Wii

Gamers were teased by the Wii Sports pack that Nintendo bundled in with their Wii console. While a few of the games were excellent, most notably bowling, others were lacking. The golf game especially drew ire not because it was necessarily bad, but because the potential for a golf game on the Wii is just monumental. The little remote that could seems custom fit for a good golf game and who better to take up the challenge than EA Sports?

All the features that you enjoyed in other iterations of Tiger Woods Golf are here. The courses are plentiful and most of your favorite golfers are in here. I couldn’t find Freddy Couples, but maybe he’s hidden a little deeper than I looked. There are about 10 bagillion modes of play, including some arcade modes that, while gimmicky, are fun diversions from the more traditional modes. But that is not why you are reading this review. You want to know how the game controls.

I am happy to report that Tiger Woods for Wii may be the best sports game you play this year. Not only is it complete and nice to look at, the controls just take this game above any other sports, let alone golf, outing available. Swinging is done exactly like you would want it to be done. You pick up the wiimote, you get down in your stance, hold B to indicate you are ready to swing and then let it rip. Tiger Woods succeeds where both Super Swing Golf and Wii Sports golf fail in that your swings feel visceral and accurate. You will be whipping huge shots off of the tee in no time. The controls are quite realistic and often (sometimes painfully) mimic your real life golf game. I tested many different swing styles, going from more of a baseball first-time-golfer swing, to a shot with proper turning of my wrists, and the difference in the game is tremendous.

Where the controls falter a little is in the short game. You would imagine that putting would be difficult with these controls, but the real problem is in the approach. It will take you a few sessions to get used to making carefully aimed and timed approach shots. To do a shot like this, you need to bring the remote up slowly and then swing once your golfer has his arms as high as the shot you want to do. It works, but it will take some practice. In fact, for optimum initial enjoyment, I suggest you play with mulligans on, as inexperienced players might accidentally trigger a shot by casually pressing the B button or there is a mis-cue from the game.

The controls and main game are very solid, but the presentation could use some work. The in-game character models are very detailed and the environments crisp, but the interface is just unforgiveable. Some of the decisions made on the UI boggle the mind, like only allowing one player to choose a character at a time, and the last player to hit A gets control of the screen. The create a character interface is especially ugly and problematic.

What Tiger Woods on Wii represents is effort on EA’s part and the result is a very enjoyable sports experience. The controls alone make the game, and in future iterations, I expect the rest of the game to catch up, and the glitches in the controls to be ironed out. A wonderful first outing.

SSX Blur

March 16, 2007

SSX Blur is not your father’s SSX. Heck, it might not even be your SSX. First launched as a flagship title for the PlayStation 2 in 2000, the extreme snowboarding game has gone on to inspire a handful of sequels across multiple consoles and handhelds, but none have represented such a dramatic departure as what has been delivered in SSX Blur.

Just on the merit of its unconventional design, the Wii demands reinvention, especially when it comes to existing IP, and this alone can draw a rather bold line between those players who are open to change, radical as it may be, and those who genuinely find the whole idea a bit unsettling. With regards to Blur, developers EA Montreal have thrown caution to the proverbial wind and designed a game that adopts a completely new, more cartoonish, visual style and embraced the Wii’s motion sensitive remote and nunchuck attachment with open arms. The result, while very fun, does take a good deal of warming up to and seems destined to be misunderstood by players and media alike.

To begin with, the game’s controls, which demand a flurry of constant wrist pivots and remote twirls, can bring you to the edge of carpel tunnel like no other game on the Wii to date. In addition, while SSX Blur does sport a vast catalog of different motion sensitive maneuvers, the game’s frantic nature can at times make the whole experience feel very arbitrary, leaving you to flail both hands in a nondescript fashion while the on screen character translates the nonsense into aerial acrobatics or collision with a tree.

This is not a game about finesse, but still the series’ penchant for trying to pull off just one more trick before bailing into a face plant with the ice and snow remains.

Essentially, the nunchuck is used for the lion’s share of activities, with the analog stick used for turning while tilting the nunchuck left or right will allow for a much tighter turn, an essential skill to master for those hectic slalom courses. While airborne, the tilting takes on a different role, as it in conjunction with the Z button initiates one of four different types of grabs depending on the direction being pulled. On top of this, the Wii remote itself it used to perform the game’s numerous death defying tricks, with different directional midair swipes being translated into on-screen heroics.

While this takes a bit of getting used to, after it is all said and done the above mechanics work pretty well and offer a great deal of fun in the classic SSX tradition. Where this begins to break down a bit is in the case of the so-called ‘Ubertricks,’ this game’s take on the series’ high powered maneuvers that can only be actioned when a character is doing particularly well. In the case of SSX Blur, these tricks, more of which can be earned over the course of the game, demand you trace various shapes in the air with the remote or, in the case of particularly complicated maneuvers, both the Wii remote and the nunchuck. While occasionally these can be pulled off without a hitch, more times than not attempting these tricks simply turns in a battle of attrition ultimately resulting in annoyance and frustration.

Set upon three different mountain peaks, SSX Blur offers numerous events, from races to extreme sporting trials demanding a mastery of pulling off tricks for points. And when this gets tiresome, the game also offers a multiplayer mode for two players to take to the slopes via split screen with any of the characters and boards (or skis) that have been unlocked. It’s a shame that more wasn’t done with this mode, however, as it’s pretty bare bones. As it is, however, competing against a friend as you both shake your controls around in the air is an entertaining spectacle.

In addition, with a presentation that could easily be considered flat in contrast to the altogether obnoxious SSX On Tour, it would be easy to call out the series’ latest entry as yet another example of the Wii’s ineptitude to wow players on the hunt for eye candy. However, while standing still the game does offer little to turn aside such comments, in motion its merit is much more evident. It does look unquestionably different from previous SSX releases, but that does not diminish the game’s artistic flair. The developers have even managed to include an SSX radio DJ that isn’t terribly annoying, something that has not especially been a calling card of the series up until now.

While not nearly as over the top as SSX 3 and arguably not as pure as SSX Tricky, Blur’s fresh take on the franchise is a welcome treat. The controls take more than a little getting used to and do seem a bit arbitrary at times, but that does little to take away from the sheer fun of grinding through a half pipe, getting crazy air, and defying death for just one more flip before hitting the snow. Spread across three different peaks, each sporting multiple events and a host of unlockable content, SSX Blur is sure to inspire more than a few return visits. Add to this a multiplayer that, while perhaps lacking in flair, is still more than serviceable, and EA’s latest trip down the snowy mountain might just be the best third party title on the Wii to date.

Some games – no, most games – are created with a defined audience in mind. Front Mission 4 is for those that like big stompy mechs and slow, tactics-based game play. [i]Final Fantasy XII[/i] is for gamers with an insane need to beat a boss with 50,000,000,000 hit points, and [i]Dragon Ball Z Budokai Tenkaichi 2[/i] is for fans of the anime that want to recreate their favorite bouts at home.

As licensed fighters go, [i]DBZBT2[/i] does a lot of things right. Character models look good. Characters also have the same move sets in the game as they do in the show, no matter how unbalanced they may be. It’s nice to see that no matter how hard I try, some characters are just plain better than others. With a huge cast of selectable characters, it’s okay to have some that aren’t the world’s strongest man.

[i]DBZBT2[/i], like its predecessor, forgoes some of the conventional fighter axioms. The camera moves with you creating a constant over-the-shoulder third-person perspective. Moves are simple to pull off with both the DualShock2 and the Wii Classic Controller due to the limited number of basic moves available. Using the Wii remote, however, introduces some unnecessary and poorly-implemented motion controls. Instead of pressing down, up, back, B, you’ll swing the remote off the bottom of the screen, off the top of the screen, pull it back, and then press B. The intent is to make the player’s motion mimic the character’s motion, but it just doesn’t work well enough to warrant playing the Wii version with anything other than the Classic Controller. Veterans of more complex fighters, say Marvel vs. Capcom 2, will find the two-button approach maddeningly simple, especially when they find out that one button is for close quarters attacks and the other is for ranged attacks. Light/medium/heavy punch/kick this ain’t.

Graphically, [i]DBZBT2[/i] looks a lot like the anime. Character models are detailed and beautifully cel-shaded, and the environments in which they fight, although a bit sparse, are large and well-crafted. Trees can be knocked down, stone columns can be crumbled, and fighters can be thrown off of floating islands. The entire experience begs the player to explore a bit while fighting, which makes the blue mesh keeping the player in the battle area that much more disappointing.

Due to the over-the-shoulder camera, multiplayer is more than a little lacking; split screen just doesn’t feel right in a fighting game. Ultimately this means that you’ll probably spend most of your time fighting through the story mode where you can have the entire screen to yourself. This would be fine if the enemy AI weren’t so easy to read. The final bouts can be completed with the exact same strategy that worked in the first ones: knock your enemy back, hit him with a ki strike, power up while he’s incapacitated, lather, rinse, and repeat. I would expect this to work for, maybe, the first 10% of the game while one is getting used to the controls, but it always works. Nobody can withstand the combined assault of a slap to the face and a ki strike – except me because I’m not controlled by a brain-dead artificial intelligence.

Fans of the anime will be especially pleased with the game’s story mode as it’s very long and covers just about everything that has happened in [i]Dragon Ball Z[/i] and [i]Dragon Ball GT[/i]. These fans are also the most likely group to forgive the low-quality cutscenes using the game’s own fight animations. The place where the ball is really dropped though is in the storytelling. Key events, events that would be interesting to watch, are summed up in a few lines of text instead of recounted visually. I want to see Goku win the battle, not just hear that he did it and everything went great.

Ultimately [i]Dragon Ball Z Budokai Tenkaichi 2[/i] will only be enjoyed by fans of the series from which it draws its characters and story. The fighting is too shallow for fighting game enthusiasts to get wrapped up in, and the controls are too sloppy for anybody to have a good time with the Wii remote. If you do pick this title up, make sure it’s either the PS2 version or that there’s a Classic Controller available to you on the Wii.

Wii Play

February 19, 2007

As a pack-in, [i]Wii Sports[/i] made perfect sense for Nintendo and its unconventional console. Even as a compilation that flirted with being simply a technology demo, the athletic minigames offered enough content and overall enjoyment such that [i]Wii Sports[/i] is still listed among many Wii owners’ favorite games to break out when the urge to swing a controller arises.

Now just a few months following the system’s debut, Nintendo has released a similar collection with [i]Wii Play[/i], and though it may be tempting to pick up the game in hopes of recapturing the magic of [i]Wii Sports[/i], most will no doubt come away disappointed. Certainly, there are a couple marginally fun minigames found in the collection, but as an overall package, [i]Wii Play[/i] simply fails to drum up the same level of excitement summoned by its pack-in cousin.

Undoubtedly the most attractive feature of [i]Wii Play[/i] is its pack-in Wii remote, and for the price of $50 this certainly is not a terrible deal, though with the stand alone controller demanding $40 and some change at retail, it’s perhaps easier to come to terms with the underwhelming nature of [i]Wii Play[/i] itself. Like [i]Wii Sports[/i], [i]Wii Play[/i] offers a modest collection of minigames, each aimed at demonstrating one or more capabilities of the Wii remote. However, while [i]Wii Sports[/i] at least attempted to mask these training exercises beneath a set of genuinely engaging games, [i]Wii Play[/i] instead feels like an interactive instructional video.

Sure, there are some entertaining diversions, such as the rather obvious throwback to [i]Duck Hunt[/i] or the [i]Combat[/i]-inspired tank game, but altogether the compilation of nine games feels, for lack of a better word, unnecessary. Truth be told, at the console’s debut, there was certainly a measure of uncertainty as to how to manage the Wii remote, but three months later, that time has passed, and most players have settled into a comfort zone with the Wii or possibly have moved on in deciding that Nintendo’s latest console effort simply is not for them. In either case, this tepid collection of minigames seems suited for a task that was accomplished in a much better fashion months ago with [i]Wii Sports[/i] – a game that every Wii owner already has.

Each of the collection’s offerings supports multiplayer, which as expected does add some manner of longevity to the title. However, while [i]Wii Sports[/i] engaged up to four players simultaneously for some manic, lamp smashing fun, the games in [i]Wii Play[/i] are much more subdued, and only support two players at once. Even the most fun offerings in [i]Wii Play[/i] won’t inspire play for more than ten minutes or so, while most will be put away after a single try. With four players and a bit more depth, this package would have been considerably more attractive.

Altogether, [i]Wii Play[/i] is best left alone, unless of course you find yourself needing another Wii remote and don’t mind the little extra cost for the pack-in game. Because really, that is what this is. It’s a controller with a pack-in, and not the other way around. And as a pack-in, [i]Wii Play[/i] is decidedly lackluster, especially when compared to [i]Wii Sports[/i]. Most will play it for a few minutes before putting the game away to be forgotten, and even non-gamers drawn to the Wii will likely ask to play [i]Wii Sports[/i] instead.

Rayman Raving Rabbids

January 30, 2007

Rayman : Raving Rabbids for Wii Review by Ben Jacobs for Snackbar Games

The [i]Rayman[/i] franchise has been a mainstay in the video game world for a long time now. It made the transition to 3D successfully and is now entering a new generation. Depending on how you feel about party games you might be very excited about this. This is no platformer, this is a party game ala-[i]Mario Party[/i] with all of the attitude of the [i]Rayman[/i] franchise. An innovative ad-campaign has been heralding this game for months and expectations were very high.

The main draw of [i]Raving Rabbids[/i] for most people is going to be the Wii remote controls. I noticed that [i]Rabbids[/i] was released on the PS2 as well as the Wii, but I can’t figure out for the life of me how it would work since most of the games herein use the Wii Remote in several different, fun ways. That is probably the reason you are reading this review. Do the controls live up to the pre-release hype? Often, they do. There are several minigames that control beautifully and wave Nintendo’s Innovation flag quite fervently, but there are others that left me boggled.

Most notable of the bunch are the boss levels, where most of the time you will be playing a shooter game ala [i]Lethal Enforcers[/i]. Like all the minigames, you unlock this in single player mode, but after that you can trounce through it with a friend. These games are worth the price of admission alone. The control is pixel-perfect and it will take you all of a minute to get used to blasting the bunnies away. These are just the boss levels, although there are several of them. Most of the levels in Rabbids involve a single task that must be completed quickly. Some are fun and novel, like the dance levels and one in which you must draw food on the screen for a Rabbid to eat, and others fall flat, like most of the Exercise levels (Where you have to move the remote really quickly). It is a very mixed bag.

The graphics are a mixed bag as well. Some of the minigames look gorgeous (The shooting levels spring to mind), but others have bland textures and crappy models. The single player game is also a little lacking. It is short, of course, but the hub area is very ugly. It is kind of fun to watch your room get increasingly nicer as the [i]Rabbids[/i] take to you. The main problem I have with the presentation is that it lacks polish. Everything is very minimal in the interface, loading takes just a bit too long and the multiplayer mode is a little awkward to get set up.

Should you buy this game? Not yet. At 50 bucks, it is just not worth it yet. There is going to be a period between [i]Wario Ware[/i] and [i]Mario Party[/i], and in there, [i]Rabbids[/i] might get a price drop. If you are into party games, pick it up then, because it has a lot to offer. Otherwise, go back to [i]Twilight Princess[/i].