Wii

Metroid: Other M

August 30, 2010

Following the Metroid Prime series on the GameCube and Wii, Nintendo handed Samus Aran to Tecmo’s Team Ninja, most famous for its Ninja Gaiden series — and perhaps most infamous for its Dead or Alive jiggle-fests. Fans of the space adventure series were hoping to get more of the former than the latter, and for the most part that’s what the collaboration delivered. With a return to Metroid’s third-person perspective, but with a mix of the first-person targeting first introduced in the Prime series, Metroid: Other M bridges the lengthy gap between Super Metroid and Prime‘s Game Boy Advance sister title, Metroid Fusion

Like Fusion, Other M has a larger emphasis on story development than most Metroid offerings, which is its most controversial aspect. Fully-voiced cutscenes appear throughout the adventure and, while passable, they are definitely stiff and awkward at times. Most of the real fanboy teeth-gnashing comes from the characterization given to the previously blank slate heroine; I didn’t let that distract me and instead focused on the gameplay.

Most of the game is in a third-person perspective, with Samus able to move in all directions as space allows. The Wii Remote is held in the “classic” sideways alignment for this action, with the morph ball mapped to the A button since the down direction actually moves Samus. Beams/bombs and jumping are handled by the 1 and 2 buttons, respectively. If you want to use missiles or Samus’s grapple beam you have to shift into a largely immobile first-person perspective by pointing the Remote at the screen. You can still fire your beams in this mode, and by using the B button to look around you can lock on to enemies and objects; only when locked on can you fire missiles. While the missiles — and especially super missiles — pack an enormous punch, you have to offset that advantage with the drawback of being a sitting duck while you aim. It’s an interesting tension, but for the most part unnecessary except in specific circumstances. The charge beam will usually get the job done, even if it takes a few more hits, and it’s much easier to use the new Sensemove evasion technique and finishing blows when in third-person mode.

Sensemove causes Samus to automatically evade an enemy’s attack by pushing any direction on the D-pad just before that move hits. If Samus is charging at the time, her charge increases dramatically to provide a potent counter-attack. That’s not to say that Samus is invincible while she’s moving, but this dodge-and-blast is often a crucial tactic that will carry you through almost any battle. Sensemove does work while aiming, but it is trickier due to the perspective change. Finishing blows can be performed against most enemies that are Samus’s size or larger, either by jumping on top of them (not advised against spiny enemies, obviously) or by running into them while charging your beam. If the enemy has been weakened enough, Samus will put it away much earlier than just blasting it would have.

These new additions, along with the fact that Samus does her own aiming when in third-person, combine to create insanely fast-paced, fluid combat that is really fun once you get the hang of it. In exchange for her new evasive moves, however, Samus has lost much of her ability to recover energy. There are no power-up drops in Other M; instead, Samus can concentrate (hold the remote straight up and hit A when her health reaches a certain threshold. If she doesn’t get hit while in this stationary condition, she recovers to a given energy level — which is a mere one energy tank until you find some upgrades. Concentrating also replenishes missiles, and while this can be done at any time it isn’t that helpful if you’re not using that many missiles. In fact, the missile upgrades Samus picks up only add one more to her payload rather than the traditional five and it’s hardly noticeable.

There are two other main types of hidden upgrade in Other M: the standard energy tank returns as usual, along with “energy parts” that function like a piece of heart in the Zelda series, and “accel charge” items increase your charge rate. And outside of two specific upgrades — a diffuser beam and seeker missiles — that’s all you get. Samus actually has retained all of the upgrades she earned in Super Metroid (minus the X-ray visor, it would seem), but isn’t allowed to use most of them when she reunites with her old Galactic Federation commander Adam Malkovitch. His reasoning is sound — especially his strict forbidding of her extremely dangerous power bombs — and this is actually one of the few times that Samus being de-powered at the start of a new adventure makes any sense.

Unfortunately, what doesn’t make sense is the way she regains them. As Samus progresses, Adam will give her the go-ahead to use equipment that will aid her. However, he doesn’t do this right away, and often will make some maddening timing decisions. For example, Samus has to rush through several rooms (without the help of her speed booster) filled with the energy-draining heat of scorching lava before he finally allows the use of the entirely defensive Varia suit. Even worse is the time after Adam is removed from the narrative (which would probably be expected by anyone who has played Fusion); the fact that Samus doesn’t immediately return herself to full power at this point is downright absurd, and she takes some truly unnecessary punishment because of it — although one section is admittedly much cooler before she activates the appropriate upgrade.

Logic issues and largely shaky storyline aside, the action in Other M is enough to carry it through to a recommendation. The occasional break in that action, like when Samus is locked into first-person mode while you hunt down whatever key plot element you have to find, or when she’s in the slow-moving “exploration mode,” actually detracts from the experience much more than the story for that reason. Still, the boss battles are all epic, the minibosses challenging, and the last portion of the narrative overcomes the general weakness of the presentation and is quite gripping. If you can avoid focusing on the cutscenes, the only obstacle should be the awkward control scheme, but you should have that nailed down within the first hour. My playthrough lasted around ten hours total and I managed to collect less than 50% of the missile and energy upgrades — some of which are only available via the post-credits extra mission in which you have full access to the station with all of your cool toys. It’s not quite the ground-breaking achievement that Prime was or the timeless classic of Super Metroid, but Other M holds its own in the Metroid mythos and is worth a pick-up if you’re a fan of the series.

 

When the original Sin and Punishment came out in Japan at the tail end of the Nintendo 64’s lifespan, many Nintendo fans living in North America and Europe clamored and hoped that it would be localized for their regions. Unfortunately, their cries were not heard and the game did not arrive on Western shores until 2007 via the Wii’s Virtual Console service, some seven years after its original Japanese release date. Luckily the sequel, Sin and Punishment: Star Successor, has not suffered the same fate. Star Successor is a rail shooter that is very similar to its predecessor, but it benefits greatly from the Wii’s pointer controls. The game is a non-stop, action-packed bullet hell shooter the likes of which only developer Treasure could conjure up.

Sin and Punishment: Star Successor is about a boy with a plasma pistol and his alien girlfriend. The couple must run, hover, dash, and fly their way through many enemy infested locations, and there is almost never a moment that won’t require players to pull the trigger and fire their guns. If I had to describe this game in one word, it would be relentless.  It just never lets up; sometimes you will even find yourself facing one boss right after another with nothing in between. Of course, there have been plenty of rail shooters like this in the past, but usually they take the form of 2D scrollers featuring futuristic spacecraft. Thanks to the Wii controller, Treasure is able to throw an unprecedented amount of enemy projectiles and obstacles your way, and it feels great. Using the remote and nunchuk, everything just feels very natural; dodging and dashing while firing at your targets can all happen simultaneously without a hitch.

Star Successor is a difficult game. I usually play through new games on “normal” mode unless I have extensive experience with the genre. However, in this game even “normal” is quite a challenge, and I found myself dying on numerous occasions as I played through the campaign. Luckily there are infinite continue credits, so dying won’t slow you down too much. There are two playable characters, Isa and Kachi, and they both feature distinct play styles. Both characters have the ability to hover and fly, but if your goal is to get as high a score as you can (which you can then upload to the online leaderboards), you will want to keep your feet on the ground for as long as possible, because that is the best way to increase your point multiplier. If you don’t care so much about the score, the game will probably feel a bit easier at times if you stick to the air. There is also a co-op mode that can makes things easier; it is very similar to the co-op found in Jet Force Gemini or Mario Galaxy 2—the second player cannot control a character on the screen, but they are able to aim and shoot with a second reticle.

Visually, the game isn’t all that great, save for the insane amount of stuff going on on-screen at any given moment. The backgrounds are fairly detailed, and there are moments here and there that come off as impressive, but overall this isn’t a game you want to experience for its graphical fidelity, and that is fine. It’s all about speed, precision, and colorful explosions.

After playing through Sin and Punishment: Star Successor, I wonder why there aren’t more games like this on the system; you couldn’t ask for a more perfect platform. Sin and Punishment really shines on the Wii, and while the game is only about six or seven hours long at most, that time is completely filled with nonstop action. Treasure has proven time and again that they are the king of shooters, and Star Successor is no exception. If you love shooters, or just find yourself wanting for a breakneck action title, do yourself a favor and pick this game up, you won’t be sorry you did. 

Pros: Unending barrage of action, perfect controls

Cons: Graphics aren’t too impressive

Plays like: the original Sin and Punishment, or Star Fox on speed

 

Trauma Team

June 30, 2010

Atlus is handing over the scalpel again with another installment in their medical treatment simulator series, but this time there’s more to it than just surgery. Trauma Team is the fifth game in the Trauma Center series, but it takes big leaps beyond its predecessors by offering up several different kinds of gameplay to complement the traditional surgery mechanics. Anyone familiar with the previous Trauma Center titles might be surprised by the variety of new gameplay modes in Trauma Team, but not by its presentation or the basics of the game. Trauma Team is a lengthy title that makes good use of the Wii’s controller options, though it does tend to drag on a bit during story cutscenes and in some of the slower gameplay modes.

Trauma Team features six playable doctors, all with their own unique style of gameplay. These styles are surgery, emergency care, orthopedics, endoscopy, forensics, and diagnosis. For the most part, each style of gameplay is different, though there is some overlap between surgery and emergency care in particular. Diagnosis and forensics are furthest from the traditional Trauma Center formula, as they deal with patients and crime scenes outside of the emergency room. Fans of the previous Trauma Center games may be a bit disappointed that the surgery aspect of the title isn’t as difficult or evolved as it could be, but the sheer variety of gameplay modes on tap should be more than enough to offset this feeling. I did not find all of the modes equally engaging, but they all have their moments. Playing as the amnesia-stricken genius surgeon who is also an alleged mass murderer was my personal favorite.

Many games do not make full use of the Wii controller, but Trauma Team definitely does—you will be making incisions, drilling, twisting, setting bones, and shoving cameras down throats like a pro, and it all feels great. Thanks to the magical stat-boosting injection available for most surgery segments, you probably won’t be losing many patients, but there can be some moments of frustration despite that. For the most part you will be trying your best to be speedy but accurate, in hopes of garnering a good score at the end of the operation.

Story-wise, Trauma Team isn’t too commendable. While each playable character has a distinct personality and (occasionally goofy) storyline, the barely animated cut scenes themselves are often on the boring side. You can opt to skip any of these scenes, but that will usually result in going into surgery without knowing the whole story, and that isn’t terribly satisfying either.  Voice acting is fairly well done, on par with what you might find in your typical dubbed anime series. Normally I wouldn’t care too much about the story, but in this case sometimes it actually seemed to get in the way of my enjoyment of the game, simply because I had to sit through a good five or so minutes of minimally animated melodrama if I wanted to know why I was about to begin operating on a patient.

Trauma Team’s graphics are about on par with what you would expect from a game in this franchise. The cutscenes are drawn anime-style, but the actual gameplay segments of the game are of course modeled in 3D. For the most part, different parts of the human anatomy are presented in a simplified, not-terribly-realistic manner, and I am glad for this—if I had to operate on a photorealistic depiction of human intestines, I don’t think I would be able to stomach it. There are some parts of this game that do look quite nice though, especially the endoscopy segments.

If you are a fan of previous Trauma Center games, Trauma Team is definitely going to make you one happy doctor. It is a game that shines when the scalpel is in your hand. Outside of the operating room, things aren’t quite as enjoyable. Diagnosing patients can be interesting, but it often drags on too long, just like the story scenes. Thankfully, there is a lot of stuff to do in this game thanks to its holistic approach, so even if there are certain segments you don’t particularly like, there’s bound to be plenty of stuff that does tickle your femur, er, fancy, and that is the game’s true strength. 

Pros: Gameplay variety, operating room segments, controls

Cons: Frequent barely animated cutscenes, tedious diagnosis segments

Plays like: Other Trauma Center games

 

While the HD systems are receiving a new Prince of Persia title that fits into the narrative gap between last generation’s The Sands of Time and The Warrior Within, the Wii version of The Forgotten Sands is a stand-alone story with its own unique mechanics. Apparently the titular prince has somehow obtained a djinn companion, Zhara, who brings him to the kingdom of Izdihar. The young djinn bonds her immortal soul with the prince’s, allowing him to recover from certain death (since the game lacks the time-rewinding powers of the Sands of Time series) and later to manifest various powers that will help him to release the lost kingdom from its curse. 

The kingdom is overrun by a malevolent plant-like entity called the Haoma, although the prince accidentally setting free an evil sorceress at the heart of the curse isn’t helping matters. Most of the quest is spent chasing after “the beast”, a misshapen creature who has run off with part of the only weapon that can defeat the sorceress. Once that has been reclaimed, the weapon must be reforged by the gods who created it, forcing the prince to prove his worth to them to earn their favor. Finally, the sorceress must be defeated and the Haoma vanquished.

All of this is naturally accomplished via the parkour-style gameplay made popular by The Sands of Time. The prince will run along and up walls, hang from ledges, swing from poles, and otherwise improvise his own path through puzzling mechanisms and among lethal traps. To make up somewhat for the inability to rewind, there is an indicator that will usually show you when the prince’s destination is within reach, which is handy but sometimes inadequate for some of the faster-paced sequences. Along the way the prince gains three magical powers to aid him: the spirit hook allows him to cling to special plates (or later almost any wall), the whirlwind lifts him above deadly obstacles and sometimes cushions his falls (this is also restricted to special plates at first), and the magic sphere allows the prince to hover in mid-air to either change directions in mid-leap, act as a pseudo-“double jump,” or just save him from what would normally be a lethal plummet. Bear in mind that by giving you the freedom to use these abilities at pretty much any time, the designers have also given themselves free reign to make courses that are mind-bogglingly impossible at first glance. Later on the prince will have to chain these abilities (especially the sphere and hooks) to traverse seemingly-impassible sections; the trick is that you cannot have more than one of a given power active at one time and there’s a slight lag before you can reactivate them, so you can’t just keep making spheres over and over or spirit hook your way up a crazy vertical climb. Additionally, once you let go of one of these constructs it disappears, so you better be sure of where you’re going. 

Of course, this would be a lot easier if the camera weren’t so problematic. The game usually indicates a suggested path by the presence of Djinn’s Souls, which fill your Life Orbs as you collect them in addition to providing experience points towards new combat skills, but many times (especially later on) you have to figure out where to go next on your own. Holding the c button allows you to look around using the pointer… sometimes. Other times the camera is hindered by a wall or other obstacle, or it zooms in too close to be of any real use, or it won’t stay behind the prince to let you line up your jump/hook properly. The other danger with this mechanic is that the c button on the nunchuck is perilously close to the z button — which causes the prince to let go of his ledge, hook, sphere, or whatever, often into sudden death if you hit it accidentally. It really is something of a glaring flaw, as I died to camera-related issues about as often as I did to actual hazards and enemies.

The other flaw with the game is the combat, although that has been a recurring issue with the series for some time now. Combat in The Forgotten Sands isn’t terrible, but it is often an inconvenience, especially early on before you gain harder-hitting skills like the tried and true wall slash or when the game throws wave after wave of the tougher enemies (minotaurs, chthonic beasts) at you. Having to swing the remote or nunchuck to actually execute attacks is a nuisance but there isn’t much that can be done about that given the other controls and the need to use the pointer for your magical abilities (which also have combat uses). The game gives you the option to bypass a few enemies with the presence of “leaders”. Once you’ve defeated enough enemies in a given combat, a leader will appear, denoted by a blue glow. Defeating this enemy will end the combat early, at the expense of any extra experience you would have gained by defeating each individual opponent. Of course by that point you’ve already gone through a wave of two, so it’s not really all that helpful in the long run. Really the biggest problem with the combat is that it’s not the platforming action and puzzles that you would much rather be tackling.

There are a few other issues with the Wii version as well, most notably where the sound is involved. While the voice acting is fine (especially with Yuri Lowenthal reprising his role as the prince) and the music sufficient, the sound levels are off to the point where it is very difficult to hear anything Zhara tells you even if you crank up the voice volume and turn down everything else. Subtitles are provided and I highly recommend them, or else you’re likely to miss some important plot information.

Beyond the main narrative, The Forgotten Sands features several bonuses like a Heroic Challenge achievement system (some of which are just story milestones), unlockable challenge courses, hidden costume changes, and even the original SNES Prince of Persia title that you can unlock early on (instructions on how to do so are actually provided with the manual). These provide some replay value if you really want to play through the game multiple times, but whether or not you’re willing to do that will largely depend on how tolerant you are of the camera and other issues.

Overall I found the Wii version of The Forgotten Sands to be a fine platformer, but not the ground-breaking must-have of The Sands of Time. While I suppose we should be thankful that these games weren’t just quick cash-ins for the recent movie release, and I do appreciate the fact that the Wii got a custom-made title rather than a shoddy port of the PS3/Xbox 360 titles, ultimately I couldn’t get past the  fact that we clearly didn’t get the “A team” on this project. The camera, sound, and control issues really hurt my enjoyment of the game to the point where I really had to force myself to finish it. There are some nicely designed levels that are worth experiencing, but don’t feel like you should be in any rush to do so.

Plays like: other games in the recent Prince of Persia series

Pros: more innovative platforming action; custom-made for the Wii; SNES Prince of Persia contained on the disc as a bonus

Cons: serious camera issues; monotonous combat; over-reliance on chaining magical abilities seems forced at times

 

Nintendo rarely makes direct sequels to games. Usually they wait a generation, take things in a completely different direction and end up with a final product that could hardly be called a sequel. With Super Mario Galaxy 2, though, they’ve done a very traditional followup to the 2007 blockbuster. If you are a fan of the first Super Mario Galaxy, everything will feel pleasantly familiar. Sure, Galaxy 2 is more of the same, but when you are talking about the best platforming gameplay of the generation, that doesn’t qualify as much of a complaint.

That is not to say there is nothing new in Galaxy 2, though—some elements are in fact improved upon over the original, including a more streamlined overworld map system. This overworld feels a lot like the New Super Mario Bros. games, with sequential worlds but branching paths. There’s still a hub world of sorts; you fly around a spaceship shaped like Mario’s head, and the vessel contains training areas and a growing collection of people and things collected along the way.

The levels themselves are an evolution of the original’s. There are very few pure platforming stages in Galaxy 2. Most of the levels are based around power-ups. There are new collections of challenges built around the original’s Bee Suit, Boo Suit and Spring Suit, and some creative worlds based on new suits. The Cloud Suit allows Mario to create temporary platforms in mid-air, and when these get pushed by wind, things get complicated. The Rock Suit turns him into a careening boulder that bowls over enemies and obstacles. And the drill isn’t a suit, but pushing through planets to the other side makes for different kinds of puzzles.

One of the big selling points of the game is Yoshi, and his levels don’t disappoint. The venerable dino has three power-ups of his own, allowing Mario to race up walls, light up hidden pathways and jet up to high platforms F.L.U.D.D.-style.

Nintendo has suggested that Galaxy 2 would be a more challenging title than the first game. Levels get increasingly difficult, but the main stages aren’t where things get crazy. The comet challenges are often very difficult, and collecting all 240 stars is no easy feat, but earning just enough stars to advance and beat the game is easier than some may expect, and for two reasons.

The first is the infamous “super guide” that Nintendo has committed to as of late. Dying on a level enough times unlocks a help feature that takes you through the world and to the star. This seems cheap, but purists shouldn’t worry; the result is a bronze star instead of a gold one, so achieving it normally is still rewarded.

The second player aid is a revamped two-player cooperative mode. Super Mario Galaxy 2 is, like its predecessor, a game that was designed as a single-player experience. However, the two player “co-star” mode in Galaxy 2 is vastly superior to the tacked-on offering found in the first game, and it is actually loads of fun. If a second player chooses to join in, they will be represented by a little orange Luma that follows behind Mario. He can help Mario in many different ways; from vanquishing enemies and collecting items (including mushrooms) to freezing moving hazards in place, the co-star luma almost always comes in handy, no matter what the level is.  In fact, sometimes it is almost as fun to play as the co-star instead of Mario himself. It’s a great way to let a friend try on the blue overalls when you feel you need a break from the action.

Of course, all this leads to what we call the “Tails effect.” In Sonic the Hedgehog 2, a second player could control Tails, and were capable of doing most of what Sonic could do without fear of death. The dynamic in Galaxy 2 is similar, if not more pronounced. Adding a second player drops the difficulty a few notches, as the successful creation of a fun second player lets you divide tasks and conquer tricky areas. It’s lots of fun nonetheless, and you’ll just need to use your judgment and decide when you want to walk the hard road. 

During development, the team thought about calling this game “More Super Mario Galaxy.” Well, it is, but it’s not just more of the same. Working off the original’s framework, Nintendo could focus on letting their gameplay imagination run wild. It shows, and the result is a game that won’t wow you, but probably won’t leave your disc slot anytime soon either.

Staff writer Eric Schabel contributed to this review.