Showing posts with label Nintendo Wii. Show all posts
Showing posts with label Nintendo Wii. Show all posts

Wednesday, March 21, 2012

Settin' Me Up With the Spirit in the Sky

[Not sure this was clear last time around, so to be sure, asim here with you again.]

So let's review a game that's been released in the past six months for a change. I'm talking about, of course, everyone's favorite reason to actually turn their Wii on again, The Legend of Zelda: Skyward Sword.

Zelda games are, of course, Nintendo's second most-venerated franchise. When it comes to me, however, these games are number one. So in some ways I'm very biased toward liking these games, but on the flip side that means I tend to be critical of them simply because my expectations are higher. Let's step back in time in a bit and examine what I mean.

Probably one of the first games I ever beat all the way through by myself was Link to the Past. I didn't own it, however, so to do so I continually borrowed the game from a friend who lived in my neighborhood off-and-on for a year until I finally prevailed. Then, in 1998, I got Ocarina of Time. However, being 13 at the time, I still had little control over how I got games, which means my explicit instructions to my parents on how to procure the gold cartridge version didn't quite get through. I got over that (well, sort of) and as I did I realized that I was playing probably one of the greatest games ever made.

Debates rage on across the Internet over that last statement there, but for me it is still true. I don't really play the Mario games, so instead of Mario 64 Ocarina was the title that showed me the power of this new-fangled 3D thing. If you look hard enough on the Internet, you can even find videos of me playing this game somewhat badly. It remains one of my favorite games, and is the standard by which I have judged all subsequent Zelda games.

Ocarina was probably also the game that got me into "gaming" as a thing and becoming cognizant of the nascent Internet gaming websites and communities. (Remember, it was 1998.) I remember debating kids at middle school the value of in-game rendering versus Final Fantasy VII's pre-rendered cutscenes. (Fun fact: I never had a non-Nintendo console until I got my first job five years ago and bought a 360.) I don't know if I would call myself from back then a fanboy, but I certainly had an opinion.

Thousands of other teenage boys also had opinions, and as the N64 era ended and Nintendo announced its new console, a demo appeared. I think anyone who paid attention to gaming news at the time probably remembers that video. It was determined: we were going to get another epic Zelda game in the same vein as Ocarina, just with better graphics! Three long years later...

Not so much. Oh, the wailing and gnashing of keyboards! Of course, if one got away from the keyboard long enough and actually played The Wind Waker, they found it was actually pretty good. And you know what? I think stylistically, Wind Waker has held up pretty well and I'm glad to see that Nintendo has preserved the style for the DS Zelda games. So, to reference another classic rock lyric, I didn't get what I wanted, but in a way, I got what I needed.

Nonetheless, the wailing and the gnashing and whatnot continued, and eventually Nintendo announced it was developing one last Zelda game for the GameCube. Well, like with many other games, one last game for the 'Cube turned into a launch title for the Wii, and so I got my copy of Twilight Princess before I ever actually acquired a Wii. Since it was right when I moved to California, I remember about this time five years ago I was wrapping up that game, in much the same way I just finished Skyward Sword.

And I have to say, I mean, I liked Twilight Princess, but... I sort of wish it had never come out on the Wii. The tacked-on motion controls were just that, and it showed. Additional evidence that the game was a relatively last-minute port job was the fact the game world was actually mirrored, as Link is stilled properly left-handed in the GameCube version. Other than the controls, though, TP was a pretty standard Zelda game, and since the controls weren't really that great, that mean the game wasn't really that great. In some ways, in releasing the game "everyone" said they wanted, it was almost like Nintendo said, "see, we made the Zelda game you said you wanted, now do you see what we're trying to do?"

Now flash forward to PAX2011, where I got the chance to play Skyward Sword for the first time. I was impressed but afraid the new, actual motion controls (thanks to the Wii MotionPlus stuff) wouldn't really work out. Well, they did, which means I feel pretty good about saying this has been the most fun I've had playing Zelda since Ocarina. Since this one of (if not) the last major titles that will come out of the Wii, one would expect a certain amount of polish, and it is there for this game. I think one of my favorite things is the way the game handles drawing objects in the distance. Instead of fading into a fog or popping in, the game gracefully degrades textures until they look like something out out of an Impressionist painting. Simply put, this is the best looking Zelda game ever made and probably the best looking game on the Wii. I would think that this game is probably about all the console is capable of.

Let me go back to the controls for a second. Okay, they're not perfect, but fortunately the game makes it easy enough to calibrate things when they get out of whack. So the vast majority of the time, when you slash sideways, so does Link. When you slash diagonally across an enemy, so does Link. This manner of control adds a whole new layer of depth, which means overall in this game there aren't as many enemies, but there is more depth simply because almost all enemies are capable of blocking your attacks if you don't approach them correctly. It also means that there are new items and new puzzles. Yes, that's right kids, "move the blocks to a certain configuration" puzzles are at an all-time low in this game.

So at this point, I suppose I should list some things I didn't like about this game. The only thing that really sticks out to me is that I found the soundtrack somewhat unremarkable, but, uh, that's probably about it. The only other thing that I can think of is that the Wii MotionPlus thing can really chew through batteries, but my initial playthrough also went on for over 60 hours. (Last minute edit: Just a couple of weeks ago and 40 hours of playtime later, I re-beat the game on Hero Mode, where your collectible inventory is preserved but you have to replay the game and enemies do twice as much damage while never dropping hearts. Take the fact I did that how you will.)

asim's "tl;dr" summary: This is the best and most original Zelda game since Ocarina of Time and is an excellent reason to dust-off your Wii.

Addendum: Yes, I realize I sort of skipped over Majora's Mask. Well, that's sort of because I skipped over it when I was kid. Sorry. I did get for Virtual Console though and I'm working on it.

Tuesday, August 19, 2008

Nintendo Juggernauts

I'm way behind on games, and as such a ton of very high profile games has gone by without me so much as saying a word. For now, I'll focus on some of the older ones - Smash Brothers Brawl and Mario Kart. They may be 'old hat' by now, but as 2 of the biggest names in the Nintendo arsenal (in company with the likes of Zelda, Mario and Metroid) these games may remain the last 'high profile' remake that Nintendo churns out for a while (Mario, Zelda, and Metroid having already debuted on the Wii).

Since it came first, I'll start with Smash Brothers Brawl. The anticipation for this game could not have been higher - melee was perhaps my most played multiplayer game of last generation, competing only with World of Warcraft in terms of time played with friends. The original Smash Brothers game helped to define the N64 as the multiplayer console of choice (along with Goldeneye, Perfect Dark, F-Zero X and Mario Kart 64) and Smash Brothers Melee took the low budget, almost 'technical demo' feel of the original Smash, improved upon it ten-fold and polished it until it gleemed. To improve upon melee was in and of itself a nearly impossible task, and yet while this was accomplished impressively, I can't help but feel let down by Brawl to some extent.

In many ways, Brawl suffers from the hype and build up that many high profile games eventually fall prey to (especially long-development games). For all that Brawl was, it could not stand up to the imaginations of it's rabid followers, and since Melee was so incredible people were expecting things that could not feasibly be done. Give them Sonic, and suddenly they want dozens of third party characters. Give them a stage builder and suddenly then they demand it to be massive in scope and customizable to an increidbly detailed level. Give them online and they want an entire infrastructure with dozens of customization options, flawless latency regardless of personal connection and 100% up time starting on day 1. Give them single player and suddenly they want the story mode longer and more complex and more involved. The list goes on and on.

Now, I don't think Brawl was a "10/10", if one must think of such things on a numerical scale. In fact, the only game in recent memory that I have played that felt even remotely close to 10/10 was Portal. This includes GTAIV (to be discussed later). But just because a hotly anticipated title does not reach perfection by no means makes it a 'bad' game. Smash Brothers in an incredible game, overflowing with so much content that to complete it all might take you the entire life of the system to accomplish, if not more. Brawl will still be some of the most fun you'll ever have with 4 people, and it even significantly beefs up the longevity of the game for someone who plays it alone as you now have both an entire single-player story mode as well as online play to keep you going strong.

To me, Brawl is the defacto Smash Brothers experience. When all is said and done, it takes the near-perfection of Melee, expands the roster, throws in new items, modes, options, levels, tprophies, customization AND adds online play. I would never return to Melee to play Smash Brothers, there's no reason to unless you prefer some of the subtle nuances in Melee's (broken) physics system. From here on out, Brawl is the new standard in terms of what a 4 player fighter must to do push the envelope and remain on top. It does exactly what a sequel should do - take an established franchise and find new ways to push the envelope, expand the game and build upon the core experience, all while remaining fun to play. In this, Smash Brothers Brawl excels more than most, providing an astonishingly huge amount of new content, experiences, options and modes in a genre that typically only updates the graphics and rosters.

Are there problems? Sure. Some people say that online doesn't work (although, in my experience, it works fine). The fighting is not quite as tight as it is when played locally, but for a game whose entire experiences revolves around millisecond response times, it is enough to make the game playable and enjoyable. What really hurts the online experience is the puzzling lack of voice chat. Even if only available in a "Lobby" setting, thise would have made choosing games online with friends far less awkward and confusing. You can get around this by playing locally or perhaps communicating via IM or phone, but then you are rushing to make contact as you fight against the clock to choose your character and next stage. Then you don't even know why your friend left, or if he wants to leave soon... it takes all of the fun out of the multiplayer and boils it down to what might as well be you playing a (possibly) more intelligent AI. Despite the fact that online works for me, I still wait for friends to come over to play Brawl - this, to me, is the full extent of the multiplayer experience, not small text bubbles and taunts.

The stage 'builder' is a great idea but suffers from complete lack of originality and a depressingly small number of items to build from. I've seen a few nice ideas come from the stage builder mode - the 'daily' customized stage is also a nice feature - but compared to the enviornment and character of the levels shipped with the game they look absolutely bland.

Story mode is entertaining perhaps once through, but it has very little to make you want to come back for more, much less at higher difficulties. This may be because the fighting characters are tasked with performing strange and often times awkward platformer-esque elements while being chained to their fighting style. What's worse, co-op story mode is an awkward wreck that at times punishes players for bringing a friend instead of rewarding them for playing together. The 'stickers' provide the basis for a great rpg-esque way to imrpove your characters that revolves around rewarding you for collecting items and playing more, but it fails to remain addictive considering the amount of painstaking work that must be done to obtain many of them... only to lose them if you decide to use it to power up your character. It starts off very impressive, with each character beginning in their own location and allowing the levels to cater to the strengths and weaknesses of those characters. As you get near the end, though, and you may choose your poison, larger and less mobile characters are more likely to lead to frustration than fun as they start to fail some of the more complex portions of the 'platforming' sections of the game. Overall, the "Subspace Emissary" was an enjoyable experience and a Nintendo Fan's greatest dream materialized onto disk, but only the most dedicated of trophy/sticker collectors will come back for a second or third attempt at this awkward platformer.

All these faults aside, however, the Smash Brothers experience is still not one to be missed. Whenever I have 4 friends over, Brawl is still the standard go-to for 4 person multiplayer, Rock Band being a close-to-distant second depending upon player skill. To say that the game is "bad" or that it is not worth playing because it being a few flaws short of sheer perfection is nothing more than a rabid fanbase being let down by their own wild imaginations in anticipation. If you own a Wii and like the genre, you should own this game. Like Melee, it will probably end up being the most played game on your Nintendo system this generation.

Now it's time for (yet another) largely multiplayer affair: Mario Kart Wii. The Wii is well known for being that all-inclusive, local player party console. Ironically, Nintendo has been that way since the N64 with the inclusion of 4 controllers on a single console. What started with Goldeneye, Perfect Dark, Mario Kart 64 and Smash Brothers has continued in spirit through the Gamecube and Wii. Meanwhile, the PS1, Ps2 and PS3 are known for largely single player affairs and the Xbox/360 are known for networked games over Live. Up to this point in the Wii's lifetime it was not known for excellent online games (Mario Strikers? Pokemon? Even Brawl was troubled for some people) so hearing that Mario Kart was going online with 12 people was not met with the same enthusiasm as perhaps I should have had.

The Mario Kart series has always been fun to me, but at the same time I don't 'love' it like many people would. I completely skipped over Double Dash (despite actually enjoying the dual-kart mechanic) and the Super Circuit (for the GBA). It even took me several months of having the DS version of the game before finally starting to get into it, but I was largely wrapped up in the single player portions and challenges.

I'm not an enthusiastic fan of racing games, and a game like Mario Kart - where you vie for first place by use of objects that generally lead towards equalizing the playing field - is not won on skill nearly as much as luck/opportunity. The same can be said, in a sense, for Smash Brothers. Obviously, there is some skill involved, but when the only reason you lose is because you were hit by 2 blue turtle shells right before the end of the race, it doesnt' feel that way. This makes for close games that tend to spread the fun around - great for local parties with close friends - but as an online experience it is almost as frustrating as it is fun. So while the online is fun, well integrated and almost flawless as an experience, the game makes me tend to play offline instead of online. I have played online with friends - which is how I know the system actually works smoothly - but the limitations of communication really hold back and prevent it from being a 'great' online game.

Offline the game is a blast, and the wii wheel actually improves the experience instead of retracts from it (a first, IMO, from a cheap plastic peripheral). Your control isn't quite as precise so obviously professionals will want to stick to the controller, but there's something about a room full of people madly leaning left and right to try and eek a bit more turn out of a controller that makes the game that much more entertaining and involving. It also makes the game much more accessible to the coveted 'casual' market and means you can play with your parents or grandparents or even little siblings without having to spend hours trying to get them to wrap their head around confusing button placement and combinations.

Unfortunately for Mario Kart Wii, it's greatest fault is that it has to compete with so many other multiplayer games that, for the 'core' gamer, it will go largely unplayed. Most of these gamers will spend their time playing Brawl (or CoD4, Halo, Rock Band, etc) than they will Mario Kart. However, for the 'casual' gamer, such as my parents or younger siblings, Mario Kart represents probably the best of what Wii has to offer: a multiplayer experience that is boiled down to simple, intuitive controls that is enjoyable for everyone regardless of who wins or loses. Expect to hear core gamers frequently complain about how they never play Mario Kart and how you shouldn't get it, but if your father is getting tired of play Tiger Woods and your mother is looking for something more social than Brain Age, Mario Kart Wii represents that perfect Nintendo blend of simplicity and depth that will help make your family holidays that much more enjoyable.

Mario Kart single player is your standard fare, drive through cups to win 1st place and unlock stuff. Nintendo definitely went all out with Mario Kart Wii, though, throwing in more than a half dozen unlockable characters and tons of unlockable bikes/karts. Unfortunately, most of these can only be unlocked in single player so if you only like to play with others then you're stuck with the bare-bones, out of the box options. I find it somewhat curious that special things must be 'unlocked' - I understand that thought process behind it (give people something to aim for and a reason to keep playing) but at the same time it almost feels like a punishment for those who don't have time or skill to play that much. I much prefer Xbox360/Steam achievements - that give you goals and bragging rights outside of the standard game - as that means you are not limited to the content you can access.

I personally am only halfway through the 100CC class and have barely scratched the surface on time trials so the number of characters and vehicles that I've 'unlocked' is paltry at best. Most of my time is spent playing Mario Kart multiplayer with friends and family, and my single player time is devoted to other, more single-player oriented games (currently Eternal Sonata and FFTA2) to have time for Mario Kart's frustrating game of "dodge the blue shells to victory". I'm not one of those people who feels the AI is more 'rubberband' like than it was in previous games (despite having skipped several), but with 12 carts on the same track you are bound to have more items on the field at all times. It is just annoying to finish 3 races in first only to have bad luck ruin your fourth and final race and set you back a whole half hour's worth of effort. For someone who's time is becoming a more and more precious commodity, to have things like this occur become more and more irritating. It's a fine line between 'difficult' and 'frustrating', and Mario Kart Wii definitely falls into the 'frustrating' category at times.

In the end, Mario Kart Wii remains a very good game that is held back by a flood of other multiplayer games (Smash Bros, WoW, Rock Band) and a (sometimes) aggravating single player experience, which is feel has always been the case for Mario Kart games. It has definitely been worth the investment - my family loves it and it is something that everyone can enjoy without needing much experience or being too overwhelmed (as opposed to Smash Brothers). It has usurped Tiger Woods Wii as the 'time with family' game of choice. There is enough here to make the game worth the investment over time - especially if you find yourself wanting games to play without people who aren't quite 'gamers' - but don't be surprised if your close friends will prefer challenging themselves to Rock Band on Expert, fragging each other in Call of Duty 4 or duking it out in Super Smash Brothers. That's how it was on the N64, that's how it was on the Gamecube, and that's how it will always be - but that does not make Mario Kart Wii a 'bad game'. It just makes it a niche one, and it fills it quite nicely.

Sorry it took so long to finish these reviews - crazy things like PAX, hurricane Ike, work and other personal reasons have prevented me from having as much free time as I like. I'm trying to work towards a more stable update schedule - I may not make 'weekly', but I'd at least like to challenge myself to have these done in a timely manner so it's not a guessing game for you as to when they are done. Speaking of what's next:

Currently playing:
Eternal Sonata (360)
Spore (PC)
Final Fantasy Tactics Advanced 2 (DS)

What should be next:
GTA IV (360)
Saint's Row (360)
The World Ends With You (DS)
Castlevania: Dawn of Sorrow (DS)

Looks like next blog may be my comparison of GTAIV to Saint's Row. You might find my conclusions somewhat surprising.