Wii

Drawn to Life: The Next Chapter is the next in a unique series from an up-and-coming studio. It’s the first Wii game made by 5th Cell, so it was interesting to see how they would continue their history of unique games while adapting to a new console. 

Drawn to Life: The Next Chapter’s story begins with the Raposa, the inhabitants of the world of Drawn to Life, noticing that one of their number is missing along with a number of objects from around town. A Hero is required to help track down the person responsible for the thefts and this is where your drawing first comes in.

Of course, the biggest feature of Drawn to Life: The Next Chapter is drawing your own hero and drawing various other parts of the world. If you are a good artist, then you’ll enjoy having your creations populating the world and watching your masterpiece of a hero travel through the levels. If you aren’t, well, then I hope you enjoy watching grotesque caricatures of animals travel around the levels. I fit into the latter category, and none of the things I drew looked anything like what they were supposed to look like. Luckily, you’ll often have the option of just using a model, if you aren’t a good artist.

The actual gameplay is fairly standard for a side-scrolling game; you’ll beat enemies, jump across platforms, and collect coins and various other objects until you finish the level.

The graphics are all 3-D despite this essentially being a 2-D platforming game, which is a really nice touch. However, all the objects you draw into the world are 2-D. This tends to make them stand out from the rest of the graphics, and not necessarily in a pleasant way. The music is catchy, though none of it is overwhelmingly good.

A couple other things of note is that the production values are clearly present in the game. It is obvious from the get-go that this isn’t just another Wii game, it had real effort put into it. On the other hand, the loading times are ridiculous. Loading between levels makes sense to me, but having to reload the level every time you draw some new creation or object is just silly.

Overall, this is a worthwhile sequel to the original. It is well-made and an enjoyable side-scroller. If you enjoyed the original on the DS, you’ll enjoy Drawn to Life: The Next Chapter. If you didn’t enjoy it, then there’s no reason to consider this one either. 

Plays Like:  Previous Drawn to Life games

Pros: Can draw many things in the game

Cons: Have to draw many things in the game; Loading times are tedious and far too common

 

Calling Ju-on a haunted house simulator is a very good description. This isn’t a game as much as it is an interactive movie. Nothing you do will impact the way events play out, nor is there any way to avoid the inevitable end to this game.

Ju-on is very faithful to the movie series, with appearances by freaky little girls common, and an atmosphere very reminiscent of the movies. Ju-on is split into 5 episodes, each of which has you playing out events from the perspective of a different character. The bulk of the game is comprised of exploration of grisly, eerie, or abandoned environments with nothing but a flashlight, broken up frequently by cheap scare tactics. Cheap though they may be, they worked on me…I’m not a horror fan and this was a very scary game to me. For those who play horror games, this may be more tame or run-of-the-mill for you. There are also interactive attack sequences in the game, but they consist of simply waggling the wiimote quickly in order to shake off whatever it was that attacked you this time. 

The graphics are decent for the Wii. Nothing is really detailed, but the atmosphere is fittingly eerie and freaky. On the other hand, the sound design contributed a great deal to the feeling of being in a horror game. The surprisingly apt sounds hint at grisly and ghastly things awaiting you in the darkness that your flashlight hasn’t revealed.

The controls are a pain though. They are sometimes laggy and imprecise, while other times they work perfectly. Similarly, the camera will sometimes lag, while other times working perfectly. This all adds up to an experience that is very uneven from start to finish.

In the end, Ju-on is not a game I would recommend for fans of horror games in general, as there are already several horror games on the Wii that are much better, such as Silent Hill and Resident Evil. However, if you are a fan of the Grudge movies, or you’ve played the other horror games and are still hungry for more, you may enjoy Ju-on.

ESRB:  M for violence and blood

Plays Like:  An interactive horror movie

Pros: Faithful to the films; pretty darn scary

Cons: Controls are very laggy and imprecise; camera is a pain; less a game than a virtual novel

 

Castlevania is one of Konami’s many long running and beloved series, but the more recent releases have changed the formula completely. With the success of Symphony of the Night, the series had changed from the old school formula everyone grew up with to a “Metroid style” that has since taken over. Although there is still an occasional old school Castlevania release, they usually lead to disappointment. And this is where Adventure ReBirth comes in. 

Adventure ReBirth is a “remake” of the original Castlevania Adventure on the Game Boy, although I use the term loosely, as the game has as much in common with that game as it does the Metroid style games we are now accustomed to. It is an old school Castlevania game, but does not resemble the original Adventure title at all. Instead, consider this a brand new Castlevania adventure that feels a lot like Super Castlevania IV or Rondo of Blood on the SNES.

The game’s look is very reminiscent of the classic Castlevania games, giving off an old school vibe. And although there is “voice acting” (Dracula, among a couple of other bosses, speak during their battles), the game plays just like it would on the SNES. The controls are incredibly responsive and the level design is excellent as well.

There are several different control options and play styles as well. You can use the Wii remote NES style, the Remote and Nunchuck, the Classic Controller, or even the GameCube controller. And with the amount of customizing you can do to the way the game controls, there is a control style for everybody.

You also get a nice selection of weapons, aside from the standard whip, which include a dagger you throw at enemies, a cross that acts as a boomerang, and holy water, effective at taking out multiple enemies on the ground at once. These helpful weapons are scattered throughout the game in candles and other destructible objects. If you have ever played a Castlevania before, this should not be new to you.

The only major complaint is the game’s length. Like the previous ReBirth titles, this game can be finished in about an hour on normal difficulty. The time you play it will definitely increase on hard, but don’t expect more than 2-3 hours at the most from that. And sadly, aside from the standard secret passageways, there isn’t much reason to replay this title once you finish it.

$10 is a good price for Castlevania ReBirth, although some may be disappointed by the length of the game. I would love to see a more lengthy adventure done in a similar style, but until then, this is your best bet for a solid old school Castlevania game.

ESRB: Rated T for teen; rated for animated blood and fantasy violence

Pros: Looks and plays just like a classic Castlevania game; solid controls; excellent presentation

Cons: Incredibly short game; next to no replayability

Ben 10 is the story of Ben Tennyson, an average kid who just happens to own a watch called an Omnitrix that allows him to transform into ten different aliens. Each alien has a different power that Ben is able to tap into and use in order to defend Earth from the various threats against it. In Ben 10: Vilgax Attacks, Ben’s nemesis, Vilgax, invades Earth with the intent of conquering the world and killing Ben. You’ll then follow Ben Tennyson as he travels throughout time and space attempting to thwart the invasion.

This is, for all intents and purposes, a game that only fans of the show will enjoy. The writing is reminiscent of the Cartoon Network show the game is based on, and each of the aliens from the show is present in the game. However, there is very little explanation about the strengths and special abilities of each alien. Unless you know the aliens from the show, there’ll be a lot of trial and error along the way as you attempt to figure out and remember the benefits and drawbacks of using each of the ten aliens. 

The control scheme works pretty well, with the controls being fairly standard for action games. Papaya Studios resisted the urge to add token motion controls, which I can appreciate. Motions wouldn’t have worked well with the rest of the control scheme. The graphics are fairly standard for the majority of Wii titles: sharper than last-gen graphics, but not really noteworthy. Additionally, the camera can be a pain to keep centered on the action. It’ll sometimes get stuck behind buildings or at an odd angle that makes the platforming difficult.

Ben 10: Vilgax Attacks is a very easy game. It’s next to impossible to die in the early stages of the game, and if you do die, you’ll simply start again from exactly where you died. This makes it ideal for people that are in the usual age group for fans of the Ben 10 series.

Plays Like:  Other Ben 10 games; Spongebob games

Pros: Faithful to the series; difficulty level fits the audience

Cons: Graphic design is simple and uninspired; camera hampers gameplay

In the extensive Final Fantasy franchise, the Crystal Chronicles sub-brand has always been a departure from Square-Enix’s usual JRPG fare. The CC games have more closely resembled action-adventure games like the Legend of Zelda games than their traditional bretheren. And where previous CC titles have emphasized multiplayer action, the bulk of the latest edition, Wii-exclusive The Crystal Bearers (TCB) is a solo adventure.

You assume the role of Layle, a Clavat “crystal bearer” with the innate ability of telekinesis. With the mystical Yuke clan having been wiped out by the Lilties in the last great war, arcane arts have become outlawed;  most crystal bearers are thus outcasts and criminals. Layle, for his part, works with a Selkie named Keiss, taking various contract jobs such as the escort mission that opens the game. When the cruise ship they’re watching gets attacked by monsters, Layle literally leaps into action; when a Yuke shows up on the deck, things really get interesting.

Since Layle is able to manipulate objects with his crystal bearer power, he doesn’t normally carry any actual weapons. You point at objects with the Wii Remote and lock on to them with the B button; once locked on, you can either fling the object or “capture” it by pulling it towards you and then tossing it at something else. Just about anything that can be picked up is a valid target, including most enemies — although you’ll probably have to soften them up or otherwise incapacitate them first. Other objects behave as you’d probably expect; you can rip newspapers out of the hands of readers, or remotely throw switches from across the room. Layle can also collect dropped items like gil or materials just by pointing the Remote at them, which is very handy.

The materials can be forged into accessories by Moogle craftsmen; accessories can also be purchased outright  from jewlers, but are often prohibitively expensive (and gil isn’t easy to obtain). Each accessory requires three ingredients, and combining them in certain ways can sometimes result in a “miracle” upgrade that adds a special ability beyond the increase(s) in attack, defense, focus (lock-on time), range, and/or luck granted by equipping it. You can never sell anything (a big reason why gil is so scarce), so once you have obtained all of the variations of a given type of accessory it becomes unavailable for purchase. Other shops sell materials, although the most common way to get them is by defeating monsters.

As you explore, you may come across miasma streams from which monsters spew. Defeating all of the monsters in an area before the stream closes can earn you a valuable health upgrade; the streams reopen after a certain time whether or not you are successful in closing it the first time, but subsequent clears of the same stream will earn you a material instead of another upgrade. Bigger, boss-level fights are frequently puzzle-oriented, with you having to use Layle’s powers in interesting ways in order to defeat them.

The rest of TCB‘s gameplay is an eclectic collection of minigames. Shooting a swarm of flying monsters, steering a giant ship through winding canyons, being chased by chocobo-riding guards,  battling a summoned Bahamut, and sneaking through a soldier-infested train unseen are but some of the variety that you will encounter. A few even support two-player cooperative play, if oyu have a friend and a spare Remote handy. Several of these can be replayed (once you access a certain location), if you want to achieve higher scores or win specific medals. Other medals are received, achievement-like, for completing certain tasks. There are 330 medals in all (a few are available in bronze/silver/gold depending on how many times you meet their requirements); each one you earn unlocks hints about how to get some others. Unfortunately, there doesn’t appear to be any reason to earn them, other than bragging rights and/or boredom.

Boredom might just be an issue, as without hunting all over the world for those medals or hunting down obscure monsters for rare accessory materials you should be able to blow through the actual story in 15 hours or less. It’s a good story, and there are a couple of interesting twists, but it doesn’t seem like enough. Maybe it’s just expectations caused by seeing the Square-Enix name, but TCB‘s narrative doesn’t feel… “epic”.

What is epic, however, is the usual Square-Enix presentation. Easily the most attractive game on the Wii since Metroid Prime 3: Corruption, TCB fills every frame with lush detail, pushing the non-HD console as few have. On the audible side of things, an understated score provides just enough background music to give each setting its own feel. The English voice work is very well done, although in what is probably the presentation’s only flaw, someone forgot to change the Japanese lip movements.

Someone also forgot to program a workable camera. With the pointer being used for cursor duty and the nunchuck’s c-stick obviously moving Layle, that just leaves the D-pad for camera movement, with the Z button serving to re-center it behind Layle. A lot of your time fighting monsters will be spent fighting the camera to even find them in the first place. You can also hold down the Z button for a first-person look, but that’s often more of a hindrance than a help. Hopefully if there’s a sequel the staff at S-E can straighten that out (maybe using the C button to toggle the pointer functionality?), but it’s not a deal-breaker.

Finally, I would have really liked some sort of map beyond the vague “Mission” screen in the sub-menu. The world given to TCB is pretty vast, and it’s easy to get disoriented while fighting. You get a limited monster radar when in combat, but outside of the occasional signpost there’s very little indicating which way you need to go once you’re out of danger. The signposts are a neat concept, however; capturing one lets it function as a compass needle, pointing you towards where the sign directs. It’s sort of a nuisance to use in practice, but it was a nice try at least. 

A lot of the interface could have used a bit more of the polish that went into the presentation, but what we did get was still highly enjoyable. As long as you aren’t turned off by the abundance of minigames or unwarranted RPG expectations of the Final Fantasy name, The Crystal Bearers should fill the same sort of niche as other Zelda clones. It’s a little light in the challenge department, but overall worth your time.

Plays like: A Zelda-style adventure with a FF:CC twist

Pros: Awesome presentation, some unique concepts, and decent story

Cons: Camera issues and pointless “medals”; some may be turned off by the minigames