Recently, I went on vacation back to my hometown in BC. While there, I had all of my games finally shipped back to Ontario after being seperated since I moved out! Looking through them all inspired me to do a fun project where I review one game from the pile every day for 30 days, with only playing them for a few hours that day as a reference. While I have owned all of these games for years, some of them I haven't ever played and some I don't remember at all. As a bonus, my roommate might join in to watch or play some games! While they've at least heard of most of the games I own, there are some that have managed to pass them by (mainly because I own a lot of terrible crap).
As a rule, I can only review games from the shipment I got from BC. I'm also going to mostly try and avoid games I totally remember or have played recently, with a few exceptions. I'll try playing each for a few hours on a brand new save, which might lead to some games being "inaccurately reviewed" due to only being able to get through the tutorial before getting bored and quitting. Either way, I want to give a "first impression" look more than a huge in depth review for each. I hope you enjoy this list as much as I will making it!
Unfortunately I don't really have a capture card or anything, so none of the preview images are mine. I don't want to subject you to badly taken photos of my TV.
Release Date | December 2006 |
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Platform | Wii |
Genre | Action Arcade |
For the longest time I've stated that Elebits is one of the top 3 games for the Wii. The use of motion controls is astounding and well implemented, the amount of bonus content is staggering, and most importantly- the game is just fun. Yet despite all this, I haven't played Elebits in maybe 7-8 years. It's a game that i've just never seen the need to come back to after initially 100%'ing it.
When I saw it in my pile of games, I wanted to figure out why. After only an hour and a half of playing, I found my answer... but let's not get ahead of ourselves.
You play as Kai, a (terribly voice acted) young boy plagued by the menace of absentee parents. They study aliens called Elebits, which in this world, provide electricity. One day the electricity goes out, his parents leave, and you're left capturing elebits with a laser gun to bring power back to the town. That's pretty much the plot for the entire game, which has you moving from room to room in your house, eventually outside, then to an amusement park where you fight a giant mech... It gets pretty crazy, pretty quick. In fact, "absolute chaos" is a prevalent theme of this game- you use your "capture gun" to not only pick up elebits, but objects around you too. This leads to you chucking things around like a madman in a physics playground searching for every last one of those multicoloured bastards before moving on to the next area to defile and destroy.
The graphics are great and don't feel dated at all due to their heavy stylization. The music is fantastic, made by both 猫叉Master and the composer for Symphony of the Night. The gameplay is almost even better than I remember, from an objective sense. Movement feels fluid- you never feel like you're fighting with the motion controls, and the utilization of them is creative and well done. At one point I was putting a CD into a disc shredder to spawn elebits, at another point I was sorting books to open up a secret bookshelf. You twist and push and pull the wii remote to do these actions, and it's kind of hard to explain if you haven't played it!
Unfortunately I think the biggest flaw of this game isn't anything to do with it's quality, but rather the game feel behind it. Powering up your gun to throw literally everything in your room around is fun and a great gag, but you have to deal with the consequences of it. In fact I think the best comparison to this game is 'trying to find your wallet in a messy room before leaving for work'. You're on a time limit, and sometimes the elebits are hiding under piles of trash you've created by chucking your bed into your dresser. You then have to go back and sort through everything, which can be an annoying and time consuming process. Additionally due to how the physics and power of your gun works, pulling extra hard on heavy items can move them even if you haven't levelled it up enough to move it otherwise. This causes you to clench on the controller sometimes, in a similar sense to thinking "the harder I press the jump button, the further he'll jump!" with other games. So for me, not only does elebits sort of trigger my "messy room" OCD, but it's also physically painful at times too.
It's also kind of repetitive. Each level is completely unique in it's layout and level design, but in the end you're just throwing things around looking for aliens to zap. But despite all of this, I honestly still think this is one of the best games for the Wii. Not many things have topped the usage of the Wii's motion controls, and furthermore it's just a blast to solve puzzles with them using mundane household appliances. I might only be able to play this game for an hour or so at a time, but it's definitely an hour well spent.
Release Date | August 2007 |
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Platform | Playstation 3 |
Genre | Golf |
With the advent of Everybody's Golf for PS4, I find it difficult to recommend any other golf game on the grounds that one nearing perfection already exists. But I never really grew up with Hot Shots Golf (the american title for the everybody's golf series) and instead played this game for way too many hours. To begin with, I have no idea how we managed to own a copy of this- I think this was during the period of time when my parents were still trying to justify the purchase of a PS3. They wanted it for the blu-ray player but the only one we owned was Spiderman 3, I hated the PS3 back then because nobody I knew cared about it, and it was kind of just collecting dust under our TV. My dad definitely bought this one, and he spent a lot of time playing it.
In "normal" golf games, the swing is controlled by a 3 tap system: first, you press the swing button to start it, then you press it as the power meter rises to select your power, and then as the meter comes back down you hit it a third time to time your accuracy. This has been tried and tested as pretty much the best way to control golf swings, as hitting the accuracy swing is a good simulation of if your character will do a slice or a hook without losing game feel. But Tiger Woods PGA Tour 08 throws all of this out the window to instead institute a "realistic" swing system using... the analog stick. To start your swing, you tilt it down towards you. To follow through, you push it from down to up. The amount your ball hooks or slices is instead based on the amount your stick deviated from the center line of your stick tilting. If you've played a few golf games, you might immediately be repulsed by the idea. And I agree, from a game feel standpoint it's pretty terrible. There is barely any consistency with your swings due to human error, and due to it being pretty much impossible to set power (you instead can move the "shot prediction" circle forwards and back) the only difficulty is in how accurate you can swing your stick back and forth. On the other hand, the comparison to real life golf is genius and unparalleled: not only does the stick movement mirror real life golf swings, but also the stress and tension of the situation/how your round is going will affect your gameplay. If you rush things and try and do easier levels faster to grind for money or skill you'll end up botching plays, and if you are stressed against hard opponents you might come up against a mental block and miss shots. You can turn this off though and go back to the "three click" system, but I've never tried it and it uses the right analog stick button for some ungodly reason.
So I spent all this time talking up the swing system, but how's the rest of the game? Well, it's pretty generic, but has some high points that make it popular to this day. The character creator is oddly in depth, with not only having full options to make your virtual tiger-woods-to-be, but also a photo option where you can upload photos to rig to in game faces. There's also a skill system based on the time you spend kicking opponent's asses and grinding on the driving range. This meshes with some weird confidence system that I still haven't figured out to this day... it involves winning against hard opponents and not losing to increase your skill further. If there's any life lesson Tiger Woods PGA Tour 08 teaches, it's that the only way to get better at anything is to win. You use all these skills either in the boring "real life tournament" mode or the much more exciting arcade style mode where you beat the crap out of old grandpas to gain more golf clubs and clothes. The soundtrack is another high note, it's all this weird EDM/Jazz fusion made by people you've never heard of. None of it is special or anything you'll look up after playing, but it sure is catchy as hell.
I wish I had more to say about this game, but it's really generic at the end of the day. I don't know if any of the other PGA Tour games are any good, I think my dad bought 09 on Wii after loving this game so much but it ended up being a motion control hellhole. I'd say pick it up for a dollar so you can try the bizarre control scheme and make a ludicrously ugly character.
Release Date | October 2010 |
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Platform | Playstation 3 |
Genre | "Bethesda" |
I'll keep the literal description of this one short, and instead focus on my own personal perspective. I feel like at this point everyone has either played New Vegas or never will. If you've somehow never heard of Fallout: New Vegas or Fallout 3, maybe it's better to just give them a spin before reading this review. They're both ridiculously cheap, and pretty good games.
I have always been one of those people who thought Fallout 3 was much better than New Vegas, having played 3 first and liking the setting, tone, and story a whole lot better. Both games are nearly identical from a framework point of view, and really I feel like it's close to the point of coming down to preference. However, after playing New Vegas tonight and getting addicted to it (which is why this review is so late and sleep deprived), I feel like I like it a whole lot more than Fallout 3. I never got far in my first playthrough, barely making it out of the starting town before getting my ass handed to me in the nearby prison and quitting. I think I had enough of Fallout at the time, and really wasn't digging the almost comical tone of wild west Las Vegas after the depressing atmosphere of Fallout 3. Coming back with a fresh palette, I really love the southern/mafia/cowboy tone the game has going for it, think the characters are much more interesting and much less grating, and areas more interesting to explore. Waking up as just some dude who had a drug delivery go wrong is already a breath of fresh air, considering most Bethesda games have you trapped in some apocalyptic hellhole before being broken out to a ~*~mystical new world~*~. After that I was swiftly exploring a strange abandoned bunker with dust storms happening every night, trying to navigate a valley full of deathclaws, and climbing a mountain inhabited by super mutants to stop a radio transmission. It spared no time at all getting straight into the weird stuff, and the generic abandoned buildings are few and far between.
I don't really want to get into the generic bethesda jankiness: it's still here in full force with this game. You can jump up cliffs to skip parts of the game, you can pull stuff out of people's views to steal it even though they're right next to you... you know what to expect. But this foray back into bethesda games really made me notice two things that hadn't hit me before. Firstly, the dialogue in their games are complete ass. Like absolutely abysmal. While each character has their own personality and style, all they exist for is lore dumps and nothing else. They are basically walking encyclopedias put into robotic shells that glide around the landscape waiting for somebody to ask them questions. At one point I was being extremely racist to a super mutant (to be fair, they've ambushed me too many times in 3) and he got offended by it, rightfully so. But immediately after his dialogue was over, I could just freely ask him any question about the nearby town and it was like nothing happened. Maybe it's a bit unrealistic to expect this level of detail in an open world game with over 200 NPCs, but at that point why even bother adding the options to be an ass in? Another less nitpicky example: at one point, I approached an obvious hooligan, looting a nearby corpse or some other dastardly deed. I walked up to talk to him and he said "What do you want asshole, I'm in a hurry here". I proceeded to talk to him about politics and what political party he supported, and he freely told me everything about both parties, what their plans are, where they are located on the map, where he came from, where he was going, what group of bandits he belonged to, where their hideout was, and what cigarettes he liked to smoke. While his voice of being a brash looter was sprinkled throughout his dialogue, it never formed into full fledged personality and instead felt like he was reading me a book about who he was supposed to be instead of talking to me.
The second thing I noticed is how miserable Bethesda games have become. For the past few years I've been in the clique of Skyrim haters, but it only grows more apparent how terrible it is in comparison to games from the New Vegas era. Every single building in New Vegas is an interesting destination with fun environmental storytelling, interesting lore, occasional puzzles, hidden doors and loot, and lots of secrets you'll likely miss. I think the most excited I got in Skyrim was this lighthouse I found where a note on a body said "oh man I hear noises below the floorboards I wonder what they are I'll go check them out" and when you go down to the cellar there's a killer bug nest. It's better written than that as I'm just paraphrasing it, but it really shows how desperate I was for any dungeon or quest at all to be mildly interesting when I cling to a house with a bug nest in it as a main takeaway from an open world game. Comparison between series a bit unfair? To stick within The Elder Scrolls, Oblivion felt much more alive and adventurous. Quests have multiple endings and ways to find their solution, like pickpocketing or charisma instead of just doing a dungeon. The journeys themselves are unique as well, like finding an "abandoned" village only to discover all it's inhabitants are invisible. Hell, you start off the game immediately facing a massive dungeon for you to explore instead of a bunch of trees and a river.
I'm getting off topic here, but there really isn't much to say about New Vegas that hasn't been said to death already. I concede, I like this game much more than Fallout 3. It's very fun, and while I might get sick of it in a few days due to open world fatigue and Bethesda jankiness, I will definitely enjoy my time playing it and explore more of the Mojave desert in the days to come.
Release Date | January 2013 |
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Platform | PS3 |
Genre | Brawler |
I'm not a huge Platinum Games fan, mainly because it feels like they take the "shotgun" approach to game development. They churn out a bunch of games, some end up being good, others end up being mediocre and bland. Because they all basically run on similar engines and have same-ish mechanics, there isn't really a "bad" Platinum game... but in all honesty, that almost makes it worse for me. While their stories and premises are usually bizarro and unpredictable, the games feel incredibly safe and more of the same. The amount of games by Platinum that I think truly stand out as amazing I can count on one hand.
So here's a game called "Anarchy Reigns", a third person brawler set as a sequel to the 2009 Wii title "MadWorld". You choose between two playable characters, Jack or Leo, and play differing stories depending on who you picked. Similar to the PS3 game "Folklore" (which I probably will play on this list soon) however, you must beat both stories before moving on to the final chapter. You run around punching tons of mutants and thugs with various "Killer Weapons" and moves, and using environmental hazards to your advantage. It plays sort of similar to city trial in "Kirby's Air Ride", where you sprint around a large environment while random crap happens. After collecting enough points by beating up cannon fodder and doing combos, missions unlock, which allow you to get more points. Every second mission unlocked is a story mission instead of a point farming mission, and after 6 of these alternating missions the next level unlocks.
I never actually got around to playing MadWorld, but it's not hard to get caught up in the story. The plot is pretty "Platinum", and by that I mean absolutely batshit ridiculous- it's not long before you meet a pimp with fire gauntlets, a russian stereotype with electricity arms, and hundreds of mechs shooting missiles at you. The game's darker and more emotional moments also work very well; it's easy to get invested in the characters even if they're ludicrously stupid. The gameplay itself is satisfying and meaty, but suffers from being too simple and too deep at the same time. I started out playing on hard difficulty, and was getting my ass handed to me but had no idea why. Turning it down to medium made the game extremely easy, because it's not difficult to grasp all the basic mechanics. There's some mystical force between the two difficulties which seperates the game being a light brawler and some high tension tournament fighter, and I don't have the time or patience to figure it out.
The biggest thing to note about this game is the initial price: it came out in 2013 for 35 canadian dollars. This probably comes down to both the game being already a year old in japan and also being a bit of a budget title- and it shows. While the game does it's best to mix things up at all times with racing missions, rail shooter segments, and varied boss fights, it still manages to feel incredibly repetitive and unfinished. Farming for points is something that doesn't feel engaging, but instead something the developers used to extend the length of the campaign without putting in more content. There are also 17 playable characters, but you can only play as the remaining 15 once you've beaten both campaigns and the final mission. This makes the entire single player experience feel like filler for the multiplayer modes! And while this might have been their initial intention, they ended up crippling themselves in the west by failing to advertise the game at all. The only way I knew about Anarchy Reigns was through word of mouth, and the only reason I bought it was because it released at 35 dollars. If you didn't know this, it probably came off like the game had been out for a while and was heavily discounted due to nobody buying it. Even on release, online was completely dead. I played two matches, and got my ass kicked in both due to the high skill ceiling the game has.
Back in 2013, Anarchy Reigns was a good buy for 35 dollars. It was a brand new game and had a decently long campaign for half the price you'd normally pay. Would I recommend it now? Ehhhhh, maybe if you're a huge Platinum fan or want to see a sequel to MadWorld i'd say give it a spin. As it stands for me, it's one of the extremely "mediocre" games Platinum ended up making. Online being extremely dead further kills the intended experience, so you better like the two starting characters enough to carry you through playing the entire story once.
Release Date | March 2007 |
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Platform | PS3 |
Genre | Ugly |
I made sure to put Oblivion down on my hitlist after playing New Vegas, just to compare and contrast the two. While it's quite obvious that Oblivion came out years before New Vegas, they both live in the same era of "Bethesda Jank". I've never played a Fallout game back to back with an Elder Scrolls game before, and it was really weird to finally have the opportunity. With large breaks inbetween the two series, you don't notice how different the games are; it's extremely easy to see the obvious things like "one is a fantasy game with magic and one has guns" but harder to compare things like pacing, game feel, etc.
The first thing you'll immediately notice is how ugly Oblivion is. Once again, not a secret at all- it's common knowledge that the entire game looks like a photoshop mishap. But I almost appreciate it more simply for having an interesting style to it, as more modern Bethesda games seem rooted in reality. While it makes sense for Fallout to be bleak and barren with a ton of brown and grey tones, it doesn't leave much to look at. Skyrim is also very white and green, with not much going for it in terms of stylish appeal. Oblivion might be jarring and grotesque at times, but it's up there with Morrowind for the most visually interesting of the series.
Something not so immediate is the pacing of the game. With Fallout: New Vegas I found myself immediately drawn in, finding new locations at every single junction and using interesting things on the horizon as landmarks to travel towards. Oblivion on the other hand, starts off strong with ruins and dungeons sprawling around you as soon as you leave the tutorial area, but feels very "been there done that" after only a short while. In Fallout, every single building has a story behind it and feels like a living, breathing organism. In Oblivion, there are a lot of unique destinations- but a lot of them have similar interiors. After only a short while of playing it very quickly feels like a "seen one, seem them all" scenario when it comes to castles and towns in the middle of nowhere.
All that being said, Oblivion does get an ace up it's sleeve that Fallout doesn't have: good quests. The stories that are weaved in Oblivion are truly awe-inspiring, simply for the creativity involved! You can wander upon a "deserted" town, and quickly learn that it's inhabitants are all turned invisible for messing with a wizard too many times. You can join one of the many guilds and have all kinds of crazy quests happen for each: examples include killing people off one by one in a rickety mansion for the Dark Brotherhood or actually managing to steal an elder scroll for the Thieves Guild. There's also a bevy of unique hidden equipment like various artifacts that give you special enchantments and cosmetic clothing only found in one or two places. While Fallout feels like stories and quests end abruptly or go nowhere, Oblivion fulfills them and makes each one feel special.
There are a lot of other things I forgot existed entirely too, and only add to the positive experiences I had while playing the game. The Speechcraft and Lockpicking minigames are phenomenal, even though the former can get repetitive very quickly. I find the new "bobby pin" style lockpicking very boring, and the old tumbler minigame feels far more skill based. I also love how you can pick a lock of any difficulty at any level, making it easy to get right into the valuable stuff if you're experienced at the game.
Oblivion and Fallout have very different pacings, but I can't say one is really better than the other- it all comes down to how you feel about them. Fallout is very immediate in it's rewards, it gives you instant gratification for finding things and exploring at the cost of feeling kind of shallow. Meanwhile, Oblivion is very slow and plodding if you aren't currently in the process of exploring a questline, but those quests themselves are super creative and fun. Personally, I enjoy Oblivion/Morrowind more for their insanely in-depth quests, but also appreciate getting mini twilight zone episodes from every single building in Fallout. Both are good games, it just took until now to realize how truly different they are in playstyle.
Release Date | December 2007 |
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Platform | PS3 |
Genre | Tower Defense |
One of the many things that I brought home with me was my actual PS3, as up until then I hadn't really gone back to play the console. That is maybe why so many of these entries are PS3 games... well, there's also the fact that I own a lot of them. Before I modded my PS3 I rooted around on it to see if there was any previous software, and among various piles of crap my family (including me) had downloaded on it was the "Pixeljunk" series. Pixeljunk is a series of games made by developers Q-Games, initially starting on the PS3 but eventually having a majority of the entries ported to PC/PSP. To this day I have no idea why they are called "Pixeljunk" when the developers could have just advertised their own name more- the games are extremely varied and bare no resemblence in theme or style. Additionally, while ports may give off the impression to just get them all on PC and not bother with the original PS3 releases, it should be noted that most of the entries play best on PS3.
"Pixeljunk Monsters" is the second entry in the series, and arguably the most popular. In my personal opinion, it's by far the most fun out of all the ones I've played; but it should be kept in mind that they differ so much that personal bias might be a factor. You play as Tikiman, a small leader of a tribe, who must ward off monsters invading his hut. It's typical Tower Defense fare- you place towers, they shoot monsters, you get money to place more, and you can't let monsters touch the exit. There are two major differences in this one though: you can only place towers by cutting down a tree, and you have to run around as Tikiman to place the towers. Tikiman can also dance in front of the towers by standing still, gradually giving them EXP to level them up. While playing as a movable character in a tower defense was a new and revolutionary idea in 2007, we now have games like Sanctum and Dungeon Defenders to fill the gap. What's really mind-blowing though is that none of them have done it this good since Monsters came out. Monsters is a blast to play, and a lot of it is attributed to run speed and tree location causing a constant battle against the clock.
Without a doubt, Pixeljunk Monsters is one of the best tower defense games I've ever played. I was big into the genre a while back, having grown up on Warcraft 3 (custom games) where they were a dime-a-dozen. While famous tower defense games there like Wintermaul or YouTD were extremely well designed, what they lacked was game feel. Barring the fact that they were on an old engine for a stiff RTS not meant to host tower defense titles, they were more focused on mechanics than trying to make a meaty, responsive game. Monsters has both: the death cries of monsters feels satisfying, the rumble on your controller as they stomp past is threatening, and dancing to increase your tower's power really makes you feel involved with what you're doing. And while the game is not as deep or perfectly designed as a tower defense you can write a thesis on, there is plenty enough to bite into without feeling overwhelming. Rounds move automatically whether you're ready for them or not, and killing enemies faster don't progress the rounds faster. Therefore, it might be a valid strategy in some levels to kill the waves as fast as possible to get towers levelled up without interruption. Inversely, if you put more towers near the back to keep your base more fortified, you'll find you don't have enough time to do anything as rounds start overlapping. Enemies drop gold but also rarely drop gems; you can use them to either upgrade towers to the next level instantly or unlock stronger towers/better after round interest. Do you spend gems immediately to level towers so enemies don't leak through, or do you save up to get more money at the end of every round? Or maybe you should unlock a flamethrower tower?
I have exactly one complaint with Monsters: the level unlocking system. You get a handful of levels seperated by a world map, you beat one and unlock the one after it, standard stuff. But eventually you'll come across a gate you need "rainbows" to get through. The only way to get rainbows is to perfect a stage- beat it without losing a single life. This leads to a slight ramp of tedium the longer you play the game, as you find yourself grinding levels over and over only to lose a life to one fast moving bastard on the last wave and having to do it all over again. This does increase the replayability a tad however, and since there are levels that unlock permanent bonuses like unlockable towers or passives, you can easily come back to get rainbows later to break up the frustrating grind.
Honestly, if you have any interest in tower defenses at all, grab Pixeljunk Monsters. I'd recommend it on PS3 only to ensure rumble compatability (it's really good, trust me) and smooth framerate, but the PC version comes with the single DLC the game had plus some various minor bonuses. You can even play it two player, which is an absolute riot and makes the game easier if you have good communication. Either way the game is extremely challenging at all times though, but that certainly adds to it- there never feels like there's too many "dead waves" where you're completely safe and waiting for it to end, and you're constantly on your toes making sure nothing leaks through by running back and forth with Tikiman.
Pick a Pixeljunk up. Do it for Tikiman.
Release Date | February 2007 |
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Platform | Wii |
Genre | Sonic |
For me, "Sonic and the Secret Rings" was a gift nobody wanted. I was over at a friends house once when this game came out, and we were looking through the future shop (RIP) newslet for game deals. On one of the pages was Sonic and the Secret Rings, to which we both looked at and went "dang that looks cool". I don't remember if we actually thought that or said it sarcastically or what, but either way we thought nothing more of it and went on with our day. A couple weeks later I went back over, and his mom came up to us while we were playing outside. "For getting such good grades this term, I got you a gift" she said, pulling out a copy of The Secret Rings. She must have heard us mention it or something, but either way we were unimpressed. We went upstairs to play it, and ended up being a mix of depressed and disgusted with the game before shutting it off. "Here, uh... you can have it" my friend sighed, and now I was a proud owner of Sonic and the Secret Rings.
2007 is long past, but Sonic and the Secret Rings has aged surprisingly well all things considered. By that, I mean it's not as disgustingly terrible as I remember, just "pretty bad". I have no clue if me hating it a ton left me with memories of it being much worse than it actually was, but some things actually work in a game where most things don't. You play as Sonic of course, but you're followed by a genie possessing a ring you own. You go into her storybook world to stop it from being erased by the "Erazor Djinn" (if you replace S's with Z's it's always cooler: fact). Something that has not aged well and has never been good in the first place is the tone here- the game is incredibly pretentious and edgy, possibly ranking up there with Shadow the Hedgehog for one of the most extreme examples of this in the series. Sonic is still his quippy regular self, but around him you have "epic" rock music with cringe inducing lyrics and a weird love interest relationship with the genie. Speaking of which, the genie herself treats the plot like it's an Oscar nominee, broken up with random cameos by Eggman and Big the Cat. From what I remember of the ending, you go into Super Saiyan 2 and fly at light speed to punch the Djinn's heart until he explodes into light while the main theme plays.
The things that do work are few and far between, but they still exist! The graphics are surprisingly good for 2007, especially since the game manages to hold a nice and steady framerate. I legitimately wouldn't have guessed this is from 2007 based on how well it runs and looks. The motion controls are also pretty good... for the most part. Moving back and forth is "responsive enough", jumping doesn't feel like too much of a hassle, and it's all simple enough to even be played with one hand (I ate a pizza while playing tonight, it was good). Unfortunately there's a huge misstep that happens in every modern 3D sonic game though: the parts where you go slow. In this game for some ungodly reason they thought it would be a good idea if sonic could backpedal and walk backwards through the level, and what results is a frustrating slow glitchy jaunt backwards if you end up missing a collectable. Sometimes it's even required to get certain secrets, and it's always a blast trying to hold the wii remote in the exact desired position to jerkily step backwards while the camera stays in the same position. Also, why does a Sonic game need to have a levelling system? I kind of like the way you can equip different badges, as it reminds me of an RPG akin to the Paper Mario games, but the way you "grind" for EXP is just bizarre and unneccessary.
There's not much else to be said about Sonic and the Secret Rings, it sucks, plain and simple. I have no idea how it compares to Sonic and the Black Knight as it's of the same era of "sonic travels back into mythical history", but I wouldn't be surprised if they were both terrible. One last thing to mention though: The multiplayer party game mode in this is so hilariously bad it wraps around to being a great time. It has abysmal motion controls, bad balance, too heavy reliance on RNG, annoying voice acting, and lasts way too long. I've brought it to several parties and it's ended up being a riot every time as long as some of the people are half drunk or high. Highly recommend!... just don't play the actual game.
Release Date | March 2009 |
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Platform | Wii |
Genre | Marble |
"Marble Saga: Kororinpa" has been a nice shelf warmer since I first owned it. It's one of those games that immediately assaults you with bad feeling gameplay straight out of the gate and doesn't seem to let up. After owning it for nearly ten years, I had never gone past the first world (which is only about ten to twenty minutes long). Tonight I finally put my foot down and decided to play more than just 30 minutes of it before immediately turning it off. I'm glad I did, because this game kicks ass.
Don't get me wrong, there's a lot to criticize about this game right off the bat. In fact, I don't blame anyone (or even my past self for that matter) for not wanting to continue playing. You control a marble rolling around a stage similar to monkey ball, but you have to use the wii remote to move it via motion controls. Additionally, the marble feels like it's coated in velcro- there's way too much friction, causing the game to feel like a constant battle against momentum (or lack thereof). There's multiple marbles to choose from with differing stats, but you only get three to start off with and they all feel equally terrible to control. It seems like no matter how many levels you beat, you never unlock any more... which makes you wonder how long it'll take to unlock something that makes the game feel more responsive to minor movements. Despite all this though, there are things here that may inspire you to keep going: The UI is super responsive and load times are ultra fast, the plot and setting is really cute and well made, the soundtrack absolutely slaps, and there's an overall feel that the developers had a ton of fun making the game. In general, for the first world or two the game is comparable to a dog that keeps wrecking your furniture- you want to love it, but it keeps doing stupid things and messing everything up. But it's really hard to ever get mad at Marble Saga when you have a cute ant in the corner of your screen constantly cheering you on and talking to you.
At a certain point though, things begin to shift. Levels begin to get really tough, and you start to understand why your marble feels like it's going through molasses. It becomes necessary to be able to stop on a dime due to extremely tricky platforming segments. You also begin to see really cool gameplay elements, like having to get a running start on pulled up drawbridges to knock them down with your momentum, or avoiding giant magnifying glasses shooting lasers in a circle pattern. On the "normal" difficulty levels, you can get these green gems that are hidden away in every level, and they are so hard to get in most cases that it becomes a puzzle in itself. Other neat things start unlocking though, like the ability to edit your own levels (which really just makes me wish this game was on PC) and "craft" level parts using junk you find in bonus capsules. It's an interesting unlock system that makes re-running old levels have more of a purpose other than to just get better times. Speaking of better times, you can unlock more marbles by getting gold trophies for a bunch of levels; at the time of writing this I haven't unlocked any bonus ones beyond the initial three, but I'm excited to play more tomorrow and see how ones with less friction feel. I also recommend going into the options and changing the control scheme to sideways instead of up, it makes much more sense to control and feels less awkward.
Marble Saga: Kororinpa is a fantastic game, and i'm really sad that it took me upwards of 9 years to figure that out. It's the definition of a slow burn, with all the signs of an awful wii game hitting you right out of the gate, but that adorable little ant and the Hudson bee of approval on the game case cheering you on to keep playing. If you manage to get past the initial bump of not quite appreciating or liking it, I feel like this game will come as a surprise to fans of monkey ball or labyrinth style games- it's certainly better than Banana Blitz, in my opinion.
Release Date | April 2007 |
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Platform | Wii |
Genre | Platforming RPG |
Does a game having cool ideas and an extremely weird world behind it forgive the fact that it's cripplingly boring? According to "Super Paper Mario", the answer is a resounding "no". It's hard to believe a Mario game where you go to hell, date a NEET lizard, and watch an entire world be erased from existence could be boring- but Intelligent Systems somehow managed it.
Getting straight down to brass tacks, the absolute main factor to Super Paper Mario being as dull of an experience as it is comes from the gameplay. In other Paper Mario games, you have an RPG battle system where you execute a myriad of quick time events in a turn based battle to both attack and dodge enemies. While turn based RPGs can easily become tedious and boring, the skill factor of having to execute these moves along with the variety of them keep the game constantly engaging. Super Paper Mario tries a completely different approach: instead of having a turn based battle system at all, the game is entirely a platformer with battle taking place through attacking enemies in the overworld. It's entirely possible that the series was in dire need of this change- to be fair, the first two Paper Mario games are almost the exact same game, just with different characters. However, the way it was implemented is only repetitive and mind-numbing. Boss difficulty is nearly non-existent, as the only things there are to do against them is to jump on them or use a "Pixl" (partners you acquire in this game) to perform an ability on them. While this allows bosses to be "speedrunned" if the player is skilled enough to chain jumps on them, missing these opportunities does not punish or add any difficulty to the game and instead just makes things take longer to finish. Regular enemies aren't much of a challenge either, as they're so sparse and non-threatening that you can easily avoid them or use one of your abilities to take them down without thought. There are challenging sections later on, including the famed "Pit of 100 Trials", but this kicks in so late that the game is already almost over by it's arrival.
On top of the flatlined combat, the exploration itself is draining in every sense of the word. You'd assume that a 2D platformer with defined stages wouldn't have much in the way of exploring, but very early into the game you're given the power to go into 3D. You flip sideways and see the entire world in 3D instead of 2D, and can interact with it differently. What's painful about this is that there's a timer; while it's necessary for a lot of puzzles the game has, it just results in you flipping from 2D to 3D every five seconds to see if there's any secret goodies in one dimension or the other. Since each transition is about one second, this makes every screen at least 1-5 minutes longer than it really needs to be. Think you'll be finding Badges and Equipment in these hidden nooks and crannies? Think again! The only thing to collect in Super Paper Mario is trading cards, which give you a flat damage boost to the enemies you collect them for. But as previously stated, enemies are so easy that it's really not worth your time to hunt these down. If you want my recommendation, quell your collection OCD and don't bother finding anything extra- most of it is simply not worth your time.
But despite all this, there are positives. The setting is absolutely bonkers, which is honestly a plus side. Similar to "The Legend of Zelda: Majora's Mask", the game is surprisingly dark in comparison to the rest of the series, taking on a more serious tone with the plot and it's entirely new cast of characters. While the plot is still the generic fare of "find the 8 secret macguffins to form the ultra macguffin to destroy the evil man", the worlds you visit are all in the process of dying or being destroyed. On top of this, all the villains themselves are just plain weird: You have a jester named Dimensio who controls random magic, an office secretary named Natasia who uses her glasses to mind control people, and a small maid named Mimi, who breaks her neck to turn into a giant spider while her body dangles under it (yes, really). There are lots of comedic moments, but they almost drift into the realm of black humour when played immediately after an entire world is sucked into a white abyss. The soundtrack also backs this up- as while most of it is fairly upbeat and pretty jammin', it occasionally parts way for some pretty horrifying music. The graphics are also bizarre, but not always for the better; most of the characters and enemies fit well on the strange graphical theme, but I cannot shake the sensation that some were poorly made in MS Paint. Either way, Super Paper Mario certainly has a lot of mystery to it if you've never played it before, since every single world is almost like an entirely different experience.
So where does that leave us? In all honesty, I have no clue. I'm basing my review off of my initial impressions of the game, and I played it for two hours. I only got to world three, but I've beaten it a long time ago. I remember the strange parts, but part of me is curious if i'm forgetting some of the more subtle weirdness. Truth be told, despite the mystery of the absolute off-the-wall nature Super Paper Mario holds, I was bored to death and was only playing further to give it a fair shot. I remember that later on the game gets "a lot better", but have no idea when (or even if) that ever happens. If I ever go back to play it again on the same save file, it will probably be under determination and preserverance (and maybe a lot of caffeine) instead of interest and love. I know a few people who absolutely love this game, and I totally understand why. It's offbeat nature in both gameplay and plot might just hit people in the right spot. But for me, Super Paper Mario was so boring it actually ruined my day. It was one of those gaming experiences where you're so filled with tedium that you go stir crazy and begin to ask what you're doing with your life. After quitting, I didn't feel relieved or enthusiastic about the experience, I just felt like I had to go outside and do something with my life. I don't recommend this game to any living being on the planet, but if you manage to play it anyways... it might just be your thing.
Release Date | October 2007 |
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Platform | PS3 |
Genre | Racing |
There is very little to be said about "Cars: Mater-National". In fact, a more interesting story lies in how I own the game. Mater-National was my very first PS3 game, along with a Blu-Ray copy of "Spider-Man 3". I have no idea why my mom decided to buy it as our first PS3 game... maybe because it was something the whole family could enjoy, maybe she loved the movie "Cars" despite never seeing it, maybe it was literally one of the only games out for the system at the time. The PS3's launch was pretty dire, and the fact that Mater-National is one of the best games released in the first yearly quarter speaks volumes for that.
Is Cars: Mater-National a good game? Not entirely. In fact, it's a mediocre racing game punctuated by weird game design and occasional flaws. The main selling point to Mater-National (which I'm going to try and say as many times as I can before the end of this review, by the way) is how strangely ambitious it is; it's really amazing that they managed to take the "Cars" universe and make a huge world out of it. The game's story starts out in open-world segments, where you can drive around Radiator Springs (and two other areas which I never unlocked) to undertake missions or find collectables. The missions are the standard "race a bunch of opponents in sectioned off areas of the open world" fare these types of games have, and occasional minigames. There are apparently quite a few minigames out there, but the only one I played in my short time with the game tonight was a god-awful rhythm game that lasted almost 5 minutes long and had terrible timing windows. While good for a laugh with people in the room who were currently playing "Pop'n Music", I immediately moved on and never touched the minigame section again. The actual driving is standard, but I really enjoy how they took advantage the anthropomorphized cars' features to translate into gameplay. You can do the typical powersliding and turbo boosting, but on top of that you can tilt your entire body onto two wheels and even jump whenever you want to. This allows you to jump over small fences to get shortcuts that normally don't exist, and even get big air on gaps to further gain points.
Speaking of points, that's the most perplexing design decision in all of Mater-National. Throughout the story, everything accomplished gains you points. Drift? Get some points. Jump high? Get some more points! Find floating objects around the overworld? Have a ton of points! In fact, a large majority of all the collectables hidden in Mater-National are point pickups. These would be a cool reward to add to your total score if just infinitely drifting in a donut didn't gain you points as well... but the intention is there. So what do points even do? Unlock stuff, mainly skins and concept art (hilariously enough, the concept art is actually visible before you even purchase it, just with a lock obscuring 5% of it). Cool feature I guess, but by the time I had finished two races and found a few super "hard" hidden point pickups, I had enough to nearly buy everything I wanted to. What do you do with the additional points? Hell if I know, maybe take a photo and pin it on your wall to get the high score in some niche community for this game. I guess its a good way to keep kids occupied and enjoying the game, because lord knows I'm extremely outside of the target demographic.
Cars: Mater-National is the definition of average, with the good parts cancelled out by equally bad parts and everything else being a resounding "meh". The fact that there are good parts though makes this a much better game than most launch titles on the PS3, and a much more fun racing game than "Motorstorm". I skipped through all the plot cutscenes (forgive me for not wanting to indulge in Tow Mater's amazing antics) so I'm not sure how it compares if you're a fan of "Cars" and are itching for more material. But in terms of graphics and gameplay, it's passable. I don't really recommend this game, but i'm not going to say it's a bad experience either. Besides, you can slam into cars on the road similar to "Grand Theft Auto", but only if the actual cars were people and screamed out as they flipped/spun off the road. What's not to love about that?
Release Date | July 2008 |
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Platform | PS3 |
Genre | "Rez-Like"(???) |
I don't know if the world was ready for "Pixeljunk: Eden" in 2008. That's not to say that it's totally revolutionary, moreso the fact that it was a direct followup of "Pixeljunk: Monsters", which was completely different in tone and gameplay. As previously stated in my "Monsters" review, the "Pixeljunk" series is a wide array of completely differing games created by Q-Games, and "Eden" is the third in the series. The first game, "Racers", was critically panned for being too simple and boring and didn't recieve a lot of media buzz. Therefore Monsters was the first Pixeljunk game anyone had actually heard of, so it's high praise and popularity was going to garner high expectations. When me and my dad first bought this game the week it was released, we were pumped to finally get a game "on par" with Monsters, thinking it would be "as good" or "even better". While a lot of people probably felt the exact same way, it turns out that trying to compare the two is like looking for similarities in apples and oranges. More simply put: they followed up a tower defense with an art-music game.
The best way to describe Eden is by comparison- it's kind of like "Rez" if it focused on exploration and featured a circus performer. You play as a "Grimp" (no, that's not some obscure slur, it's a combination of "grip" and "jump" apparently) whose goal is to collect "Spectra" throughout the game's "Gardens". You do so by jumping off of the various plants and swinging on your rope to fling yourself up higher. The controls are deadly simple, with the game only having two buttons for the entire control scheme. Tapping the "X" button jumps off your current position, leaving a small trail of "silk" (think of it as rope) behind you that will eventually stop you from going any further. From here you can swing around on your silk to gain momentum, and then at any time tap X again to detach from it. If you want to forgo the silk entirely, you can hold down X upon jumping- it will make you spin instead. You can spin during any part of your jump, and it's necessary to take down more difficult enemies. Spinning comes at a price though: while spinning you don't collide with any plant, making it so you potentially fly straight through and plummet to the ground. That's the entire control scheme! There's a minor helpful move you can do by flicking the PS3 controller downwards, making you stop any sideways momentum and shoot straight down. I didn't find it too necessary however, but I imagine if you remember to use it often it could prove quite invaluable.
So you collect Spectra... is that it? Well, yes. But it's a lot more difficult than just collecting things in an average platformer. Other than the strange control scheme and floating plants, you have to manage "Pollen" and the various enemies that carry them. Some plants start out fully grown, but most of them start out as seeds; it's your job to pollenate them by smashing nearby enemies and using your silk to collect their drops. Most enemies fly harmlessly around the screen, allowing you to kill them either by touching them or your silk colliding with them. Some enemies are more dangerous though, either breaking your silk or smashing into you and making you spin uncontrollably or fly off course. You don't have health in Eden, and the only penalty is loss of control. This is more dangerous than it seems though, as there is a timer at the bottom... and it gets really punishing in the later stages. You can extend it by collecting crystals throughout the stage, but they don't respawn unless you get a combo of 5 or more enemies without touching the ground. Because of this, the game's hypnotically zen atmosphere is secretly tough as nails later on, which leads to a lot of people discrediting the game. Eden seems too pretentiously arty to appeal to gamers who want a challenge, and is too hard to appeal to those who just want a relaxing experience. If you lie somewhere in the middle, I think this game could really strike a chord with you- otherwise you're just going to leave a bit confused.
But we can't end the review without talking about the elephant in the room: the level progression system. While how levels unlock are really neat, the actual way they're completed is questionable at best. You go around a garden searching for spectra like an ameoba in a pitri dish- flinging and swimming around trying to find any new pollen to gobble up and plants to move towards. Your silk will "ping" like a radar if you do a full rotation with it, leaving a small afterimage in the direction of the closest spectra. This helps a bunch, but it's still pretty easy to get lost, especially when you're stressed on the time limit. I don't mind this even one bit, but what really gets me is what happens when you beat a level; you get sent back to the overworld upon collecting one spectra and have to go back in and do the entire level from the start. It gets even more bizarre though as the spectra actually respawns, but now you have to find two spectra before winning instead of one. There's five spectra per level, so that means you technically have to play the level 5 times to complete it, each time collecting one more. This is perfectly fine and sensible for harder levels, as the entire game design revolves around resources becoming more stagnant and used up the longer you play, but for easier levels it's just tedious and slow. It personally doesn't bother me too much, as I find that the more times you play a level, the more practice you get on it and the faster you can zoom through the easy bits. Regardless, it's all made up for with the fact that the overworld is a giant garden itself, growing with each spectra collected. This lets you explore and find new hidden gardens inside it to break up the monotony of having to replay levels over and over.
Honestly, Eden is a hidden gem. Q-Games is seemingly obsessed with making their games as tedious as they are fun, and Eden is no exception- but that doesn't make it any less enjoyable. They manage to continue their streak with having games with questionable design decisions also be so enthralling that you don't care if they're trying to impede your enjoyment. Two player is also great in this one too- as you can catch a Grimp in mid air while swinging on your silk to "throw" them to new heights they normally wouldn't be able to reach. Just like Monsters, this makes the game objectively easier if well co-ordinated, but if you and your friend aren't in sync... it can get rough.
The hardest part about Eden is that it's really impossible to describe how good it feels to play through text. You have to just experience it yourself and let it absorb you. While playing as "Grimps" swinging on "silk" in "gardens" collecting "spectra" sounds like crazy talk, is it really any more ridiculous than explaning Rez or something similar? Give Eden a shot if the art style appeals to you, because if it's something that interests you it might just change your life (or at least be fun to play).
Release Date | November 2010 |
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Platform | Wii |
Genre | Platformer |
I've never been a fan of the "Donkey Kong Country" series, and I don't like "waggle" motion controls. Clearly, I'm the perfect person to review this game.
In all fairness, I wanted to give this another shot. I grew up with the Country games at a young age (on the gameboy advance ports, no less) and thought that maybe the high difficulty was something that always got to me. I have a few friends who are super into the series, one being such a fan they own pretty much every single piece of official merchandise from the terrible canadian cartoon. I really wanted to "get" what all the fuss was about, and felt like I was missing something. Well, "Donkey Kong Country Returns" might not be the peak of the series, but from the base gameplay alone I can tell not much has changed. I want to be perfectly transparent here, however: I have not played a Donkey Kong Country game for at least five years, so take everything I say with a grain of salt.
I don't know how fans of Country feel about "Returns", but the impression I got was an incredibly faithful one... with extremely large missteps. The core game and level design feel exactly like what you'd expect a SNES game to play like. The areas start out surprisingly ruthless and only get harder- do not be surprised if you die a handful of times in the first world alone. The bonus items also require abuse of unexplained game mechanics like edge-rolling jumps and roll-boosting. These were my least favourite parts of the original games, as they feel more jank and "wrong" than something satisfying and intended; but on the other hand I enjoy that they're properly represented in the reboot. The optional "time trial" challenges are insanely hard, with times being so strict that you'd have to know how to essentially speedrun the level before managing to get a gold. Despite all this, the game offers a shop system where you can buy powerups to help you in levels for coins. While this might not let you skip mechanics and having to "get good" at the game, it certainly helps soften the blow for those having trouble. The bosses are also improved compared to the original, as I felt like there was less "waiting downtime" between phases, allowing for more consistent action.
Where Donkey Kong Country Returns really falls flat is the controls. Yes, there's "waggle" controls. Waggle controls usually have differing definitions depending on who you speak to, but I explain them as "motion control games where you have to needlessly shake the controller vigorously". And in Returns, you do a lot of that. Like, a lot. To roll you have to shake the wii remote while moving, to slam the ground you have to shake it while standing still, and to blow plants or dandilions you have to shake it while pressing down. Blowing is possibly the worst offender of them all, as you have to stop dead in your tracks, angle your face in the exact right position, and press down while shaking to blow them. This will either get you something useless like a banana, or something you're looking for like a hidden collectable or rare coin. Rolling is also an honorable mention though, as you have to do it pretty much constantly in some levels. Even the levels where it's not required, you still want to be rolling and jumping to roll-boost as it speeds the long walking sections considerably. Maybe I'm just the type of person who has more fun immediately trying to speed through the levels as fast as possible, and most people won't have this issue. Either way, my arms were dead tired after playing just a world and a half of this game.
Donkey Kong Country Returns is a game that I respect, but don't enjoy. I think people who like the original series will find something to dig their teeth into, but it did absolutely nothing for me. While you don't see many first party Nintendo games that are legitimately challenging and tightly designed anymore, that doesn't change the fact that I just don't like the way this series feels. On top of that, I think the motion controls suck and are universally un-defendable. Despite my personal preference and this objectively terrible black spot on the game, I still think it's worth checking out. I've heard "Tropical Freeze" is a lot better and fixes a lot of issues, but I've never played it so I have nothing to add.
Release Date | October 2007 |
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Platform | Wii |
Genre | Point and Click Adventure |
I have always regarded "Zack and Wiki: Quest for Barbaros' Treasure" as one of the top three Wii games, so I was honestly ready to be let down from expectations being too high. Last time I played it was when I rented it in 2008, and beat it in a day before returning it to Blockbuster. While it clearly left a lasting impression on me, I was ready to have my rose coloured glasses shattered and be disappointed upon revisiting. But thankfully, "Zack and Wiki" did not disappoint in the slightest.
Zack and Wiki revolves around you playing a small pirate boy (with a magical flying monkey) who wants nothing more
to be rich and famous. His pirate crew is in debt, nobody cares about him, and his plans are always being foiled by
the sexy rich older pirate, Captain Rose. Very early onto the game you discover Captain Barbaros, who is some sort
of enchanted golden skeleton; he then tells you that he will give you his famous pirate ship if you re-assemble his body.
Throughout the game you go around solving puzzles to gain access to treasure chests, accumulating pieces of Barbaros from
around the world.
I gave a full plot synopsis just now mainly because I don't feel like anyone has heard of this game. It was reviewed extremely positively and has garnered huge cult status, while also being made by Capcom of all people. But it's sales reeled in less than 25,000 copies in the United States, and it shows- whenever you end up asking somebody about this game there's an extremely high chance they've never heard of it.
This is a huge shame, because not only does Zack and Wiki fulfill a strangely undertapped niche for the Wii of being a point-and-click adventure, but it also does it well. Throughout the game you control Zack, moving around the levels solving puzzles to eventually get the treasure that's tucked away behind various tricks and traps. You do this by pointing the wii remote at the screen and "clicking" around to move... but there are additional motion controls on top of this to really shake things up (no pun intended). These seem like they would be stale gimmicks at first: having to pull down a lever using the wii remote in a similar action, having to drop a jar down a pit by letting the remote fall into your lap, etc. But surprisingly, they actually feel really intuitive and necessary to the gameplay experience. While I don't agree with some examples where you have to be extremely precise with your movements (the fishing game is notorious for this), those times are few and far between. The more common issue I have is not knowing what to do with the object you're given; the worst offender of this was an umbrella I had to use to slide down a zipline. I knew I had to use it and could guess how I'd go about doing it, but I couldn't figure out that I had to flick it in an upwards motion to flip it around in my hand to use the end. What resulted was me pointing at a pillar with an umbrella for 5 minutes looking like a lunatic. These are honestly minor complaints though, and I'll take weird leaps of logic (which are to be expected anyways, it's a point-and-click game) and ultra-fine precision to keep this great use of motion controls.
The most important part of point-and-click games isn't the gameplay, but the actual level and character design. If the areas themselves aren't well designed and memorable with intelligent riddles, then the game becomes too easy and tedious. Likewise, if the characters and plot are thin and generic, there isn't really any motivation to keep playing. What really makes Zack and Wiki shine are not it's controls or literal gameplay, but the fact that it absolutely knocks these two elements out of the park. Every single level is extremely inventive and unique- it never feels like you're doing the same thing twice, even though actions are shared between levels. In one stage you're racing against the clock to sprint through snow so a janitor-robot doesn't sweep you up after following your footsteps, and in another level you're trying to dodge a pissed-off monkey who's scared of fire. To back this up, every single character is memorable and likeable; a main thing I forgot about Zack and Wiki before revisiting it today was how funny it was. Wiki is a straight up bastard who is always happy about everything, even when it means your immenent death. Zack is overconfident and clumsy, usually doing the most stupid and direct approach to everything and getting himself into trouble. This extends onto the player, as there are a shocking amount of ways to die... all which seem like dumb things Zack would do if he were to try this out without your assistance. The minor characters all have personality too, and even your ranking that goes up depending on your score accumulated gets better drawn the more of a following you have. Everything is well animated and bursting with life and the entire experience of this is enough to carry the game, even if it didn't have as good control or puzzle design.
At the end of the day, Zack and Wiki lived up to my expectations 100%. It's a huge bummer it sold so poorly, as we will likely never see a sequel despite Capcom having it as a personal favourite of theirs. I told myself multiple times "OK, just one more level" because I wanted to see what surprises were around the corner. Even dying was fun instead of frustrating, mainly because you got to see Zack get obliterated in a unique way and hear Wiki say "ZAAAAAAKUUUUUU!". I don't know how hard it is to get a copy of Zack and Wiki now, but I highly suggest it if you own a Wii. It is a fine example of good waggle/motion controls, and an even better example of how to make a fun point and click adventure.