Wii

When the Wii’s unique controller was first unveiled, many critics pointed to the Metroid Prime 3: Corruption demos as the ultimate selling point. Some even declared the remote and nunchuck controls superior to the much-beloved mouse and keyboard. Unfortunately, Corruption was pulled from the launch, and pushed back to an unspecified date. What gamers lucky enough to snag a Wii got instead were games like Red Steel, Far Cry Vengeance, Call of Duty 3, and Medal of Honor: Vanguard, all of which received mediocre reviews at best.

As usual, gamers would have to wait for Nintendo’s own effort (via Retro Studios, in this case) to show everyone how to treat their system right — even if it took nine months longer than promised. Fortunately, as with most nine-month waits, Corruption is a joyous delivery.

Corruption concludes the Metroid Prime series, once again featuring bounty hunter Samus Aran kicking copious amount of Space Pirate ass as she explores an alien world — or in this case, four or five worlds. Instead of the traditional Metroid set-up of one “hub” area and several sub-locales, Corruption puts Samus’s Gunship to use and has you jetting back and forth between planets. But that’s not the real innovation here, so let’s get the control discussion out of the way first. Bear in mind that, since my personal FPS experience consists entirely of the Metroid Prime series and Goldeneye 64, I won’t be able to make valid comparisons between the Wii’s “point and shoot” interface and dual-analog or mouse/keyboard controls.

While the game offers three degrees of turning sensitivity and an option to use the traditional lock-on, most experienced gamers will probably opt for the “Advanced” control boasted about in the game’s ads. After an initial adjustment period, Corruption‘s interface becomes largely intuitive, with A used to shoot and B to jump. Some modifications from the other Primes‘ controls were necessary due to the Remote’s lack of buttons, though. For example, now you fire missiles by pressing down on the D-Pad. The remote is also occasionally used for certain gestural interfaces, like pulling levers and turning dials, which are well-executed and help immerse you in the game’s world.

The Morph Ball activation is found on the nunchuk’s C button instead of on your “active” hand. While rolling around in third person, most of your controls remain as you probably remember them, although Corruption adds the ability to jump by flicking the Remote up. This maneuver effectively marginalizes the classic “Bomb Jump” technique (now only required once, to get an optional pickup), but it doesn’t always seem to work as expected; I found that I got the most dependable jumping results when Samus was absolutely still, so you might want to keep that in mind.

The Z button lets you lock on to a target, which is still useful in this “free aiming” world for your homing missiles, side-jumping, and — perhaps most importantly — grappling. On that subject, the nunchuck controls Samus’s Grapple Beam thusly: when locked on to a viable grapple point, flicking the nunchuck forward deploys the grapple, and pulling back tells Samus to flex her muscles and yank off detachable pieces of plating and whatnot. It’s a great change to see the Grapple being used as an addition to Samus’s already-formidable arsenal, as some enemies can only be defeated by the physical force it provides — either directly or by stripping away armor — and the gestural interface for doing so is brilliant in both concept and execution.

Overall, I had very few problems adapting to these new controls. Most of the issues I did have were centered around the awkward placement of the – button (used to change visors) and + button (used to engage Hyper Mode, which I’ll get to later), especially with the Home button being nestled in between them. There were definitely times when I went to change visors in the heat of battle and came perilously close to either resetting the game or going back to the Wii Menu, which would have been disastrous. The only other problem I had was occasionally hitting the C button when I wanted to hit Z or vice versa. Everything else worked as advertised, and found the control scheme to be highly efficient and immersive.

Of course, like any Metroid title, most of your cool tricks have to wait until you collect the necessary upgrades. At least Samus starts off Corruption better-equipped than usual; you won’t have to earn the right to access your Morph Ball Bombs, Space Jump, or Charge Beam this time, and you quickly re-acquire your Missile Launcher and Grapple Lasso. Everything else you’ll have to find as you explore the worlds of Corruption. This includes some “old standards” (Spider Ball, Screw Attack, etc.) as well as some new tricks.

In Metroid Prime 2: Echoes, most of Samus’s new toys centered around the game’s “light and dark worlds” theme. In Corruption, they mostly center around the new Phazon Enhancement Device (PED Suit) and the Hyper Mode it enables. Early on in the plot, Samus’s body begins to generate Phazon, the corruptive energy/goo that has defined the series. The PED Suit allows Samus to channel some of her energy into ultra-powerful Phazon blasts that quickly dispatch her enemies (some of whom can enter Hyper Mode themselves) while becoming essentially invulnerable. This great power, however, runs the risk of corrupting Samus with Phazon. Leave Hyper Mode on for too long and she’ll need to discharge quickly, lest she be overcome.

Balancing the risks of Hyper Mode with the need to harness its power is just one of the problems players face as they play Corruption. Space Pirates, environmental hazards, native predators, intricate puzzles, enormous bosses, and of course energy-leeching Metroids all stand between Samus and the completion of her mission — and they’ve got new tricks of their own to keep Samus on her power-suited toes.

Players will have to keep their eyes and ears open throughout the game, but this shouldn’t be a problem as Corruption continues with the series’s impressive production values. Metroid Prime and its sequel Echoes produced some of the prettiest visuals and sweetest sounds on the GameCube, and Retro has brought that same attention to visual and aural detail to the Wii. Nobody purchased a Wii for eye- or ear-candy, but the system can definitely still provide it when asked, and without any noticeable slowdown.

Of course, the Wii simply isn’t as powerful as the other systems out there these days, and it does show if you know where to look. The graphics don’t always stand up to close inspection, which is especially noticeable with regards to doors. The Prime games pre-load the next room when you activate the door to keep gameplay seamless, but some rooms take longer to load than others. Especially complex rooms will leave you staring at a closed, pixelated door for upwards of maybe seven seconds, which can be highly inconvenient if enemies are around. It’s not a lot of time in the grand scheme of things, but Metroid games feature a great deal of backtracking, so you’ll encounter the same slow doors frequently. As far as problems with the sound goes, I don’t recall the Remote’s speaker being used for anything; hearing a metroid’s shriek right in my personal space when one latches on to me would have been awesome. If the speaker was used, it was so subtle I didn’t notice.

Other than the controls, perhaps the biggest functional change between Corruption and its GameCube predecessors is what it is missing rather than what has been added. Unlike in the previous two Prime titles, there is no beam switching in Corruption; Samus still acquires beam upgrades throughout the game, but instead of switching between them, their effects just stack onto the basic beam. This eliminates a lot of the largely pointless switching just to open doors, but also eliminates concepts like enemies that can only be defeated by a certain type of beam. Super Missiles, Power Bombs, and Beam/Missile Combos are also lacking, although there are approximate analogues for the first two and the Combos weren’t really all that useful in the first place. In fact, there definitely seemed to be an overall “lack up power-ups” feeling, which I think was partially caused by not starting at zero; your initial armaments would represent upwards of four or five power-ups in previous titles. Finally, Corruption lacks any sort of multiplayer mode, although that’s not much of a loss; the multiplayer in Echoes always felt sort of tacked on, and the Metroid Prime Hunters DS title suggests that any future bounty hunter deathmatch action will be confined to its own spin-off series. I could definitely see an online MPH game for the Wii using Corruption‘s control scheme in the future for those who want it.

Corruption doesn’t completely ignore the Wii’s online functionality, however. Throughout the game, you receive credits for certain achievements: beating bosses, scanning enemies, and scanning lore entries. There is also a fourth type of achievement that earns you a “friend voucher”, usually for miscellaneous things like 100 kills, finding shortcuts, or especially stylish kills. These vouchers can be traded online to receive the final type of credit. This online trading uses your Wii’s system code, not a game-specific Friend Code, so trading is a relatively painless process if the friends already in your address book have the game. Credits can be spent to unlock extras, like concept art, musical tracks, and miscellaneous quirks like a Mii bobble-head for the dashboard of Samus’s Gunship.

Corruption offers around fifteen to twenty hours of gameplay on Normal Difficulty if you make the effort to collect all the pickups. There are also two higher levels of difficulty if you want further challenge or more boss credits. Using the same save file allows you to retain your scans from previous playthroughs, allowing you to concentrate more on survival… or enjoying the scenery, depending on which which way you go. The advantage of free-aiming might actually make Normal difficulty too easy for experienced gamers, who may want to start on Veteran and then breeze through Normal later to pick up credits and scans.

No matter which difficulty setting you tackle first, Metroid Prime 3: Corruption will fulfill a lot of the promises made about the Wii when it was released last year. The first “hardcore” title for the system that was actually designed for it from the beginning, Corruption proves that the Wii is capable of more than just minigame collections and golf games.

Carnival Games

September 17, 2007

Carnival games in general are for suckers. They are as close to impossible as you can get without eliminating the game and having a person stand there just to take your money. Now Global Star Software has come along and brought that same level of frustration to the Wii, with the aptly named Carnival Games.

Carnival Games features over 25 perfect adaptations of everyone’s favorite midway games. Supporting up to 4 players, Carnival Games turns your Wii Remote into everything you can imagine, from a sledgehammer in the famous strength test to a skeeball.

Carnival Games has 2 game modes, single player and competition. Single player mode is where you will win tickets and prizes, while competition mode is the multi-player mode. You can play Head to Head in a single game, or a Competition of up to 4 players in 5 randomly selected games. At the conclusion of multi-player games, a leaderboard shows the winners and losers. Carnival Games doesn’t have any online features, but doesn’t really hurt for it, being designed around local gaming.

To store your progress in single player mode, you will need to create a character. Carnival Games has a pretty minimal character creation mode, but the game doesn’t need anything more. You can customize your face, hair, shirt, pants, and shoes. Later on you can return and add unlocked accessories such as hats, masks, and wacky shoes. Why they left out any type of Mii integration is beyond me.

Venturing into the midway, you are presented with 6 Alleys to select from: Fortune Way, Love Lane, Rodent Row, Claw Alley, Lucky Pass, and Prize Boulevard. As you play the games in each of the Alleys you will receive tickets and prizes, based on your performance. Tickets can be redeemed to play the Alley Arcade games or exchanged for the previously mentioned character accessories.

Prize Boulevard is different from the other Alleys in that it only tracks the collection of prizes you have won to date and doesn’t have any games to play. From here you may swap collections of smaller prizes for larger ones. Win 4 small prizes and you can exchange them for a medium. 3 mediums can be swapped for a large, and once you get 2 large prizes, you can go for the Grand prize. This is the only way to get the Grand prizes of the other Alleys. The name of the prizes is exactly as you would expect from a midway. Small prizes are physically very small, which doesn’t mean much as it’s a virtual prize. The prizes themselves run the full gamut of toys and stuffed animals and are altogether uninteresting. Only the most fervent completionists will care what the prizes are, let alone try to collect them all.

Each of the Alleys features a host of games, as well as a special Alley Arcade Game that requires tickets to play. Each also boasts 2 unlockable Super Games: souped-up versions of the games that are much more difficult than normal. Once you earn grand prizes on 2 of the games in that particular Alley, they’re unlocked for all characters. The Super Games are all over the map in terms of difficulty with some being off the wall crazy and others not being that difficult at all.

Some of my favorite midway games show up in Carnival Games, including the Dunk Tank, Balloon Darts, and even the Shooting Gallery. Conceptually, this real life-to-digital translation should be simple and unfortunately Global Star has hit the nail on the head a little too well. You see, by capturing the pure essence of these games, the developer has managed to package and sell a game that delivers an enjoyable experience, but also a mind blowing amount of frustration. Games like the Strength Test are virtually impossible to get perfect, due to the fact that your arm simply cannot move as fast as is required to get a perfect score. In most cases, the motion sensing controls do a great job of recreating the experience. So good, in fact, that your arms feel like they are going to fall off after you’ve been playing for a while. This is a case where “accurate” doesn’t always translate into “fun.”

Graphically, Carnival Games is pretty adequate. It’s nothing to write home about, but the team did a good job of recreating the games in a realistic way. The vantage point with which you stand also lends itself to a real experience. Carnivals typically have loud obnoxious music that rounds out the experience, but I tended to phase out any type of music or sounds while focusing on the game at hand.

Carnival Games ends up being quite an enjoyable game and won’t hurt the budget too much at $40. But the game, while meant to appeal to everyone, ends up being too difficult for a younger audience and for that reason falls down to the Bargain Bin. I have no doubts that Carnival Games is something that everyone could enjoy on some level, but for $40 you are better off waiting for a price drop or picking up something else. For all its high points, I promise you that at some point you will wonder why exactly you paid to endure some of these games over and over.

I love adventure games. It makes me happy to know that I shouldn’t eat the blueberry pie in King’s Quest V. It wouldn’t have shown up in my inventory if I was supposed to eat it. Figuring out which item to present to which character is oddly satisfying and solving puzzles without the constant threat of being sniped and tea-bagged is a treat that we gamers don’t savor near often enough. Harry Potter and the Order of the Phoenix (OotP) is an adventure game at heart. There is magical combat, but it takes a back seat to the puzzles, character interaction, and massive visual scope of the game.

The lion’s share of OotP boils down to Harry, Ron, and Hermione running around Hogwarts and recruiting students to join their Defense Against the Dark Arts study club, Dumbledore’s Army (DA). In the book and the film, Harry’s friends are eager to join. They all want to fight Voldemort and feel as though their current instructor is holding important lessons back from them. None of these feelings shine through in the game. More often than not, Harry has to bribe his classmates to join the DA by assisting them with their homework, hiding their contraband from the faculty, or retrieving their stolen property.

Fortunately, the exploration is wonderful. Hogwarts is designed from J.K. Rowling’s own sketches and blueprints used in the movies. And it shows. The school is massive, and many of the areas accessible to players are never seen in the films. Fans of the books and movies that just want to wander around Hogwarts at their own pace will fall in love with the detailed environments. They’ll also have a good time earning discovery points by mopping up spills, sweeping leaves, uncovering hidden plaques, meeting house ghosts, lighting torches, and searching for hidden statues. Console gamers can also try their hand at Wizard Chess, three variations of Gobstones, and two variations of Exploding Snap. There’s a lot to do in Order of the Phoenix that is secondary to the plot, and all of them are fun.

Aside from exploration, you’re probably considering OotP for spell casting. The Wii version is the most fun in this regard as the Wii remote takes the place of Harry’s wand. Motions are responsive, and it’s difficult not to get into things when you’re actually moving a wand around (and if you’re anything like me – shouting A

For all the success that the Wii has enjoyed to date, for all the press and internet fanfare that it has generated, for all its dominance of hardware sales charts, the Wii has really done little to sustain player interest. Outside of short, explorative stabs at the novelty of motion controls and the handful of GameCube ports that have found their way over, there just hasn’t been a lot on the platform to get excited about so far this year. So we wait, with baited breath for each successive Nintendo release, assuring ourselves that surely this one is going to be the one worth writing home about.

There’s no use beating around the bush; Mario Strikers Charged is not the game you’ve been looking forward to. A sequel to the moderately successful Super Mario Strikers on the GameCube, Mario Strikers Charged follows the Mario sports mantra to the letter: take a sport, strip it of all the unnecessary rules and gameplay elements, add some ridiculous super moves and power-ups, and wait for the money to flow in. For a lot of sports, this formula works exceedingly well. Games like Mario Tennis and Mario Golf benefit quite a bit from this approach and have enjoyed considerable success. And while it is indeed possible to develop an arcade soccer game (look no further than Next Level Games’ own Sega Soccer Slam on the GameCube); it requires a more nuanced approach to the game in order to keep things from getting out of control.

Sadly, “out of control” is probably the most apt description one can think of to describe Mario Strikers‘ gameplay. Players control teams of four players, with one perennial Nintendo star as the Captain, and three sidekicks of various shapes and sizes. True to the formula for dumbed-down sports games, each character is essentially weak and fast, strong and slow, or in the middle. In this respect it feels almost like that Virtual Console favorite, Ice Hockey. Captains are capable of delivering brutal Megastrikes which can score as many as six goals at once, and multiplayer games frequently devolve into a test to see who can get the most Megastrikes off without being disrupted by the other team.

And boy are there ample ways to disrupt shots. There are all manner of things that can separate a dribble player from the ball. There are scads of items that can be picked up by shooting power shots – including various colored shells, Chain Chomps, Bob-ombs, Bananas, mushrooms, and so on. Captains each also have their own individual power-ups that are nearly impossible to escape or counter, the most memorable (or notorious) being Diddy Kong’s tractor beam, which sucks an opposing player off of the pitch completely. And as if that didn’t make for enough chaos to begin with, most stages have ridiculous game-interrupting elements like electric currents running through the ground, giant balls of magma taking up a quarter of the field, or flying tractors careening across the grass.

This might seem like a fun spin on the sport in abstract, but playing against the game’s unforgiving AI in a setting as unpredictable as the one presented in Mario Strikers is a recipe for lost tempers and broken controllers. While the AI is apt to roll over on the Easy difficulty setting, getting through even the second of the game’s cup challenges requires a good deal of patience and a lot of practice. The Challenges the game offers also prove to exceedingly frustrating, as you only get to play three or four before the difficulty gets out of control.

The game’s saving grace is the fact that it’s the first to make use of the Wii’s understated online multiplayer capabilities. And believe me, if you want to enjoy this game, you’re going to need to play it with a friend. Whether on the couch with you or across the country, Strikers becomes much more palatable when you’re playing against somebody you know. More competitive folks will likely be frustrated by the seeming randomness of the scoring, but those just looking for an easy game to get into without a lot of depth will have a lot of fun with what the game brings together.

I imagine there is little I can say or do that would dissuade game-starved fans from picking up this latest Wii release from Nintendo. It’s the first solid title in a while and the first to make use of the online multiplayer. So I can’t say I blame them. But for everybody else, I can’t recommend this game in full confidence. The single player experience is shallow and frustrating, and the novelty of the multiplayer is fleeting. Mario Strikers Charged would make a terrific rental for the weekend, but it’s just not worth the full purchase price.

Ratatouille

July 23, 2007

It’s hardly a surprise that the theatrical release of Disney/Pixar’s latest CG wonder Ratatouille is met day and date with video game adaptations for nearly every platform imaginable. Equally unsurprising is that the bulk of these titles seem designed for a market that does not exist, or at the very least is decidedly niche: players young enough to appreciate the source material but old enough not to become easily frustrated by the title’s unforgiving gameplay.

Developed at THQ’s wholly owned Heavy Iron Studios, Ratatouille follows the platforming exploits of Remy, a young rat who dreams about becoming a great French chef. Given the quality of other similarly tepid releases from Heavy Iron, it’s not so much shocking that Ratatouille fails to impress as it is disappointing. Given the variety of situations and locations made possible in a game seen through the eyes of a rat, the developers have instead turned out yet another run of the mill adventure that will do little to save players from the icon-collecting doldrums brought on by countless similar creations.

While the main game may come off as largely forgettable, Ratatouille does feature a healthy selection of mini-games, both available from the onset and unlocked through play, and some of these offer a measure of fun not found elsewhere in the title, though with only a handful from which to choose, the question of value still lingers heavy in the air like the musty odor of overripe cheese that not even Remy’s brother Emile would find appetizing for long.

Something to keep in mind when playing Ratatouille is that it is based on a movie property which is itself aimed at the younger set. That being the case, the game should feature mechanics that keep those players in mind, or at the very least include an easier game mode designed to help players with fewer years behind them, who might even be grappling with their emerging gamer instincts for the first time with this very game.

Ratatouille includes none of this, and I dare say that most children will look to the nearest adult for help even before the mandatory tutorial mission has been completed, while later levels, areas, and challenges will likely prove nigh unplayable for the game’s presumed target audience.

Interestingly, in this respect, the Wii version manages to stand out from its peers, at least initially, offering more intuitive and forgiving controls than those on the Xbox 360, PlayStation 2, or GameCube. But this relief is short lived, as even this version eventually slips into the same routine of aggravation exhibited by its counterparts.

It cannot even be viably argued that the title is instead aimed at tweens or young adults, as beyond the frustrating platforming, odd camera angles, and aggravating missions lies an experience that simply isn’t all that fun. It’s not that Ratatouille is broken, but rather that, like so many other movie-to-game translations, it rides too closely upon the coat tails of its source material, recreating various scenes and events from the movie in the context of an interactive experience. But when that experience itself isn’t entertaining without its theatrical crutch, what’s the point? Heavy Iron fell into a similar pitfall with The Incredibles, and it’s unfortunate that here again more is not done with the license.

And that, in a nutshell, is my problem with Ratatouille. Besides some questionable design, the biggest shortcoming is that it simply does not do enough with what for all intents and purposes should be a compelling vehicle for a fun game. The potential is there, but for whatever reason, be it budget, time, or a mixture of both, the end product simply does not deliver, regardless of how expertly the actors may deliver their lines, or how cute Remy looks scampering about in the kitchen. Ratatouille may be a great movie, but as a game it’s just not worth the effort.