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

Tuesday, December 28, 2010

Frobot (demo)

Frobot is essentially an update of the Wii Play Tanks! game with puzzles and a funky fresh vibe. It involves a story centered around the afro-wearing, disco-dancing, ladies' ... robot attempting to rescue his 5 girlfriends who are hidden behind a variety of traps and robotic guards. The game plays up its '70s art and music style crossed with futuristic death robots to maximum effect. Whatever it is the developer was trying to do, they went all out to do it.


Frobot screenshot


Prior interest: none


I really hate the style of Frobot, so assuming I'd heard of it before the demo announcement, I'd probably not have investigated far enough to discover that it's gameplay style is based on Tanks!, which I really enjoy. I get that it's supposed to be funny and there's nothing wrong with making humorous games, but I really don't like disco. Some people might and they might be attracted to the game, but I'm not.


Odds of purchase: none


For me the demo was sort of a mess. I couldn't follow the story that was exposed via off-putting, slangy dialog between Frobot and his girlfriends. The tutorial introduced a variety of weapons in a competent manner, but immediately they are removed (with more awful dialog) so the rest of the demo is played with just the main gun and mines. Sure it was cool to play with the advanced toys, but it felt like a waste to learn how to use an item that I'd never get to try again. When playing the first level, I did enjoy the puzzles but (probably because I started ignoring dialog) I didn't really know what the goal was. By the second level, I did grasp the goal, but I got stuck on a puzzle and after wandering all over and trying everything I knew how to do (several times), I gave up. When I tried to quit, the Wii locked up and I had to pull the power plug. Not a good impression.


I did find a demo for PC (and Mac), which were somewhat different than the WiiWare version. They retained some of the problems, such as the pointless weapons tutorial, but included more intuitive, yet still clever, puzzles. I wish the developer had just streamlined that version rather than doing something new for the Wii demo.

Monday, August 24, 2009

Mario and Sonic at the Olympic Games

My cousin had a Commodore 64 which was the highlight of visiting his house as a child. While we played a number of great games in those days (Bruce Lee, Spy Hunter, Microsoft Flight Simulator, etc.), I most looked forward to playing Summer Games by Epyx. It (and it's various sequels) had three obvious advantages:

  1. Geared toward multi-player. (Bruce Lee was an awesome game, but it's boring to watch after a while.)
  2. Accessible controls. (Mash buttons or wiggle joystick.)
  3. Considerable layers of what we now call polish. (How cool was it to have opening ceremonies with digital doves flying over the torch?!)


Mario & Sonic at the Olympic Games Screenshot


Mario and Sonic at the Olympic Games follows the formula of the Epyx classics with three licenses as opposed to zero. Which means instead of stick-figure athletes, players control characters from the Sonic or Mario universes (or a Mii). And instead of a generic Summer Games, the characters compete at actual Beijing Olympics venues. The experience is a surreal, as charming as you might expect, but somehow not very epic. Rather than national (or Epyx) anthems during the medal ceremonies, we get sound bits from the characters exalting or lamenting their own performance. It's repetitive and a bit creepy.


For the most part, the events work the way you would expect using the Wiimote and Nunchuck. Lots of events involve shaking to build and maintain speed including all the track and field and swimming competitions. Despite the fact some events rely on nearly identical mechanics, each feels fairly unique. For instance, the 100m race starts with timing the start followed by shaking to gain speed and the long jump starts with shaking followed by timing the jump. To a bystander, these are virtual mirror image actions, but to the player they feel distinct. High jump, javelin, pole vault, and triple jump play around with the same core mechanic. I can't explain it, but slight variations combined with altered visuals keep these events somewhat fresh.


Other events use fairly unique mechanics. Swimming requires breathing and well-timed turns. Distance races do a pretty good job of simulating pacing and timing the final kick. Relays and hurdles add timed hand-offs and jumps to the formula. Hammer toss requires the Wiimote to be twirled rather than shook to build speed. Skeet and archery add deeper themes to the basic IR shooting mechanic found in Wii Play. Table Tennis borrows heavily from Wii Sports Tennis. Fencing takes advantage of the one-dimensional sport to create a bare-bones fighting game. Gymnastics events and rowing focus on precision button pressing and motions. Then there are Dream Events that add video-game wackiness to standard events.


Each character has unique attributes and are divided into Power, Speed, Skill and All-around categories. Each also uses preferred swimming style from crawl to dog paddle to running underwater requiring different motions to propel them. Apparently the stats for Miis are assigned on the basis of height and weight combinations. For individual events character selection can be a good source of handicap: let a less-skilled player take Sonic in 100m and chose Bowser for instance.


Unfortunately, the designers made a series of missteps that sabotage their own masterly event design. Most of the events are locked from the beginning with no immediate indication of how to unlock them. When you get a bunch of players together, the natural first step is to try out the single event mode to see what might be fun. But the best events are locked from the start and the events that are available tend to be the shaking the Wiimote variety. The only way to unlock new events once your group gets bored or carpal-tunnel is to sit down by yourself and play through all the circuits in Circuit mode.


Mario and Sonic really comes into its own in circuit mode, which should be the default playing option. (Single event appears to be the default, since it's the first option on the main menu.) Circuits work something like decathlons with different mixes of events. Points are awarded in each event according to finish and at the end of the circuit the player with the most points wins. To prevent run-away wins, each player has a bonus coin which can be used to double points for a top-three finish. If you take the option, but don't finish in the top three you get nothing.* Do you take an all-around character to do well in all events or pick a specialized character and go for broke on your best event? Nothing increases the excitement of a contest than taking a big risk to secure a come-from-behind win.


Did I mention unlocking events is painful? Shaking the controllers to beat a couple of friends equals fun. Shaking the controllers to convince the computer to let you play more interesting contests equal pain in the wrists. About half the events involve running, which requires moving the Wiimote as fast as possible. Since the Wii's controllers are accelerometer based, tight drum rolls represent the best chance of winning. And this sort of shaking starts to hurt after a while. The worst events are high jump and pole vault because they repeat over and over until all participants fail three times. It's realistic but until you know how high to set the bar winning involves ratcheting up slowly which means lots of shaking. And all of this is so that I can earn the right to play events that don't cause my arms to fall off.


Once you unlock the events, the experience begins to level out. Initially success seems possible through indiscriminate waggle, but as with Summer Games there are definite skills to learn. A variety of missions provide individual challenges for those who crave it. For multiplayer sessions, circuits can be customized so that you never need to run 100m again. All sorts of actions unlock various trophies and medals. Theoretically the game offers online leader boards, though in practice they have been thoroughly hacked. (A perfect skeet shooting score in less than a second? Yeah, right.) For the younger audience there are a handful of mini-games which are fairly pointless and easy. Finally, all the Dream Events are reasonably entertaining on their own. (So why does Sega force us to unlock them all?)


On the whole, I think the title does a good job serving the fans of the three licenses and has the potential to entertain open-minded gamers. But Sega seems to go out of their way to make the experience frustrating. Why should I have to work so hard to earn the right to play the best events? Games like Samba de Amigo or Super Monkey Ball have history on their side—previous iterations use unlockable content as a carrot. But Mario and Sonic at the Olympic Games is a cross between sports and party games. Sega's model ought to have been Wii Sports or Wii Play, which use locking to direct players through modes in a sensible order. Neither requires you to be good at an event before moving on. Mastery of the game tends to be the best carrot for sports games and interactions for party games. Locking, especially requiring players to win playing solo, defeats the purpose entirely.




* The Bonus Coin works something like the doubling cube in Backgammon. For those not familiar with the doubling cube, it doubles the value of a game during match play. The opponent may refuse the cube, which causes them to lose the game at the undoubled value. Or they may accept the cube, which allows the game to continue and gives the accepting player the sole ability to double the game again. In essence, it provides an extra layer of decision in games that otherwise might become boring decisive victories.

Thursday, November 6, 2008

Wii Play

In theory, Wii Play has all the elements that makes Wii Sports an enjoyable and engaging casual game. It is a collection of simple multi-player mini-games that demonstrate the controller it is packed with. This time the IR control on the Wiimote is the focus of most of the nine games (compared to five sports). Costco included the mini-bundle with the Wii bundle we bought, so I didn't really chose to buy this game. If bought separately, the cost works out to about $10 when you net out the price of an unbundled controller.


In practice, I imagine few people will play this collection as much as Wii Sports. The problem is that these games are more like very polished demos than true games. Take the shooting range which is an ideal application of the IR pointer. You aim at targets by simple wrist movements. Playing the game a few times through feels pretty good. But then the repetition becomes overwhelmingly obvious. The target sequence is identical each time through. Dedicated players have taken advantage of this to shoot down every item (including ducks that flash across the screen). While this might be a fun challenge for some, I'd prefer a bit more variety. For instance, it would be fun to have a "training mode" focusing on just skeet or ducks or UFOs or cans rather than playing through all the targets each time. Also, random target placing would have been a nice option.


Oddly Find Mii, a simplistic Where's Waldo type puzzle, works for me. A group of Miis walk by and you need to pick our a specific face in the crowd. When you pick the correct Mii, a new level appears with some new location (street, escalators, nighttime, space, underwater, and so on). Somehow the variation is just enough to keep the game interesting time after time. But it can't sustain the entire package by itself. Pose Mii does not appeal despite a similar concept—it just doesn't have enough variety.


It would seem natural for table tennis to play much like Wii Sports tennis, but instead it plays more like Pong. It isn't even a real game since you play until you break the rally. The CPU player never fails to return the ball. Laser Hockey manages to be an actual game, but doesn't have much depth. Classics like Shufflepuck Café offered a variety of computerized opponents to play through, but Wii Play has one CPU setting and it isn't terribly difficult to beat either. Pool steps up the game with a decent simulation of 9-ball. Unfortunately, the controls are a bit wonky as the pushing the cue is not always recognized. When the controls work, the game is fun and engaging, however. (But it would be nice to have the option of playing cutthroat and 8-ball.)


Lack of variety kill the fishing, cow race and tank games as well. They play alright the first few times through, but there's no real reward for repeated play. I really think the crux of my problem with this package is that the games never seem different when you play them a second or third time. My son and I have played through the games and while I find the games fairly shallow, he has trouble controlling the action. Nether of these issue exist for Wii Sports, so something is definitely off here.