Wii

Super Mario Galaxy

November 20, 2007

Mario does a lot – he races go-karts; he plays tennis, golf, baseball, and basketball; and every few years or so he goes on a traditional platforming adventure in which he collects power-ups, makes tricky jumps, and saves Princess Peach from a fire-breathing dragon and his army of turtles, bullets, and rotating fire sticks. Super Mario Galaxy is the most recent entry in Mario’s traditional platformer series, and it doesn’t disappoint.

Super Mario Galaxy has two stories; both of them are forgettable, and one of them can be ignored altogether. Here’s a bluffer’s guide: Every 100 years residents of the Mushroom Kingdom throw a big party and watch a spectacular astronomical light show. During this celebration Bowser kidnaps Princess Peach, and Mario sets out to save her with the help of Princess Rosalina and her mobile spaceship observatory. As Mario collects power stars and grand stars from the various galaxies, chapters in Princess Rosalina’s storybook become available. Rosalina’s story is completely optional, and a bit of a downer. To keep the fun level up it makes the most sense to bypass both stories and concentrate on star collection.

Mario’s latest adventure isn’t a terribly difficult one. Difficulty seems to have been toned down a bit due to player non-familiarity with upside-down platforming and dealing with distinct gravity fields on such small pieces of land. There are still tricky jumps to be made, but there seem to be fewer enemies about, and those that you do find are easy to take down. The Wii remote’s function as a star bit (small crystals collected in each level) gatherer and launcher see to that. As long as you can see a star bit you can collect it by simply passing the cursor over it. Similarly, if you can see an enemy, you can shoot and usually stun it with a star bit by pointing at it and pressing B. Bosses, at least in their first run, are easier than in classic Mario games as well. This changes wildly after an initial 60 stars are collected, however, as only 60 of the game’s 120 stars are required to open the final confrontation with Bowser. Optional galaxies are more challenging, and later levels really step up in terms of difficulty.

Controls, as we’ve come to expect from first-party Wii games, are spot on. Mario’s movements are exact, and if you fall in a pit there’s never any doubt as to why; it was player error. Motion controls are implemented well; using the pointer to collect and launch star bits feels appropriate, but I find myself wishing I could use a button to spin instead of shaking the remote. It’s not that shaking the remote is tiring, it’s that pressing a button is more exact and there’s no gameplay reason for Mario’s spin to be tied to my shaking the remote. Motion controls are supposed to make a game feel more natural, but all they do in this case is make Mario’s move set feel a little less exact. Looking at my Wii remote, however, I can’t think of a better mapping for spin. There are so few easily usable buttons available on the Wii remote and nunchaku that a quick shake to spin is probably the easiest solution.

Every Mario game has a gimmick. Mario 64’s was the third dimension, Sunshine’s was its tropical theme, and Super Mario Galaxy‘s is gravity. Each level is made up of small planets, and each planet has its own unique gravitational qualities. Some bodies are so small that it’s possible to jump and make two to three revolutions before landing while others are so big that you’ll forget you’re on a planet. Calculating gravity on a per-body basis allows for some clever problem solving, too. If there are laser barriers coming at you it’s just as viable a solution to run to the underside of your platform as it is to jump over the hazard. And be on the lookout; we’re not used to walking on the bottoms of platforms and there’s some good stuff hiding out down there.

Serving to shake up the Super Mario 64-esque level structure are the comets. There are several varieties, and each affects the galaxy differently. One turns the level into a race against Cosmic Mario, another reduces your maximum health to 1 and leaves you to deal with a boss encounter, another sets you loose on a previous mission with a new time limit, and another boosts your enemies’ speed to make a level more challenging. After the main story has been completed a fifth comet type appears – the purple comet. When it visits a galaxy a purple coin challenge is available. These purple coin challenges range from simple scavenger hunts to tightly timed collect-a-thons to tests of precision platforming. There was a lot to do before, but the addition of comets ensures that you’ll never be stuck doing the same thing over and over again; there’s always something new to try.

If you could only throw one game into your Wii to show it off to friends then Super Mario Galaxy should be it. It’s beautiful, it controls well, and it’s just plain fun. You won’t want to stop after the first 60 stars, and there’s plenty to keep you occupied after the storyline is completed.

Battalion Wars 2

November 12, 2007

he original Battalion Wars for the GameCube was an interesting experiment in adapting Advance Wars into a 3-D real-time game, but many were disappointed by its short campaign mode and complete lack of multiplayer. With this second installment, playfully nicknamed BWii, developer Kuju Entertainment sought to add more variety, as well as Wii controls, to the first title’s base gameplay.

This is a game that really benefits from the Wii remote. The point-and-aim mechanism Battalion Wars 2 uses is intuitive, and shooting down planes is especially satisfying. The game’s different camera angles allow players to choose a close, action-like perspective or an aerial, top-down view.

The setting for the skirmishes consists of a world of stereotypes. Whether it’s the vaguely Asian A

Despite a lack of depth or next-gen shine, Spider-Man: Friend or Foe is nonetheless a terrifically fun and addictive brawler evocative of similar titles such as Marvel: Ultimate Alliance and Gauntlet Legends. However, even more surprising is that Next-Level Games’ film-inspired effort overshadows the official Spider-Man 3 games by exercising something uncommon in movie adaptations, namely creative freedom. As an officially licensed movie product, Friend or Foe scores points with this reviewer for having the courage to exist outside the boarders of its source material, in so doing becoming its own experience rather than just a thinly veiled copy.

Playing as the friendly neighborhood web slinger, Friend or Foe partners you with any one of several heroes and villains, including such familiar faces as Venom, Green Goblin, and Doctor Octopus, as well as more fringe comic book personalities as Silver Sable and Iron Fist. The game’s paper-thin plot tackles the third film’s notion of an alien symbiote threat with tongue firmly planted in cheek as Spidey and a companion button mash their way through wave after wave of similar beasties using a fistful of combos and unlockable super powered antics. Long story short: if you are looking for an old-school brawler that doesn’t take itself too seriously, Friend or Foe could be just what you’ve been looking for.

The title, which was obviously designed for younger gamers or those young at heart, features gameplay that scales to support a wide assortment of skill levels and ages, from veterans to toddlers who just might be cutting their teeth on this very game. Environment and character designs favor a more cartoonish style rather than one based in realism, and together with lighthearted, at times humorous dialog, playing this game feels not unlike taking an active role in a Saturday morning cartoon.

Still, for something that is easy to pigeonhole as a A

Boogie

October 8, 2007

I really wanted to like EA’s Boogie for the Wii. I really, really did. I had high expectations for this game. I wanted to dance and sing my heart out. While I’m no pop star, I had really hoped to strut my stuff in the privacy of my own living room. Instead, what I did was sit on my sofa lazily swinging my Wii remote this way and that way, trying to keep more of a tempo to the song than actually dancing and trying to A

Up, right, left, down… nunchuk? Yeah, and it’s about time. With the rhythm genre’s recent surge in popularity, coupled with the Wii’s emphasis on getting up and moving, Dance Dance Revolution: Hottest Party was a no-brainer. How, though, did Konami do with this new version?

Their focus was obviously on making this a big party game on the ultimate party system. The game supports four dance pads, and can use GameCube-compatible pads like the ones from DDR: Mario Mix. While all four can choose different difficulties as normal, the new Friendship and Sync modes make the game more appealing to those on the ends of the skill spectrum. Friendship allows up to four dancers to cooperate, counting only the best score for each individual arrow. Sync is essentially the opposite: the team is only as good as its worst steps. Both modes are available in the game’s campaign mode, Groove Circuit. This is a godsend for less skilled players that still enjoy the game, as most songs can now be unlocked with a bit of persistence.

The balance of songs is designed to appeal to most groups. There are well-known classic songs like Disco Inferno and Karma Chameleon, recent hits like Clocks and Lips of an Angel, and DDR classics like Breakdown. Power steppers will cry that the game only features a couple of super-hard 10-step songs, but everyone else should be pleased with this mix.

Also added in are Gimmicks, or special steps that change how the game is played. Most, like the steps that must be hit twice or the steps that move around, are fairly simple, but ultimately unnecessary. One exception to this, though, is during the Groove Circuit mode, when Gimmick-based battles with AI bosses make for a refreshing change of pace between levels.

The biggest innovation, though, is the introduction of the Wii remote and nunchuk to the gameplay. Orange diamond symbols take the place of left and right steps at times, and players move the corresponding hand at the right time. The accuracy of this is a bit off, and while it shouldn’t bother casual dancers, more experienced ones might get frustrated. Despite some reports to the contrary, though, the hand controls can be turned off in the options menu.

However, the options menu lack many options veteran players like, such a way to change the speed of the arrows. Most longtime DDR fans like to speed up the arrows on slower or more complicated songs so that steps are spread apart and easier to follow.

All in all, DDR is still a two-dimensional game with one-dimensional gameplay. The series’ strength – being a party showpiece – is even stronger with the new modes, but the replay value suffers due to the lack of classic options and not-quite-accurate-enough motion controls. If you haven’t tried DDR before, this might be good enough, but for everyone else, Hottest Party is really just lukewarm.