Wii

Endless Ocean

February 21, 2008

Endless Ocean is best summarized as the simplicity of Animal Crossing combined with a gorgeous National Geographic documentary about fish.

As a freelance scuba diver, you (or your somewhat customizable character) drift around in the waters off the fictional Monoa Lai island. You explore the region’s waters, learn about the various fauna that live there, collect sunken treasure, guide clients around the coral reefs, populate the local aquarium and teach your diving partner (a dolphin) tricks.

And…

That’s about it. There’s no ultimate goal or way to “win” or “lose” the game. Much like Animal Crossing, there is no required order in which to accomplish the goals you encounter. And the fish you encounter seem to live in perfect harmony without trying to eat each other or your diver.

The controls are simplistic and well-suited to the Wii’s unique control scheme. B swims, A interacts with fauna and objects, + zooms in, and – does “auto swim”. Tilting the remote makes the diver turn or go deeper. Young children and casual gamers will have no problem mastering the controls as they swim around in their waterlogged sandbox.

The sound is… non-offensive. The sounds of the bubbles escaping the scuba gear, the diver kicking to go deeper, dolphins whistling and the radio crackling to life are all very nice touches that increase the game’s immersive feeling. However, the soundtrack is full of snore-inducing music. While the music is appropriate for the environments, it’s not something I would actively seek out for listening pleasure. Luckily, Arika takes mercy on people with more varied tastes and allows you to play your own MP3’s off an SD card.

The real gem of this game is in its graphic representation of the water and fauna. While the image of the human characters (usually on the boat) looks very similar to those in the Sims series, the sea bed and its fauna look like it came from National Geographic or Discovery Channel. Many of the fish act like they would in the wild when you interact with them. Moving to different areas is seamless, with no discernible transition period. Even general caves and walls look gorgeous. I half-expect to hear the voice of Jacques Cousteau to come out of my surround sound as my diver swims around.

The only real gripe I can think of is that the immersive experience may cause nausea in those prone to motion sickness. Even though I don’t generally get sick, I still felt a minor touch of queasiness after my first session. That went away once I got used to the controls and environment. Your mileage may vary.

All in all, Endless Ocean is a fascinating addition to the “sandbox” and “edutainment” genre of games. Small children will enjoy moving the diver around to explore the rich sea life (that strangely never eats or attacks each other). Adults will enjoy learning new stuff and meeting the small goals. There is a lot to do and discover, and players may even learn something.

There’s a new Sonic game out. Most gamers would likely cringe at the prospect of a new Sonic game given the blue blur’s recent track record, but as far as Sonic racing games go, Sonic Riders: Zero Gravity is better than past forays into the genre. Zooming around on hoverboards might seem out of character for Sonic, but for those familiar with Sonic R back on the Saturn, an on-foot racing game was a better idea on paper.

The plot of the game is relatively simple. A meteor fragment has fallen to the ground and has caused a massive uprising among all the world’s robots. Naturally, it’s up to Sonic and his crew to get to the bottom of things. Along the way, they run into old rivals such as the Babylon Rogues and learning how to harness the power of these meteor fragments to control time and gravity.

The core gameplay remains the same from the first game, racing around the track as in any other racing game with the twist of being about to perform A

Bomberman Land

February 11, 2008

Hudson is best known for making two things: Bomberman and minigame collections. Bomberman Land is an inevitable combination of the two concepts, and it’s a disappointing one.

Bomberman Land feels like a first generation title because it originally was. Many delays pushed it into 2008, and at this point it just seems dated. The minigame concept has been killed on the Wii with the deluge of releases in the genre.

The one-player mode is just too clunky. Cutscenes are unskippable, and text scrolls at an excruciatingly slow pace. However, the games themselves do offer a bit of fun. They’re not stellar, but they are at least passable. It seems like the developers took this title as a sort of training of sorts for the next Mario Party title, as many of the challenges offer that same feel.

The other major selling point of this title is the inclusion of standard Bomberman mode. However, Hudson was outdone on this front by…well…Hudson. Bomberman ’93, a TurboGrafx16 game available on the Virtual Console, does a similar if not better job with this, and it’s just six bucks.

While Bomberman Land‘s budget price tag is somewhat redeeming, it just doesn’t justify a purchase. Instead, download Bomberman ’93 (or Bomberman Live on XBLA), or pick up the new, considerably better DS version.

Guitar Hero 3

February 8, 2008

Since its release last year, Nintendo has been finding new and interesting ways to use the Wii console and its innovative remote system. The Wii’s first music rhythm game, Guitar Hero III, is no different in this respect.

This offering from Red Octane and Activision requires the use of a specialized guitar controller, like its predecessors in the Guitar Hero series. However, unlike its PS2, PS3 and Xbox 360 brethren, the Wii’s version requires the use of the Wii-mote, which plugs into the guitar controller body. The feature is awesome in that it gives players the advantage of a wireless controller without the drawback of the controller eating up batteries. Also, the Wii-mote is set slightly in, so there’s little risk of hitting the Wii-mote buttons while furiously hitting the strum bar. Another cool feature is that missed notes come out from the Wii-mote’s speakers, giving the player a slightly more immersive experience.

Another great advantage is the guitar controller’s ability to be broken down into two major parts, making it able to fit in a suitcase or large backpack. This is a handy feature when you inevitably take this to grandma’s house for the holidays or on a trip. Another nice feature is interchangeable faceplates, allowing you to personalize your guitar controller with something other than stickers.

The game hasn’t changed much from its predecessors. There are still the five-colored approaching circles. You still press the fret buttons and strum bar in time to the circles. You still use start power to max out your score. You still rock out to an awesome set list featuring Kiss, Metallica, Guns N’ Roses, The Scorpions, Santana, and Pat Benatar.

However, there have been changes, which only improve the game. They have added a Battle Mode, where your Star Power is replaced by weapons that you use to “attack”? your opponent and throw him/her completely off. Some weapons are easy to deal with, like Broken String (hit the affected button to repair the string). Some are hideous, like the Lefty Flip (flips the frets on you). While it’s a fun addition, I don’t think it is necessary to include it in the Career Mode. Or, if they insisted, they should have included a battle on each set, allowing a wider berth of guitar legends to battle.

They didn’t seem to have enough room to make all the guitar legends unlockable. Making them selectable characters (after unlocking and then buying them in the shop) seems rather unnecessary, since most players don’t care about being Tom Morello or Slash. Other selections don’t seem to make sense either, like cutting out GH favorite Pandora to make room for Midori, a J-Rock guitarist that looks severely out of place in a decidedly non-Japanese band.

Another interesting tweak is adding a Co-op Career Mode, allowing you and a friend to join forces and tour together. You get five or six extra songs for completing this mode, but the set list is shorter and you don’t get to gang up on the handful of guitar legends that you face in the Single Career Mode. Since a separate controller isn’t available at the time of this review, I’ve been unable to check it out.

The sound is in mono instead of stereo, which makes the sounds seem a little “light”? on a surround sound system. (Editor’s Note: This is being addressed by Activision via new game discs or a patch) The music only comes to full volume when I activate Star Power. It’s an irritation, but it doesn’t affect the enjoyment of the game. I’m more affected by the fact that I can’t play “Devil Went Down to Georgia”? unless I want to battle Lou again in Career Mode.

I only have a few gripes about this game. Graphically the game is gorgeous, but the band members are still very generic-looking, including a male lead singer with the most epic chin I’ve ever seen. It would have been much better for each guitarist to have a band to complement it, especially if they are going to include such “out there”? choices as Midori and Lou. Also the cell-shaded cut-scenes between each set in Career Mode never includes the guitarist, just the band, which looks a little sad.

All in all, Activision took Harmonix’s ball and ran with it. With over 70 songs, both licensed and un-known, you will have no problem getting hours of enjoyment from this game and controller. The Battle Mode only increases its re-play value and makes the game’s Wi-Fi capabilities all the more appealing. If you own a Wii, this game is a must-have for your library.

No More Heroes

February 7, 2008

Travis Touchdown is the world’s newest assassin. His weapon of choice is a “beam sword” (light saber), and in a change from the likes of AltaA