Wii

The Gamecube version of Donkey Kong Jungle Beat, released in 2005, was interesting in a lot of ways. It was one of the few games to use the DK Bongos (and the only one that wasn’t a music game), it was the first DK adventure after the departure of Rare,
and it was also a training exercise for EAD Tokyo, the studio formed to create Super Mario Galaxy. Unfortunately, it was overlooked by many that considered it gimmicky.

So the Wii re-release is meant to make the game more accessible. It eschews the bongo controller for a remote-nunchuk setup, and retails at a cheaper $29.99. Rather than have the controls mimic the original scheme, the game has been reworked to use an analog stick and buttons. It actually feels like a much different game as a result.

The game now feels a bit more like Donkey Kong Country. Bananas are now the main currency instead of being converted to “beats,” and there’s a small life meter now as well. Besides that, the game does feel almost as streamlined as the original.

It seems like the original could also have been included for those who still have DK bongos sitting around, but that’s not an option. For good or bad, though, the Wii controls also feel somewhat gimmicky. It was charming in 2005, but not so now after years of games with “waggle” gameplay.

Still, DKJB is a fun game. It just may not be for everyone.

ESRB: E10+– You punch stuff. That’s why it’s not just E.
Pros: Platforming action from the team that made Galaxy.
Cons: Gimmicky controls aren’t as cool as they used to be.

Okami

March 31, 2009

When Clover Studios first put out Okami for the PS2, many gamers believed that its “Celestial Brush” mechanic would make the game a perfect fit for Nintendo’s then-new motion-controlled Wii system. It may have taken two years, but Ready At Dawn finally gave it a shot; the results are a solid effort, although maybe not quite the perfect port many would have expected. 

Retelling the Japanese legend of the sun goddess Amaterasu, along with other stories from Japanese mythology, Okami puts you in control of Ammy in her white wolf form (“okami” can mean both “wolf” as well as something along the lines of “high god/spirit”). Essentially a Zelda-style adventure game, the game’s single most distinguishing gameplay feature is the “Celestial Brush” I mentioned a second ago. As you progress through the story, Ammy gains access to over a dozen brush techniques that can be used in various ways; pressing the B button pauses the game and lets you “draw” on the canvas of the game’s world. Slashes cut down obstacles (and enemies), spirals cause breezes (or gales!), and circles regenerate once-green plant life, among other effects. 

While the Celestial Brush does feel natural when using the Wii Remote’s pointer functionality, the reality is that the recognition of various strokes is inconsistent; straight lines are especially problematic, although holding down the Z button while you sketch will aid you greatly in that respect. This can be frustrating at first, but eventually you learn to overcome these issues and fling ink like the goddess you’re supposed to be. Another issue in the PS2-to-Wii translation is the use of gestures for combat maneuvers; the short version is that unless you are using the whip-style bead weapons (the first of which you don’t find until the second area of the game), it will be very awkward to execute combos and combat will be difficult. 

Fortunately, these are the only shortcomings with the Wii version of this otherwise-solid game. Everything else, from the “living painting” art style to the mythology-spanning narrative, is largely intact from the original edition. If you missed out on Okami the first time around and own a Wii, Okami bears a worthy comparison to The Legend of Zelda: Twilight Princess. It’s not as fluid a port as it probably could have been, but ReadyAtDawn did what they could considering that they weren’t the original developers. I’m just thankful that I got to experience the game at all, and anyone else who skipped the PS2 version should be as well. It should be available at a bargain price by now, so pick it up if you haven’t already. 

ESRB Rating: T for Blood and Gore, Crude Humor, Fantasy Violence, Suggestive Themes, and Use of Alcohol and Tobacco. When you think about it, Greek/Roman mythology is just as bad.

Plays like: most Zelda clones.

Pros: gorgeous visuals, unique concept

Cons: inconsistent motion controls

 

 

MadWorld

March 28, 2009

See Jack. See Jack run. See Jack shove a signpost through some mook’s skull. See Jack carve him in half with his arm-mounted chainsaw. Kill, Jack, kill!

In the opening to MadWorld, the island of Varrigan City is cut off from the rest of the world when all bridges leading to it are blown up, all communications and internet disabled, and its airspace defended with lethal force. A “chaser” known as Jack has been called in by the mayor to find someone trapped on the island, but Jack has other motives that will be revealed in time.

Which is all well and good, but MadWorld isn’t about the narrative. MadWorld is all about violence, served in great bloody shovel-loads. Unlike other M-rated slaughterfests, however, MadWorld isn’t necessarily glorifying carnage; if anything, the depiction of brutality in this game is so over-the-top that it becomes humorous. The “Deathwatch Games” that are taking place on the island are a form of entertainment for those who know about them (and bet on them), and the whole experience is treated like the ultimate extreme sport, complete with humorous play-by-play and color commentary. If you don’t want to listen to the at-times repetitive commentary (or, in my case, the hip-hop style soundtrack), you can adjust the individual volume channels for music, voice/sound, and commentary in the Options menu.

The “black market entertainment broadcast over closed-circuit lines” aspect of MadWorld’s concept is also a partial justification for the game’s unique aesthetic. With the exception of blood sprays and some comic book-style onomatopoeia effects, the entire game is done in black and white, reminiscent of the comic book movie adaptations of Sin City and The Spirit. This also helps to keep the focus on humorous carnage and off realistic violence. Surprisingly, this look is never really a hindrance, although it does make for some unexciting screenshots.

MadWorld’s beat-’em-up gameplay is also relatively simple, as is common on a Wii title. Your controls are simple and fairly intuitive (although having to double-tap the control stick to run is somewhat awkward), and motion detection is very responsive. The game uses gesture-based Quick-Time Elements fairly often, especially during boss fights, but they aren’t obstacles for anyone with average reflexes — although sometimes triggering them during boss fights can be a challenge. They actually feel quite natural as you get caught up in the action, with your gestures mimicking what Jack does on screen more often than not. While the basic moves you use to take down waves of mooks will eventually become repetitive, there is still plenty of variety available to mix things up.

At its core, MadWorld is a throwback to arcade-style games like Double Dragon or Final Fight. You earn points based on how you dispatch your opponents, and as you reach predetermined totals something on the level unlocks, whether it be an additional weapon or other power-up, a new environmental hazard, or access to the level’s boss. Each stage also contains a “Bloodbath Challenge”, which is a mini-game that challenges you to pick off enemies in various ways such as Man Darts, Man Golf, Death Press, and Rocket Rammer. As an added bonus for replayability, these mini-games are available for two-player play once you complete their respective stages. Further replay incentives include higher scores and a harder difficulty setting — I’ve heard that even the tutorial is lethal on “Hard”, so those of you looking for a challenge definitely want to check that out.

All of this replayability is good, since it won’t take you very long to plow through MadWorld; the in-game clock only saves when you are successful, so it will probably only record half of the 6-10 hours of play you actually put into the game. As mentioned, much of that time will also seem to be repetitive, including the commentary clips, but it never seems boring. Rather than overstay its welcome, MadWorld is over in about a dozen stages, a few of which are just one (epic) boss fight each.

Like No More Heroes and a (very) few other games before it, MadWorld proves that the Wii isn’t just for family-friendly mini-game collections and party games. Platinum Games (formerly Clover Studios, makers of Viewtiful Joe, Okami, and Godhand) has once again united an unusual visual look to satisfying gameplay. While it obviously isn’t for every Wii owner (even ignoring the M rating that should theoretically exclude anyone under 17), those looking for some mindless mayhem and maturely immature content should eagerly add MadWorld to their Wii library.

ESRB: M for Blood and Gore, Drug Reference, Intense Violence, Mature Humor, Sexual Themes, and Strong Language. But enough about the introductory level…
Plays like: most 3D beat ’em ups
Pros: “Sin City” aesthetics, gloriously over-the-top violence and mayhem
Cons: somewhat repetitive (especially commentary), inconvenient lock-on system

For an industry once plagued by anthropomorphized cartoon mascots platforming across pastel-colored wonderlands, Deadly Creatures by Rainbow Studios (creator of several motorcross/ATV-oriented games in the past, like MX vs. ATV Untamed) takes several unique approaches to the adventure-platformer genre. Set somewhere in the American deserts, Deadly Creatures puts you in alternating control of both a tarantula and a scorpion as these two arachnid predators fight for their respective survival against a host of other equally-dangerous critters. All of these animals are definitely not humanized in any way and are for the most part incredibly realistic, both in appearance and in animation — to the point where some arachnophobes might actually be uncomfortable watching the game in motion (or even playing it themselves). 

As a Wii-exclusive, Deadly Creatures mercifully makes use of the system’s “waggle” sparingly. Most attacks are simply executed with the A, B, and C buttons, with Z either jumping (tarantula) or guarding (scorpion). Gestures are usually part of combos or QTE sequences and are never more complicated than an up/down or left/right motion; the sensitivity of these gestures can be adjusted to make them fairly responsive. The pointer aspect of the remote is mostly just used for looking around (by using the 1 button), but the tarantula also uses it to spit webbing at opponents, leap from web to web, and execute a “stealth pounce” once it gains the abilities to do so. Due to its pincers and signature tail (plus a nunchuck-controlled dash/tackle), the scorpion has a few extra gesture commands  — including an awesome but impractical burrowing attack that actually has you turn the remote upside down to initiate it — but only its out-of-combat grass-cutting move is required in any sort of excessive quantity. 

Clearly, these controls force the two playable creatures to differ in play style. The tarantula is much more maneuverable, much like you would expect from one of Spider-Man’s “ancestors”; while both the spider and the scorpion can climb most walls, only the spider gains the ability to crawl along ceilings. The scorpion, on the other hand (claw?), is very much tank-like, emphasizing combat and brute force — especially with its God of War-style “finishers”. Unfortunately, this has the effect of making the tarantula’s levels much more interesting to play, as you frequently find yourself jumping all over the place and interacting more with the disturbingly-detailed surroundings; the scorpion, by contrast, is mostly just claws and stinger all the way, hacking through the scenery as much as it does prey/opponents. Still fun to play, but noticeably less so by comparison. 

Aside from the unusual choice in characters, Deadly Creatures also takes an unorthodox approach to its plot. Hollywood A-listers Dennis Hopper and Billy Bob Thornton provide the game’s voice work, playing the parts of Struggs and Wade (respectively), two  humans looking for some lost Civil War treasure. Their story is told through the perspective of the two arachnids, as their mutual paths cross several times and the humans’ conversations are “overheard” — although of course the bugs have no idea what’s actually going on and have their own problems, like rattlesnakes and gila monsters. It is a curious way for a narrative to unfold, and is probably the game’s greatest feature. Sadly, the game provides no reason for why the “heroes” would want to accomplish certain adventure goals, which took me out of things a bit towards the end, especially during the final “boss”. 

Despite all of the ways that Deadly Creatures defies conventions, the game is hampered by a couple of long-standing genre issues that detract from the gameplay experience. The first is the ever-obnoxious presence of invisible walls, which includes arbitrary boundaries as well as actual non-physical barriers to certain passageways until you’ve defeated all enemies in the area. When combined with dividing the game into chapters rather than some sort of free-exploring Metroid Prime world, a lot of the sense of exploration and freedom winds up muted, which is unfortunate. The game is also more susceptible than usual to the normal 3D camera issues; if you thought other games had problems with this, how many of them let you walk along different planes (without any sort of attitude indicator)? Crawling along winding roots and branches seems cool… until you get completely disoriented by the camera, forget which way is “up”, and wind up falling to your death when you try to access a surface that you can’t (because it was really the ceiling or otherwise put you in an upside-down state). If you pay attention as the tarantula you can learn when you’re not parallel to the ground (you don’t jump as high; the fact that you jump at all is a light slap in the face of physics), but the scorpion has no such indicator. 

But the game’s greatest shortcoming is actual content. Yes, it looks very pretty and it plays as solidly as most other platformers while giving a unique perspective on its storyline, but ultimately there is maybe ten hours of single-player content and that’s it. You can unlock concept art galleries as you hunt down the 450 grubs that are scattered across the levels and watch brief interviews with Hopper and Thornton about their experiences making the game, but there’s simply nothing else here unless you really want to replay at varying levels of difficulty (which range from “easy” to “deadly”) with no reward for doing so. 

Deadly Creatures is a perfectly serviceable title with several unique approaches, but in the end it ultimately suffers from its limitations. On the whole, I enjoyed my brief time playing it, but I can’t see myself eagerly looking forward to any replays, nor would it be very high on my list of recommendations. Had this carried a lower MSRP, I might think differently about it, but while it is definitely an experience worth playing at least once, it is simply not worth the full price of purchase. 

ESRB rating: T for Alcohol Reference, Blood, Mild Language, and Violence; Struggs and Wade are hardly pillars of society, and the word “deadly” is right in the title of the game.

Plays Like: God of War with bugs and less button-mashing combat

Pros: Unique concept and execution; attention to detail and realism (for the most part)

Cons: The usual platformer problems with camera and invisible walls, compounded by being able to crawl along non-floor surfaces; not a lot of content for $50; limited replayability

 

Line Rider, the popular Flash toy, is an intriguing way to spend a few minutes, but it wasn’t the most likely to turn into a retail product. It had no goals, no levels, and no real original content. The player was presented with a white screen and a few controls at the top of the screen. That was it. All the fun came from drawing on this canvas and watching a little guy on a sled ride on these lines. The guy usually got stuck or crashed until the player got the hang of it, and from there the experience really took off. (Of course, many people never got that far.)

So how did Genius Products turn Line Rider into a game? Well, by adding goals, levels and original content. There’s now a rough story: something involving a snowy mountain and a stolen girlfriend. It’s certainly not crucial, but it makes for a few amusing Pac-Man-style shorts between groups of levels.

The gameplay of the campaign takes a puzzle-style approach: the majority of the level is locked into place, but certain areas of each stage are open to drawing, and players take a trial-and-error approach to getting to the end. This would be monotonous, but Genius Products injected a bit more variety by adding different line types. Some lines speed up or slow down the rider, while others break or disappear after use.

Rather than making players with unsteady hands suffer, Genius implemented a line-drawing system similar to the pen tool in Photoshop. After first drawing a straight line, players can alter the curve of the line by dragging two little handles. It’s an intuitive approach, and works well.  The only gripe would be with the general inaccuracy of the Wii’s pointer, but this two-phase approach mitigates the situation.

Also included on the disc is a recreation of the original game with the added line types. This is the primary attraction of the game, because the story mode is relatively short. Players can upload levels via wi-fi, and download others’ creations for extra challenges. It isn’t for everyone, though; creating complex levels requires an uncommon level of skill and dedication.

If you’re one of those people that became addicted to the Flash game, you’ll have fun with the extra features. If you didn’t like it, there’s nothing here to bring you around.  This game is very similar to the DS title, though, so you might want the portability of that version…there’s not much that higher-res graphics can add to a game about lines.

Plays like: An upgrade of the flash game.
ESRB: E- The little guy crashes, but he doesn’t seem to be hurt so much.
Pros: Fleshed-out version of the Flash game, added modes
Cons: Could have been done on WiiWare more easily