Showing posts with label wii. Show all posts
Showing posts with label wii. Show all posts

Tuesday, January 02, 2007

Elebits


So I got me some Elebits last week. General impression: Good fun!

The principle is very straight forward: the world runs on Elebits, these little adorable puffball creatures. Something's gone a bit off and the Elebits are behaving bizzarely, leaving everything without power. Your dad, currently away from the house, is an Elebits researcher. You decide to take matters into your own hands, grab his capture gun and start to hunt down the critters in your home.

The game works like an FPS of sorts. You shoot your capture ray at the Elebits, they get sucked in and you get power. The capture ray can also manipulate objects much in the same way that the grav gun did in Half Life 2. Elebits are shy retiring things and can be found hiding under or in objects, requiring you to basically make a mess of your environment to flush them out.

The electrical power you collect by capturing the Elebits goes towards various bits of electronics that come to life once you pass their power requirement thresholds. Proceeding to then turn these electronics on causes them to spew a different breed of Elebits that when captured upgrade your gun. An upgraded gun lets you manipulate heavier objects.

The core fun here is a balance of making a mess to flush the little buggers out, and sharpshooting them: so basically two things the Wii is bloody brilliant at.

Shame then that the package isn't left at that. In an effort to introduce more "game" to the proceedings, Konami have slapped in some unwelcome features. Well, at least unwelcome in my book. Some of the later levels come with additional rules applied to them. Two of the least fun are "don't make sounds louder than X decibels" and "don't break more than X shatterable objects".

Both of these run counter to the core fun of the game, preventing you from shredding the environments for fear of breaking the rules. Both are also very fuzzy: you're never certain what volume of noise any given action will generate, and in the chaos of objects flying about you could accidentally domino something over out of view. Both are just plain fun dampeners and very poor design decision to my way of thinking.

Luckily they're not pervasive, and once you've passed them it's back to the good stuff!

Visually the game is charming enough. Aurally everything is copacetic as well.

Honestly, if Katamari Damacy hadn't come along and pretty much defined true, unbridled mechanical and aesthetic zaniness, this would be golden. As it is, knowledge of better out there leaves you feeling that there's a sort of restraint while playing the game that can only be the result of not enough time spent polishing it. Somehow the whole thing just fails to make the jump from fun to sublime in the same way that Katamari Damacy or Rez did.

You feel this restraint in the objects that don't fit the collision system (looks like it only does convex hulls, but there are objects with large cavities in their silhouettes), in the music that fails to crescendo (sounds like they were composed without having played the game, so they loop indefinitely rather than aim for the time limits), in the story presentation that seems to lack soul (the same sort of non committal feeling that you get from bad Disney movies that are written by committee), and in the graphics that vary in detail from object to object (looks like there may have been a shift in target midway through). This is all a shame, because I like the concept so much, and when it works it works so well that I'm convinced it could have been an all time great if it were given the loving attention it needed to grow up.

Ah well. I was still thoroughly entertained by the whole thing, so I'm happy enough with it. Perhaps Konami will have the will to finish what they started in a sequel. Until then, most certainly rent this, and if you're a fan of the weird and wacky, you absolutely must consider treating yourself to a purchase.

Thursday, December 28, 2006

The Legend of Zelda: Twilight Princess (Wii)


Ahh, Zelda.

Disclaimer: Some of my fondest gaming memories involve the Zeldas all the way back to the NES. (I'm conveniently forgetting Zelda II here)

So Zelda: TP then. Loved it, loved it, and loved it some more. I think I now rate this as the best Zelda to date. Take it for granted that if you love Zelda, the things you love are here: clever lateral thinking, a big world with long foreshadowed interleaved goals and some hardcore moreishness.

So what's different?

To start off with, the Wii is a bloody fantastic bit of kit. Surprisingly the wiimote + nunchuck configuration is more comfortable than a gamepad for prolonged gaming. The tether between them means that you don't have to have both hands locked permanently together.

Swinging the wiimote (not directly mapped to motion here) to attack is also supremely satisfying. As childishly gleeful as mowing down grass was previously, it's all the more so as you run along swishing the wiimote from side to side. Aiming was very satisfying as well. Snapping an arrow into an archer with the flick of a hand before they get you first is terribly rewarding.

The graphics are a little blurry, but forgiveable when you consider that most of this is probably still a gamecube game. They are very well designed though, with each location sporting a strong recognisable character. This aesthetic sense shines through the technical limitations on several occassions, places where you find yourself just thinking "beautiful".

The characters are also fantastically designed, bold and colourful, each an excellent reflection of their traits. Animation too is fluid and full of expression.

No skimping on effects either. The screen is always alive, and boss fights do not disappoint at all.

Taken all together, you're likely to find yourself drawing favorable comparisons to a Miyazaki movie while playing Zelda:TP.

Speaking of Miyazaki, possibly the most welcome change this time around is the darker plot. Angling at a more sinister children's fairytale, Zelda:TP manages to make more of its grand plot than any Zelda to date. After the twee sugary delivery of Windwaker, more Grimm and less Disney is a good thing.

The only let down then, is the music. Audio in general is quite passable, but the music really lacks some punch. It's pleasant enough, and I didn't tire of it over the course of playing the entire game, but it really didn't have any crescendos to it. Considering the rich heritage in Zelda music, they also missed a boatload of tricks. Other than a little tease at Hyrule castle, they didn't even have a clear rendition of the Zelda theme! I was very much hoping for a big orchestral reworking in the Square style here.

But that didn't stop Zelda:TP from being the most entertaining game I've played this year, and the best justification I've found for owning a Wii at this point. Great game, great system, if you love games you absolutely owe it to yourself to pick it up.