Crytek and publisher Ubisoft further prove they aren’t above a quick cash-in with Vengeance’s release for the Wii. Despite having the seeds of what could have been a rewarding FPS experience for the fledgling Nintendo console, the Wii installment is a titular far cry from being entertaining, good, or even really finished.

In Far Cry Vengeance, players resume the role of gruff, testosterone-heavy Jack Carver as he sits in a beachside bar, despondent over the loss of his boat. When he falls in with a mysterious beauty expecting a romantic interlude, he soon finds himself in police custody. And, in true genre style, just after that, everyone and their brother starts shooting at him. The storyline is nearly identical to Evolution’s, but with the addition of some new levels and weapons. Unfortunately, anything that makes the game longer is less a feature and more a curse.

The burning question about Far Cry is A

I just wanted to let you guys know that I wrote a guest column for our friends over at eToychest. Their newest e-zine issue on Third Person Shooters was posted today and you can read my piece [url=http://www.etoychest.org/index.php?option=com_content&task=view&id=5588&Itemid=1]here[/url]. I’m interested to see what you think of it and the direction of the genre with regards to its home on consoles.

Metal Slug Anthology

January 8, 2007

SNK has released a definitive Metal Slug compilation for the Wii, but how does this classic arcade action romp hand the console’s unconventional controls?A tough-as-nails brutal bulletfest, Metal Slug is a name that any hardcore side-scrolling shooter fan has heard. Since Metal Slug first debuted on the Neo Geo in 1996, plenty of different versions of the game and its sequels have been released across multiple systems, but they have been primarily arcade games, and the arcade has remained the only format where every Metal Slug game has been available. Well, until now. SNK has decided to change that with the release of Metal Slug Anthology for the Wii, releasing not just one or two games but all seven Metal Slugs on one glorious disc.

The franchise is notable for its sense of humor along with its visual style and its run and gun gameplay, which is best summed up as, A