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There's a fine line between a derivative cash-in and a worthwhile
continuation of a classic's legacy, and while Wario has lately been
more closely associated with the former - Master
of Disguise, the awful DS entry and a series of increasingly
madcap micro-game
collections bear witness to that notion - Wario Land: The Shake
Dimension is, in relative terms, a welcome return to form for Mario's
flatulent evil twin.
Although
it stops short of innovation, trading any aspirations of evolving
the admittedly excellent formula of Wario Land 4 for a retread of
its tried and true gameplay mechanics, neither is Shake Dimension
an exercise in self-indulgence; nostalgia is certainly an important
factor in its success, but even without the rose-tinted pedigree
of memory, it's a pleasant place to spend the five or so hours it
takes to probe its ultimate borders - any longer than that, though,
and it would be in danger of outstaying its welcome, hand-drawn
sprites or not.
A
lavishly animated cut scene courtesy of anime powerhouse Production
I.G. sets an appropriate tone for the whimsy to come. Captain Maple
Syrup is a pirate femme with an eye for treasure and when she steals
an ancient globe from a museum she stumbles upon her most prized
booty yet: a bottomless coin sack. The trouble is, the wicked Shake
King who rules the world of Yuretopia has the sack. So she sends
it to the Wario with a note that appeals directly to his wanton
greed, meaning to steal it back from him if and when he can free
Yuretopia from the iron fist of the Shake King.
Princess
in distress be damned; Mario's moustachioed alter-ego is all about
the treasure. There are five levels and a boss in each of the worlds
to explore over the course of Shake Dimension and in each there
are three choice pieces of loot for you to find, as well as innumerable
bags of gold. With enough gold you can buy maps from the impromptu
shop that Captain Maple Syrup has opened up, which clear the misted-over
locations that are inaccessible early on, or else you can save up
to purchase extra heart containers, cut scenes and background music.
Progression through the five story areas is simple, as you'll have
accumulated enough gold by the end of one world to unlock the next,
but there are some challenging secret levels and a host of other
extras for completionists to shoot for. There is, for instance,
a selection of so-called missions to complete at each stage of your
inner-space jaunt, ranging from a first-rate few that push gameplay
in unexpected directions, much like the best achievements and trophies,
to the downright uninspired - collect so many coins or escape such-and-such
a level with so much time left on the clock. These missions are
largely forgettable but will no doubt be appreciated by the dedicated
few are determined to wring 100% out of Shake Dimension. Nevertheless,
they're a fairly transparent means of extending the half-life of
an already ample experience; some, in fact, positively demand that
you repeat stages you've already mastered simply to satisfy different
arbitrary conditions. More imaginative requirements could have made
the missions inestimably more compulsive but they come off, in the
end, as a little cheap.
The
level design, too, disappoints. There are standout stages - at least
one for each world - but between them is some criminally repetitive
filler, apparently copied and pasted from arena to arena. You perform
the same few actions to solve the solitary sorts of puzzles that
Wario encounters; you shake your Wiimore to knock an unstable platform
down to your level or pluck a bad guy from its buttstomped funk
to throw at a coloured switch. You waggle the Wiimote to pivot around
poles and angle cannons to careen through destructible blocks, opening
secret areas or alternate pathways through many stages. The motion
controls are rudimentary but functional; tedium does occasionally
creep into the equation, and the constant waggling required to keep
up Wario's momentum during certain sequences can be rather tiresome,
although none of the Wiimote integration disappoints as much as
the unimaginative spaces that you must traverse. Screen after screen
proves devoid of anything to do but run mindlessly and joylessly
forward. The puzzles are neither interesting nor demanding and you'll
often come across the solution before you bump up against the correlating
obstacle, which does away with the fun of discovery and the rewards
of exploration in one fell swoop, all for the sake of casual-friendly
simplicity. You won't need precise jumping skills, a sense of timing
or an eye for detail; Wario favours brute force over all these traits,
and brute force is easy. A few shakes of the Wiimote and you've
taken down the final boss, as empty a victory as that ultimately
is.
And
yet, there are moments when Shake Dimension arrives - as much by
accident as by design, one imagines - at good, old-fashioned fun.
In particular at the outset, until the basic mechanics become familiar
and repetitive brain-strain sets in, there are levels that, if not
challenging, are at least perfunctorily entertaining. The return
trips through each stage, a mechanic carried over wholesale from
the superior Wario Land
4 on GBA, are refreshingly breathless and rewarding, but when
- too soon - they become part of the formula, the initial novelty
of tearing through previously inaccessible paths above or below
the main thoroughfare of the levels quickly wears off. And that's
largely the problem with Shake Dimension; it can be agreeably diverting
in moderation but nothing in this game exists without twenty other
indistinct instances of itself. Developers Good Feel are plainly
content to take a good thing and repeat it ad nauseum, but we should
not be; whatever worthwhile aspects there are in Wario's latest
adventure, they're spread too thinly and obscured by dogged repetition.
The Shake Dimension sadly never approaches the glorious highs of
Mario's recent reinventions; New
Super Mario Bros. is a more soulful retread of the two-dimensional
glory years and Super
Mario Galaxy innovates where the Wario franchise must if it
means to regain some semblance of relevancy. In such standout company,
Nintendo's only core-oriented holiday '08 release is a disappointment.
It's fragmented, flat and uninspired.
Curious
and curiouser, then, that it's not half bad. There's fun to be had
if you can temper your expectations - prescribe yourself a few stages
a day and Shake Dimension is brief enough to please, if not to excite
the particular flavour of fervour that most of Nintendo's first-party
releases are met with. Largely, however, it's redeemed by a startlingly
pretty face. Production I.G.'s involvement doesn't begin and end
with a few cut-scenes; from character animations to background vistas,
they've a hand in every aspect of the art design, and - particularly
on the Wii's comparatively low-fi hardware - it's astonishing to
see the difference that such attention to detail makes. The hand-drawn
animations hark back to the halcyon days before the dreaded polygon
made the edges of everything hazardously sharp and Wario moves with
an authentic flair that even the much-vaunted NaturalMotion technology
recently showcased in LucasArts' Star
Wars: The Force Unleashed cannot match. His characteristic quirks
are captured so faithfully that it's an honest-to-goodness pleasure
to see him shake his bottom or pick his nose - and a damn shame
that the actual gameplay doesn't match up to such stellar presentation.
Aesthetically,
Shake Dimension is every bit the equal of Super Mario Galaxy's game-of-the-year
good looks, and the good news keeps coming - it sounds pretty decent
too, even if the Zelda-esque
intro music is a leap and a bound from what you'd anticipate. Production
I.G. are the real stars of the show, however; reinvigorating the
look of the 2D platformer in much the same way that Bionic Commando:
Rearmed and Braid
pushed the artistic envelope, the renowned studio excels even itself.
If
Mega Man 9's retro stylings stand as an example of gameplay over
fancy graphics then Wario Land: The Shake Dimension demonstrates
that the inverse, too, can elevate an average experience. Sadly,
Good Feel haven't provided enough in the way of innovation to the
table to make Wario's latest pillaging of treasures and tropes a
truly worthwhile experience, nor are their attempts at imitation
anything more than adequate. Beautiful vistas are all well and good
and while there's undeniably a decent amount of fun to be had, it's
unfortunate that Nintendo's empty schedule has thrust such an inadvertent
emphasis upon this title, because Shake Dimension is a missed opportunity
however you look at it.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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