Wii

The Freelance Police are back for another round of hijinks and bizarre detective work. Picking up shortly after the events of last season, Sam & Max Season Two: Beyond Time and Space consists of five new self-contained episodes that combine to reveal a season-long plot arc much like the previous season. While this round of adventures will take the dog and psychotic rabbity-thing to the North Pole, Easter Island, a vampire’s castle, a time-traveling elevator, and even the depths of Hell itself they will also spend a good deal of time in more familiar locations. In fact, if you played the first season many of the locations will be extremely familiar: Sam and Max’s office, Sybil’s, and Bosco’s Inconvenience Store will all feature in just about every episode, as will a surprisingly large portion the cast of characters encountered last season. Of course there are new characters and locations as well — mostly the recently re-opened Stinky’s Diner and its new owner. 

The mechanics of the game are pretty much identical to the first season. The engine is clearly proven, so why mess with it other than to maybe speed up load times a bit? There is one neat new feature, however: a built-in (and adjustable) hint system. When the game detects you spinning your wheels for a long enough time, Max will pipe in with a comment to point you in the right direction. This can range from vague hints (“I’m bored here; let’s go somewhere else!”) to fairly specific (“I’m feeling… experimental”) and is a welcome addition even for point-and-click veterans.

There isn’t really much more to say. If you enjoyed Season One then Season Two seems like an obvious purchase, and it carries the same bargain price right out of the gate. If you’re not a fan then the new stuff probably won’t win you over. The only real question is complete newcomers; given the amount of in-jokes and references (including outright spoilers) to the first season I don’t recommend starting with Season Two. Do the legwork to track down the first season and give that a try first, then come back for this one when you’re done.

Plays like: Season One

Pros: The same solid humor and puzzling, with some better load times than the first season.

Cons: You really need to know the first season to appreciate all of the jokes and references in this one

First and foremost, Sakura Wars is a dating sim. Don’t let that stop you though – it’s a darn good dating sim, and to up the manliness a bit there are also giant robots and SRPG battle mechanics. It took a long time for Sakura Wars to come to the US, and that makes sense. It’s chock full of wacky Japanese tropes that hang together just enough to skirt the line between ridiculous and wonderful. Originally a PS2 game, Overworks (who are responsible for gems like Valkyria Chronicles and Skies of Arcadia) has not only brought Sakura Wars to the west, but they also ported it to the Wii to appease those of us who no longer have a functioning PS2 or a PS3 with backward-compatibility. 

So Long, My Love is unique. Despite being the most recent entry of the series in Japan this marks its first outing here. The narrative supports this very well. Shinjiro, the main character, is new to the US. As he is acclimating to life in New York you will be getting used to the controls and interesting meld of genres. Sakura Wars isn’t for the 15 minutes at a time player. I spent 90 minutes moving through text at the opening before moving into the battle tutorial. Sakura Wars is deep and rewarding, but you’ll need to humor it a bit to get started.

Instead of alternately watching scenes and kicking butt a la Valkyria Chronicles the dialogue in Sakura Wars is more interactive and a game unto itself. As conversations progress you’ll occasionally be presented with response choices (usually 3). Choose correctly and you’ll hear a chime and the “next” option. Choose poorly and the conversation ends and you’ve missed an opportunity to advance your relationship with that character. And this mechanic isn’t restricted to just one character. Most people you speak to keep track of how good you are at saying the right thing. Don’t sweat it when you get one wrong, there are tons of opportunities to flesh out your compatriots personalities. And you want to improve your relationship with each of your coworkers even if you don’t really care for story. As you get to know them and form stronger bonds you’ll reap the benefits in battle later. Stronger bonds mean Duo attacks, and you definitely want to use Duo attacks.

When you’re not busy playing the dating sim half of Sakura Wars you’ll be piloting giant mechs. Where do these mechs come from? They come from a giant ship called the Ahab that is launched via ballista from the bay doors of the Littlelip Theater (where you conveniently work as an usher) that nobody noticed. Really. I couldn’t make up things that sound this awesome if I tried. Your STAR (Super Telekinetic Assault Robot) runs on mobility (similar to AP from the Front Mission series). Moving, jumping, and attacking all cost mobility. The system is nice and forgiving, too – move back where you started and your mobility comes back. This is nice because it means that mobility is bound more to where you end up than how you got there. Mobility is also used to defend – you’ll need about 25% of your allotment remaining – or heal. Duo attacks use a different gauge called the Spirit Gauge (it’s like mana). These Duo attacks are available depending on who else is on your team and how much they like you (I told you the dating sim part was important). Spirit attacks also drain the Spirit Gauge, and these types of attacks are analogous to magic or summons, right down to the pre-rendered scene that plays out when they’re executed.

But that’s not all! When it comes time for a boss fight the more traditional SRPG mechanics give way to full 360 degree movement and elevation in the air. Bosses all have multiple attacks and weak points so their fights play out like a puzzle within the SRPG framework. It is important to prioritize targets and take out offensive weapons before hammering on weak points to protect your team and their STARs. Take out boss defenses and weapons in the right order and you’ll come away unscathed. Choose poorly and you’ll get to try the fight again – thankfully Sakura Wars checkpoints before milestone encounters so you’ll never lose a ton of progress by falling to a boss.

As the game goes on, something interesting happens. The characters become more than just talking portraits during cutscenes or caricatures to woo in any other dating sim. You’ll come to care about your team and get to know them as well-defined characters. Sure, on the surface they’re identifiable by common traits like hair and skin color, but each girl has a distinct personality and it is clear that NIS spent a lot of time faithfully translating the characters and dialog for a US audience. NIS has taken what may be the last high-note RPG for the PS2 and started what I hope is a pattern of high-quality RPGs on the Wii. You’ll play Sakura Wars multiple times, and it’s short enough to support that without feeling like a retread because of the sheer number of ways conversations can go and the choices that must be made about how to spend the time you have to wander around the streets of New York. If you enjoy SRPGs and branching dialogue that actually affects gameplay, then Sakura Wars definitely deserves a spot on your shelf.

Plays Like: Sakura Taisen, Front Mission

Pros: Highly replayable, interesting characters, big stompy mechs, huge flying bosses, strategic battles

Cons: Can be a bit overwhelming – particularly the dialog choices

 

Mega Man 10

March 21, 2010

Two years ago, fans of the “classic” Mega Man series were knocked off their sofas with the announcement of Mega Man 9, a retro-revival of the franchise that dominated the NES like no other third party offering could. We downloaded it from the Wii Shop Channel, fired it up, and loved every spike-riddled jumping minute of it. Heck, I personally named it my Game of the Year for 2008, and I didn’t even bother with any of the additional downloadable content like Proto Man and Endless Mode.

Now imagine my reaction late last year when I heard that Mega Man 10 was going to hit in early 2010. 

Mega Man 10 does very little to stray from the formula that has been tried and tested for over 20 years. Eight new robot masters wait for you at the end of thematic stages filled with tricky jumps, dangerous traps, and annoying enemies. Beating one of these renegade robots allows you to claim his weapon as one of your own, giving you more options as you progress through the game. Even after ten iterations (not to mention the X and Zero spinoff series) the Mega Man team still manages to come up with some insidious new tortures, like the see-saw platforms in Blade Man’s stage or the sandstorms that periodically sweep through portions of Commando Man’s lair (and threaten to sweep you into spikes and/or pits). Just about every one of the stages has something new, in fact; the initial segment of the final stage might just be the crowning achievement of the entire franchise.

While the platforming action is still as devious as ever, where MM10 loses a little steam is with your new toys. Like MM3 following MM2‘s broken Metal Blades and other solid weapons with clunkers like the Search Snake, Top Spin, Needle Cannon, and Spark Shock (that’s half of the weapons available for those counting along), the arsenal in MM10 isn’t nearly as fun as the offerings in MM9 (which were all fairly awesome — or at least useful). Several of the weapons are actually more effective when you miss with the initial projectile, and a few are just awkward to use in general (the Thunder Wool you get from Sheep Man sadly belongs to both of those categories). Other than experimenting to figure out which weapons cause the most damage to bosses, I spent a good deal of my time in MM10 mostly using the Arm Cannon, and I didn’t even have the excuse of a powerful charged shot like with the later (non-9) games. 

Of course, that’s me speaking as a series veteran whose formative years were spent perfecting runs through Quick Beams and disappearing blocks. The more recent gaming generation(s) didn’t have dormant muscle memory to help them out when MM9 flung them into beds of instant-death spikes, nor were they protected by the hard-wired paranoia of nasty enemies leaping out of pits and slamming into you mid-jump. To put it simply, MM9 handed them their faces and never apologized — until now. In addition to having Proto Man available from the start (although his runs will not count for certain online scorekeeping), MM10 offers an “Easy” mode specifically designed for newcomers. The enemies are weaker, your weapons are stronger, stages are littered with pickups that restore ALL of your energy (making a surprising return from the original MM title) and many of the trickier jumps feature additional platforms that will catch you where only sudden death awaits you on the normal difficulty. Don’t be fooled: there are still PLENTY of ways to die, even with the “kid gloves” on, but it is still a vastly easier experience compared to the norm — or, heavens forbid, the unlockable “hard” setting (which even I won’t touch). My run through normal officially finished after 3.5 hours, although in reality my multiple “learning” trips through the final stage probably brought my total to nearly 6; by contrast, my post-victory run through Easy (using Proto Man, who is a little weaker than Mega Man in several aspects) came in at just under an hour with no continues (and only a handful of lives lost). Granted, it helped that I already knew what to expect, but that’s still a striking difference.

Ultimately, MM10 is still the same rock-hard old-school platforming that fans of the Blue Bomber have come to love and expect, but somewhere along the way it lost a little of the nostalgic charm. That said, the easy mode makes MM10 a better option for new fans just getting into the series before they “graduate” to normal mode or MM9 (not to mention the classic games available on the Virtual Console), and series veterans will still love what MM10 has to offer (especially some of the achievements/challenges). It just isn’t quite the must-have that I felt MM9 was.

Plays like: Guess. Go on, guess. Here’s a hint — it’s the tenth game called “Mega Man”.

Pros: Easy mode is a great option for those who need/want it; platforming insanity is still there for those who love it

Cons: Most of the weapons are outright useless except to exploit boss weaknesses

 

Super Monkey Ball is a fresh take on a budding genre, and the included party games are so engaging that it even outpaces the stellar single-player experi…

…Sorry. For a second there, I had a flashback to 2001. Let me try that again:

Super Monkey Ball is a series that started out promising, but has been run into the ground as the genre became increasingly crowded. The party games have gotten so schizophrenic that they don’t crack the top 20 on the Wii, and this Step and Roll‘s Balance Board support isn’t enough to save the fact that we’ve been getting the same single-player game for ten years.

The new Balance Board control is what you would expect, which means that it’s hard. The levels are the same, and they’re hard enough to navigate with standard controls. Anyone who has played Wii Fit‘s games with tilting panels and rolling balls should know how this works, except now it’s almost impossible. It’s frustrating to the point that including remote controls seems almost merciful. The standard control is fine, but it’s just not worth buying another game for. These levels aren’t particularly creative, and they feel generic enough that there’s nothing memorable. 

Minigames have evolved over the past decade, and Super Monkey Ball hasn’t taken any steps forward. On a system with Wario Ware, Wii Sports Resort and even Rayman Raving Rabbids, there’s just no reason to play these. It’s sad, since they were such a delight in the original.

Lots of content has been stripped out of this version. Not only are there half as many minigames, but gone is the jumping mechanic and the periodic boss fight. What content is here is stretched out in a painful way, with all-too-frequent rolling of the credits, and an obnoxious host monkey and no good way to skip him.

Super Monkey Ball was supposed to thrive on the Wii, a console seemingly designed for it, and even a Balance Board game sounded promising. Sega dropped the ball, and they dropped it into the bargain bin. Don’t worry about picking it up.

Denmark-based developer Press Play is trying really, really hard to make their game the next indie hit. How? By borrowing elements from lots of other small-team hits. And it ends up working fairly well.

Max & the Magic Marker‘s concept is simple: Max traverses areas, collecting items and avoiding enemies with the help of a Magic Marker drawing shapes that Max can jump on or kill baddies with. It sounds like a cross of Drawn to Life and Crayon Physics and, well, it is. And unabashedly so. Here’s the story: Max is a kid who loves to draw. One day, he gets an orange marker in the mail, so he draws a monster with it. The monster comes to life and starts wreaking havoc, so Max decides he has to stop it.

Games have had problems controlling a person and the environment at the same time. (We’re looking at you, Scribblenauts.) Max actually does this flawlessly. The Nunchuk controls Max (Z jumps, C grabs and pulls). The remote controls the marker.  

The whole thing takes place in Max’s imagination as he doodles, so you can move and draw at the same time or, if you choose, pause the action and draw in the real world. This seems like “easy mode” to some, but it really adds another layer of strategy, since you can pause and draw things under Max mid-jump, or create suspended platforms to save him from a fall. Of course, even if you don’t want to use it for gameplay, the real world view shows everything in childish drawings, and it’s just a cool effect. The world of imagination is lush, and the worlds of Max’s mind are a lot like what you’d expect a kid to think about.

The menus are reminiscent of World of Goo. As in, it seems they took the menus and swapped out some graphics here and there but left everything where it was. It even borrows Goo‘s idea of making exceptional performance in levels unlock more supplies for a “playground” area. Of course, World of Goo is one of the most successful WiiWare releases, and the most like Max, so who can blame them?

Of course, all games have their shortcomings, and this one has one main one: length. There are only fifteen levels in the game. There’s a little value in replaying levels to collect everything, but pretty much it’s a one-and-done title. The 1000-point price tag is reasonable, though. If it had something that made it worth leaving on the system, it’d be one of the best games of the year. Being a lot of fun for a little while is still good, though.