[A-B] [C] [D] [E-F] [G] [H-K] L-M [N-O] [P-R] [S] [T] [U-Z]
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Games are rated relative to other games for the same system.
New concepts are gradually introduced and motion controls are used extensively. I wouldn't call the sword controls "precise", but it's fun to slice through ropes, cut down trees, and target unprotected body parts. Other interesting motions let you "bowl" bombs and guide a remote-controlled flying beetle. It's cool how that beetle can actually pick up and drop items - like bombs. Other motion moves are more tedious than exciting, like tightrope walking or "dowsing" for hidden items.
You might expect heavy use of motion would make the controls more intuitive, but that's not the case. There's a lot of stuff to remember and the motion detection can be temperamental. Strenuous moves like pushing, running, and climbing drain your stamina gauge, so you can only perform these in measured bursts. This forces you to be deliberate in your actions. The overall design of the game is extremely clever, and I like how easy it is to travel between Skyloft and the various ground locations.
The dungeons incorporate a lot of original ideas but some rely on subtle visual cues like cracks in walls that are really hard to see. I often found myself wishing there was an "on the fly" camera control, which might have prevented me from walking into lava so much. Skyward Sword takes a while to gain traction, so you need to invest a few hours before that classic Zelda "magic" kicks in. Save points come in the form of ubiquitous bird statues. Skyward Sword can be a little slow at times, but it's such a well-constructed adventure that you'll want to stick with it. © Copyright 2012 The Video Game Critic.
As the story goes, a supernatural "Twilight" plane is creeping across the land of Hyrule, and Link must banish it while seeking powerful relics to defeat the evil Zant. In the twilight universe, Link takes the form of the wolf, and once the twilight is banished from the area, he reassumes human form. Wolf Link cannot use items, but he gains the ability to dig and use extra senses that let him detect scent trails and ghosts.
The puzzles and dungeons are expertly designed, and some are very challenging. Boss fights tend to be standard Zelda fare, where you use a newly acquired item in a cunning way to attack the boss' weak spot. A stunning selection of side-quests and mini games are also available if you have the time. For the most part, the Wii controls are intuitive and comfortable. The game retains its lock-on mechanism from past titles, and camera angles are easily adjustable. I like how the camera positions itself directly behind you when you lock onto an enemy. Using the bow, grappling hook, and similar items is a breeze using the Wii remote's on-screen pointer. The only difficulty I experienced was that sometimes the nun-chuck registered a forward push (shield bash) as a shake from side-to-side (Link's spin attack).
There are a few differences between the Gamecube and Wii versions, both for better and worse. The graphics, which are perfectly attractive, look almost identical on both systems, so I don't think it's wise to say that this game is a great benchmark for the Wii's capabilities. The art style is brilliant however, even if the graphics aren't bleeding edge. Cut scenes are rendered using the game engine and most are skippable. The music features some old favorites and many new themes. Some audio effects are played through the Wii remote's speaker, which unfortunately sounds a little tinny and shallow.
All in all, Nintendo shipped a shining example of how an adventure game should play. If you're ready to invest 50 hours of gameplay to complete eight dungeons and save Hyrule, pony up 50 bucks and enjoy a great addition to the Zelda legacy. Only a few minor hindrances keep this from an A+. VGC Note: The graphics in this Wii edition are "mirrored" from the GameCube edition, so a road that heads left in one will head right in the other. © Copyright 2007 The Video Game Critic.
The stage designs are confusing at best and often infuriating. The low-resolution Wii graphics don't help matters, as you often have no idea what you're looking at. In one case I thought a box was a television set, but it turned out to be a critical "push plate" I had to move in order to make progress. You're constantly prompted what to do, but many objectives make absolutely no sense (find a spear and target a wall socket?) Smashing up the scenery to release cogs is moderately fun, but the fact that I could often break stuff on the other side of a wall only corroborates how shoddy the programming is. The control scheme is hardly conducive to the Wii, and I found the B (attack) and Z (use) buttons extremely hard to keep straight. You can't even shake the Wii-mote to crack your whip!
The stages only vaguely follow the movie storylines, and I often had a hard time identifying characters or figuring out what scene I was playing. The combat sucks, but that pretty much goes without saying. What ultimately pushed me over the edge were the horrendous driving stages. The steering controls are an absolute nightmare! Even the cut-scenes are a headache since there's no way to pause or skip them. I usually find these Lego games to be moderately enjoyable, but playing Lego Indiana Jones 2 is an absolute chore. © Copyright 2011 The Video Game Critic.
Casual gamers can breeze right through the three stories, but dedicated gamers will want to uncover all of the hidden secrets in each level. It sounds like a winner, but Lego Indiana Jones isn't as fun as you might expect. The stages are inspired by movie locations, but some are very extended and tend to wear out their welcome. Each room has its own set of puzzles, which often involve repairing machinery, operating elevators, turning keys, and standing on buttons. The game constantly nudges you along, highlighting items of interest with spotlights and white arrows.
The platform jumping tends to be forgiving, but there's no camera control and some jumps are very hard to judge. As with the Star Wars Lego titles, you can destroy just about any object composed of Legos. This causes "cogs" to spill out, generating those "tic tic tic" sounds as you collect them. Although fun at first, destroying every last pot or table to maximize your score becomes tiresome after a while, and the constant explosive sounds are headache inducing.
The fighting action isn't much fun at all. Unlike the bright laser blasts of the Star Wars games, the bullets here are hard to see, and you'll often fall to pieces without knowing what hit you. There's little technique involved in fighting, and since Indy always regenerates, there's little challenge either. You'd expect the controls to be simple as can be, but I never felt comfortable with them. It's very easy to get the Z and B buttons confused. Z is normally used to manipulate items, but can also attack with your whip. The C doubles as "get in vehicle" and "switch character", and it doesn't always do what you intend.
I deliberately purchased the Wii edition of this game for the ability to swing Indy's whip via motion control, but the thrill is fleeting. The game's musical score is first-rate, and the mildly amusing cut-scenes try to water down the more graphic parts of the films. There's an auto-save feature, but even when you complete a stage, it doesn't save until you continue, so don't be too quick to hit the power button.
I hate to rain on the parade, but I found Lego Indiana Jones to be only moderately fun, and boring at times. It's interesting to see the game's interpretation of the films' scenes, but after a while you feel like you're just going through the motions. © Copyright 2008 The Video Game Critic.
Of course the main purpose of Link's Crossbow Training is to introduce the Nintendo Zapper, which is packaged with the game. The Zapper is actually little more than a plastic shell that lets you attach a Wii-mote and nun-chuck (with some difficulty) to form something that looks vaguely like a gun (well it does have a trigger). You don't need the Zapper to play, and I'm sure many gamers will be happy to ditch the thing.
Despite the gimmick factor, Crossbow Training proves to be remarkably entertaining. There are nine levels with three stages each, and scoring is key to winning medals and unlocking new levels. The game effectively uses "multipliers" to increase point values based on how many targets you can hit in a row. You'll also score more for hitting the bullseye of targets. It's easy to aim thanks to the large crosshair and fine degree of control.
In addition to shooting spiders, trolls, fish, and skeletons, you can also take out pots, barrels, and scarecrows in the background for extra points. There's always something to aim for so there's never a dull moment. In some stages Link is surrounded by converging monsters (tracked via a radar display) and in other stages you wander around freely (using the analog thumbstick) to hunt down a certain number of enemies within a time limit.
The game is undeniably fun, but I did notice a slight case of "lag" associated with moving the crosshair across the screen. Also, the multiplayer modes only support alternating turns. Even so, for a game so simple and plain, Link's Crossbow Training is a hell of a lot of fun. You won't want to play it for hours on end, but if you pull it out every once in a while, you'll always have a good time. © Copyright 2008 The Video Game Critic.
Power Pros 2008 is almost exactly the same as last year's MLB Power Pros for the Playstation 2, and that's disappointing. Motion controls are only used in the home run derby mode, and even then, the control is minimal. Still, I will admit that the basic controls are very intuitive. You can pitch a ball or swing a bat with a single press of a button, and pressing the directional pad throws to the appropriate base. Best of all, the games move along at a blistering pace with minimal pauses between pitches, few fouls balls, and no discernable load times once the game begins. That's great, but there are some problems.
First of all, pitchers tend to give up way too many runs in the first inning before settling down in the second. The fielders move extremely slowly, minimizing the possibility of a great defensive play. Two very excitable announcers rant and rave but provide little insight. The 58-page instruction book is a complete disaster. Want to know how to steal? The manual will leave you bewildered! When you see all those pages of tiny text and symbols, you'll wonder how it could possibly have any connection to such a simple, lighthearted game.
The options screens are also cumbersome, and the "quick season" mode forced me to sift through dozens of pages of text and menus before tossing one pitch! 2K went a bit overboard with this game, but if you're looking for a casual contest against a friend, MLB Power Pros 2008 is tough to beat. Besides, how many other nine-inning baseball games can you play in under a half-hour? © Copyright 2008 The Video Game Critic.
Mad Dog McCree Gunslinger Pack includes all three original games, and each one is inexcusably bad. The stages are a series of choreographed gunfights using live, videotaped actors. As bad guys pop up from behind scenery you have a split-second to aim and fire. The predictable locations include a corral, sheriff's office, saloon, and stagecoach. Brief cut-scenes convey a flimsy storyline, and some of the dialogue is hard to make out. The scenery looks realistic enough, and I love how bandits insist on dying in the most dramatic manner possible. You can shoot an outlaw in the face and he'll still have enough energy to dive off of a balcony!
This Wii version offers more accurate control than the original games, but the underlying engine is terribly unforgiving. If you don't unload a perfect shot the first time, you're dead - even if you fire a second, accurate shot before he returns fire. This lag problem is especially glaring during the showdown stages, which are basically unplayable. I'm sure three or four people were clamoring for McCree's return, but Majesco probably would have been wise to let this sleeping Dog lie. © Copyright 2010 The Video Game Critic.
Objects are sharp up close but appear fuzzy in the distance, making it hard to distinguish thugs and key items. You play a cigarette-smoking musclehead who enjoys impaling creeps and dismembering bosses in his free time. Each stage presents a parade of zombie-like thugs for you to decimate in gritty, urban locations.
Pound-for-pound, MadWorld offers more mindless violence than any other game. It's like Mortal Kombat on steroids! Each level has its share of grinders, slicers, spiked walls, and turbines. Points are awarded for eliminating bad guys in the most brutal manner, and performing combos lets you rack up big points. For example, you can throw a tire around a thug to incapacitate him, stick a street sign through his neck, and then toss him in the path of an oncoming subway train. Each stage offers new and imaginative ways to kill, and the formula works for a while.
The game is certainly stylish but it has some technical issues. The camera tends to be pulled in very tight, and while this accentuates the gore, it's hard to see things in your immediate vicinity. The movement controls are touchy and the inexact motion controls will have you shaking your Wii-mote like a madman. During boss battles the non-stop prompts make it feel as if the game is playing you and not vice versa. You can only save your progress at the end of each level, and some can be pretty grueling.
Like the game itself, the hip-hop soundtrack is edgy but repetitive. The commentators are terribly annoying with their infantile attempts at humor. MadWorld gets credit for originality, but once the novelty wears off the rampant violence gets boring in a hurry. © Copyright 2010 The Video Game Critic.
Before hiking the ball you can hear the snap count through the controller's microphone, which is pretty cool. Hiking is done by pulling up on the controller, which is no problem at all. Unfortunately, any symbols displayed while calling audibles tend to linger on the screen after you hike the ball, obstructing your vision temporarily. Throwing the ball is performed using a real passing motion, but you'll also need to fiddle with buttons if you want to throw to a receiver other than the default. I wish you could just cycle through your receivers like you could in those old Tecmo Football games. To catch or defend a pass you have to quickly raise both arms.
The passing game is a challenge, but I have to admit it feels extra satisfying when you complete a pass - probably because it's so much work! The running game is much easier, but jerking the controllers to perform jukes and stiff-arms takes practice to get the timing right. Be sure your Wii-mote is fully charged, because there's not much room for error in this game.
I had problems navigating the play-calling screens, and sometimes had to call a time-out in order to get the play right. When playing against my friend Steve (who helped a lot with this review), I felt pretty silly flailing my arms around, and at one point began laughing hysterically. The graphics are minimal (the crowd is completely flat), but the excellent play-by-play features Al Michaels and John Madden - a huge upgrade from the droning "radio voice" of the 360.
Otherwise, Madden 08 for the Wii is a pretty bare bones package. Not only is there no half-time show, but you don't even get half-time statistics! When you challenge a play, the camera doesn't zoom in at all, making it impossible to see what transpired. Considering the unorthodox controls and lack of features, It's hard to recommend the Wii version of Madden if you own any other game console. © Copyright 2007 The Video Game Critic.
Like a low-budget slasher flick, the game isn't great but provides its share of visceral thrills. Your journey takes you into some grimy "red light" districts of town where you'll prowl dark, rainy alleys and damp basements. These areas and their muffled sound effects help convey a feeling of uneasiness not unlike the movie Seven. Much has been made of the game's violent content, and at least in this Wii version, I was wondering what all the fuss was about.
Yes, you do sneak up on thugs and initiate brutal acts by pressing A. To carry out the carnage, you must perform a series of controller movements in response to on-screen prompts. But even so, the visuals are so obfuscated with effects that you can barely make out what's going on! The most explicit aspect of the violence is the "crunching" sound effects.
The graphics are about PS2 quality, and the visuals are in fact purposely degraded with fake "interference" in order to make the game look grittier. The controls lack precision, but swinging a controller to punch is cool. Likewise, breaking some low-life's neck by swinging controllers is far more satisfying than merely pressing a button (although still less satisfying than doing it for real).
Manhunt 2 is simple stealth fun, and the only items you really need to worry are things like axes, circular saws, plastic bags, hypodermic needles, and crossbows. The cut-scenes and stages are short - which is a good thing. Checkpoints are well spaced, and you can save your progress at any time. Unfortunately, you have to sit through the same cut-scenes whenever you repeat an area, and that's just aggravating. Why can't I skip these?
The background story unfolds as you uncover your past, and it's more interesting than your typical stealth tale. I tend to be jaded when it comes to complicated stealth games like Metal Gear and Splinter Cell, but I found Manhunt 2's straightforward brand of mayhem appealing. © Copyright 2007 The Video Game Critic.
The game borrows some ideas from Mario Kart DS, like the view-obstructing squid ink attack and the inclusion of tracks from classic Mario Kart titles. If the old tracks give you a "been there, done that" feeling, rest assured the new tracks are amazing. I love the shopping mall's dual levels, escalators, and a bright, palm tree-lined parking lot. The mine-cart track is a virtual roller coaster, and the snow courses feature mammoth half-pipes. A relaxing autumn stage lets you plow through leaves, and the wet-and-wild island track feels like a virtual water slide!
The graphics are comparable to the GameCube, but close inspection reveals a lot of subtle details, like your character pumping his fist when one of his weapons hits. Playing solo is madly addictive and the raucous split-screen mode accommodates up to four players. I hear the on-line action is also superb. The motion-based controls are fantastic, providing the most precise steering ever. Although the included plastic steering wheel is not really necessary, it feels comfortable.
Mario Kart Wii would have been an A+ title if Nintendo had shown a little restraint with the power-ups, which are far too ubiquitous. Not only are there item boxes along every stretch of road, but you typically get three items at a time! The trailing karts get the best power-ups, and the leader routinely gets pelted with multiple shells - sometimes going from first to last in two seconds. I was never a fan of the unavoidable purple shell, and that new "POW" block is an unwelcome addition. You feel obligated to immediately unload whatever you pick up just so you'll be able to collect the next batch. The squid ink attack is a neat concept, but it occurs too often. Maybe Nintendo went overboard in an attempt to distance this game from Double Dash. It's not perfect, but Mario Kart Wii is undeniably fun and has universal appeal. © Copyright 2008 The Video Game Critic.
I love how each board looks and plays like a completely different game. On the pirate board you collect a star each time you reach the end of the path, but on the city board you must invest coins in hotels which gradually increase in "star value". Coins are used for other purposes as well, including buying "candy" that provides extra options like stealing coins or rolling an extra dice on your turn. But it's the mini-games that really steal the show, and that's how it should be.
As everyone knows, the Wii's motion controls are well suited to mini-games, and Mario Party 8 makes the most of them. Whether turning the hands of a clock, navigating a river, shooting targets, or guiding an airplane through obstacles, most games tend to be easy and intuitive to play. Unfortunately, the one-on-three and two-on-two "team" games can be confusing, and should have been axed altogether.
MP8's graphics are bright and inviting, with pleasant music and entertaining sound effects. I especially enjoyed the steel drum music of the pirate board, and how your character yells through that little speaker in your controller when it's your turn. Mario Party 8 is fun to play either solo or with friends. Even if you're losing, you'll want to stick around for the "closing ceremonies", since you might be awarded an unexpected "bonus" star that puts you over to the top!
One obvious flaw with the game is its slow, plodding pace. You can blame the usual suspects: too many prompts, tedious spinning wheels, unnecessary "cute" animations, and inane, verbose dialogue ("Let's see you all do your best!") Even if you're only playing the 10-turn (short) contest against one person, it can still take over an hour! I can't even imagine playing 50 turns - you'd be playing all day! Had there been a "fast mode" to expedite the action, Mario Party 8 would probably be in "A" territory. © Copyright 2007 The Video Game Critic.
The games incorporate all your favorite Nintendo characters and some very imaginative courts and rinks. Fountains serve as a net in the castle volleyball court, waves wash over the beach dodge ball court, and ghosts swing from chandeliers in the haunted mansion basketball arena. Shell weapons spice things up, and I like how collecting coins let you score extra points. Each sport offers a series of tournaments where you unlock new locations and hidden characters.
It sounds like a recipe for awesome, but Mario Sports Mix falters. For one thing, the tournament difficulty is so easy, it's unbearable. The CPU players are so clueless that you can leave the game unattended for minutes at a time without giving up any points. To say Nintendo was catering to preschoolers would be an insult to pre-schoolers! Five-minute games feel more like a half hour, especially when each score is followed by unnecessary celebration and score tabulation sequences. And by limiting the basic controls to "shake" and "press A", the games feel simplistic and unsatisfying.
Playing Sports Mix with friends is like attending a Wii-mote waggle rally. Moves like diving for errant volleyballs are totally automatic. The passes in dodgeball are too soft and floaty. The extra "party" games are too random to be fun, and the musical one hardly qualifies as a game. Mario Sports Mix was loaded with potential but poor execution makes this a spectacular disappointment. © Copyright 2012 The Video Game Critic.
Making use of the nun-chuck attachment, the control scheme incorporates motion controls without feeling forced or contrived. The thumbstick moves your player, and shaking the Wi-mote effectively clobbers a nearby opponent. These "checking" controls are a great idea, but overly-enthusiastic gamers might accidentally smack their other controller (or hand) in the midst of the mayhem (not that I would ever do something like that). During powered-up "mega-shots" on goal, pointing the controller at the screen allows a defender to move around a pair of hands to block the bombardment of incoming shots.
Mario Strikers Charged looks like the GameCube version, but the action is far more chaotic thanks to a healthy supply of weapons and arena-specific obstacles that appear when you least expect. You can lose track of the ball when things get crazy, but you're not likely to lose track of your player since large "player numbers" are displayed over people-controlled characters. Your team is customizable this time around, so you can select teammates with specific physical attributes and skill sets. Team captains possess their own special abilities, but unless you choose an oversized character like Donkey Kong or Bowser, it can be hard to discern your captain from your teammates on the field.
Each match only lasts for three minutes, but those are intense minutes! Of course, should you end up in a tight overtime contest, it's not unusual for the match to run over ten minutes. The excellent audio is also worth mentioning, with high-octane music that really gets the adrenaline flowing. That cheesy "elevator music" that plays during the pause screen is pretty funny. Mario Striker Charged is an extremely fun sports title in the tradition of NBA Jam and NFL Blitz. This proves that a Wii game doesn't have to totally rely on motion controls to be a hit. © Copyright 2007 The Video Game Critic.
I was pretty excited about the game's motion controls, but they turned out to be a bust. Pitching, fielding, and batting can be done with controller movements, but the game is designed for short flicks - not realistic baseball motions. The controls are terribly erratic, so your character will often begin his wind-up or swing before you're even ready! After a few innings of frustration you'll ditch the motion controls in favor of the old-fashioned sideways configuration (NES style). You'll be glad you did, because it makes the game 12 times better.
But even with decent controls, Super Sluggers is a flawed baseball game. The close camera angles are not ideal for grounders, and by the time you locate your fielder, the ball has already rolled past. Runners take off on contact, so many fly balls lead to cheap double plays. There are entirely too many foul balls. Whatever you do, be sure you turn off the star pitches and error items. Not only are these dumb gimmicks irritating, but they're so plentiful that you can employ them constantly! At least the ballparks are interesting, including a palace with an ice-covered surface, a field set against an amusement park backdrop, and a jungle field with overgrown ruins. Each has unique hazards, including rolling barrels, green pipes, and moving glaciers.
Super Sluggers lacks a manual instant replay feature, but automated replays and cute animations constantly disrupt the flow of the game. Is it really necessary for Peach to curtsy after every strikeout? Besides the exhibition mode, a separate adventure mode slowly introduces game concepts. The mini-games are pretty weak, and the Toy Field mode is a complete mess. There's no season mode, if you can believe that. Wow, Mario Superstar Baseball for the GameCube is looking better all the time! © Copyright 2009 The Video Game Critic.
Instead of tradition button-mashing, most events are played by shaking the controllers with good timing. For example, in swimming you must move your arms to the rhythm, but move too fast you'll tire out. The controls are often oversimplified on the instruction screen, so you'll be caught off-guard when you're presented with a series of non-intuitive prompts during the actual games.
London 2012 is brimming with multiplayer action but it feels shallow and unsatisfying. The motion controls can be imprecise and the outcome often hinges on executing a super cheap "special move". Table Tennis is rendered unplayable by the bad controls, and Badminton is just an exercise in mass confusion. The better events like swimming and equestrian are simple and intuitive, but they're the exception to the rule. Most events are mercifully short, but others (like football and shooting) wear out their welcome. Event records are recorded, but there's no player associated with them if you use a Sega character instead of your Mii. The "dream events" are flashy mini-games that have nothing to do with the Olympics. For example, Dream Sprint is a Super Monkey Ball clone. Lengthy and yawn-inducing, you'll be begging for these to end.
The main menu lets you play any individual event, but there's no way to put together a list of events to play in a tournament format. This huge oversight makes the game hard to play competitively with friends. The London Party mode should have served this purpose, but it feels like a glorified game show with irritating mini-games that involve collecting rings and answering trivia questions. Bogged down with repetitive cut-scenes and unwanted replays, Sonic and Mario at the London 2012 Games is long on pomp and circumstance and short on gameplay. A clear case of quantity over quality, only younger gamers will find much to like in this hodgepodge of events. © Copyright 2012 The Video Game Critic.
The game is fun to play alone, but absolute gangbusters when played with three or four people. You can select from a series of "circuits" comprising three events each, with the option to customize your own tournaments. Keeping the number of events small is a good idea, not only because it lets you play a quick game, but because some of these events will really wear you out! As expected, the Wii's motion controls add a new dimension to a genre formerly characterized by crazy button mashing. Running is performed by quickly alternating both hands up and down, which works great.
During long-distance events, the game mercifully "locks in" your speed, functioning like cruise control. I love how the hammer throw requires you to twirl the controller around, but other events, like the javelin throw, are far less intuitive. Initiating jumps is done by raising the controller quickly, but until you've played the game a few times, it's hard to determine how much force is ideal. The swimming events require you to move your arms and press the B button at an even tempo. Table Tennis plays like a scaled-down version of Wii Sports Tennis, and is arguably more playable than Rockstar's recent full-blown Table Tennis game.
As you might expect, the Wii excels at target-shooting events like skeet shooting and archery. A few events like trampoline and rowing require you to quickly react to button prompts on the screen. But the biggest surprise is the marathon events which resemble Sonic and the Secret Rings (Sega, 2007). Racing through exotic environments, you'll navigate around obstacles and employ power-ups like shells missiles to gain the upper hand. I found all of the events to be fun to some degree, but a few of the control schemes are more complicated than they need to be. "Powering up" before each sprint seems unnecessary, and clapping your hands to excite the crowd is just pointless.
Even more annoying is the excessive number of superfluous screens you'll need to hit "A" to page through. Do we really need introductions before every event? How in the hell do I turn off these lame replays? Get on with the game already! Although most events clock in at less than five minutes, Ping Pong and Archery can easily run over a half-hour, wearing out their welcome in the process. Also, I wish the game would record world records based on initials instead of character names. Despite a few missteps however, Mario and Sonic at the Olympic Games offers competitive, fat-burning fun for the whole family. © Copyright 2007 The Video Game Critic.
The skiing, snowboarding, and ski jump events are just as I had hoped - fleshed-out versions of the mini-games in Wii Fit. The bobsleigh and skeleton events are amusing because you can control them by sitting on the balance board. At long last, I can finally say that I played a game with my ass! Hockey is chaotic but exciting in a Mario Strikers Charged (Wii, 2007) kind of way. The figure skating is a little silly (especially when your character is a gorilla), but hey, chicks dig that kind of stuff. Curling is a slow-paced strategy game that's much different from the other events.
The controls are generally intuitive, but you'd never know from the convoluted instruction screens. Each event has up to four sub-menus of instructions to wade through! The events tend to be short and sweet, but you're forced to page through endless set-up and results screens. Especially when playing with four players, you'll constantly yelling "press A somebody!" The game does make good use of the split-screen when playing against friends, but since certain characters have specific attributes (Sonic is extra fast, Donkey Kong is strong), one particular player often has a noticeable advantage. The CPU doesn't provide much of a challenge.
The unlockable "dream events" should have been called "nightmare events". "Dream skiing" is reminiscent of those out-of-control Sonic Adventure stages where you whiz through loops and get bounced all over the place, and "dream ski jump" uses leftover scenery from Mario Galaxy. Not only do these over-the-top variations feel totally out of place, but they are not particularly fun.
In addition to competing in individual events, you can participate in a 16-day "festival" mode that creates a full-scale tournament out of random events. This gives Winter Games plenty of replay value, and I like being able to save my progress at any time. Too bad you're forced to participate in all those super-easy "training" events. An obligatory "party mode" is also included, but its game-show format is painfully tedious. The balance board works extremely well, so why can't it be used in the multi-player or festival mode? Winter Games is one of those titles that only manages to be fun in spite of itself! © Copyright 2010 The Video Game Critic.
After suffering through some agonizing set-up screens you're subjected to a very glitchy round of golf. The Masters makes an awful initial impression, beginning with its PS2-quality graphics. The "rough" areas look anything but, and the golfers are freaky mannequins. Is the Wii so graphically weak or is EA just lazy? Worse yet, our balls were spotted in the wrong places with alarming regularity. The motion controls are decent, and the fact that you use your actual golf swing gives this game a leg up over other golf titles.
The "Road to the Masters" career mode offers a nice variety of events and a "level up" mechanism not unlike Wii Sports. I love the quick loading and the way you can expedite your ball rolls by holding in A. For such a mature franchise however, the Masters lacks polish. Your default shot is always way off, and the interface to adjust your clubs is a real hassle. You'll typically find yourself going with whatever the caddy recommends because it's the path of least resistance.
Tiger Woods must have personally advised EA on the putting game, because it totally sucks. Whether using the classic or "precision" scheme, it's hard to judge the strength of your hit. Occasionally the action kicks into a dramatic, slow-motion "heart-beat" mode for a potentially good shot, but the close-up camera angle makes it hard to tell what the hell is going on! There are some interesting courses (like the castle-laden Highlands) but the level of detail is low, and blurring effects are used to hide the low resolution. The jungle course had potential but it's too dense to navigate. One huge flaw is the fact that if you save your progress mid-round, you cannot play any other modes without wiping out your save! Not even a quick round of mini-golf!
Speaking of which, the mini-golf mode features fun courses including a boardwalk, jungle, and speedway. If it wasn't for the lousy putting controls this mode may have put this game over the top. As it is, the Masters serves its purpose but EA should really consider hiring a play tester and an interface designer. © Copyright 2011 The Video Game Critic.
Since 1996, the Metal Slug games have represented the pinnacle of 2D shooters, featuring insane destruction, fantastic artwork, edgy humor, and imaginative enemies and locales. One or two players are cartoon mercenaries in a side-scrolling journey against legions of soldiers and oversized mechanical weapons. Anthology contains all seven editions of the game, which is quite a value considering Metal Slug games typically sell for big bucks on Ebay.
Too bad SNK did everything in their power to taint what should have been every shooter fan's dream. First there's the issue of the controls. Metal Slug games were designed for a joystick and three buttons (jump, shoot, grenade). That shouldn't have been a problem for the Wii controller, but somebody at SNK insisted that the Wii motion controls be incorporated. Consequently, four of the five control schemes are unplayable. The best one allows you to use the remote like an NES controller, but inexplicably you have to shake the controller to throw a grenade! For a shooter that requires precision and quick reflexes, that's not a good idea! You also have the option of using a GameCube controller, but that's a pain to hook up, and its digital pad isn't even supported!
Next there's this business with "continues". The default is "unlimited continues", which is idiotic, considering a chimpanzee could finish these games with that on! You can switch to "limited continues", but instead of letting you specify the number of continues, it's based on difficulty level. On easy you get 30 continues, on normal you get 20, and on hard you get ten. While 20 is reasonable considering how fast you can burn through lives in these games, that still amounts to quite a long play session. Have the people running SNK ever played a Metal Slug game?
Outside of the user interface issues the games themselves are outstanding. Some are better than others, but they all feature the same style of non-stop action and spectacular visuals effects. I've always loved Metal Slug, but it's a shame that a new generation of gamers will be introduced to it in such a shoddy package. © Copyright 2007 The Video Game Critic.
Motion controls are also effectively used to manipulate keys, grapple from hooks, and even disarm enemies! Another novel feature is the ability to control your ship remotely. Your mission requires you to travel between several planets as you disinfect "organic supercomputers" while fending off invading space pirates. A trio of fearsome aliens play key roles in the game, serving as valuable allies in early stages before becoming "corrupted". One looks like something from Aliens, another is a shape-shifter, and the third wears an intimidating mech suit.
Metroid Prime 3 contains some breathtaking sequences, including a lengthy battle with a bird monster as you both plunge into an abyss (not unlike like Gandolf versus Balrog in Lord of the Rings). Like all Metroid games, you have the power to transform into a small metal ball to penetrate narrow openings. Corruption incorporates a lot of imaginative morph ball sequences that let you navigate tubes like a hamster while avoiding hazards like giant birds, hovering robots, and electrical changes.
For its first two hours, Metroid Prime 3 is linear and maintains a break-neck pace that suggests a major departure from the first two games. Upon arriving on the planet Bryyo however, its gameplay reverts to the more traditional Prime style, with sprawling levels, considerable backtracking, and mind-bending puzzles that will have you reaching for the FAQ. Hardcore gamers will relish the game's ingenious complex design, but casual players may struggle to maintain interest.
As with previous Metroid Primes, you can only save your progress in specific rooms (or your ship), and these are strategically placed throughout the levels. Prime 3's graphics are more illustrative than realistic, but the artistry is impressive, as are clever touches like the reflection of Samus on her specialty visors. Prime 3's soundtrack is more organic than its predecessors, including one stage's ominous chanting refrain that calls to mind Indiana Jones and the Temple of Doom.
All in all, Metroid Prime 3 Corruption effectively reinvigorates the franchise with the best FPS controls around and the strongest storyline of the series. Those looking for a more cerebral brand of first-person shooting will be thrilled, but gamers geared more towards mindless "fragging" are in for a headache. © Copyright 2007 The Video Game Critic.
Other M gets off to a dubious start with some incomprehensible cut-scenes filled with pseudo-cerebral exposition and awful voice acting. Samus begins her quest by heading off to a frigate in distress, and once there she runs into her old squad and former commander. But unlike any self-respecting bounty hunter, she proceeds to take orders from the guy like a freakin' lap-dog. Boba Fett must be rolling in his grave!
It takes a while for the game to gain any traction at all, but eventually it falls into the familiar Metroid formula of blasting scampering aliens, solving puzzles, and rolling into a ball to navigate shafts. Other M requires you to hold the controller sideways (NES style), but again - don't get too excited. The third-person perspective allows for some dramatic camera angles, but shooting your gun uses a bizarre, semi-accurate auto-aim mechanism.
It's really hard to direct your shots, and they tend to scatter all over the place. Pointing the Wii-mote at the screen places you into a first-person mode where you can freely look around and fire missiles with accuracy (lock-on). Unfortunately, you're a sitting duck in this mode. That's fine if you're just exploring, but when it comes to fighting bosses, switching between the two perspectives is terribly awkward. And when facing mammoth worms that constantly pelt you with balls of plasma, the scheme becomes an utter nightmare.
The special attacks are confusing, and some only function at arbitrary times. I found the stage designs conducive to making the player wander in circles, desperately seeking an escape route. I'm sure a lot of people enjoy Metroid: Other M and God bless them. Personally, I found this awkward hybrid of two game styles to bring out the worst of both. I'm filing this one under M - as in Mess. © Copyright 2010 The Video Game Critic.
Your default pellet gun is lame but icons power it up and entering floating doorways lets you purchase secondary weapons like fireballs or flaming dragons. It's possible to amass substantial firepower but the button-mashing feels uncomfortable. And once the enemies and backgrounds start to repeat the action feels dull and repetitive. Why does my monkey move so damn slow?! It's downright laborious to drag his monkey-ass up and down the screen! I found myself mashing the directional pad extra-hard as if it was going to help. You're really a sitting duck against the rows of incoming enemies and their crossfire. Occasional speed power-ups provide relief but once you lose a life it's back to Snail City.
Only by accident did I discover that tilting the Wiimote causes the screen to tilt, making enemies approach faster or slower. I still have no idea what the point of that is. Playing coop is a different experience altogether. Two people can easily cover the screen, powering up their weapons to the max. Against your joint forces bosses can't even get off a single attack! Suffice to say my buddy Brent and I finished this in about 15 minutes. I'm afraid The Monkey King is too easy to play coop but too aggravating to recommend playing solo. © Copyright 2018 The Video Game Critic.
The game primarily focuses on racing monster trucks, but other oversized vehicles are available including a school bus and fire truck. Using the Wii remote to steer works well enough, and the plastic steering wheel attachment feels okay. The sense of speed is modest however, at least until you kick in your turbo by pushing the controller forward. Colored "stunt ramps" allow you to perform stunts for boosts, and these are executed with circular movements that initiate flips and spins. While fun to execute, these don't always register as well as you'd like. Barrels in the road become projectiles when you run into them, setting the trucks ahead on fire and slowing them to a crawl in the process. As you can imagine, these barrels are a major pain in the ass if you're in the lead.
Monster's gameplay is not particularly exciting, partially due to its bland tracks. Heck, even the amusement park is devoid of personality. Certain tracks are also marred by ill-conceived flame-throwers which are nearly impossible to avoid (at least without a shield power-up). I was hoping the four-player split screen might redeem Monster 4x4, but its degraded graphics and lack of a map turned it into a muddled mess. My friends and I were ready to quit long before the races actually ended. As I pondered my last-place finish, my friend Scott asked, "Are you really surprised Dave? I mean, you were driving a freakin' school bus!" The single player mode might keep you occupied for a short period of time, but Monster 4x4 just seems pointless after a while. © Copyright 2007 The Video Game Critic.
The opening stage puts you in the role of Alex, son of Rick (Brendan Frazier) from the previous films. Exploring a generic tomb lets you get acquainted with the controls which are actually well designed. Tapping the directional pad lets you throw a variety of punches, and holding down a certain direction will perform a wind-up punch powerful enough to knock out most foes. The shooting action is also pretty terrific thanks to an auto-aim that lets you direct your shotgun, tommy gun, or dual-pistols with pinpoint precision.
The weakest aspect of the game are the less-than-responsive motion controls used to turn cranks or slide switches. The game instructs you exactly what moves to perform at any given time, so what is the point? There's also some Lara Croft-style climbing, although not being able to adjust the camera can be a problem. The game gets off to a bad start with an overly-difficult opening stage. When teaching the player to climb across crumbling blocks, is it really necessary to have blades spinning between them? And it certainly doesn't need to be timed! At one point I became hopelessly stuck and had to restart. In retrospect it's a miracle I like this game at all!
But Tomb of the Dragon Emperor gains its footing in stage two where you navigate museum exhibits before escaping into a rainy alley. It's a nice blend of combat, climbing, and simple puzzles. The production values are excellent, with rich graphics, fluid animation, and the orchestrated score from the film. I think they even got the actors to do the voices! The game generally stays true to the spirit of the film, although I don't remember Rick gunning down attack dogs in the Himalayas. The difficulty is low and that's good because you can only save between stages. After a rough start The Mummy: Tomb of the Dragon Emperor goes down smooth like an orange crush at the beach. Most importantly, it doesn't get in the way of letting the player enjoy the ride. © Copyright 2020 The Video Game Critic.
You assume the role of Pax, a small mushroom forging his way through hazardous environments like a bathroom, garage, and back yard. Pax defends himself against spiders, moles, and rabbits by fashioning weapons using everyday items like batteries, thimbles, and toothpicks. Pax can pull himself up to high platforms via a sticky rope and glide down safely using his own cap head. One interesting twist is your ability to move and activate items using the Wii-mote pointer. You can even hurl certain oversized objects with a flick of the wrist!
Mushroom Men's gameplay is very familiar but at least it avoids the common pratfalls that often mar platform titles. The stages are sized just right so you can explore them without feeling overwhelmed. Some puzzles are more interesting than usual (knock a fan onto a rabbit?!), but a few areas border on repetitive. Even so, when the action is in danger of becoming tedious, some new weapon or old-school-inspired mini-game will usually present itself.
Mushroom Men makes minimal effort to position the camera, instead relinquishing control to the player. It sounds like a monumental cop-out, but it's nice not having to wrestle with the CPU, and being able to look straight up at the star-lit sky is refreshing. The state of your health is not determined by a meter, but by the number of chunks missing from your head! The difficulty is reasonable, checkpoints are frequent, and saves are automatic.
Mushroom Men does falter in a few cases where you're forced to navigate tight spaces, in which case it's hard to see your surroundings and movement is frustrating. Also, shaking the controller to perform attacks is not very precise. The graphics are unspectacular, but the soft, oil-painted style is easy on the eyes. The background music has a whimsical but understated quality, and that's true of the game in general. Mushroom Men is cute without being childish, and quirky without being obnoxious. It's just a likeable little adventure that's suitable for all ages. © Copyright 2009 The Video Game Critic.