Wii

Pokemon Battle Revolution would have been a solid Wii launch title. This makes sense, since it did hit shelves then in Japan, but the late U.S. release had players expecting a bit more. They didn’t get it.

The previous console iterations, such as the GameCube’s Pokemon Colosseum and Pokemon XD, had loads of extra features, from expansive single-player modes with varied, complex gameplay to minigames and other utilities for the handheld title. With Battle Revolution, the developers scaled back to even less than the original Pokemon Stadium for the N64, leaving only a very simple one-player mode and a few multiplayer battles.

For those looking to check out the game that don’t own a DS or the new games, forget it. PBR does feature A

Shrek The Third

July 6, 2007

Shrek and his band of merry misfits have been a staple in Hollywood animation for a few years now. Packed full with more jokes for the parents than the kids the movie pretends to be geared towards, Shrek has become something of a cash cow for Dreamworks Animation Studios. So it should come as no surprise that Dreamworks had a 3rd feature length film based on the loveable orge and everyone’s favorite donkey, and even less of a surprise that Shrek the Third is headed to all of the major gaming platforms.

In past years, a multi-platform release really meant a game was ported between the major systems with little to no difference between versions. Today, with consoles like the Wii and the DS and their very unique control options, more developers are actually tailoring multi-platform games to take advantage of these features. Activision has done just that with Shrek The Third.

Before you even consider picking up Shrek The Third on the Wii, though, make sure you have a the Wii Nunchuck Controller; it is required to play this game. If you’ve already got one – and you should – keep reading.

The storyline of Shrek The Third unfolds just like the movie, so there won’t be any surprises here for those who have already seen it. In a nutshell, and I’m going to spoil it all here for you, Fiona’s father dies, leaving Shrek to become king. To avoid having to rule the kingdom of Far Far Away, Shrek sets out to find Fiona’s cousin, Artie, the only other possible heir to the throne. While on his journey, Prince Charming returns to Far Far Away seeking revenge. As you play through the game, most of the time you will be playing with Shrek, Donkey, and Puss in Boots, but the game switches back to Fiona to advance the plot.

Visually and aurally, the Wii is the weakest of the bunch, but Activision did a solid enough job of utilizing the Wii’s power to not stand out as a sore thumb. Animation was good, if a little hazy, and voice acting and other sound effects rounded out a well-polished effort.

As with all Wii titles, the key to a game’s success is how well the developer makes use of the Wii Remote and its unique abilities. For Shrek The Third, the control scheme feels very strange at first, but then it becomes like second nature. The game sports a bevy of moves that you can perform as any give character. These moves include the normal attack/punch and a power attack move. Thrown in for good measure is a finishing move that becomes available when you stun an opponent. For the Wii, your normal attack is achieved by shaking or A

When [i]Mortal Kombat: Armageddon[/i] was released for PS2 and Xbox late last year, it marked the end of an era, drawing to a close Midway’s long running fighting game franchise. The game was an appropriate punctuation mark on the series, offering nearly every character and a host of varied modes, all for a very reasonable budget price of $20. Over half a year later, Armageddon has arrived for the Wii, now sporting a non-budget price tag. But are the changes worth the extra money?

The most significant addition to this port is of course the inclusion of motion sensitive controls. However, while fighting by waving the Wii remote through the air is amusing for the first few plays, the controls are eventually revealed to be unreliable and glitchy. In most games, this sort of control would suffice, but the technical precision required for a fighter just isn’t there. Once a friend discovers the game’s support for GameCube and Classic Controllers, everyone else will be forced to switch or be dominated.

Also added to this new version is the Kreate-A-Fatality game mode, allowing players to use gestures in lieu of preset animations to create unique finishing moves. While this is an interesting idea, the resulting kills aren’t nearly as fun and full of character as the originals.

The version also adds in Khameleon, the female version of Chameleon from the N64 version of [i]Mortal Kombat Trilogy[/i]. This really isn’t a selling point, though, as the title wasn’t lacking in number or variety of fighters previously, though Midway’s eye for completeness with this version is appreciated. All of these additions compensate somewhat for the Wii’s lack of online multiplayer, though even so it hardly feels like the game is worth more than double the asking price of the game on other consoles.

However, for those who can’t pick up the cheaper PS2 and Xbox versions, [i]Armageddon [/i]for the Wii does pack a lot of punch beyond the core fighting game. The one-player Konquest adventure mode isn’t a masterpiece, but as a mechanism used to unlock other items in the game the mode is more than adequate. Similarly, while it’s unlikely that characters generated using the game’s Kreate-A-Fighter mode will ever turn out as unique as those available already, players willing to unlock everything can create a fighter that matches their style.

Then there is Motor Kombat, a super-deformed kart racer starring cartoon style versions of the game’s fighters. The diversion makes for a bizarre change-of-pace from the main game, though this seems fitting for a series that has always had a penchant for the bizarre.

Altogether, the Wii version of [i]Armageddon [/i]isn’t better than those for other platforms, but that doesn’t mean it’s bad. The fighting is solid, and once players tire of novelty offered by the Wii remote, there are other controller options to fall back on, foresight on Midway’s part that does not go unappreciated. That said, if Midway comes to its senses and brings the price down to $25 or $30, it’s a worthy addition to any collection. As it is, the next-gen tax makes it only worth it for fans of the genre.

On the DS, Big Brain Academy played second fiddle, providing the traditional, younger alternative to Nintendo’s flagship Brain Age. With the release of Big Brain Academy: Wii Degree, though, the series takes center stage. Charged with handling the entire blooming A

Mario Party 8

June 5, 2007

Looking back to its humble roots on the Nintendo 64, one would be hard pressed to expect a series like Mario Party to make it all the way to eight editions. But here we are: a new console and a new Mario Party game. Who could have imagined it would have the staying power to have come so far? Well, many gamers would question if indeed it does, and instead accuse Mario and his Parties of having overstayed their welcome. What is unquestionable is that the Mario Party series has continually declined in average review scores as the series has progressed.

But amidst this reasonable skepticism was a current of anticipation leading up to Mario Party 8. The innovative Wii controls and the openness of the Wii experience seemed to carry a lot of potential for revitalizing the series. The Wii has already seen more than its fair share of games that revel in the minigame experience, a vernacular the original Mario Party helped establish. Mario Party 8 then could be seen as the heir to the throne in a certain respect.

The actual experience of Mario Party 8 is thus a conflicting one. It is without a doubt an extremely solid rendition of the tried and true format, but it is not ambitious or daring as you might have expected it would be. This perhaps was an unreasonable expectation as few series can claim the sort of conservative stick-to-your guns approach of Mario Party. But the Wii is a vibrant and radical new way to game, and it is mildly lamentable that Mario Party 8 is so very similar to the previous games in the series.

To be sure, the new motion-activated minigames are a welcome addition, but it is a bit surprising how many minigames avoid motion controls and instead serve as retreads and rehashes of the same sort of games we’ve seen before. Sure, some of the boards feature dramatic game-changing effects, but winning is still just as much luck as it is skill. And, just like all the games before it, Mario Party 8 still features a boring, unforgettable, and best avoided single-player experience. When you look on the game as a whole you are overwhelmed with an impression that they have played it extremely safe with Mario Party 8 and some will undoubtedly find that disappointing.

Some will also feel there is a conspicuous omission in the multiplayer features due to a total lack of online play. Of course this is unsurprising for Nintendo who have been timid, perhaps overly so, in exploring online play. But while some would criticize, the decision has an undercurrent of wisdom. While online play is often refreshing and invigorating, the experience of Mario Party is one that would be sold short without 4 players in the same room. Disembodied internet presences would be disheartening and only marginally more interesting than the single-player game.

So while modest in its ambitions, Mario Party 8 is exactly what you’d expect of it, and if you’ve played any other version of it you already know what you’ll find here. There is a new Wii spin on it, and it works well, but Mario Party 8 faces a competitive field its predecessors mostly didn’t. Your own purchase of Mario Party 8 is a decision based on how much you want another group-friendly minigame title. While you might have already exhausted your interest in the genre, Mario Party 8 is a solid entry in the series that should, even if skeptically, considered.