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When Nintendo announced its new WiiWare downloadable service, most
people were left with many questions. How expensive will games be?
How large are the games going to be in terms of both storage size
and content? If they are large, how will we store them on the small
512MB internal flash drive of the Wii? The questions only increased
when Nintendo announced that there would only be bug testing and
no real selection process, making WiiWare a possible downloadable
Wild West. Does LostWinds propagate the theory that this will lead
to more original games at a quicker pace, or that WiiWare will be
filled with shovelware derived from free Flash-based games found
on the web that no-one else would publish?
The
tale of LostWinds is based around an evil elemental named Balasar
who has escaped a prison, along with Enril, the wind spirit who
was trapped with him. While there is a fair amount of dialog in
the short game and it's whimsical enough and gels well with the
art style, it's nothing really interesting or deep enough to have
any real impact on the game. In fact, it's a story that ends up
going nowhere, as nothing really happens outside of the intro sequence,
with a slight exception near the end where the hooks are placed
for an obvious upcoming sequel. While it would be a lot to ask to
have a grandiose story on the level of, say, Final
Fantasy or Okami, it
wouldn't hurt to have a little more substance to the otherwise flat
story.
However,
where LostWinds may drop the ball in terms of story, it makes a
concerted effort in the style department; the game oozes a distinctively
Japanese look, featuring Toku's bulbous head, heavy bloom effects,
and a bright, vibrant color pallet not seen in nearly enough games
these days. What's more, the game is littered with little touches
that further enhances the fanciful feel of the game, such as when
you pass your cursor, which represents the wind spirit, over objects
in the background, they react accordingly; bushes rustle, grass
sways, and clothing ruffles. The effect is purely aesthetic but
it really goes a long way in making you feel like you're actually
controlling some sort of power and not just using the cursor to
solves puzzles and aid the basic platforming.
As
one of the best looking titles in the early WiiWare launch lineup,
LostWinds does a fine job of showing that great looking titles can
be made for the service that aren't prohibitively large in file
size; weighing in at 259 Blocks, LostWinds may not be a lightweight,
but for the fidelity presented, it's certainly within reason.
The
actual gameplay isn't nearly as engaging though. The concept behind
the game is, like most downloadable games, fairly simple: you simultaneously
control the main character, a young boy named Toku, and the wind
spirit Enril who aids him along the way with various wind-based
powers by using a pointer onscreen. While the wind mechanics are
strong enough, they just aren't varied enough; almost every power
is used to either extend your platforming abilities or to solve
basic puzzles. While the mechanics don't really have a lot of time
to get too tired (seeing as the game only clocks in at about three
hours), they are entertaining when you're first exposed to them
but they don't really break new ground or create interesting gameplay
elements. Instead, LostWinds ends up feeling like a different means
to the same end; rather than simply pressing a button to jump, you
put a gust of air underneath Toku to bring him onto the next platform.
While it's entertaining at first it becomes tedious before the end,
especially when the game inexplicably decides not to register your
gusts. While this wasn't a constant problem, it cropped up often
enough to become a bother, especially when a simple jump button
would have been much easier.
The
most disappointing aspect of LostWinds is easily the suddenness
which with it ends; while the expected finishing time of three hours
isn't a terrible value for the 1000 point / $10 asking price, the
game ends when the enemies become slightly varied and the story
finally begins to gain a bit of momentum. It might be the first
episode in the LostWinds tale, but a little more story advancement
and some new environments would have made the title more recommendable
as a purchase; as it stands it's a nice proof of concept with a
great style and an interesting control scheme.
LostWinds
isn't the beacon of hope that WiiWare would love to begin with,
but it's not a bad game either; it's simply a solid addition to
the inaugural batch of WiiWare launch titles that tries a few new
things with some uninspiring results. Its gameplay won't blow many
people away and it comes in at a rather brief three hours, but it
still delivers a satisfactory gaming experience for your $10 while
showing how great WiiWare games can look.
Reviewed by Jordan Wasilka for AceGamez (All Rights Reserved).
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