Showing posts with label WiiWare Week. Show all posts
Showing posts with label WiiWare Week. Show all posts

Saturday, June 14, 2008

Dr. Mario Online Rx (WiiWare) review

Sorry about the late review guys. By the way, I've decided to shorten my review a bit. You may not notice but compared to my first review (Mario Kart Wii), this one is quite a bit shorter. Don't know if I'll continue the short reviews, but I just couldn't think of much for this game. Enjoy!


Developer:
Arika
Publisher: Nintendo
Date Released: May 26, 2008 (USA)
Players: 1-4 (up to 2 players online)
Genre: Puzzle
ESRB: E (Everyone)

Dr. Mario is a classic puzzler that has gained many fans over the years. Originally released on the NES and remade on the SNES (packaged with Tetris), the games have been around for a while. The newest versions updates the gameplay with minor additions such as Mii-support, online multiplayer, and Virus Buster.

Dr. Mario Online Rx is really two games in one. It's both classic Dr. Mario from the NES age and a variation of the original called Virus Buster, which originated as a minigame in Brain Age 2 for the Nintendo DS. Both are pretty fun, but I feel the Dr. Mario game is the better of the two.

The Dr. Mario part of the game isn't anything new. But it's good that way. It's still the classic, line up four of the same colors and get rid of all the viruses. It offers both Classic and Flash modes. The real gem here is online multiplayer. Both Classic and Flash are available there, and it's a blast. The online incorporates Mario Kart Wii's ranking system. You start out with 5000 points and lose/gain them according to who you beat. It works fine, and I really hope Nintendo keep this system for later games down the road. As a bonus there's text chat online! No, not actual chatting. There are several predetermined phrases such as "Good game," "Go easy on me," and "Think you can beat me?!". Cheesy? Definitely. Get the job done? Yes. The online is really the greatest part of the game and keeps me coming back for more.

Now as for Virus Buster, it's an interesting variation of the original Dr. Mario gameplay. Instead of using the D-Pad to move the descending pill, you move the pills around via Wii Remote cursor. While it may seem a minor addition, there's more! Besides the 4-player co-op, there's a new gameplay mechanic too: any falling blocks that result from a previous line you can actually grab onto and move. If you haven't played the original you may not know what I'm talking about, but it's a radical change that can be used with a lot of strategy. That being said, Virus Buster is best played in multiplayer. Where as one of the players can line up the colors and the other move the falling pieces into place. You may not understand what I'm saying but you'll know what I'm talking about once to play it. Up to four players can join in, but I found two works the best.

Virus Buster in action.

As for the graphics, let's just say they're mediocre. Everything is 2-D, but it's pleasing to the eyes. No jaw dropping achievements but nothing noticeably wrong such as frame rate issues. Another cool little addition to the game are Miis. Now not only Mario throws your pills out for you, but your cute (or maybe ugly) avatars can do it too! Unnecessary but nice!

The audio in the WiiWare game is pretty much all the classic tunes. Favorites such as Fever and Chill return. The music goes along with the frenzy of the game well. They're enjoyable but some are on the verge of annoying. But most likely, you'll hum along in some parts.

Dr. Mario Online Rx will keep you coming back for more. Of all the WiiWare games out currently, I believe this is the most you can get for $10. With no campaign or story mode to speak of, you may think it will grow old. But both Classic and Flash modes, online and off will keep you hooked like a drug. And like that very same drug you'll keep coming back for more. (Junkie!)

Overall, Dr. Mario is fun, energetic, and just a little bit brain stimulating. Don't believe me? Maybe your friend will get it, and they can send you the demo (it's possible!)

Gameplay: 8.5/10 Still that same old Dr. Mario: fun and addicting.

Multiplayer:
8/10 2-player only for Dr. Mario and no online for Virus Buster is strange. But what multiplayer there is really works. And the online modes are quick and polished.

Graphics:
7/10 Two dimensional but nothing unpleasant to speak of.

Sound: 7/10 The same old classic, lovable Dr. Mario tunes.

Lasting Value: 8.5/10 With the online mode, it'll last you a long time.

8/10

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Wednesday, June 11, 2008

Defend Your Castle (WiiWare) review


Developer:
XGen Studios
Publisher: XGen Studios
Date Released: May 12, 2008 (USA)
MSRP: $5.00 (500 Wii Points)
Players:
1-4
Genre: Arcade/Simulation
ESRB: E (Everyone)

Defend Your Castle started it's fame in the flash games industry (if there even is one). It was a fun, stick figure game that included blood. Well, Defend Your Castle is here on WiiWare; it does away with the gore and blood and adds a unique and loveable style to the game. At only $5, the game seems a bargain, but is it?

To start if off, Defend Your Castle is a unique game experience. Period. The premise is picking up little stick figures who run at your castle and fling them away. They'll fly in the air and land with a "Ahhh!" If they get to your castle, they'll start pounding on the castle walls with their bare fists (or stick figure arm stubs). Simple and addicting, that really seems all there is too it.

At least that's pretty much all there is to it in the first levels. Then more and more enemies start bombarding your castle. Different enemy types appear, such as giants and kamikaze style bomb men. With the points you earn you can buy upgrades such as other defense to your castle. Soon there'll be all kinds of explosions and noise across the screen. It's mad, and it's very fun!

The enemies are somewhat complex, but basic enough. The main guys you'll have to worry about, at least for the first 15 or so levels, are the basic, run of the mill stick figures. They'll run towards the castle, you'll pick them up, and you'll fling them away. Then, there's the battering ram guys, who are actually holding Popsicle sticks. They'll do a little bit more damage to your castle but move slower, making them easier targets. Later on into the game giants will appear. Their heads are made of bottle caps, and they sure are a pain in the ass. If they get to your castle they do some reasonable damage. They're heavy enough (I'm guessing) that you can't pick them up. The only way to defeat them is to click on them several times, which gets a little frustrating but presents a challenge. The last enemy I should mention is probably the easiest to deal with. They're little bomb men, rolling a pop cap gun thing (sorry for the loss of words). All you do is click on them and they explode. The real trick here is to let them get near some of the other enemies (e.g. the giants) and blow them up, killing the other guys too.

An example of the craziness of Defend Your Castle.

Besides just picking up and flinging, you'll be able to buy other forms of defense for your castle. First and foremost you need to purchase the Pit of Conversion (basically a bucket of paint), which will convert bad guys that you place in it onto your side. What do you do with these guys? You can use them as archers, wizards, bomb men, and repair men. The archers are pretty self explainatory and really get helpful the further you get into the game. It's the bomb men that you'll really notice their help. They run out towards the oncoming hordes and when you click on them, they explode. It's suicide, but it's an easy way to take out those pesky giants. The magic users of the castle can cast several spells, such as erasing an enemy or converting them without the Pit. And rounding it off are the castle builders. You won't really notice them being there. They kind of work behind the scenes; the more you have of them, the faster your castle health restores itself. While you have certain defenses, it will mostly come down to your reflexes and boy is it addicting.

The multiplayer in Defend Your Castle is nicely integrated into the game. With simple 4-player drop-in/drop-out mechanics, you'll have your friends joining with ease. And let me tell you, it definitely is helpful to have another hand when you get around level 30 or so. Plus if you want to try Heroic mode, you'll be facing tons upon tons of enemies from the very start. Another great addition for people who need a little more challenge (but trust me, it's very hard,).

While some may argue the graphics are intentionally bad, they're still bad. Nonetheless, they still have a lot of charm. Everything in the game looks like it was made in a kindergarten art class. The stick figures are rudely drawn, your castle's made of construction paper, and the clouds are hung up with classroom yarn. It's not the greatest graphics, but they're definitely cool.

The upgrade system.

Just as the graphics were very "homemade", so is the sound. Every sound from the cries of the dying enemies to the explosions are done by some guy. You and me could probably make the same sounds, and similar to the graphics there is some charm to Defend Your Castles' audio.

If you're good enough at it, the game will last you forever. But number one, you may falter and somehow lose the game. Number two, you will get bored after a while. Sure, having a couple friends over can definitely make it more fun, but it will grow old. Plus, you could try heroic mode and see how far you get in it.

Overall, it's quite a deal for $5. It's really a great and original game that I'd recommend to almost anyone. But if it doesn't appeal to you, I'd try out the flash game one first, and who know? Maybe you'll be satisfied with just that.

Gameplay: 8/10 Simple, brilliant, and addicting. While it does get repetitive, it will keep you entertained for some time.

Multiplayer: 7.5/10 The drop-in/drop-out mechanic is great and accessible.

Graphics: 5.5/10 You could tell they made them bad on purpose, but still they're kind of funny.

Sound: 7/10 Though music is pretty much nonexistent, the effects are charmingly hilarious.

Lasting Value: 7.5/10 It will grow old, but the multiplayer definitely livens it up.

7/10
Defend Your Castle goes way beyond what happened in the original. Aspects such as the style and the 4-player multiplayer vastly improve what was in the flash game. As a bonus it's only $5 and that really is perfect for this game. A great launch title and a great game in general, if you have the Wii Points (and not to mention the room in your "fridge"), pick this one up.


Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Monday, June 9, 2008

LostWinds (WiiWare) review


Publisher: Frontier Developments
Developer: Frontier Developments
Date Released: May 12, 2008 (USA)
MSRP: $10.00 (1000 Wii Points)
Players: 1-2
Genre: Adventure/Platformer
ESRB Rating: E (Everyone)

If you follow the internet a lot, like me, you'll find that whenever there's something about WiiWare you'll usually find LostWinds mentioned. When WiiWare was just a month or so away, and someone would ask me what I thought of the service, I'd say something like, "Eh, looks pretty cool, especially that LostWinds game." I was really hyped for this game and being a launch title, I downloaded it the first day. Does it live up to the hype?

First off, LostWinds is a platformer but not a traditional one. The main character you control is named Toku and is actually really weak and useless. All he can do is walk left or right and climb small ledges. And strange enough, he cannot jump... in a platformer. Instead the Wii's cursor controls a little symbol called Enril, a wind spirit. Simply holding A or B and drawing a line in a direction near Toku, summons a gust of wind sending him in the air. It is a brilliant mechanic and works seamlessly with the Wii Remote. This mechanic is used for almost everything in the game. From moving Toku to a higher ledge to solving the various wind-based puzzles in the game.

Later on in the game you get more powerful wind powers, such as the ability to have three gusts of winds before Toku falls down to earth or being able to draw specific paths for Toku to be carried along on. The puzzles in LostWinds may seem easy at first but they do get harder later on. Not the Zelda or Zack & Wiki difficulty, but they'll have you sit there for a few minutes scratching your noggin. While they may lack in difficulty they make up in creativity, such as drawing a path for fire to burn through a wooden barrier or carrying water via wind to grow an essential plant. Since this is an adventure game, you will find puzzles around every corner, and it's pretty rewarding.

The controls work very well, and the game feels like it was meant for the Wii. There's very little you'd have to learn once you get in the game. You control Toku with the Nunchuk. The Z button pulls up plants or has other various purposes. The Wii Remote is only used for controlling the wind. The A and B buttons each have different wind powers. And that is pretty much it. Simple but gets the job done.

While LostWinds excels in gameplay, it also has a surprisingly deep and mythological story to back it up. I won't go into much detail, but it's about some ancient spirits that actually reminds me a bit of Native American lore. The boy in it (Toku) stubbles across a stone that the Wind Spirit, Enril, is trapped in and they begin their journey to defeat the evil spirit, Balasar. It's a cool little part of the game that definitely doesn't detract from it.

The graphics in LostWinds are very nice. Frontier achieves what a lot of developers can't do a regular disc, while they do it on a small 40 megabytes. Everything in the game is vibrant and living. When you move your wind cursor over a tree, it's leaves blow in that direction. Create a gust through a crowd of people? They stumble and grunt. From the texture detail to the lighting, it's just plain impressive. For me, LostWinds is up there with Super Mario Galaxy and Metroid Prime 3: Corruption as being the best visually for the Wii.

An example of LostWinds' excellent visuals.

To compliment the exceptional graphics, is the beautiful soundtrack. The music fits the game perfectly with ancient Native American flutes and literally flowing music. Right from the moment of clicking on the games channel you get sucked in with such great music. Definitely one of the highest points of the game.

One of my problems with the game is the length. LostWinds will last you anywhere from around two and a half hours to four. The developer's excuse is that a lot of the $50 games out only have a five to ten hours of gameplay. While this may be true, you still want a lot more from it once you've completed the story. Sure, you can go through it and collect all 24 statues which offers some replay value. I beat the game and I had around 13 or 14 statues, so I'll probably be playing it more for those. But still, once you've finished, there's very little that calls you back.

Another issue I had with the game was the difficulty. I think I died maybe a grand total of once during the entire game. Very little of the enemies or dangers present a big enough challenge that you lose a chunk of your life. You have only four segments of life and it stays that way the entire game. If you fall a long ways and gain speed, you'll lose a portion of your life when you hit. But if you slow down Toku's decent by pointing at him and moving back and forth you'll keep yourself from having that problem. The puzzles present a fair amount of challenge, but they're still not that hard. Many of the puzzles are repeated (such as the fire one), and you'll quickly learn how to come around a lot of them. It is easy, but I don't think an expert difficulty is especially needed for a game like LostWinds. It could use some upping in the difficulty area, but it's fine the way it is.

Overall, I think LostWinds is the best you can get from Nintendo's WiiWare service. It's entertaining and keep you hooked until the credits. It's short, but the graphics and audio really keep the game moving.

Gameplay: 9.5/10 Very fun and the wind mechanics are rewarding. The controls are simple and keep the game going.

Story: 9/10 Original and keeps the game moving.

Graphics: 9.5/10 Very nice and some of the best one the Wii, you won't be dissatisfied.

Sound: 9/10 A compelling soundtrack flows through the game like the wind you control.

Lasting Value: 3.5/10 Four hours at most and that's still very short. I really wish there was more to this game.

9/10
If you're only buying one downloadable game this year, LostWinds should be the one. If you don't believe me then look at the graphics, entertainment, and awesome soundtrack. You won't be disappointed in your decision.

Friday, May 30, 2008

Next Week: WiiWare Week

Next week will be what I call WiiWare Week. Since the launch of WiiWare, I have purchased three game: LostWinds, Defend Your Castle, and Dr. Mario Online Rx. I will be reviewing each in that order.

Enjoy!

EDIT: Please note that the WiiWare Week was postponed until June 9th through the 13th rather than the 2nd through the 6th. Enjoy!