December 2007

Mario Party DS

December 12, 2007

The Mario Party series has attempted twice before to leave the living room. Mario Party Advance, however, was focused solely on single-player, and Mario Party-e wasn’t exactly a wonderful product. Finally, with Mario Party DS, Nintendo has put a full party experience on a handheld.

Shrinking the game to the DS hasn’t shrunk the experience. The game features five different boards with different themes and game mechanics. The graphics seem a lot like the N64 versions of the title, which is both nice and irrelevant since the game relies little on visual appeal.

The single player is painful. The AI is unbalanced to the point of frustration. It seems overly incompetent in minigames and just too lucky with dice rolls. It ends up balancing out near the end, but it just seems like it could have been written better.

The most important part of Mario Party is multiplayer, and this is where this installment shines. The game is entirely download play. The load times are swift, and there is no real lag. Having four players eliminates the need for the bad AI, and the minigames don’t seem imbalanced. The title features over 70 minigames

There are lots of bonuses thrown in to make the game last longer. All the puzzle-related minigames featured in the previous versions make a return in a standalone mode, and though none could carry a game alone, the combination of them makes for hours of fun. Playing the game unlocks little items, and though most are just trophies, some are game modes or special features.

There are some areas that Mario Party DS fails at, but it does the multiplayer right, which is the most important part. If there was ever a reason to have a party in the park, this is it.

Every year THQ rolls out a new WWE wrestling game that often is nothing more than a glorified roster update. While the other systems may be receiving more of the same this year, the Wii is at least receiving something different: a brand new control scheme. It is also receiving gameplay content that seems like it belongs on an eight-bit console rather than modern-day gaming hardware.

The best word to describe the Wii’s version of Smackdown vs. Raw 2008 (featuring ECW) is “simple,” which is both praise and damnation. Developer YUKE’S has done everything in their power to provide a WWE gaming experience that feels immersive and that would appeal to the casual wrestling fan. To this end, they have largely succeeded… although they may have left the more devoted wrestling fans out in the cold in the process.

Almost everything you do in SDvRAW is accomplished with a wave of the Wii remote, often in conjunction with holding down one or two buttons. This will execute various strikes and grapples; several grapples are also interactive and can have several different outcomes depending on which direction(s) you wave once initiated. Don’t worry about having to remember which directions do what, as an HUD appears on-screen that tells you which directions are valid for your current situation. The HUD also tells you when (and how) you can perform favorite moves, finishers, and pinfalls. In addition to being able to simulate punches, chops, and even headbutts by making the appropriate gestures (in the appropriate situations), you can also regain some stamina by hitting the C button and performing your selected superstar’s signature taunt in the same manner.

While these controls work very well, they are not without their faults. The reversal system feels too random to be reliable, for instance, and “frantic waving” has unfortunately replaced “button mashing” when it comes to kicking out of pinfalls or just getting up off the mat. Perhaps the most significant drawback to this new control scheme is that they don’t cover every situation you might encounter in (and around) the ring. I still have no idea how to shift focus when faced with multiple opponents, and you basically have to discover for yourself that the Z button will allow you to cancel certain command input situations. The ten-page instruction booklet is all but useless in this regard, and there is no tutorial mode.

In fact, “there is no” is a recurring phrase when comparing the Wii version to it’s brethren, which is where “simple” becomes a double-edged sword. There is no preview option for entrances in create-a-wrestler mode, meaning that you have to actually have a match to see what the maddeningly-unhelpful descriptions of “Music 01” or “Superstar 05” translate to in the actual entrance, then back out (after finishing the match) and return to CAW mode to make changes, enduring auto-save screens and load times every step of the way. There is no real plot or story to “Main Event” mode; everything is done via static text messages on your cellphone, with no twists and turns to provide any interest, and basically all you do is challenge opponents and/or accept their challenges ad nauseum until you’ve won enough matches to earn a title shot, training and resting to recover stamina as necessary along the way. There is no rhyme or reason as to when the remote’s pointer activates menu selections and when the nunchuk’s c-stick does the navigating.

Perhaps the most glaring omission is the fact that there are no special matches to be found anywhere in this version. The only options you have for matches are singles, tag team, triple threat, “KO” (first to lose all their stamina loses, no pinfall or submission required), and “hardcore” (if you can call two chairs and falls count anywhere “hardcore”). That’s it — no ladder match, no cage match (neither traditional, Hell in a Cell, nor Elimination Chamber), no Royal Rumble… nothing. There isn’t even an option for an “I Quit” match, despite the much-touted “struggle submission system” of this year’s edition.

Most (if not all) of these omissions are present on the Xbox360 and PS3 versions — why did the Wii receive gameplay that comes from the late 80s? The unique control scheme can’t be blamed for all of this (although it is probably the root cause of the dearth of match types), can it?

Whatever the reason(s), the Wii version simply feels half-baked. The game will be fun for casual wrestling fans who just want to pretend to be John Cena as he takes on Triple H, and there is potential in the new control scheme, but the overall shortcomings in the actual gameplay will prevent this from being anything more than a weekend rental at best. Hopefully THQ/YUKE’S will be able to provide a full WWE experience next year.

Master of Illusion

December 12, 2007

t feels strange to have to review Master of Illusion. It’s not even a game, really – it’s more of an electronic magic kit. Nintendo’s never been one to shy away from the strange and off-the-wall, and this is yet another example.

The A

FIFA 08

December 12, 2007

EAA

Ultimate Mortal Kombat

December 11, 2007

Mortal Kombat is an interesting series. What started as a blatantly violent series intended to provoke government officials with super-realistic visuals and cool characters is now a fairly tame fighter that seems a bit over-the-top and unrealistic. So, with this port of Ultimate Mortal Kombat 3, Midway is trying to cash in on the era of the series’ dominance.

The DS is a favorite target for classic ports. While it’s nice to have the games of yesteryear available on-the-go, the tendency has been towards barebones efforts. While Midway included some interesting new elements into this title, most of the game goes neglected and untouched. The most important addition is an online mode. The options are hardly robust, but the entire title, including the added Puzzle Kombat mode, is fully online and the game keeps track of user statistics. There is also a download play mode with a limited character roster. Besides that, though, nothing has changed. The second screen on the DS is usually filled with whatever Midway could think of. The menus use logos to fill the space, and the game takes the second screen as a way to remind players of special attack sequences.

The extra mode, Puzzle Kombat, is simply a copy of Super Puzzle Fighter. However, this mode feels clunky, and the fighter A