Wii

It was almost five years ago when the Nintendo GameCube first hit store shelves, and with it a handful of launch titles that would drive Nintendo into what is now considered the 128-bit generation. Among a majority of rough ports, a few games stood out as the system’s very first original offerings. One of these games was Super Monkey Ball, an offbeat arcade platformer that placed a colorful cast of cartoon primates into small translucent balls one would find in a corner-store vending machine. The game, though never quite reaching iconic popularity, received decent sales and prompted developer Amusement Vision to continue the series with a myriad sequels and off-shoots. Coinciding with the release of the Nintendo Wii, Super Monkey Ball: Banana Blitz is the sixth game in the series and the first to grace a next generation console. Just like the original, Banana Blitz does an excellent job at demonstrating the capabilities of new hardware right out of launch. Wii owners will undoubtedly find something to like in Banana Blitz, whether it’s the game’s ingeniously simple gameplay or its robust multiplayer options.

One of the Banana Blitz’s immediate strengths is its accessibility to players of all different skill levels. Even those who have never played a Monkey Ball game before will feel right at home after a mere moment of acquainting themselves with the game’s intuitive control scheme. The goal of single player mode is quite simple: players must guide their ball-encased monkey from one side of a course to another, using the Wii remote to “tilt” the landscape in order to move the ball forward, back, and side to the side. This is easier said than done, of course, as half of the game’s challenge is derived from the abundance of hazardous obstacles and unprotected ledges that stand in the monkey’s way. The other half lies in managing a monkey’s momentum, which can either lead to success or utter failure. The Wii remote is well equipped to handle this type of gameplay and it’s responsive enough to give players that much needed sense of control. Players will definitely encounter their fair share of near-death experiences as they grapple with the game’s uncompromisingly ruthless physics engine. There’s nothing quite as thrilling as sending a monkey full speed down a ramp, noticing a precarious ledge up ahead, and then quickly pulling back on the remote in a desperate attempt to reverse the primate’s direction, thus saving his or her life. Moments like this really showcase the level of precision and accuracy the Wii remote is capable of. If there was ever a game that needed the Wii to unlock its full potential, this is it.

Fans of the previous Super Monkey Ball games will notice a few changes this time around in Banana Blitz. By Pressing A or quickly flicking the Wii remote, players can finally make their monkey jump, opening a whole new realm of platforming possibilities. This added gameplay element delivers a refreshing experience to even the most extreme Super Monkey Ball fanatics. The game also introduces two new characters to the Monkey Ball team: the brilliant Doctor and the new girl in town, YanYan. What’s more, a player’s character choice will have a direct effect on gameplay, adding an entirely new layer of strategy to the core gameplay. Some monkeys excel at speed, while others can use their heavy weight to destroy certain obstacles in their paths. Certain levels definitely favor one set of stats over another, leaving it up to the player to choose the right primate for the job.

The game is split across 8 worlds, each with nine regular stages, a bonus stage, and a boss stage. Some players might be lulled into a false sense of security by the game’s colorful graphics and early difficulty level. On the contrary, the game becomes quite challenging after only a few stages, and the difficulty level only rises from there on out. Some sequences will need to be repeated countless times before victory is reached, and even with tons of practice, luck often plays a crucial role in the player’s success. The feeling of satisfaction the player feels after at last clearing a difficult stage is one rivaled by very few gaming experiences. The game’s boss fights also prove to be enjoyably formidable, yet their difficulty pales in comparison to some particularly frustrating stages. Thankfully, the game employs a forgiving continue system which allows players to resume their progress after a game over at the cost of the points accrued by earlier victories. In order to obtain a high score in each of the worlds, however, players will still need to proceed flawlessly.

While Banana Blitz’s single player portion will certainly require a fair amount of time to complete, the bulk of the game’s replay value lies in its hardy multiplayer party mode, which offers a whopping 50 mini games in which up to 4 players can compete. Some of these are reworked versions of Super Monkey Ball classics, but most are entirely new to the series. Each game makes use of the Wii Remote (and in some cases, the Nunchuck peripheral) in a unique way – a feature, which, in theory, should give players a good idea as to what the Wii is capable of doing. Unfortunately, some of the offerings, whether through poor implementation or just plain lack of enjoyment, fail to live up to the Super Monkey Ball name. Many of the games, such as Monkey Golf, suffer from faltering and unresponsive controls, marring what would be an otherwise pleasurable experience, while others, such as Monkey Darts, will simply make players wonder how quality control could allow such monstrosities through in the first place. Of course, there are some gems in the bunch, such as a full-fledged Monkey Racing game, but the majority range from mediocre to truly dreadful. Most are worth at least a play-through, but its likely only a handful will maintain players’ interests after the initial gimmickry of using the Wii remote has faded.

As a Wii title, Banana Blitz isn’t expected to completely revamp the series graphically, but it has made some slight stylistic alterations. Characters and environments have a much smoother, cartoonish look about them, which suits the game quite well. Each of the game’s eight words has a unique look and feel, which is accented by a competent selection in music. Voice work helps differentiate the six characters, and other sound effects appear when appropriate. Most importantly, the game maintains a high framerate and captures a great sense of speed, both of which are vital to the player’s success. While by no means a technical marvel, Banana Blitz has a wonderful sense of style which is more than adequately carried out by the Wii’s hardware.

Super Monkey Ball: Banana Blitz excels as both a technical demonstration of the Wii’s capabilities and a solid platformer in its own right. Although not all aspects of the game are as well developed as others, Banana Blitz’s lively atmosphere, combined with its tight controls, challenging gameplay, and tons of replay value make it an easily recommendable title for any Wii owner looking for an original experience on their new console.

Score: 86%

My wife, a medical professional, has urged me to start off this review by explaining that Trauma Center: Second Opinion is not a true-to-life surgery sim, and that most treatments used in the game, not to mention the diseases and injuries, are A

The Legend of Zelda: Twilight Princess is an iconic adventure that spans two console generations, serving as both the GameCube’s swan song and the single best reason to invest in Nintendo’s unconventional Wii console at launch. The number of titles to generate the kind of hype and anticipation associated with Twilight Princess are few, but lasting in their meaning to the hobby. Since the game’s initial unveiling for the GameCube in 2004, not even delays and an eventual shift from one console platform to another could shake the unwavering devotion of the Nintendo faithful for what was sure to be a terrific video game experience. Now finally a reality, the game offers very much what Zelda enthusiasts have come to expect, while at the same time raises the bar for all similarly minded titles to follow. Much like other Zelda titles, Twilight Princess weaves a heartwarming, if somewhat predictable tale of a hero named Link and his journey to save a kingdom known as Hyrule. All of the rest of the familiar elements are accounted for as well, including a menacing darkness and a threatened princess named Zelda. As the game begins, Link is less the hero, and more an unassuming farm hand. A hick, if you will. Living in the sticks, he lives life blissfully unaware of the dark happenings in the world outside of his quaint village. However, as a mysterious twilight that threatens the land finally reaches his home, it isn’t long before Link is forced to step into the unfamiliar role of an adventurer to help save his friends, home, and as it turns out, the larger kingdom.

As twilight drapes across the land, it creates a kind of alternate, darker reality that twists the world beneath it and reduces the population to spirits that exist unaware of their maligned predicament. As the hero, Link’s form is also altered by the twilight, though instead he finds himself transformed into a wolf. As a wolf, Link is afforded the benefit of heightened senses, which offer visual cues as to the location of hidden items as well as the aforementioned spirits. He can also dig in typical canine fashion, allowing him to access certain areas that would be unreachable in his human form. In addition, early in the game, Link encounters a representative of this shadow realm in a diminutive imp named Midna, who toys with the hero while helping to guide him through what the land has become by providing occasional hints. Midna also assists Link in reaching otherwise unreachable areas by floating up to certain locations, and permitting the hero to leap from one point to the next. Each of these commands, sensing, digging, and working with Midna, are all assigned to a direction on the Wii remote’s d-pad, and pressing that direction activities the assigned action. Similarly, the d-pad is also used to assign the use of specific inventory items while in human form as well.

While moving about in wolf form could not be easier, the same cannot be said for Link’s adventures on horseback, which can feel a bit like driving a tank. Granted, it could be argued that riding and handling a horse should feel decidedly different than moving about as an animal yourself, but there are times, especially when fighting while atop Link’s steed, that the fluidity afforded by moving and fighting simultaneously as wolf is sorely missed. The horseplay is not broken by any means, but it can be frustrating to misalign your gallop, only be stopped dead by a protruding rock, and have to fight with the controls to get your steed back on the course. In a fight, especially in tight quarters, this can be more aggravating than fun.

A key element of the Zelda franchise has always been found in its ingenious, sometimes dastardly puzzles. Twilight Princess continues this tradition with its handful of dungeons each offering a distinct collection of conundrums and stumbling blocks. While few of the puzzles reach the equivocations found in Ocarina’s Water Temple, the game will undoubtedly tip up even the most astute adventurers from time to time. Even so, the majority of the game is fairly logical, and if you find yourself looking too hard for an answer, chances are you’ve missed a fairly obvious detail and should just take a step back and examine the situation. More than anything, fun is the order of business with regards to Twilight Princess, and not frustration. Even in the most dire situations, you’ll likely find yourself grinning from ear to ear.

While the game has the heart and soul of a GameCube title, in making the leap to the Wii, Twilight Princess has been given an interface befitting the new console, with various remote and nunchuck movements and button combinations working in tandem to execute the game’s various techniques. The promise of more immersion through these controls is realized in part, though play is never as dramatic as the Wii’s press materializes would have consumers believe. In actuality controlling Link on his quest is oftentimes much more relaxing that playing with a traditional gamepad. In addition, Twilight Princess offers a number of secret sword techniques that are learned over the course of the adventure, and these add to the game’s robust combat-oriented gameplay by affording a number of new and exciting ways with which to dispatch adversaries.

However, while these controls work very well most of the time, there are occasions when you can’t help but wish you had a more conventional controller in your hands. This is especially evident when fighting several enemies at once or when time is of the essence, as it is here when the Wii tends to pick the most inopportune time to have trouble detecting the motions of the remote or nunchuck. Because of this, the game’s difficulty can at times feel artificially inflated, though thankfully for the lion’s share of time spent with the game this is a non-issue. There is an old saying, however, about one bad apple spoiling the bunch. Thankfully here spoiling is perhaps too strong a word, but aggravation with the controls over the course of the adventure is not unheard of.

While Twilight Princess was originally pitched as a seventy-plus hour adventure, a claim that painted the quest as epic by any standards, the reality is that most players will see the game to conclusion before crossing the fifty hour threshold. The game does hold a number of secrets that could inspire a prolonged stay in Hyrule, or even a return visit, but without question the original claims of game length were a bit misleading. However, that said, Zelda is entirely fulfilling, and any claims of ire towards the game’s length more than likely stem from simply not wanting it to end.

Graphically, this latest incarnation of The Legend of Zelda is gorgeous, but not for any measurable technical achievement. In fact, when compared to other recent releases for the Xbox 360 or even the recently released PlayStation 3, Twilight Princess looks decidedly low key. However, the gaming industry in general is perhaps a bit too hung up on seeing its games aligned with a very finite range of visual styles, and a title such as this is difficult to pigeonhole. Twilight Princess has a definitive style that plays to the strengths of the GameCube and Wii, and comes off looking like a piece of art with its lush landscapes, imaginative creatures, and epic confrontations. There are jaggies, and some low resolution textures, but picking apart the game’s granular shortcomings only serves to rob Zelda of its majesty.

Likewise, the game’s musical arrangement is grandiose as it parallels Link’s heroic quest with an equally valiant score. Twilight Princess features tracks that mirror other classic Zelda melodies, and also intertwines them with wholly new and equally remarkable pieces. Some maybe taken aback by the game’s lack of voice overs, especially in an age where it seems as if even the most mundane games come to market with a fully vocalized cast. That is not the case here, and to be honest, Twilight Princess doesn’t miss the absence of actors mucking up their lines for a paycheck one iota. It is entirely possibly to enjoy a game that lacks the miracle of speech, and this adventure is living proof.

While this is still the same old Zelda that many have come to love, the plain and simple truth is that is its greatest strength. It’s comfortable, like an old friend gone far too long now returning for an extended visit. From its characters and epic, if somewhat predictable story, to the gameplay itself, Twilight Princess is a terrific extension to one of the most timeless and important franchises in video game history. Occasional issues with the title persist, some of which are the result of the game’s transition to such a new and unproven platform. However, this is still one of the most compelling titles to be released this year, and is a stellar way to kick off the launch of the Wii.

Score: 98%

Red Steel

November 16, 2006

Red Steel, Ubisoft’s Wii-exclusive first-person shooter that lets players live out their fantasies of being both a gun toting killer and human Cuisinart, has come a long way since it was first announced in April. The version that was offered for play at E3 2006 was nothing short of a mess, and in a few months time the company has managed to refine the game into something that is not only playable, but enjoyable as well, at least for the most part. There are still some minor control issues, and the game is still incredibly inconsistent in terms of visual acuity, but in spite of this Red Steel is still an unquestionably fun game to play.Set against a backdrop comprised of both the Japanese and American criminal underworlds, Red Steel begins as meeting with your fiancA

Wii Sports

November 15, 2006

Let’s be perfectly honest. Wii Sports, the pack-in offering from Nintendo for its newest console entry, is a tech demo of what players and early adopters can expect from the hardware and its unconventional capabilities. This is not a slide against the title or the Wii itself, merely a fact. Few of the title’s included games are fleshed out to the point of inspiring continued play beyond an hour or so. Instead, the bulk of the title’s various motion-based games serve as an almost perfect introduction into what we can expect from the Wii in the months to follow the console’s debut. Inserted into the Wii, the console becomes an instant conversation piece, drawing attention from anyone within visual range of players as they move and wave their arms while taking part in the experience. The Wii is an experience, and Wii Sports is a perfect demonstration of that experience.Nintendo is blazing a new and largely unexplored trail with the Wii in its desire to appeal to gamers and non-gamers alike, and while time will tell if the gaming community at large will follow, for the short term Wii Sports makes perfect sense as an introduction to the Wii’s mechanics. Not everyone has played Super Mario Bros. or The Legend of Zelda , but everyone who picks up the Wii remote is likely to be familiar with baseball and knows full well how to swing a tennis racket.

The included games, from baseball and tennis, to bowling, golf, and even boxing are admittedly simplistic caricatures of their real life counterparts, but the emulation is such that they do not have to be realistic. That’s not the point. Rather, the point – an area where Wii Sports excels – is to get people engaged in a party-like atmosphere where those watching the game are just as engaged as those actively participating in what is taking place on the screen. While the game itself may not be played much in the weeks to follow the Wii’s debut, newcomers asking the inevitable question of A