Archive for the ‘Acquired’ Category

NHL 2K9

10 September 2008

(2K Sports; 2008)

Graphics

The Wii is definitely capable of better graphics than this. The ice and arenas look quite nice, and the animation and flow of the game is not all that bad, but the player models look terrible. None of the players’ faces look right—even generic faces are muddy and unclear—and their bodies look low quality and messy. The jerseys are pretty messy, too.

One odd thing I noticed is that the crowd graphics/animations are kind of… off. When they’re in the distance, they don’t look too bad, because it looks like people in the audience are doing different things. But up close, the audience members are really grainy and pixelly. Interestingly, they all seem to be facing the camera at all times! During a break in the action, the camera was showing the ice from behind the net, and the people between the net and the camera were sitting facing the camera—away from the ice! Not just turning around looking at the camera… I mean legs, chairs and all! Sloppy coding?

Some of the stat menus are very cramped and the numbers are quite small, even on my big TV. I can’t imagine playing this on a 25″ CRT television—it would just be impossible to read the charts.

Note that I am playing on a 32″ Sharp Aquos with component cables.

Graphics: 4/10

Sound

Normally, the endlessly repeating soundtrack and commentary in a game like this can be very annoying. For what it’s worth, the soundtrack is appropriate to the game. The fact that I haven’t played too much yet may contribute to the fact that I don’t find the music gratingly annoying, but at least it’s not annoying right out of the gate.

The commentary is generally pretty sharp and appropriate to the game. I haven’t had too much of a problem with it yet. There is a play-by-play guy, a colour commentator, and an on-ice commentator who occasionally offers insight into a game’s progress by reporting on interviews (which we don’t hear) with the coaches.

You also have a lot of flexibility in adjusting the volume levels of the arena announcer, goal horn, crowd, commentary, etc.

Sound: 8/10

Controls

The new Wii controls are obviously going to be pretty important to the success of this game. I’ll say right away that they’re hit or miss, so I’ll break it down that way.

The Good:

Precision passing and chain passing using the Wii pointer are not as complicated or hard to execute as they look on paper. The pointer doesn’t really distract from the action, and it’s pretty smart about which player you intend to point at.

The shooting control waggle for wrist shots and slap shots is also well done. Sometimes, if you don’t waggle correctly, it won’t register as a shot attempt, but this is just an issue of getting used to how to use the controls.

The Bad:

Menu navigation is not very intuitive. Sometimes you use the analog stick to cycle through options, and sometimes you use the control pad, and it’s not immediately obvious which to use where. It takes some getting used to, and it becomes easier after a while, but it could have been done better.

Body checks are performed by shaking the nunchuk. Unfortunately, this doesn’t work quite as well as the remote-shaking shooting controls. It’s not exactly bad, but it definitely feels imprecise.

The Ugly:

Fighting is also performed with motion controls. The player tilts the nunchuk to maintain balance and punches with the Wii remote. Unfortunately, this just doesn’t work at all. What makes it even worse is that big goofy “instructions” appear in the screen in the form of cartoonish graphical representations of the nunchuk and remote moving around. It’s pretty brutal. Fighting can be turned off, but that’s no fun.

Controls: 6.5/10

Features

The game’s most interesting feature is its roster management system. This also happens to be the feature to which the player has the most access right from the get-go, so that’s what I’m going to talk about here. There is a fully-featured character and team creation system as well as a character editor that allows players to adjust the stats of their favourite NHL stars. Think Sidney Crosby is overrated? You can scale him back.

Sounds good so far, right? Unfortunately, while this system should have gone all the way and allowed players complete control over the creation and management of their rosters, the system is crippled by a couple of limitations.

The first is the limit on the number of players each team can have. Joe Sakic starts the game as a free agent, but I couldn’t assign him to the Colorado Avalanche because they have too many players already! If I want to solve this, I have to dump one of their other players to the minors or free agency.

The second limitation is the salary cap. While the presence of the salary cap in the game is a definite bonus, the player has no control over the salaries of players! Chris Chelios starts the game as a free agent. When I assigned him to the Detroit Red Wings, his salary was arbitrarily assigned based on his stats, to the tune of $1.15m. In real life, Chelios signed a one-year deal with the Wings for $750k! Not only can this screw a player over in terms of cap space, but it can also mean that tweaking the rosters so they reflect their real-life counterparts can put teams over the salary cap, which means you either have to make more adjustments or play with the cap disabled. When adjusting rosters in a fully-featured editor like this, the player should have full control—and that includes control over salaries.

Features: 7/10

Minor Issues

Other than what I’ve already mentioned above, there are a couple of lingering little issues. The first is that the in-game presentation of stats and interesting factoids is a little bit weak. The game doesn’t trace interesting storylines, and doesn’t even make it immediately apparent who got the assists on a goal. The player has to look in a menu for that information.

I’ve also run into a strange little problem with the auto-save function. After playing a game and exiting back to the season’s home menu, the game will attempt to auto-save (if you have that option enabled). But I keep getting a message saying the game is unable to save to my Wii system memory. The odd thing is that I have 350+ blocks free on my internal memory, and if I try to save manually I face no problems whatsoever. I don’t know what the problem is, but it’s not a major one.

For the record, the save data for my game, which includes my player profile, custom rosters, and my ongoing season save data, is 47 blocks. It’s not too bad, but if you run your Wii on empty, make sure you free up some space before playing.

Conclusions

All in all, this certainly isn’t the best hockey game I’ve ever played. It has a lot going for it, but it seems that every positive feature of the game is shot in the foot by some annoying problem. If you just want to play a quick arcade-style game of hockey, the skating, passing, and shooting controls should be fun, but they’re held back by wonky faceoff, fighting, stick-handling, and checking controls. If you want an in-depth hockey / management simulator, you definitely have a lot of freedom over what you can do with players and rosters, but you may find yourself having to find creative ways around the game’s arbitrary limitations, and you’re going to have a hard time getting everything exactly how you want it.

In the end, this seems like the kind of game that makes a player hopeful for a promising sequel. Unfortunately, pretty much every sports game works that way, and sequels seldom fix all of the problems from previous games (while usually introducing new ones of their own).

The bottom line is that this is the only NHL and NHLPA licensed game for the Wii, so if you want to play an NHL game and you only have a Wii, then this is what you get.

Final Score: 6/10

Acquired: SFC Classic Controller

14 August 2008

Nintendo; 2008

The Club Nintendo Super Famicom Classic Controller is a specially designed Classic Controller for the Wii, made to look and feel exactly like the original Japanese Super Famicom controller. It was released earlier this year as an exclusive gift for platinum members of Club Nintendo in Japan, and it’s a perfect treat for those who enjoy playing Super Nintendo games from the Wii’s Virtual Console.

I have always thought that the regular Classic Controller is just fine for most games, but it doesn’t feel exactly like the original SNES controller. The button placement is slightly different, for example, which became most noticeable to me while playing through Super Metroid. Additionally, the cord to connect to the Wii Remote comes out of the bottom of the normal Classic Controller, which is different from most controllers (where the cord comes out of the top). This particular controller is exactly the same as a SNES controller except for obvious aesthetic differences that stem from the fact that it’s an import (the multicoloured buttons, for example, were present on the original SFC controllers in Japan but were changed to dull purple and blue for the SNES).

Acquired: Professor Layton

13 August 2008

Level-5; 2008

Professor Layton and the Curious Village is an odd little detective game that revolves around solving puzzles, riddles, and brain-teasers in order to advance the story. The plot seems to be standard mystery fare, with zany characters trying to find a mystery item in a mysterious setting. The key to the game’s success (and addictiveness) is the odd method of interacting with the game world. Professor Layton and his sidekick travel around town via a pretty standard point-and-click interface that makes decent use of the Nintendo DS’s stylus and touch screen controls. In order to get help from the townspeople, Layton must solve puzzles for them. These include riddles, word games, the old “getting stuff across a river” standard, odd-one-out visual puzzles, sliding shapes, and so on, and increase in difficulty as the game progresses.

Against my better judgment, I started playing the game just to see what it was like, and I wasn’t able to put it down for over an hour. As such, it’s going into the open games list, but given the game’s snappy pace I suspect it won’t be there for very long.

Acquired: Final Fantasy IV

26 July 2008

Square Enix; 2008

I first played Final Fantasy IV back in 1991 when it was released on the SNES in Canada as Final Fantasy II. It was awesome. It has always held a special place in my heart. This latest version—a 3D DS remake—features a complete graphical overhaul, as well as a revisited script and a retooled gameplay system. Dual screen support and optional stylus-based controls have been implemented. The game even features new video scenes and voice acting during important sections of the story. Much of the tweaked gameplay brings the game into line with more recent entries in the series (making it easier to manage items and equipment, for example), but there is also a new ability system that allows for some customization of the characters.

This game enjoys enough priority that it’s jumped straight into my open games list, bypassing the queue altogether. I’m still working on other open games as well, but nostalgia wouldn’t let me keep this puppy sealed for one minute.

Acquired: Okami

26 July 2008

Capcom; 2008

Okami is a 2008 Wii port / remake of the critically acclaimed 2006 PS2 artsy action adventure title. It features gameplay in the same vein as the more recent entries in the Legend of Zelda series, and sports a pretty, original art style that is reminiscent of traditional Japanese art. The player controls a sun goddess in the shape of a white wolf (Amaterasu) whose goal is the restoration of life to a demon-cursed world. The Wii version has been updated with slight graphical tweaks and the requisite motion controls. I haven’t started playing it yet (it’s still sealed), but it’s going into the queue until I clear a few more open games. This is one that I’ve been dying to play since it came out on the PS2, but I haven’t got around to it yet.

Acquired: Zack & Wiki

23 July 2008

Capcom; 2007

Zack & Wiki: Quest for Barbaros’ Treasure is a point-and-click style adventure game that uses the Wii Remote’s motion controls for a variety of gesture-based commands. The general critical consensus is that it uses the Wii’s unique controls very well, but slow sales out of the gate have relegated this promising title to the bargain bin (where I found it). I haven’t started playing it yet (it’s still sealed), and it’s not going into the queue until I clear out a few open games. It’s low priority, but it was insanely cheap and relatively acclaimed, so here it is.

Acquired: Shadow of the Colossus

21 July 2008

Sony; 2005

Shadow of the Colossus is a unique adventure / puzzle hybrid, hilariously and erroneously described by the guy who sold it to me as “World of Warcraft but boring.” Unlike traditional adventure games, in which fantasy worlds teem with monsters, the only enemies in Shadow of the Colossus are the titular giants. The gameplay revolves around figuring out exactly how to kill them, and then, you know, killing them. The grand scope, the majestic (and graphically impressive) scenery, and the creative thinking that is required to defeat a small number of very large foes work together in a kind of classic-making synergy.

Even though it’s an older game, and older games generally don’t find a place in the queue right away, I’ve heard such glowing reviews that I couldn’t resist. It’s going into the queue until I free up a little room in the open games list.

Acquired: Tetris DS

17 July 2008

Nintendo; 2006

Tetris DS is the latest handheld falling-block puzzler in the famous series that started all the mayhem. Now just look at how many block-arranging puzzle games we have! The strange thing is that it has somehow gone out of print. Tetris. On a portable Nintendo system. Weird. Anyway, this version features a whole bunch of different play modes, including the traditional “marathon” of endless line-clearing and a couple of interesting competitive modes. It also uses a number of classic NES game themes as backdrops for each mode, including Super Mario Bros., The Legend of Zelda, Metroid, and Donkey Kong. No sign of the original classic music yet (if it’s not in here I will be very disappointed), but it may be unlockable.

I started playing this game just briefly. Who wouldn’t? It’s the ultimate pick-up-and-play portable game. As such it’s bypassing the queue and going straight into the open games list, but I suspect it won’t stay there for very long.

Acquired: Chocobo’s Dungeon

10 July 2008

Square Enix; 2008

Final Fantasy Fables: Chocobo’s Dungeon is a Final Fantasy spinoff featuring the lovable yellow bird as the protagonist. The gameplay centres on a number of randomly generated dungeons, through which the chocobo (named Chocobo) must navigate in order to find treasure and gain experience. The game features a rudimentary job system (a staple of a number of other Final Fantasy games), which allows Chocobo to gain new abilities and put on a variety of cute outfits. Cute is the name of the game, folks (that and bad voice acting).

I’ve started playing and I’ve already cleared a couple of dungeons. The turn-based grid combat system is my cup of tea so far. As such, it’s going straight into the open games list and bypassing the queue altogether (as the DS version of Final Fantasy IV is set to do in a couple of weeks).

Acquired: Civilization Revolution

10 July 2008

Firaxis/2K Games; 2008

Sid Meier’s Civilization Revolution is a console installment in the classic PC strategy series Civilization. The player controls all aspects of one civilization (selected from a list of sixteen that are loosely based on real historical counterparts). The goal of the game is to become the dominant global civilization, a feat that can be reached in a number of ways (in other words, total conquest in war is not the only means to attain victory). I haven’t started playing the game yet, but it’s not going into the queue until I clear at least one portable game from the open list.

Acquired: Bully

10 July 2008

Rockstar Games; 2008

Bully: Scholarship Edition is one of those mission-based free-roaming games (colloquially called “sandbox” games) made popular by the Grand Theft Auto series (it was developed by the same company). Instead of negotiation your place in a large-scale city full of gangs, as Jimmy Hopkins you’ll negotiate your place among the cliché cliques that wander the halls of a boarding school known as Bullworth Academy. You can attend class to enhance your skills, get into fights, kiss girls, wreak havoc through town, and of course go on missions for various folks who need your services. Also, the music is awesome.

The Scholarship Edition is a Wii (and Xbox 360, but I have the Wii version) update to the original PS2 game. It includes updated graphics, more missions, more extras (like clothing and accessories), new classes, and the requisite motion and pointer controls.

I haven’t started playing the game yet, but it’s not going into the queue for a while because I’ve already played the PS2 version. When I clear out some open games, then I’ll queue it.

Acquired: Metroid Prime 3

6 July 2008

Nintendo; 2007

Corruption

Metroid Prime 3: Corruption is the final installment in the trilogy that started on the Nintendo GameCube. It’s the only Wii game in the series. Unlike the “classic” Metroid games, the Prime series is 3D—a kind of first-person shooter and exploration-adventure hybrid. This particular game is interesting because it uses the Wii’s motion controls fairly well rather than simply relying on them as a gimmick. I haven’t started playing the game yet, and I’m not going to put it in the queue until I get a chance to play the first two Prime games (which are waiting patiently in the collection for their own chance to be queued).