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For the first time since the NES, there is a videogame system on
the market that smooth talkers should have little trouble selling
to their non-gaming parents, grandparents and significant others
- the Nintendo Wii. But what does motion-controlled controllers,
a company focus on easily accessible gameplay and a light price
tag accomplish without a game that scores hits on all of those fronts?
Enter Wii Sports, a free game packaged in with every Wii system
outside of Japan, which includes elementary takes on baseball, bowling,
boxing, golf and tennis, each game taking full advantage of the
Wii's inventive controllers. Though originally considered to be
a standalone game as it still is in Japan, it seems as if Nintendo
realized that instant playability and tangible gameplay could not
fully overcome a lack of depth and graphical flare, making its possible
price tag an issue. But by making it the first game to be packaged
at launch with a Nintendo system since Super Mario World with the
Super Nintendo in 1991, they give every early adapter, along with
everyone they share their system with, a glimpse of the future of
gaming.
As
has been made known numerous times throughout the entire introduction
of the Wii to the public, the selling point all along has not been
graphical horsepower but the unique Wiimote and nunchuck controllers
that detect 3D motions and translate these movements into the gaming
world. It is this concept that Wii Sports has been bred for, as
the plain presentation the game is constructed around is easily
overpowered by the sheer enjoyment that playing it brings. Basic
textures make up simplistic environments, characters appear to be
digital versions of the Fisher Price Little People toys, while predictable
sound effects and overly happy elevator music hardly push the limits
of the Gamecube, let alone the Wii.
But
while Nintendo has been criticized by many for the lackluster presentation
found in Wii Sports, I found it charming. This game does not demand
that the Wii be pushed to unknown limits - that's being left for
developers such as EA and 2KGames to accomplish with their range
of sports games. That's not to say that I'm without complaints however;
the pain is eased with the ability to import your Miis - player
created avatars that can be both controlled and used as background
fodder - into the game, but it lacks a defining look that says,
"Nintendo made this." There are countless ways they could have spruced
up the presentation and given it personality, such as adding Nintendo-themed
ads in the baseball stadium and boxing arena, inviting Mario to
once again preside over tennis matches, randomly having Nintendo
personalities appear as Miis, and so on. Instead, the closest Nintendo
comes to utilizing their star power is putting their logo on a few
things, such as the boxing ring.
With
the exception of golf and boxing, every one of the sports included
in Wii Sports can be picked up and played with only basic knowledge
of how to play the real sport. Of all the games, bowling is by far
the most accessible, as it is also the simplest. Using only the
Wiimote, you bring it up to your chest, just like you would a bowling
ball. When you are ready to throw, you hold down the B button. This
causes the on-screen player to begin walking to the line. While
this is happening, you begin your throwing movement as if you were
really holding the ball and when you're ready to release the ball,
release the B button. If you want to put a spin on the ball, twist
your wrist in either direction while releasing the ball - the harder
the twist, the sharper the spin. Expect to take a few throws to
get your timing and understanding of the motions down, but after
that you should experience very few, if any, complications. Since
you don't have to wait for your ball to return, pins to get lined
up or become unclogged and wear well-worn shoes that probably don't
fit, bowling alleys may be in for some unforeseen competition.
While
the tennis game may share more similarities, control-wise, with
foosball than it does with the actual sport, is still excellent
nonetheless. Unless you have more than two players, each side has
two characters on their team, one in the back and one up at the
net. The only action these characters execute that is player-controlled
is their rackets, which is hard to adapt to at first. By swinging
the Wiimote to the left or to the right, you either swing either
backhanded or forehanded, depending on which way your character
is facing. When you swing, both characters on your team swing, unless
one of them is controlled by another player. To serve, you use the
Wiimote to throw the ball up, then use it again to swing down on
the ball. Much like baseball, this game is based on timing more
than it is on how hard you swing the Wiimote. Although the lack
of movement hurts the game's depth, it is not detrimental because
the responsive controls win you back.
Just
as tennis did above, baseball was forced to make some sacrifices
to its core gameplay and it suffers accordingly. Each game has been
snipped down to three innings. Each team still fields nine players,
although there are no extra players outside of these. Hitting consists
of making a swinging motion with the Wiimote, just as if you had
a real bat in your hands. In-between pitches you can wiggle your
bat around and set your bat into any position you want, although
the position never appears to affect swing quality. You can't move
around in the batter's box though, so emulating professional players
beyond bat handling is sadly out of the picture. Pitching is just
as self-explanatory; after you select your pitch and location, you
simply bring the Wiimote down in a throwing motion. The speed of
your pitch is based on how fast you bring the Wiimote down.
Once
you hit a ball, this is where the game takes an unnecessary blow.
You cannot control your fielders - the game automatically handles
the entire field, with no user input of any kind, using ghost runner
rules (one for each base reached by the hitter) for moving runners
along. I'm all for boiling down the sport to make it easier for
non-gamers to control, but removing fielding from baseball crosses
the line of acceptability! At the very least, an option for auto-fielding
would have been the easy compromise, giving players a choice. And
fielding didn't have to be overly complex; it could have been as
deep as the classic Ken Griffey Jr. baseball games from the Super
Nintendo days. The computer fielders are decent, but the automated
handling of base running just does not work, as you can't even tag
up. Team management also becomes a problem if your team gets drilled,
as you cannot sub a tired pitcher for another player, not even one
already on the field like in Mario Superstar Baseball. If your pitcher
is gassed, you just have to make the best, or worst of it. Despite
the shortcomings, baseball is still a fun game to play - just be
prepared to find yourself wanting to play homerun derby more often
than you may have wanted to.
Golf
also suffers from being over simplified, but not because of its
gameplay. Sporting the second highest learning curve in Wii Sports,
it will take a few games to truly grasp just how the controls work.
To swing the club, holding the Wiimote like you would a golf club,
with the remote facing down, you then go through the motions you
would make if you were holding a real club. The follow through is
where the game takes your swing power from, allowing you to cut
out half the swing motion if you choose to. Being able to generate
the right amount of power on a consistent basis requires you to
spend a significant amount of time honing your skills, which may
or may not turn you off of golf, depending on your feelings on the
actual sport. If you stick with it though, it will eventually pay
off and make the game that much more satisfying.
The
exact opposite can be said for the course selection, which decreases
in satisfaction after every play through. The entire game is limited
to a measly nine holes, all of which are based on the NES classic,
Golf. Was it too much to ask Nintendo to at least copy a full eighteen
holes?! Considering how boring and straightforward every hole is,
and how golf is only as good as the course you play on, this is
a flaw that has damaged longevity to irreparable limits.
Finally
comes boxing, the most complicated of all the games. This is also
the only game that uses both the Wiimote and nunchuck, as you hold
the Wiimote in your favored hand and the nunchuck in the other.
These serve as your digital hands and your character moves according
to how you move your hands. To punch you simply jab forward with
your hand of choice, tilting the controller up or down for a different
angle. To block you must hold one of your hands up to an incoming
punch. To dodge you tilt your controllers left, right, up and/or
down and your character follows.
While
moving around and dodging takes little effort, landing punches on
a consistent basis proves to be a difficult task. No one time I
played was I able to land punches in a natural succession. I tried
standing up, sitting down, adjusted my sensor bar multiple times,
but nothing outside of the game had any effect. The controls were
just not responsive to my actions. With practice I managed to lessen
the degree of problems with that, but I'm yet to reach a point where
I'm the only one making the mistakes. The potential for boxing on
the Wii is huge, but this version proves how easy it can be to mess
it up.
Though
the gameplay options in Wii Sports are limited in scope, they are
deceptively deep and long lasting. Gamers looking for single player
action can play any of the five games against computer opponents,
raising your Mii's skill levels to pro stature, honing your skills
using Training modes mini-games and Fitness mode, which gives you
a daily Fitness Age, like Nintendo's DS hit Brain
Age, based on your scores in three different mini-games. Multiplayer
is the real attraction here, as every game (as well as every Training
mini-game) can be played against other people. Other than golf,
none of these games take very long to complete, allowing for a winner-stays
round robin to move things swiftly in a party environment. Since
anyone in the room can, and should, play any of the games, nothing
gets a party into a frenzy like a Wii Sports competition! The only
way this game could receive a higher multiplayer recommendation
was if it included online play, which just like every other launch
game, it sadly does not.
As
it stands, after you have played Wii Sports for the first time,
the tenth time, the thousandth time, it will be hard not to be overcome
with a feeling of accomplishment, both for yourself and Nintendo.
You will have just personally taken part in a historic moment in
our hobby that will reverberate for years to come. Despite the shortcomings
in presentation and pruning in some aspects of the modes and play,
what Wii Sports gets right it gets right with flying colors, showing
that what may have appeared as a gimmick - the motion-reading controllers
- is actually a revolution. And it's just getting started!
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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