Showing posts with label Gaming - System: Nintendo Wii. Show all posts
Showing posts with label Gaming - System: Nintendo Wii. Show all posts

Saturday, February 21, 2009

Review - Star Wars: The Force Unleashed (Wii)


Developer/Publisher: Krome Studios/LucasArts
Release Date: September 16, 2008
ESRB Rating: Teen (Violence)
Available On: Wii (version reviewed), DS, Playstation 2, Playstation 3, PSP, Xbox 360
Genre: Action RPG
Number of Players: 1-2 (local competitive)
Strong Points: Very fun gameplay; good use of motion controls; strong use of Star Wars license
Weak Points: Generally subpar graphics; repetitive, linear gameplay
Technical Score: C+
Artistic Score: C+
Final Score (not an average): B
Moral Warnings: Game revolves around hack and slash violence (no gore) along with some more creative means of destruction via the Force; the Force is a vague supernatural notion; immodest attire on some female characters


The Force Unleashed was a long time coming when it finally hit store shelves. Many people got hyped about the physics engine that LucasArts had been pushing with detailed destructible environments, but my guess is that it was simply the Star Wars name that resulted in so much hype. Whatever the reason for it, The Force Unleashed came with very high demands. What we ended up getting is a very fun but rather shallow experience that didn't meet all of those demands, but still offers enough redeeming qualities to warrant a rental or purchase from the discount rack. Now that I've gotten rid of the suspense surrounding my final take on the game, let's actually take a look at where the Force is strong with this one.

First things first, though. In case you missed it in the header, this is a review of the Wii version of the game. There are many ways in which it is similar to other versions of the game, but be careful of using this review as a primary source of information if you are interested in one of the other releases. Trying this again, shall we get down to business?


When the game opens up with sounds and music straight out of Star Wars, you will begin to anticipate a genuine Star Wars experience. When the opening sequence of the game begins with Darth Vader arriving on the Wookie planet of Kashyyyk, you know beyond doubt that this is truly Star Wars. If there's one thing that The Force Unleashed does well, it's capturing the atmosphere and spirit of the films.

As the plot unfolds, we play the part of Vader's secret apprentice, Galen Marek. The story takes place in the time between Episode III and IV. Since I hate spoilers just as much as the next person, I won't be detailing much of the plot. However, the story does a good job of filling in some of the gaps between those films. For the most part, the characters and character interaction are fairly solid and interesting. In all reality, the biggest letdown in regards to the story is that there are a couple of elements that are iffy when it comes to Star Wars canon. In fact, one of the endings completely throws canon out the window. Then again, only well-informed Star Wars fans are likely to pick up on these things., and the bulk of the story is still a worthy addition to Star Wars canon.

On the other hand, The Force Unleashed is first and foremost an action game, and these few issues with the story progression carry little weight with them in regards to actually playing the game. Fortunately, first and foremost, the game is a ton of fun to play. Yes, you pretty much do the same things over and over, but the things you do carry enough thrill - and cool - factor with them that the repetitive nature of the combat can be overlooked for at least long enough to play through the story mode.

Again, I should point out that I'm talking about the Wii version of the game here, as that greatly affects the gameplay. The game really is about unleashing the Force. You can do this in all kinds of ways. From the simple yet effective Force Push to the wide-area Force Lightning and a host of other attacks, the game's tools of destruction are pretty diverse. More importantly, Wii control actually makes them even more fun to use. A quick thrust of the Nunchuck results in Force Push. Angled slashing with Wiimote results in similarly angled saber strikes.


Far and away, one of the most enjoyable techniques in the game is a combination of Force Grip and Lightsaber Throw; it's also one of the most brutal techniques available. Using a common enough grip move, you can hold a foe in place. Once your foe is suspended in the air, forcefully swinging your Wiimote results in throwing the lightsaber, sticking it in the suspended foe. However, this is just one example of the ways you can use and combine Force powers and lightsaber skills for maximum damage.

Though the clear emphasis in the game is on the actual combat, there are some minor RPG elements added for good measure. Fallen enemies gives you points that can be used at any time in the game menu to improve the potency of Force techniques and gain new ones altogether. Getting more powerful Force tools isn't altogether necessary to progress in the game, but having them builds on the cool-factor. As a result, the skill leveling system is mostly in effect to get you to destroy everything in sight.

On another note, the straightforward hack, slash, and Force Push gameplay is broken up with boss fights from time to time. Boss fights do make heavy use of the core engine, but there is a clear shift from emphasis on overwhelming force in favor of a more tactical approach. There are also occasional duel moments in which you'll lock blades with a foe. In these cases, you must align your Nunchuck or Wiimote with the angle shown on the screen and physically push forward. Additionally, timed-sequence moments take place during boss fights. Though these timed-sequences are a simple matter of moving the Nunchuck or Wiimote (whichever is shown on screen), it's actually quite possible to move the wrong one if you start to hurry.

Still, there is the matter of the repetitive gameplay. Playing through the story is a fairly short experience of 6-7 hours. For that duration, the simple formula of running from the beginning to the end of a mission killing anything that stands in your way stays entertaining. Whether or not it holds up long after that is very dependent on how much you enjoy the game's action. There are a few things hidden throughout the levels (concept art for the gallery, lightsaber color crystals) to encourage replaying the game. However, annoyingly, there is no mission select option; if you want to go back and play the third level, you will have to start your game over from the beginning.


Exclusive to the Wii version is a duel mode. The duel mode allows you and a local friend to choose from a host of Star Wars characters (some from the game, some from the films), select a map, and duke it out. The camera is fixed in a stationary location during duels (with the exception of the quick-time event moments that show up from time to time). Essentially, the duel mode is a modified form of the boss fights. The same Force powers and techniques from the main game are carried over to duel mode, so very little should be unfamiliar. The thing is, while duel mode is a nice idea, the implementation simply isn't a lot of fun. The repetitive combat isn't terribly off-putting in the context of the main game, but it's a lot harder to overlook in duel mode. As a result, duel mode ends up being an occasional diversion at best.

Unfortunately, the game's shortcomings do not stop there. Not the least of these shortcomings is the graphical department. I wish I were just referring to a small issue here or there, but the reality is that the decent elements of the graphics are the exception to the rule. The character models in The Force Unleashed are undetailed and jagged. Add to this that the texture maps are equally lacking, and the result is, in a word, ugly. In the story-driven cutscenes, the lacking nature of the graphics is very obvious.

On the other hand, the pacing of the game's action actually does a good job of hiding these things. In all fairness, when playing at full pace, you may not even notice the lack of detail in the graphics. However, you will probably notice some of the special effects that are included in the game. Blur effects employed when using Force Push are actually impressive. Still, they do not compensate for an overall weak graphical effort.


Though not exactly a disappointment, the game's sound direction fails to impress. Yes, lightsabers sound like lightsabers. Yes, Stormtroopers sound like Stormtroopers. Yes, the all-memorable themes are here. Everything works, but there is still something left to be desired in the voice acting. It's not that the voice acting is terrible, it's that it sometimes comes off as flat and uninspired.

This generalization of being neither terrible nor altogether excellent carries over to most parts of the game, and the moral aspect is no exception to this. As you've no doubt figured out, The Force Unleashed gives heavy emphasis to violence. Throughout the course of the game, you can, and will, strike down countless hoards of enemies with the lightsaber. Use of the Force allows you to dispatch foes by remotely choking them to death, send them soaring off a cliff, crushing them with nearby objects, electrifying them with lightning, and reflecting their blaster fire. However, in spite of the strong emphasis on violence, the quantity-over-quality approach manages to leave you feeling a bit distanced from the violence. The issue of annihilating masses of foes (human and alien alike) to keep Vader's order of leaving no witnesses plays little bearing on the gameplay (since you don't actually have to kill everything), but it is there in concept. Beyond the violence is the possible point of concern that is the Force. As with the films, the Force is presented as a morally neutral supernatural force that can be used to assist a wielder in a variety of ways such as telekinetically moving objects as well as sensing things in the future. Though I do not recall any profanities, it is not unheard of for the Star Wars games to include a few uses of "damn" or "hell." Sexuality is generally minor. Clothing (or lack thereof) on some of the female characters is the biggest issue in this department. Your ship's pilot, Juno, along with some of the female bounty hunters you will fight, wear cleavage-revealing attire. Lastly, two female boss characters wear little more than a bikini.

When all is said and done, The Force Unleashed really isn't worthy of any awards for greatness. If I were to make use of a list of the strengths and weaknesses for the game, it probably wouldn't fare that well on paper. With that in mind, I won't be calling it something it isn't. However, such a checklist would misrepresent the game. The reality is that it is a great deal of fun for at least a complete play-through. It is repetitive, but it manages to carry enough appeal and fun with it that the repetitive nature is easy enough to forget about for a while. Also to the game's credit, even though the Star Wars geek in me wants to cry foul at the slightest hint of breaking canon, it really does do the license justice. The game won't last forever, but if you won't be put off by its constant violence or some of its mediocre technical qualities, I wouldn't hesitate to recommend that you rent it or even purchase it if you can find a good discount.

-Kenny Yeager (kenny@revolve21.com)

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Friday, November 21, 2008

Review - LostWinds

Developer/Publisher: Frontier Developments
Release Date: May 12th, 2008
ESRB Rating: E
Available On: Nintendo Wii (WiiWare)
Genre: Adventure
Number of Players: 1
Strong Points: Fantastic art direction; simple and intuitive controls; creative gameplay
Weak Points: Very short play experience (roughly three hours)
Technical Score: B+
Artistic Score: A-
Final Score (not an average): A-
Moral Warnings: Fantasy setting includes spirits and creatures of a vague mythological setting


When Nintendo's WiiWare digital distribution platform launched earlier this year, LostWinds was there to start off the new service. Similar to Microsoft's Xbox Live Marketplace and Sony's Playstation Network, WiiWare promised to bring new games of all kinds to Nintendo's console at low prices. Still, few were confident that Nintendo's service would be exceptional. It would take a strong lineup of very solid games to show the gaming world that WiiWare could succeed. Fortunately for gamers, developers, and publishers, LostWinds was able to set WiiWare off to a great start with an intriguing little platformer to the service at launch.

It is especially good for gamers that LostWinds was available at the launch of the WiiWare service. The game has a deceptively simple look about it. On the surface, it looks like a fantasy-based platformer that comes at a slow pace. However, five minutes spent in front of LostWinds with a Wiimote in hand reveals that the game is nothing to scoff at. A beautifully crafted world, original gameplay elements, and great use of the Wiimote have resulted in a game that still stands as a testament to what is possible with the WiiWare service.


The game opens with a narrative in a charming fantasy environment and art direction that reminded me immediately of Nintendo's The Legend of Zelda: The Wind Waker and Capcom's Okami, and by all means, that is a good thing. The characters and the game world alike are absolutely brimming with life. The forest-like world is aglow and detailed. Plants sway in the wind, characters go about their lives in the villages. In the cave-like regions, torches light the way. Water pours down from cliffs. Enemies fly back and forth.

Indeed, the game's beauty is likely the first thing to catch anyone's eye. Artistically, the game is excellent, even if it does borrow little bits from other titles. Technically, the game is also quite surprising. I have to agree with countless others in the gaming press who say that LostWinds gives a lot of major Wii releases a run for their money in terms of graphical qualities. This is a ten dollar downloadable game, but it certainly surpasses expectations in the things it pulls off. Fluid animation, real-time lighting. smooth surfaces; the developers aimed to impress, and they hit their target.

The audio in the game also impresses. The sound effects are not exactly mind-blowing, but the soundtrack (short as it may be) is surprisingly good. Taking nods from the works of master game composers Koji Kondo (Zelda series, Mario series) and Nobuo Uematsu (Final Fantasy series), while bringing in ideas of its own, I found the music interesting and moving. Better yet, the music perfectly suits the mood of the gameplay.


Speaking of the gameplay, that's probably what makes the game most interesting. It would be easy to look at the game on the surface and say that it's a simple platformer without a run button, but that's not really the case. In all reality, it plays more like a 2D adventure game. Strolling from one region to another, solving puzzles, looking to unravel the secrets of a mystical past, this truly is an adventure game.

The thing that sets this apart from Castlevania and other 2D adventure games is the way that you go about your quest. The key gameplay element is the use of wind. Pointing motions made with the Wiimote allow for a variety of wind-related tricks to be pulled off. The wind can be used to send fire from a torch to a nearby woodpile, suspend an object in mid-air, and many other things. Combat takes a backseat to puzzle-solving in the game, but the ways that you eliminate enemies are often creative and fun.

In every respect, the game is very solid. By far, the game's biggest shortcoming is that it is very short. A playthrough with full exploration will take a few hours at most. Those few hours will be a great few hours, and a second playthrough due to the game's beauty and design would be easy to justify, but LostWinds is still a short experience.

Morally, the game is based in a loosely mythical environment. There's nothing pertaining to any real-world occult present, and what supernatural elements that are present (like a great evil of old and spirits that possess elemental powers) are very lightweight. There is nothing to say in the way of profanity or sexuality. Violence is limited to enemies bursting into clouds of smoke after being pushed into a wall by the wind.

On the whole, LostWinds is a great game, and a great example of why WiiWare has the potential it does. The game is short, but it is interesting and a lot of fun. The artistic direction is beautiful. The gameplay is tight. Morally, there isn't a lot to complain about. All around, LostWinds is easy to recommend to gamers with ten bucks just laying around.

-Kenny Yeager (kenny@revolve21.com)

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Monday, September 1, 2008

Review - Strong Bad's Cool Game for Attractive People


Developer/Publisher: Videlectrix / Telltale Games
Release Date: August 11, 2008
Available On: Nintendo WiiWare, Windows
Genre: Adventure
Number of Players: 1 Player
Strong Points: Captures the web cartoon's humor perfectly; a great throwback to point and click adventure games of the past
Weak Points: Playtime feels short for a game
Technical Score: B
Artistic Score: B+
Final Score (not an average): A-
Moral Warnings: Use of mild language ("crap"); some crude humor (presence of the Poopsmith); pranking that involves indecent exposure and prank calls


Strong Bad's Cool Game for Attractive People - Episode 1: Homestar Ruiner may be a ridiculously long title for a downloadable game, but the game is the first in an episodic series packed full with ridiculous gags and a refreshing change of pace.

For those unfamiliar with the name of Strong Bad, a brief explanation may be useful. Strong Bad is a character from the popular web cartoon, Homestar Runner (http://www.homestarrunner.com). One of the cartoon's recurring series is Strong Bad Emails. In this particular segment, the luchador-esque Strong Bad responds in a snide manner to emails sent in by fans. These responses commonly end up in the development of some new product (like the Ab-Abber 2000, sure to give users ten-pack abs) and/or pranking of the locals.

SBCG4AP begins as any Strong Bad Email would... almost. The game opens up with a genius (if, of course, you appreciate the humor) musical number, the first of many things that set the game apart from the cartoon series. The bigger, and more obvious, change from the cartoon series is the ability to interact with practically everything in the game's world.

From the pile of laundry on Strong Bad's floor to the Stick to all of the residents of Freetown USA, Strong Bad has some witty remark to make. Indeed, the game is packed full of jokes and references that fans of the series are sure to get.

On the other hand, those who are unfamiliar with the series will still find things to laugh about, but will not be able to appreciate the depth of the game's world and design. I wouldn't say that it's a prerequisite that you should already be a fan of the series before buying the game, but it certainly does make the game that much better.

As far as actual gameplay is concerned, the developers seemed to have taken plenty of notes from the classic point-and-click adventure games put out by LucasArts. The game is played in a semi-linear fashion that sends Strong Bad off on a quest in which you must come up with ways to progress by interacting with environments and using items you will acquire throughout the game (often in unpredictable ways). By no means is SGCG4AP an action-based game, requiring wit over reflex, and that's part of what makes the game so enjoyable. The game is comparable to a Caesar salad hidden among meal after meal of spicy buffalo wings: It's lightweight, cool, and a nice break from the norm.

Fortunately for fans (and everyone, really), the game has kept the voice and creative talent from the series. Moreover, the game retains, with surprising grace, the humor and pacing of the cartoon. I would be hard pressed to name many games that more smoothly transition a animated series or film into a game than SBCG4AP.

Visually, the game is simple in presentation. Of course, that is the case with the source material, and it would be unfair to condemn the game for not pushing the system's hardware limitations. In all reality, the developers should be commended for keeping the game so true to its source.

The same can't quite be said for the audio. The voice work is, depending on how you judge it, amazing and terrible. All of the characters are unique in their voicing (including accents and speech impediments). However, some voices (many of them, actually) may be annoying to some people. It, like most of the series, is wholly dependent on whether or not you "get" the humor and style. The same can be said for the music, which is both cheesy and perfectly suited for the game.

Morally, there isn't a great deal to worry about. Some implied violence (through verbal threats or being thrown out of a window) is present, but it is presented in an entirely humorous fashion. Strong Bad quips about his love for the "pretty ladies" and comments about making out (in a tame manner). "Crap" and "freaking" are the extent of profanity. If you've seen an episode of Homestar Runner, you can expect the same thing here.

On the whole, Strong Bad is a game that I absolutely loved. Having been a fan of the series for years, I downloaded the game with high hopes as well as high demands. Needless to say, I was quite happy when both were met. The game is outrageously funny (and, relatively speaking, remarkably clean) and a lot of fun to play. The game is short, but worth every cent... and even a second playthrough. If the relatively minor moral issues do not bother you, it is easy to recommend SBCG4AP as your next WiiWare (or Windows) download.

-Kenny Yeager (kenny@revolve21.com)

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Monday, July 7, 2008

Review - Super Mario Galaxy

Developer/Publisher: EAD / Nintendo
Release Date: November 12th, 2007
Available On: Nintendo Wii
ESRB Rating: E - Mild Cartoon Violence
Genre: Platfomer
Number of Players: 1-2 (offline)
Strong Points: Fantastic platforming gameplay that is unrivaled and genius; work in the audio and visual departments is equally outstanding; controls are very intuitive
Weak Points: As is usual for Mario's non-RPG endeavors, the story is uninteresting; the co-op option brings little to the table
Technical Score: A
Artistic Score: A
Final Score (not an average): A
Moral Warnings: Hop-and-bop violence, with occasional melee attacks, fills the game; power-ups include the ability to turn into a ghost; ghost-like enemies are around; Bowser finds a new source of supernatural powers


The Super Mario series dates back to 1985, when "Mario" and "Nintendo" became household names. Many would even credit Super Mario Bros. for saving the gaming industry from certain death. Whether or not such a claim is true, there is no denying that the title changed the face of gaming and set a precedent for one of the most successful game series around today.

As the latest game in the long-running series, Super Mario Galaxy continues to impress gamers with inventive twists on the once-saturated platformer market. Super Mario Galaxy has been in the works for a long time, but the extreme amount of polish and refinement show that not a single moment of the game's development time was wasted.

The game opens with a familiar premise: Bowser has found a new source of power, claimed Princess Peach for his own, and means to finally have his way in the world... or galaxy, as is now the case. Mario finds himself ill-equipped to save his beloved Peach, but there is hope! Rosalina, a woman familiar with the galaxy, offers to assist Mario rescue Peach, but she first needs his help to restore power to her spaceship.

And so begins Galaxy's rather simple and underwhelming story. Fortunately, the Mario platformers have never been story-driven in a fashion that the story compels players to move forward. Instead, it is the thoroughly enjoyable gameplay that motivates players to keep moving and to keep coming back for more. Even more fortunately, the game's gameplay is quite possibly the best the series has ever seen (and that is no small feat!).


Though the game still follows a fairly linear progression of beginning at one point in a level and running to reach the end, there is a bit of exploration involved. Moreover, there is often more than one means to a given end. Sometimes, finding the right means to an end requires a good bit of ingenuity to move on. Needless to say, the adventure and puzzle elements of Galaxy are more than welcome here.

The big change that the game brings to the series is in the level design itself. Gone are the days of flat levels. Gone are the days of two-dimensional gameplay in three-dimensional worlds. Heck, gone are the days of even knowing which direction is down! The big shift that Galaxy carries is that a large number of the levels move Mario into small chunks of rock (very pretty rock, I might add) floating through space. The simple application of this is that gravity is no longer fixed. "Down" is the direction of the land mass' core. Often, the need to gain enough power for a jump is necessary to break free of one mass' gravity and move on to the next.

Moreover, Mario can run completely around the land masses as a general rule of thumb. The game is truly three-dimensional, and it requires players to think in much less convetional ways. There is also a very new sense of freedom as a result of this.

Unfortunately, it is in no way impossible for the game to get confusing because of this. The biggest issue isn't one of getting lost in the level as it is of forgetting which direction on the control stick to press to go the right direction. This, however, is by far the biggest issue with the game design. The rest of the controls work exceptionally well. They're also easy to understand and come naturally to just about anyone who's played a platformer since the days of the Nintendo 64.

Also new to the series, for it is largely bound to the gravity mechanics, is the ability to use the Wiimote to grab hold of a distant marker and move to it in a way that seems similar to the tractor beams seen in sci-fi movies. Through simple point and clicking, moving in linear paths couldn't be easier. However, some levels require that players pay close attention to the layout of the markers and switch destinations with the right timing to gain a more curved path and, in some cases, avoid hitting space mines.

Yet another new addition to the series is the new co-op option. A second player is able to pick up another Wiimote and assist the first player. The second player does not get to run around as an extra character. Rather, he/she gains a pointer on the screen that allows for a few different things to happen. The second player can draw a quick circle around Mario to make him execute his spin move; click on Mario to make him jump and, with the right timing, this can result in a super jump; moving the pointer across the collectible gems snatches them up so Mario doesn't have to; and pressing the fire button shoots said gems, causing most enemies to be stunned. While it's nice a nice gesture that Nintendo presents such an accessible co-op option, it isn't something that holds a great deal of appeal to most gamers.

Though it isn't technically a new addition, Mario is also able to take on alternate forms with power-up mushrooms in some stages. These power-ups range from turning into a Boo, gaining fire power, becoming a skilled ice skater, and so forth. These changes are often necessary for gaining access to new areas and achieving goals.


And, as if the outstanding gameplay, in terms of both innovation and execution, were not enough to give this game a great standing, the graphics and music/sound effects are also exceptional. Visually, Galaxy remains one of the best looking games on the Wii. The character models are detailed and cleanly designed. Polygonal jaggies are minimal, and the texture maps are very well detailed. Moreover, the special effects are truly stand-out affairs. Flame effects, in particular, are gorgeous. Enemy designs are great.

Better yet, all of the worlds played in are well varied in appearance. And players can see forever. To have such great draw distances, and such detailed characters, without taking a hit on frame rate, is very impressive. Yes, Galaxy is a very beautiful game indeed.

Musically, Galaxy does not fail to impress. New songs are dynamic and well arranged while still maintaining a very Mario-esque feel to them. Long-time fans of the series will be more than a little thrilled to here new arrangements of pieces from previous games. Koji Kondo's masterful work returns in full force here. Nostalgia may very well hit players like a ton of bricks when hearing the return of songs from Super Mario Bros. 3 and other games in the series.

And that sense of nostalgia reaches far beyond the music. There are more than a few graphical throwbacks to previous games, and the same can be said of level and world designs. Even the power-ups will remind fans of the special abilities available in Super Mario Bros. 3. Of course, the return of the fire power is more than welcome. Though no prior experience with Mario games is necessary to enjoy these things, fans will likely be thrilled to see the subtle (and sometimes not-so-subtle) throwbacks to previous games.

Morally, the game lands quite fairly in the territory of the ESRB's Everyone rating. The violence is very cartoonish, generally revolving around jumping on an enemy's head. Punching and spin move attacks are present, but equally cartoonish. All violence is directed to very unrealistic enemies. There is the power-up that turns Mario into a Boo, and many of those ghost-like enemies are present in the game. Another power-up gives Mario the ability to shoot fire from his fists. Stars and other tidbits of space are collected, for they contain some form of power, but this never takes on a dark feel.

Really, Super Mario Galaxy is a must-own game on the Wii. It's the kind of game that sells systems. It's a ton of fun. The production values cannot be compared to anything else. It's the sort of game that creates lifetime gamers and franchise loyalty. Short of being put-off by the mild violence, you pretty much owe it to yourself to own this game.

-Kenny Yeager (kenny@revolve21.com)

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Wednesday, June 18, 2008

Review - Dr. Mario Online Rx

Developer/Publisher: Arika / Nintendo
Release Date: May 26th, 2008
Available On: Nintendo Wii
Genre: Puzzle
Number of Players: 1-4 players (offline), 1-2 players (online)
Strong Points: Addicting puzzle mechanics are impossible to put down; clean interface; competitive multiplayer; Virus Buster is an enjoyable distraction
Weak Points: No offline four player in the main game; very no-frills presentation; essentially the same game since the NES release
Technical Score: B
Artistic Score: B-
Final Score (not an average): A-
Moral Warnings: Game revolves around killing viruses with colored pills


As perhaps one of the most widely known games of all time (and certainly one of the most well known puzzle games of all time), Tetris' simple gameplay concept of positioning falling objects in a way that they combine to clear themselves, resulting in a score increment, has addicted gamers for over two decades now.

In spite of all of the comparisons, Dr. Mario is not Tetris. For the unfamiliar, or those needing a brief refresher course, Dr. Mario is a potentially intense puzzle game that requires gamers to drop colored capsules into a color-coded virus infested bottle in effort to purge the little vermin. Because the game takes place on a grid, when four or more grid cells of the same color to are in a row (or column), that grouping of cells disappears (adding to the player's score). Simple as it sounds, the game quickly becomes frantic and demands players to not only respond quickly to the new capsules as they fall, but plan ahead for the capsules that are next in line to appear.

At its most base level, Dr. Mario really is a simple game based on a simple concept. It has been a simple concept since the first game in the series was released in 1990 on the NES. In fact, the core formula has changed very little in the last 18 years. Then again, this may be Dr. Mario Online Rx's greatest selling point. The fundamental game experience is so well developed and finely tuned, that messing with it too much could do a lot more harm than good.


As with all good puzzle games, this one demands that players pay close attention to every action they make in order to succeed. Too many wrong moves will result in filling up the game bottle with capsules, resulting in a game over. On the easier levels and speeds, the game is rather forgiving; there is enough space in the bottle to correct mistakes. This is nice for newcomers, and it allows for a learning curve that matches the player's abilities. Then again, the higher difficulty levels, and faster dropping speeds of the capsules, really ramps up the challenge to such a degree that frustration will quickly kick in. And just as quick as the frustration hits, the drive to try again and succeed will follow; Nintendo has truly crafted one of the most addicting games around.

Indeed, even in today's market of cutting edge games, the original release of Dr. Mario could still hold its own amongst fans of puzzle games. Without doubt, Nintendo could have simply slapped some basic graphic updates on the NES classic and sold it for $15 in the Wii Shop without any trouble. Thankfully, Nintendo didn't go that route. Instead, we get a package complete with the original game intact, a variant of the original game designed for competition, a new twist on the game called Virus Buster, local multiplayer support for all of these modes, and, as sweet icing on the cake, online multiplayer and the ability to use Miis in the game.

The new gameplay modes, Flash and Virus Buster, still follow the falling capsule mechanics. However, the changes are by no means insignificant. Flash mode is practically identical to the main mode in every way but the objective. Flash mode can be played offline (with another person or a computer opponent) or online. Unlike the main mode of Dr. Mario, Flash mode selects a few of the viruses to glow and flash. Instead of clearing the entire bottle of viruses, only the flashing ones need to be exterminated to win. This does a lot to change the approach players take in their strategy, and causes the competition factor to run even higher than before.


Virus Buster is actually quite different from the main and Flash modes in the way that it is played. Unlike the other game modes that can only be controlled by conventional means (directional pads and buttons), Virus Buster takes a much more direct approach. Using the Wiimote as a pointer, players grab capsules as they fall and drag them to wherever the players want them to go. At first read, this doesn't sound like a big deal, but, in practice, the difference is actually significant. For one thing, it is possible for multiple capsules to be falling at the same time, and the click and drag control makes it more intuitive to stack capsules quickly. Because capsules are constantly falling (unlike the main mode, where a new capsule only shows up once every piece has fallen), a new possibility is for players to insert a capsule between falling pieces and where they are going to land for an extended combo (resulting in an even higher score). Once multiple capsules begin falling at once, Virus Buster begins to feel like a completely different game. Then again, that is probably why Virus Buster is treated as a game distinct from Dr. Mario in the main menu. Beyond these difference, the playing field is actually much smaller than that of the main game. It is as if the camera is zoomed in on the base of the bottle. In effect, the margin for error is reduced even further in Virus Buster.

If putting down the controller is hard in the single-player game, putting down the controller when playing with a friend or family member is practically impossible. In the main Dr. Mario game, two players are pitted against each other; in Virus Buster, up to four players work together. The competitive modes are exceptional. Beyond simply racing against the opponent to clear the bottle of viruses, players are given an ability to mess up the opponent's bottle. Every time there is a combo of two or more rows/columns being cleared, a number of half-capsules (single grid cells) equal to the size of the combo are dropped at random places in the opponent's bottle. Indeed, the level of strategy is increased when players try to set up for long clearing chains. However, that work can quickly be messed up if the opponent gets a combo first.

It is worth noting here that the game's biggest letdown is actually in the multiplayer offering. Make no mistake, what is available is fantastic. However, the lack of four player support in the competitive modes simply doesn't make sense. A previous release of Dr. Mario (namely, Dr. Mario 64) had four player support, so it is more than a little puzzling that it is absent from Online Rx.

Nevertheless, online multiplayer works like a dream. It is easy to connect with players anywhere in the world and get in to a quick and (seemingly) lagless game. When online, only the main and Flash modes are available. The experience actually translates well to online play. In fact, Dr. Mario Online Rx is not only one of the better games on the Wii with online play, but also one of the better console games with online play. Friend codes are present in Dr. Mario, but it is just as easy to connect with anyone. There is little to say for chat support. No text or vocal chat is available; instead, players are given a series of phrases and greetings that can be sent to each other while waiting for the next match to start. One very nice thing Nintendo offers in Online Rx is the ability to send a demo version of the game to friends. The demo version is restricted to the online multiplayer, but it is still a nice gesture (and a solid marketing technique).

In just about every way (lack of four player competitive modes notwithstanding), the gameplay aspects of Dr. Mario Online Rx are near puzzle game perfections. However, because of how great the gameplay is, it's easy to forget that this is a WiiWare title. Because it is easy to forget about the game's WiiWare restrictions, some parts of the presentation can feel like a bit of a letdown.

This is especially true in the graphical department. By no means is the game ugly; it simply fails to impress in its simple interface. The interface is very simple. It is nice to have a clean, functional interface, but Dr. Mario's comes off a bit too utilitarian. In game graphics do nothing special. Again, they're not ugly, but they have little wow factor.

The sound department is also a mixed bag. On the one hand, "Fever" and "Chill," are in the game and as ridiculously catchy as they were on the NES. On the other hand, they're essentially the same songs that were on the NES. There are other songs in the game, but they don't quite pack the same punch. Like the graphics, the sound effects are nothing special.

Then again, this is a WiiWare title at the low price of $10. It would be unfair to expect the pizazz of a top-tier retail title here. Nevertheless, so much of the presentation has hardly changed from the NES. Of course, many long time fans of the game will likely be happy with the game as it is. Newcomers, on the other hand, won't feel like they're playing the same game they played over 15 years ago. Still, there was room for Nintendo to go that extra mile.

In the end, we're still getting much more than what we're paying for. Dr. Mario Online Rx is an excellent puzzle game that few others can even dream to compete with. The original version of the game has been considered a classic for a reason. Though Online Rx lacks newness in presentation, the gameplay is still as addicting as ever, and the new game modes give players even more reason to come back. Add online play to the package, and Online Rx would easily be worth twice the cost of admission. Morally, short of a fear that playing Dr. Mario will turn you or your kids into unhealthy users of pharmaceutical drugs, there's really very little to complain about here. This is a great package at a great price, and it is one that is very easy to recommend to just about anyone.

-Kenny Yeager (kenny@revolve21.com)

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Wednesday, June 4, 2008

Review - Super Smash Bros. Brawl

Developer/Publisher: HAL Laboratory, Inc. / Nintendo
Release Date: March 9th, 2008
Available On: Nintendo Wii
Genre: Fighting
Number of Players: 1-4 players (offline), 1-4 players (online)
Strong Points: Accessible yet strategic gameplay; fantastic multiplayer; amazing soundtrack; great visuals; long shelf-life
Weak Points: Less than stellar Adventure mode; issues in online play
Technical Score: A
Artistic Score: B
Final Score (not an average): A
Moral Warnings: Generally cartoonish, over-the-top violence; mild flatulence humor; a couple of female form-fitting costumes


Brawl is Nintendo's frantic, over-the-top take on the fighting game genre. Brawl throws 35 of the company's popular characters (and a couple of extras from other publishers) into a battle royale, equipping them with signature weapons, attacks, and a huge array of items from Nintendo's expansive game catalog. Though the game's appeal is greatest for those who have followed with the company's history, Nintendo masterfully brings its historical triumphs together in a game designed for today and tomorrow. Frantic and yet paced, accessible and yet strategic, simple and yet wildly addictive, Brawl is one of very few games that not only aims to please everyone, but also comes very near to achieving that goal.

For those of you just looking for another recommendation for Brawl, here it is: Brawl is an amazing game with more replay value than can be expressed. If you're not put off by the over-the-top violence, then this game absolutely belongs in your library regardless of your particular gaming preferences. If, however, you're looking for a more detailed review, sit down and buckle up; you're about to get what you're looking for.


Even from the opening cinematic of Brawl and its epic landscape and heroic cast, complete with a powerful score by Nobuo Uematsu, long time gamers can tell that they're in for a treat. Brawl is, in many ways, Nintendo's message to its devoted fans; the game is a huge piece of nostalgic fan service. From the wide variety of characters new and old to the massive collection of in-game collectibles based on an array of franchises, from the expansive soundtrack featuring most of gaming's great composers to the usable in-game items that pull from even more franchises, followers of Nintendo are left with hardly little room to ask for more. The title is not perfect, but it is practically a dream come true for fans of the included franchises, and is accessible and appealing enough for everyone else to enjoy thoroughly. However, since franchise fans have no excuse for not owning Brawl already, I'll now focus on discussing Brawl as a game entirely on its own merit instead of its value as fan service.

The main draw of the Super Smash Bros. series has always been its crazy multiplayer action. Though the game has expanded to include other modes since the series' first incarnation, the core of Brawl's experience is still in the high-speed arenas. Unlike conventional fighters, Brawl is about knocking your opponents into oblivion without actually killing them. In order to achieve this, opponents must first be dealt considerable damage. As opponents are beat up, they become more susceptible to being knocked off of the fighting arena and past the point of no return. Additionally, item usage is (generally) heavily emphasized in combat. In this, Brawl has much more in common with a competitive action game than a traditional martial arts simulation style of fighting game.

With the exception of a few clone-like characters, everyone in the cast is equipped with a unique list of attacks. Attacks vary in speed, power, and range. Some characters focus on a flurry of hand-to-hand strikes, some characters fight from a distance with blasters and bows, and some characters focus on strong, sweeping strikes with a sword. Though every character has a unique move set, actually using these moves is very easy. Characters have basic attacks, smash attacks, and special attacks, in addition to a shield, grab, jumping, item-using, and dodging skills. Each attack is executed with a simple combination of pressing a button and applying the directional pad or control stick.

I must detour for a moment here. Brawl supports numerous control schemes. Full support is given to the Wiimote, Wiimote and Nunchuck, Classic Controller, and, for fans of Melee, the Gamecube controller. All control schemes are easy to use and intuitive with no control scheme holding an intrinsic advantage. Nintendo has done a kind thing for gamers by giving them these options. However, the one thing that I should mention is that there is no motion control. There's no reason to complain about this, but the lack of IR support for the menus does seem a bit odd. Nevertheless, game controls are tight, responsive, and easy to use, no matter which controller style is being used.

Returning to the fighting system, in spite of the simplicity of using attacks, using them effectively is nowhere near as easy. As a rule, "button mashing" tactics won't help players overcome their opponents. Knowing exactly which attacks to use at which times is highly strategic. Moreover, the way it is implemented allows for gamers to learn at their own speed. Nintendo managed to balance the learning curve extremely well in Brawl. Even more strategy is brought into the game through the items that appear randomly in the arena throughout a match. Some of these items provide character alterations such as invisibility and weight, some of these items heal fighters, some of these items provide new melee or ranged attacks, and some of these items provide random effects.

Of particular note among the items are the Pokeballs and the new Assist Trophies. Pokeballs, when thrown, result in a random Pokemon appearing to use one of its attacks. Generally, these means damaging enemies, but it can sometimes result in healing effects or putting enemies to sleep. The Assist Trophies are similar in concept, but they are almost exclusively attack driven; they are also more effective than Pokeballs. Assist Trophies, when picked up and activated, result in a randomly chosen character from another game showing up and acting in a way signature of that character. An example would be a Metroid that attaches itself to an opponent, dealing damage in the process.

A feature that is truly new to the series is the Final Smash. The Final Smash is executed by acquiring a power up (represented by a glowing Super Smash Bros. insignia that floats around the playing field, requiring that it be attacked sufficiently in order to claim it) then using the special attack button. The Final Smashes are very big, very flashy, and very powerful. These attacks can result in a massive shift in match standing for the user. However, these attacks do not assure victory. Just as there is a strategy in using the standard attacks and items, the Final Smash must be executed at the right time in order to be effective. Some Final Smashes (such as Mario's, which damages nearly everyone on screen) are easier to use effectively than others (such as Captain Falcon's, which requires an enemy be standing right next to the player to be effective). Nintendo managed to balance the Final Smashes very well, and they are a most welcome addition. When the Final Smash sphere appears, all players typically race for it; this adds a new level of competition, and an occasional change of pace, to the game.

In regards to the core game of Brawl, the level of customization available in the main battle mode is ridiculous. The drop rates of every item can be adjusted, computerized players can be customized in their battle intelligence, gravity can be adjusted, and so much more. There are multiple ways to define the win condition of a match. It is possible to play to gain the most knock offs in a given amount of time, to play with a limited number of lives, to play for coins gained by dealing damage, and so on. The main battle mode is where most players will spend most of their time, but it is far from the only mode.

There are also a variety of survival modes that require players to face off against armies of enemies for as long as possible. Aside from modified battles, however, there are a few other options. A series of Break the Target levels are in the game. These levels involve running around a stage as a given character to destroy ten targets scattered about the stage in as little time as possible. However, the three newest additions to the series are the level creator, enhanced Adventure mode, Supspace Emissary, and the Wi-Fi Connection mode.

The level creator is far from being the most innovative or exciting level creator ever seen in a game. That being said, it is a nice gesture that should be appreciated for what it is. The level creator gives would be level designers a blank canvas on which they can give life to their ideas of amazing playing fields. The variety of design elements is not very exciting, but the basics are in place. Levels can be created in one of three level sizes, placed on one of three backdrops, and set to any of the songs unlocked in the main game. Once those decisions have been made, an empty grid is presented to the level designer. From here, designers can apply floors, slopes, stairs, a few structures, and a variety of interactive elements such as moving platforms. Perhaps the coolest feature of the level creator is that completed levels can be submitted to Nintendo's servers via the internet. And, in turn, a created level is chosen every day to be made available by an automatic daily download. Though it's uncommon for user-created levels to hold their own against the ones built into the game, this feature ensures continued newness and variety for a long time to come.

Subspace Emissary, the newly redesigned Adventure mode, is another nice gesture. The Adventure mode is a story driven sequence of platformer-esque levels involving the whole of the game's cast (Subspace Emissary being the easiest way to unlock the full cast). As far as the story narrative is concerned, it plays out in a series of cutscenes between each of the levels. However, the cutscenes are completely devoid of dialogue or verbal explanation of the events. The result is a flashy silent film without the slides of text. For those willing to get past the generally uninteresting (though very nice on the eyes) story, the platforming aspect of the Adventure mode can be fun. Generally playing out like a traditional 2D platformer with expanded moments of fighting, and leading to a normal brawl with a boss, the mode does offer a nice change of pace. Then again, the character handling for the platforming segments is identical to the fighting game, and it doesn't translate as smoothly or enjoyably as it could. Because of this, Subspace Emissary doesn't come close to being a game-seller, nor even all that great, but it is nice to have included.

The Wi-Fi Connection support is, possibly, the thing most likely to motivate fans of the series to buy Brawl. At its core, Brawl's multiplayer fighting translates well to internet play. It's easy to set up for a randomly matched online game. Friend codes are present for those who want to play with people they know. Unfortunately, the execution of online play does seem a bit troublesome. For me, and many others across the internet, actually getting into a random match is difficult. This could be a matter of overloaded matchmaking servers (which is very possible given the sales figures of Brawl). Whatever the case may be, it is not always easy to get into an online match. However, once in an online match, the game code seems pretty solid. If everyone in the match has a decent internet connection, lag is hardly present at all. On the other hand, a weak connection in the group could make the gameplay much less enjoyable. Because of these things, online play really does work best when playing with people on your friends list.

Games like Brawl are meant to last gamers a very long time. Having an enjoyable, accessible, deep, and, most of all, addicting, fighting system is central to the lasting value of a game. Nintendo has succeeding in creating such a system, but they didn't stop there in giving gamers more bang for their buck. The reality of the matter is that there is a ton of stuff to unlock in the game. Players can unlock characters, stages, usable items, songs, trophies, demos of Virtual Console titles, and even some more. The inclusion of the Virtual Console demos is a strong marketing move by Nintendo as it not only gives players a glimpse the characters' origins, but also turns players towards purchasing those games. Of all of the unlockables, the trophies are what will be most commonly acquired. These trophies include characters, items, and other things, straight out of Nintendo's past. Admittedly, the unlockables have a bit of nostalgic appeal, but those who enjoy unlocking everything in a game will get a great deal of play time from Brawl.


Of course, the fact that Brawl is a visual treat for the Wii hardware will make that time even more enjoyable. The visuals of Brawl are some of the best on the system at this point in time. Initial screenshots had some people concerned that the game wouldn't look much better than Melee did; however, once Brawl was seen in action, all concerns were relieved. In action, Brawl is beautiful. The character models are smooth, the environments are alive, the special effects are strong, and everything runs at a reported 60 frames per second.

First of all, the character models take the focus in Brawl, so why not start there? Given the variety of the source materials, few of the characters have an art style that is consistent with any other characters. Nevertheless, from the polygon counts to the high resolution texture maps, all of the characters are highly detailed. That, while well and good for screenshots, doesn't necessarily mean anything for gameplay; fortunately, every action of every character shows polish and fluidity. The animation portrays natural (or unnatural as the case may be) actions in a convincing manner. Heavy strikes look deliberate, quick jabs are lithe, and ridiculous maneuvers actually look plausible. Still, every action is animated in a fashion that remains true to the source material.

Next, the environments will definitely catch your eye while playing the game. With stages varying from serene outdoors to high speed space chases, all of which are inspired by the game's source materials, the variety of the locales will hardly get stale. The level of detail in the environments is also very impressive. For example, a space level inspired by Starfox contains a ship cruising through an asteroid field. The farthest reaches of the background have a decent starscape. Of primary interest is the astroid field itself. Each chunk of rock is well rendered and lit; each asteroid is highly detailed, spinning aimlessly through space. However, the environment doesn't end there. Other things happen in the background while fighting, including Arwings (the primary fighter ship of the Starfox games) flying through. Other stages include interactive environments, demanding gamers be on their toes to avoid attacks from the stage itself. Some stages have destructible environments, allowing the playing field to change throughout a match. Still, in all of this, the graphical detail never takes a hit while stages come alive. Instead, the way that the various worlds come to life causes Brawl to further impress on a visual front.

Beyond the characters and the environments are the special effects. Fortunately for those who like eye candy, Nintendo does not fail to impress. Though the life of Brawl is found in its characters and worlds, it is the special effects, from the subtle to the extreme, that really give the game the oomph it needs to be an eye-catcher, leaving very little to be desired. Lighting effects are implemented very well. This is especially seen in the Final Smashes where dimming and a great deal of glow effects take place. The energy burst and spark effects associated with the clashes add vibrancy to the fights. Likewise, explosion, fire, and smoke, effects give the combat a much bigger and more powerful feel. Unfortunately, the significance, and beauty, of the special effects can hardly be captured in words. Truly, this is one area where seeing is believing.

Unfortunately, the music of Brawl also needs to be experienced first hand to fully understand how masterful it is. As mentioned at the beginning of the review, Brawl's soundtrack consists of a great number of songs pulled from the various franchises represented in Brawl that have been rearranged by some of the finest composers in the industry. From Koji Kondo, who has written most of Nintendo's most well-known songs, to Nobuo Uematsu, known especially for the Final Fantasy soundtracks, to Yasunori Mitsuda, responsible for the masterpiece soundtrack of Chrono Trigger, few game soundtracks have ever dared to be so ambitious. Even more important than ambitions in this case are results. The bottom line is that Brawl's soundtrack is moving, diverse, and completely beautiful. Even without the nostalgic factors, it is clear that this soundtrack was a labor of love for all who worked on it. The expansive list of unlockable songs, combined with the game's jukebox-like mode, nearly warrants Brawl's purchase on its own; the music is simply that good.

Likewise, the sound effects and voice samples are nothing to scoff at either. Signature voice samples are present, fitting, and polished. From Mario's victory cry to Ganondorf's evil laugh, the spirit of the characters carries over in the sound department just as well as it does in visual department. Beyond the sampled voices, attacks and items carry a range of sound effects with them, as well. Many of the sound effects are remastered versions of sounds from the various source materials, such as Mario's jumping attack, which has a sound based on what was heard in the first Super Mario Bros., but not all sounds come from older games. Regardless of source, the sound effects are always spot-on.

The only thing left that really demands attention is Brawl's moral fiber. Given the very nature of the game, violence is a central element. The violence in Brawl is almost always over-the-top in a cartoonish way. Even in the more realistic characters like Snake, the result of the violence is never a bloody mess or broken bone. Instead, the violence leads to sending opponents soaring through the sky. To clarify, players do not fight to the death, in that sense; players gain victory by knocking opponents out of the playing field. Beyond the violence, there is some mild crude humor seen in Wario's passing gas. Additionally, the new Zero Suit Samus (seen in the second screenshot) and Shiek (Zelda's alter-ego), wear form fitting outfits. These outfits are no more revealing than a wetsuit, however. On the positive side of things, the game's barebones narrative gives emphasis to heroic virtue and self-sacrifice.

To sum things up, Super Smash Bros. Brawl may not be the most original game ever made, but it is a very solid title. Easily in the running for one of the best games released this year, as well as one of the best games to hit the Wii so far, Brawl offers more bang for your buck than nearly any game on the market. The game is an absolute must have for fans of Nintendo's long list of franchises, but Nintendo's ever-present desire to make games that involve everybody ensured that Brawl can be enjoyed by nearly everyone. With the only room for complaint being in the mediocre Adventure mode and sometimes troublesome online play, the game gets every else extremely right. If the over-the-top violence and other moral factors do not turn you away, Brawl is one game that absolutely belongs in your collection.

-Kenny Yeager (kenny@revolve21.com)

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