Wii

Otaku wrestling enthusiast/assassin Travis Touchdown returns to the Wii two years after successfully climbing the ranks of the United Assassins Association. He still has his beam katana (originally won via online auction), he still has his pro wrestling moves, and he still has the hots for UAA head Sylvia (despite how she screwed him over the first time). But things have changed in Santa Destroy since Travis’s last appearance…  and Travis is motivated by more than just the prospect of Sylvia’s affections.

The main theme in this rare sequel from “punk” producer Suda51 is revenge — and lots of it. Travis is seeking to avenge the murder of his best friend, which in turn was motivated by revenge for actions Travis committed in the first No More Heroes. As Travis mentioned near the conclusion of that game, “vengeance begets vengeance,” and this vicious cycle will take Travis all the way to the top once again. Of course, due to the rise in popularity of the UAA thanks to the previous game, the competition is a bit more fierce this time around — and Travis has to start over from Rank 51. 

Working his way up through the UAA rankings won’t be quite as tedious as it was last time, however. Travis no longer has to earn entrance fees for his rank fights (the UAA has a lucrative corporate sponsor in Pizza Batt — formerly Pizza Butt in the first game), for starters. Of course, he can still take on odd jobs to raise cash for training, clothes, and new equipment if he wishes. Travis’s strength and stamina training as well as most of the jobs this time around are all presented as NES games, with all of the “Nintendo hard” difficulty that entails. Further streamlining the process is the removal of the (intentionally) dull overworld from the original; as soon as Travis leaves his room, all he has to do in order to get to his next location is select it from a menu; also gone is the need to sign up for each job before actually being able to go there.

With all of that padding out of the way, NMH2 is a much faster-paced title than its predecessor. None of the action has been cut; Travis still carves through a variety of mooks with relative ease, sending blood and cash spraying everywhere as he finishes them off with deadly strikes or crushing suplexes. Travis has a couple of new tricks up his sleeve, including a new “Darkside mode” that literally turns him into a tiger and an “ecstasy gauge” that fills as he hits enemies without receiving damage; when full, Travis can unleash a Darkside mode on command rather than needing to rely on a post-deathblow random chance. The controls work exactly as they did last time, with Travis able to mix up high and low strikes and physical attacks to get past his enemies’ guard. A new option this time around is to play using the Classic Controller instead of Remote and Nunchuk, probably due to the large amount of 8-bit nostalgia throughout the game. Further mixed into the play are a handful of stages played using characters other than Travis, each with their own unique abilities. A few other diversions include a “bullet hell” style shooter based on Travis’s favorite anime series and and a small sidequest where Travis tries to get his cat Jeane back into shape (she got overweight in the interim between games).

Of course, the main attraction to NMH2 is the same as the original: the boss fights. There are over a dozen of these battles (not the fifty-one that Travis’s initial ranking might suggest, as awesome as that would have been) most of them are as over-the-top as the originals. After completing the game a “deathmatch” mode is unlocked that allows you to replay these fights; they will come at you on the also-unlocked “bitter” difficulty, so be prepared for some epic encounters.

NMH2 isn’t perfect, however. Much like the original game, parts of the sequel are intentionally a bit “off”, like the one returning 3D job (the least-liked one from the first game) and the fact that the overall storyline and characterization seems to be pretty flimsy at first glance. Suda51 always injects his games with a heavy dose of symbolism, and not picking up on that can be detrimental to seeing the game as he intended. Fortunately, NMH2 is still quite enjoyable even if you miss the fact that, say, the relationship between Travis and Sylvia represents that of gamers and game producers. The game may not make as much sense as if you did, but don’t let that get in the way of your fun. 

Plays like: No More Heroes. Obviously.

Pros: A lot of the “boring” bits of the previous game have been excised to keep the game’s pace much faster than the original. The reverence for old-school 8-bit games is also a nice nostalgic touch.

Cons: The game gets lost in its symbolism at times, resulting in an overall weaker narrative than the first time around (which was admittedly pretty screwy itself)

 

Pinball Hall of Fame: The Gottlieb Collection was first released in 2004 for the PS2 and PSP. Its Wii release, six years later, would have been much more impressive had the Williams Collection not been there first, in 2008. The two games both feature rock-solid pinball physics and sound, accurately recreating the arcade experience of over ten tables each; the step-by-step description of how each table plays is still a spectacular and invaluable feature. However, Gottlieb’s tables are hindered by their age; many of the tables are from 1984 or earlier, and their primitive nature shows — as does the fact that this title predates the Williams release by a good four years.

There are a total of ten pinball tables available in The Gottlieb Collection, plus the Play-Boy card game table that predates the use of flippers and a couple of other arcade oddities. Four of these tables are available for free play at first: Genie, Big Shot, Victory, and El Dorado. Each table has a single goal (as opposed to the five goals per table in the Williams Collection); achieving that goal will often unlock another table, although some tables unlock other features instead. And… that’s it, really. There are no harder “Wizard goals” as in the Williams Collection; many of the Gottlieb tables are so simplistic that there is no way for them to even support ten distinct goals if the developers wanted to do so. The Gottlieb Collection also has the same modes as the other title in this series, with Tournament Mode and Challenge play in addition to the usual Arcade mode. 

There are a few interesting highlights that make the Gottlieb Collection worth a look, especially for the pinball enthusiast (for the few of us who exist). One table in particular, Goin’ Nuts, only had ten physical copies ever made; given its crazy timer-based emphasis on multiball play it’s not hard to see why, and having it on this disc is an awesome experience. Other standouts include Black Hole, Teed Off, and Victory; not coincidentally, Teed Off and Victory are two of the “newest” tables on the disc.

For all of its limitations, The Gottlieb Collection is still a quality title, and it retails for a bargain $20 right out of the gate. It’s far from an essential purchase for most gamers, and even pinball fans  can probably make due with just a weekend rental. Still, it’s hard to argue with its MSRP; I’d almost pay $20 just to have access to Goin’ Nuts alone.

 

Silent Hill: Shattered Memories is a re-imagining of the original Silent Hill game, done especially for Wii. It follows the story of amnesiac Harry Mason as he searches for his lost daughter Cheryl following a snow-related car accident. The town appears all but deserted —  the parts of it that aren’t literally walled off by snow — and the only tools Harry has at his disposal are a flashlight and a cellphone (plus maybe some flares along the way). There’s something not quite right about this place, and that’s before it periodically freezes over into a nightmarish hellscape inhabited by zombie-like creatures.

Shattered Memories does things a little differently than previous “horror” titles in that you are completely unable to vanquish your tormentors or even confront them directly. When trapped in the Nightmare, Harry’s only option is to run like crazy (fortunately he appears to be in good shape for a novelist); if he gets caught, he must shake off his pursuers before he succumbs to their icy grip — at which point you usually have to start over at the beginning of the Nightmare. Doors and other obstacles are highlighted to give you some guidance, but it’s really easy to get lost and/or loop around back to a previous position as you try to make your way to a checkpoint (and often a monster-free puzzle room) indicated on your phone’s GPS.

Harry’s phone has other useful features besides the GPS (which allows you to make notes, like tracing a path). Its camera can be useful for recalling important images (if you think ahead enough to photograph them); sometimes it can even pick up impressions left behind by ghosts. In fact, the phone is fairly sensitive to emotional impressions in general. Static can be an indicator of a strong “memory” that, if found, will manifest as either a voice mail or text message (unfortunately the text was hard for me to read on my 27″ CRT, much like the problems I experienced while playing MadWorld); it also serves as an indicator of how close you are to oncoming monsters. Every phone number you come across in the game can be dialed and the call plays via the Wii Remote’s speaker not unlike the calls in No More Heroes; some are just flavor, but others provide useful information. Finally, the phone has a save game function, which is something I wouldn’t mind having on my own!

You can access the phone by hitting the – button, or press left, up, or right the D-pad to directly access your GPS, call function, and camera respectively. Pressing down on the D-pad causes Harry to cast a look over his shoulder, which is useful for reminding you how close those creepy zombies are while you’re running. The + button toggles your flashlight (controlled by the Remote’s pointer) for those times when you might not want to attract unwanted attention by generating light. The A button handles pretty much all of your interactions, with the B button zooming in to give you a better look (this works with your camera too); the two buttons work together to grab something when the situation warrants it. Finally, holding down the Z button lets you run; while running Harry will automatically shoulder his way through doors (that are all thankfully — if oddly — “push”) and leap over obstacles, keeping the pace frantic during the chase sequences.

While the Nightmares may increase your pulse, they are they only time Harry is ever in any actual physical danger; this can reduce the intensity of the game for some, but Shattered Memories is more about psychological horror than slasher-style gore. The time in between the Nightmare sequences is mostly spent exploring the unsettling town, occasionally encountering one of a handful of inhabitants that are still to be found. The time in between those segments, however, is the game’s other distinguishing feature: psychoanalysis. You will frequently find  yourself on the couch of Dr. K as he probes your psyche to figure out what the heck is going on — both inside your head and in general. Every “session” ends with a test of various types; you’ll encounter inkblots, questionnaires, photographs, and other exams that the game will then use against you. The way you respond to these exams (and other aspects of the game while playing) will influence how the game unfolds; certain characters (including the monsters) might change appearance, locations might be different, or any number of other subtle changes might happen to personalize the experience up to and including the eventual ending. The game warns you up front that “it plays you as much as you play it;” that’s something of an over-dramatization, but it still adds an extra dimension that makes the game unique and invites potential replays.

Harry’s adventure is a strange one, and thus so is yours as you play. You’ll be wondering just what the hell is going on, and just when you think you might have a grip on it everything changes — sometimes literally. There were times when I needed to work up the motivation to continue playing (and rarely did so for more than a couple of hours at a time), but that was due to the game’s emotional nature and not any inherent flaws. And while it does have a flaw or two (for example, you can’t run while you have the phone out, somewhat mitigating its usefulness during chases) they are easily eclipsed by the solid story and presentation. I went into Shattered Memories without any prior Silent Hill experience, but I’ve heard similar accolades from series veterans. It is easily one of the premier (if sparse) M-rated titles for the Wii, and definitely worth picking up for both long-time residents of Silent Hill and newcomers alike.  

Plays like: The absence of combat makes the gameplay fairly distinct amongst 3rd-person games.

Pros: Genuinely creepy atmosphere; psychological analysis makes for interesting theme and adds replayability

Cons: Although you’re never quite sure when the Nightmare will strike, there’s absolutely no danger until it actually does; some phone interfaces are awkward, especially while being chased

 

The Amazing Brain Train

February 14, 2010

The Amazing Brain Train is a great example of a family-friendly game that teaches children something along the way. Those of you that spend your weekend playing Halo 3 and Uncharted 2 don’t need to read any further – Brain Train is not for you unless you have a little one running around. Playing through The Amazing Brain Train brought back fond memories of playing Treasure Mountain and Math Blaster on my grade school PC, and that’s a good thing. The Amazing Brain Train manages to be both entertaining and fun for its target audience.

The Amazing Brain Train does its best to hold kids’ attention by stitching the various minigames together with a whimsical quest mode where the player is tasked with solving puzzles to help animals. The story is mostly fluff, but it serves its purpose well enough – do well at the provided puzzles, help the animals, and earn fuel for your train to move on to the next area. Puzzles range from sliding block puzzles to memory exercises to light redirection. There are about a dozen puzzle types, but each time a puzzle type is played the setup will be slightly different – the obstacles in the light redirection puzzle will be placed differently, or a different number of monkeys will jump into the leftmost bush (memory puzzle).

Graphically, The Amazing Brain Train looks like a Saturday morning cartoon. The visuals are simple, but that serves to make objects easy to identify for younger players. A lack of widescreen support is a little surprising, but everything that you need to see is presented to you. 

Wahoo has also incorporated one of my favorite features from the Xbox 360, PS3, and Steam platforms – achievements. Achievements work very well here as they serve as goals for kids to attain. The Amazing Brain Train is a great precursor to games like Nintendo’s own Brain Age, but it presents an upgrade from the Leapster platform creating a good stepping stone from the simple to the more complex. And it’s always nice to point a child at a game that will flex the brain instead of the trigger finger.

Pros: teaches and entertains simultaneously

Cons: no widescreen support

Plays Like: Brain Age, Treasure Mountain

 

The Sky Crawlers: Innocent Aces completely surprised me. I was expecting a somewhat decent flight action/simulator following the story of, or at least taking place in the same universe as the Sky Crawlers anime. What I get is an excellent flight combat game with engrossing gameplay and controls that suit the Wii perfectly. It has the right balance of arcade style combat and tactics. It’s hard to expect anything less from the same team behind the Ace Combat series. 

On a technical level, The Sky Crawlers is impressive. The planes themselves are incredibly well designed, and the game is just nice to look at. In terms of the voice acting, a good cast delivers each line with the same kind of emotion and exuberance you would come to expect from an anime, or an anime-based game no less. It’s all good, with some enjoyable (although slightly overplayed and sometimes overdramatic) music to round it all out.

If you enjoyed the story of the anime, or at least could appreciate it, expect to be disappointed here. This game doesn’t exactly follow the same story as much as just take place in what seems to be the same universe at around the same time. Its connection (or lack thereof) might be disappointing to some. But how does the story in the game fair? It’s pretty weak, and characters are introduced so frequently you find yourself not caring about any of them. It’s a shame, considering the story in the Ace Combat series is generally very good (if not a little farfetched).

Gameplay-wise, Sky Crawlers is a blast. If you’ve ever played any game like this, you’ll know what to expect. You have a set of missions to complete, a lot of which have different objectives that you are briefed on before the start of the mission. These objectives usually consist of taking down specific targets, escorting an ally or two (which isn’t as bad as you may think), and a few other surprises along the way. 

You get a wide range of planes and special weapons to select from, which continues to expand as you complete more missions. And at the end of each mission, you are debriefed and given a rank based on a few factors, including your time, how many enemies you took down, and your TMC. TMC stands for Tactical Maneuver Command and it is a neat feature that sets this game apart from the other flight games out there.

When you are in range of an enemy plane, you can press the A button on the remote to perform a TMC. This maneuvers your plane directly behind the enemy, which allows you to get quick take downs. There are three levels of a TMC, and the longer you stay in range of an enemy, the higher the level increases, and the higher your chance of getting a direct hit after performing the TMC increases. This is an interesting dynamic that keeps dogfights interesting and more intense than you may expect.

There are two main control options, both of which work incredibly well. You can play the game with the classic controller, which is fine, but you can also use the Wii remote and Nunchuk, which takes full advantage of the motion controls. With that control scheme, you move the Wiimote up and away from the TV to accelerate, and back down to decelerate. The Nunchuk is used for maneuvering your plane, and together they make a very easy to learn and truly enjoyable control scheme.

With excellent controls, incredibly fun missions, and a truly exceptional game with plenty of challenge, The Sky Crawlers: Innocent Aces is a success. And for its budget price, it is very hard to go wrong with this game if you are a fan of the genre. This may be the best project from the Ace Combat team to date. 

Pros: Excellent motion controls; all control options work well; incredibly fun and varied missions; plenty of planes and weapons to choose from; great voice cast; fun interaction between the characters

Cons: Weak story