Wii

Are you ready to farm? Natsume’s Harvest Moon: Tree of Tranquility is a visual departure from the previous entries in the series, but largely sticks to the basics that have cultivated an intense following— and that means lots of crops, lots of animals, lots of romance…and lots of patience.

The new visuals are slightly more realistic and rural-looking, and feel natural for the series. In previous installments, the anime feel was just a bit over-the-top, and took some time to get over. Unfortunately, the upgrade didn’t extend to the sound effects. Some animals sound like other animals, and the human voices are beyond obnoxious. Players will find themselves rushing through the start screen to avoid hearing “Harvest Moon: Tree of Tranquility!” one more time.

The core gameplay, however, largely remains the same as Magical Melody, the last release. Players start out in a mostly-deserted town and, through improving the area and growing crops, you revitalize the area and get new people to move there. Different farm locations in the area still add variety, and attracting villagers and wooing suitors is still as important as farming, mining and fishing. The motion controls certainly aren’t revolutionary, and are really sort of a pain, but most can be avoided. In a game that is already tedious, load times make tasks take even longer.

No, Tree of Tranquility isn’t the Harvest Moon for people who didn’t like the previous game. Most people don’t have the patience, and most people don’t aspire to be a farmer. It does, however, add features that series fans have been wanting. Crop spacing is no longer a headache, caring for animals has been streamlined, and festivals are easier to get to and enjoy. Also, though it has its share of glitches, the number has been decreased from the higher number in previous HM games. One thing to watch out for: Calvin, one character, triggers a game-breaking glitch, and Natsume has yet to fix this.

Natsume tacked on some minigames to this title, but they are not worth playing. On a system with so many quick, gimmicky multiplayer options, it just seems like overkill.

Tree of Tranquility requires patience, and lots of it. For those with a healthy supply, it can certainly be a rewarding game. Just don’t come in expecting instant gratification.

Plays like: Your standard Harvest Moon game.
ESRB: E– Don’t worry about a thing content-wise.
Pros: Updated graphical style, relatively glitch-free.
Cons: Voice acting is horrendous.

Stuffing popular characters from other media into a fighting game has a long and varied history. Occasional greatness (Marvel vs. Capcom) is tempered by consistent mediocrity and the rare absolute stinker (Marvel Nemesis). Tomy’s series of fighters based on the crazy popular animé Naruto have been above-average, but even with its fourth installment, the series remains just shy of excellence.

Naruto: Clash of Ninja Revolution 2
is basically the same 3-D, Tekken-esque experience as its Wii predecessor and the Clash of Ninja games for GameCube. A few new characters and a four-player brawl mini-game have been added, but the core game is virtually identical. It’s more 1.1 than a full 2.0. A new story mode takes Naruto’s characters through a plot of mind-control and sinister ninja jutsu, but is told through boring, static character cutouts and scrolling text. Nothing is really explained about the characters either, so if you’re not already familiar with the Naruto universe, it just looks like a bunch of colorful ninjas fighting each other.
 
Which is fine by me. Clash of Ninja Revolution 2’s range of characters is one of its most impressive qualities. Their names all blend together, but their unique powers are some of the coolest in the fighting genre. One guy can control sand. Another can grow incredibly fat and bowl over his enemies. One fights alongside a life-size marionette, manipulating it to attack from different directions and adding a couple more fists to his combos.

Laying down long combo strings of weak and strong attacks is the key to victory. However, the game’s use of the Wiimote destroys one’s ability to attack with any precision. Using the nunchuck-and-Wiimote scheme, the weak attack is triggered by shaking the Wiimote. The slightest flick of the wrist, such as the natural inclination to reset your hand after flicking downwards, sets off your attack causing unintended strikes that ruin the combo you were attempting. Playing with the Wiimote alone (where attacks are mapped to buttons rather than waggle) or either the classic controller or a GameCube controller is highly recommended.

Figuring out each character’s set of moves is made easier by the similarities between all of them. Four weak attacks followed by a strong is a very common combo, for example. Matches can be one-on-one or a two-on-two tag-team. Arenas are multi-level and fighters can throw opponents from one level to another, much like Mortal Kombat: Deception and the original N:CNR. Also back from its predecessor are objects in each stage that fighters can hide behind and use to launch unique attacks. Players earn jutsu with every attack that can be used to dodge or launch formidable special attacks.

N:CNR2 is not an original, innovative game, but it’s no quick cash-in. Developer Eighting, which has worked on the series since its beginning, throws every fighting game ingredient into its recipe to make a product that’s conventional but competes with the best. Though gameplay is generic, the variety and imaginativeness of the game’s licensed roster are its strong points. It’s not much of an upgrade over the Naruto games that have come before, but for anyone who hasn’t tried those—or for the many hardcore Naruto fans—this is a solid fighting game that’s one of the Wii’s best.

Pros: great characters, easy controls, big range of game modes
Cons: lame story mode, awful use of Wiimote waggle, lack of innovation
Plays Like: previous Clash of Ninja games, Tekken
ESRB: T for Cartoon Violence, Mild Suggestive Themes

Wii Music

December 12, 2008

Rhythm and music games have overtaken the party game scene and are now the dominant force in the living room. These games have traditionally required dedication and lots of practice to enjoy; screw up badly enough and you or your band gets booed off the stage. Nintendo made Wii Music to make music games more accessible.

Wii Music aims to bridge the gap for gamers wanting to experience the thrill of a musical simulation without the burden of the practice. This is done by eliminating large guitar and drum controllers and utilizing the Wii remote and nunchuk as the only items needed to enjoy the game. To accomplish this, the musical experience changes from one where timing is important to one where the focus is based merely around feeling the rhythm of the music. In Wii Music you effectively play “air guitar” and the music follows your movements. Shake the remote fast and the music speeds up, slow down your movements and the music follows. It’s a novel concept really in that you are in control of the music as opposed to attempting to recreate the song as it was recorded. This places you into the role of the artist, creating music as you go.

Wii Music has 3 main gameplay modes: Lessons, Jams, and Games. Lessons teach you the basics of Wii Music and how each of the 4 control scheme types control different types of instruments. Jams allow you to either Improv the music as you go or play either Quick or Custom jams. There are 3 available Games to play including Mii Maestro where you take on the role of a conductor. Handbell Harmony is a game that focuses on playing a song using handbells and this game does focus on perfect timing to achieve a high score. Pitch Perfect is a nifty little game that tests your ability to match pitches or place notes in different orders.

If you own Wii Fit or have a balance board, you can also take advantage of drum mode that also includes its own Lessons and Jam modes. The drums take a lot longer to learn to play  compared to the other instruments.

Veterans of games like Rock Band or Guitar Hero will find Wii Music to be a complete waste of time. It just doesn’t pack the level of difficulty that those games provide. Where Wii Music shines is for the younger audience. Younger gamers will enjoy seeing their Mii recreate the music based on their movements.

Wii Music really didn’t strike a chord with me. I found it to be largely underwhelming as a whole. The games were entertaining, but short lived. The Jam mode was a novelty and became boring after a song or two. That said, my 4-year-old did enjoy playing Jam mode quite a bit. I don’t think Nintendo will win over any fans of other music rhythm games, but there is a good chance that Wii Music will act as a gateway game for younger gamers that may have not been exposed to other titles in this genre. Save your money unless you’ve got kids and even then, you might want to borrow or rent this one first.

Plays Like: Rock Band with no instruments
Pros: Good for kids
Cons: Gets boring fast
ESRB: E for everyone

Tales of Symphonia: Dawn of the New World (DotNW) is a rarity among RPGs in that it is a true follow-up to a previous title, in this case the GameCube’s best-selling Tales of Symphonia (ToS). Like Square-Enix’s better-known Final Fantasy series, Namco-Bandai’s Tales series is usually comprised of stand-alone games that share several features, themes and maybe even the same world, but are otherwise unrelated to each other and can be enjoyed on their own merits. DotNW does not feature that luxury; your enjoyment of this new Wii offering will largely depend on whether or not you played, finished, and enjoyed its GameCube predecessor.

DotNW picks up roughly two years after the conclusion of ToS. After a thousand years of separation, the two worlds of Sylvarant and Tethe’alla have been reunited and a new World Tree has sprouted to keep things under control. While that might have sounded good on paper, in reality that sort of massive ecological shift is going to have both environmental and political ramifications, which is basically where DotNW picks up. Following a horrific event referred to as “the Blood Purge”, timid and apologetic Emil Castagnier is raised by his aunt and uncle in the rebuilt city of Luin. Thanks to several factors that are frankly out of his control, Emil is the source of much scorn in the town, having no friends; even his family doesn’t want much to do with him. One day he encounters a mysterious man known as Richter who gives him some gruff advise and the mantra “Courage is the magic that turns dreams into reality,” inspiring Emil to investigate a strange howling in the dried-up lake bed. It is there that he runs into a young woman named Marta Lualdi (DotNW’s other main character; very much the Colette to Emil’s Lloyd) along with Tenebrae, a Centurian of a mysterious force known as Ratatosk. 

A lot of DotNW plays similary to ToS; for instance, most locations (and their BGMs) are seemingly taken directly from the original title, with only a few changes here and there, mostly cutting off once-accessible areas. Many of the dungeons — and a few of their puzzles — are also lifted straight from the previous chapter. This is somewhat excusable given the shared world and storyline, but at times it can feel lazy. Combat is also largely identical, although DotNW has added the ability for free-roaming movement where previous iterations restricted you to mostly two dimensions; the drawback here is that any hit you receive while doing to is registered as a critical, so mind your environment. You can also assign up to eight shortcuts for Artes using the D-Pad and some light waggle, which is an impressive gain over ToS’s mere two; what is lost in exchange is the ability to pre-set multiple tactical AI strategies and swap them on the fly, although I found that it was rarely productive to take any character off “Attack Freely” in DotNW.

DotNW’s most distinguishing feature is the ability to form pacts with the monsters you defeat, almost Pokémon-style. You accomplish this by using elemental Artes to manipulate the Field Gauge, although that’s easier said than done in most cases. You can have up to four monsters in your active party, with the rest kept in reserve via the Katz Guild. Monsters can be great aids in combat, as they gain levels quickly and can have their stats powered up by feeding and evolving them along the way, but they are a double-edged sword. Unless you’re actually expected to lose a combat for storyline purposes, you get the Game Over screen when all of your non-monster characters are KO’d or turned to stone; the more monsters you have in your party, the easier it is for you to lose this way — especially at those times when you only have Emil in your party.

Everything else is standard Tales-issue. Synthesizing new items, earning Grade for any New Game+ you might attempt, the eight elements of mana, borrowing elements of Norse mythology (you have probably never heard so many grown adults use the word “Ginnungagap” in serious conversation as you will in the later stages of DotNW), prejudice against half-elves (although this takes something of a back seat to bigger problems this time around), the Sorcerer’s Ring (now with Wii Remote pointing capabilities for easier aiming), cooking (this time to raise your befriended monsters rather than for healing purposes), character-developing “skits”… you name it, it’s probably here.

For good or ill, DotNW is simply another Tales game. As one of the briefest RPGs around — mostly due to the elimination of tedious overworld travel — it will only ask about 30 to 40 hours of your time to finish, with the usual RPG array of optional side-quests, hidden goodies, and other completionist fodder; ToS, by comparison, took upwards of 60 over its two discs. As If you enjoyed Tales of Symphonia and want a follow-up adventure in the same world with the same characters plus a couple of new ones, then Dawn of the New World should provide you with a much-needed dose of solid RPG action on the Wii. If you didn’t enjoy ToS or the Tales series in general, then steer clear of this one, too.

ESRB: T for Alcohol Reference, Fantasy Violence, Mild Language, and Suggestive Themes; despite both protagonists being only 16, a lot of complex issues are dealt with throughout the game. It stops just short of any sort of graphic, M-rated content, but this is definitely high school territory at the very least.

Pros: A successful, if streamlined, follow-up to an established storyline; solid writing and acting, with the unique combat interface of the Tales series 

Cons: As a sequel, a lot of recycled content; forming monster pacts is fidgety at best due to the limited influence you have over what your AI-controlled partners do during combat

Plays like: Other Namco Bandai “Tales” games

The name “Season One” is revealing, as this collection of Sam & Max adventures has a lot in common with a box set of your favourite cartoon or sitcom. The humour is wacky, the cast is familiar and the episodes all play out in a roughly similar way. Like a rerun it’s comforting and enjoyable, even if it isn’t as deep or engaging as other titles.

If you’re unfamiliar with the series, here’s a quick primer. Sam & Max are freelance police officers (think Dick Tracy) who fight crime using sarcasm and cartoon violence, respectively. Their adventures began with the highly rated Hit The Road back in 1993, developed by LucasArts during their adventure game golden years. The market for the genre dried up soon after, and plans for a sequel were dropped to dismay of many. In 2005, Telltale Games, a company founded by ex-LucasArts employees, announced plans to revive the series in episodic format. Sam & Max: Season One collects the first six episodes of this new series ported from the PC.

While veteran fans will appreciate the return of long-running gags, each of the game’s episodes is an entirely self-contained adventure and no previous experience is required. Depending on your grasp of the game’s cartoon logic, it should take you under an hour to complete a particular case. The format works well, as it neatly excises two problems that plague most adventure games: large obscure inventories and tedious backtracking. Furthermore, it’s nice to be able to complete an entire story in one sitting.

The game features a simplified version of typical adventure game controls. The Wiimote functions as a competent mouse substitute, allowing you to move Sam around the environment and interact with objects and characters. While the puzzles are relatively straightforward for the genre, they do require some creative logic and lateral thinking. Fortunately, the wrong answer will never cause your game to end, so you’re free to experiment with clever solutions. The simplified mechanics make this an ideal game for genre newcomers and casual players.

Each episode follows a template: every mystery begins with Sam and Max in their apartment, fighting over who gets to answer the call from the Commissioner. Bosco the paranoid shopkeeper will always have a different disguise, and Sybil will always have found a new profession. The main street becomes so familiar that it’s possible to figure out which objects will require your attention just by observing the differences. The small variations are actually quite entertaining, and quickly establish a quirky regular cast.

While pointing with the Wiimote is rarely problematic, in all other respects Sam & Max has been ported rather poorly. There are fairly significant load times between screens, and the game stutters visibly when an event is triggered. This is especially noticeable during the occasional timing-based driving sequence, and makes them much more difficult as a result. It’s quite a disappointment too, as even older machines can handle the PC version’s system requirements.

Sam & Max: Season One is the gaming equivalent of a sitcom. It’s a light, fun way of spending half an hour with a wacky cast of characters, situations and locations. However, it won’t satisfy, compel or challenge you in the way that a game like Grim Fandango would. Even on the Wii, last year’s Zack & Wiki showed how the Wiimote could be used creatively in adventure games. Simply put: there are better options out there, including the cheaper and technically superior PC version.

Plays Like: A typical point-and-click adventure game

Pros: Humorous dialogue, fun characters and situations, puzzles have a good difficulty balance, strong jazz soundtrack

Cons: Stuttering graphics, moderate load times

ESRB: T for Teen. Cartoon Violence, Crude Humour, Mild Language, Use of Alcohol and Tobacco