June 8, 2021
[Review] X-Men Origins: Wolverine (Wii)

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Moving down the list, the last-gen version of this movie tie-in game has more to do with the movie but also is pretty dull.

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March 16, 2021
[Review] Kirby’s Epic Yarn (Wii)

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I haven’t played many Kirby games, but that’s ok because this is secretly a Yoshi game! Also, it has co-op!

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December 22, 2020
[Review] Tangled (Wii)

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After revisiting the film and binging the series, I thought why not check out the game too? And you know what, for a cheap licensed tie-in, it’s adequate!

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June 24, 2020
[Review] Endless Ocean 2: Adventures of the Deep (Wii)

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Endless Ocean was cool, but its sequel is the one that gets hyped up more. It’s greatly expanded… but at what cost!? It’s quite good though.

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June 9, 2020
[Review] Endless Ocean (Wii)

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Beyond Blue inspired me to catch up on diver games I’d missed, starting with this well-regarded Nintendo-published sequel to Arika’s two PS2 Everblue games.

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November 4, 2019
[Review] Batman: The Brave and the Bold (Wii/DS)

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Back on the WayForward train, with a pair of games based on the 2008 Batman cartoon of the same name.

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April 15, 2018
[Review] Sega Superstars Tennis (PS3/Wii/DS)

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After playing Sumo’s two Sega crossover racing games, I decided to check out their earlier entry in the larger “Sega Superstars” series, despite having had negative feelings about tennis games in the past. As it turns out, playing tennis matches is my least favourite part of this game.

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August 3, 2017
[Review] Minigolf games

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Quick roundup of minigolf games that I’ve tried out with my brother recently. We found all the real-life courses in our city, then turned to the virtual world. A trend that applies to most of them was that too much content is locked behind single-player progression, or skilful mastery of the games. This makes them bad party games, which is what a mini golf simulation should be.

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Filed under: minigolf review wii ps3 ps4 
June 26, 2017
[Review] Dragon Ball Z: Budokai Tenkaichi 3 (Wii)

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Tenkaichi 3 has a reputation for having the largest roster of playable characters of any Dragon Ball game. Er, not counting the card-based smartphone one. It’s not intending to be a world-class fighting or action game but it does succeed at being a “Dragon Ball simulator”, making you feel like you’re playing the show. The strength of the game is in its breadth of content, not its depth.

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March 23, 2017
[Review] Star Wars: The Force Unleashed II (Wii)

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I documented my disappointment when I played this sequel on PS3. My main complaint was a rushed feeling, with a smaller scope and breadth of content than the first game. The Wii version of the sequel is even briefer, but I felt better disposed towards it while playing; maybe it was that my expectations had already been lowered.

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November 14, 2016
[Review] Epic Mickey (Wii)

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I don’t know who Epic Mickey is for. It wants to make Mickey Mouse dark and edgy, but also be a nostalgic throwback to old Disney and with a tacked-on moral choice system. So actually I think the game designers possibly made it for themselves: jaded adult Disney fans. This could have worked, and the gameplay ideas could have been appealing, if the game had managed to rise above mediocrity.

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August 3, 2016
[Review] Castlevania: The Adventure Rebirth (Wii)

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Konami’s Rebirth games on WiiWare were revivals or remakes of some of its classics into glorious… er, SD. Although the first Castlevania Game Boy game had previously had an upgrade on the GBC, it was chosen for a retool by the legendary M2. The result feels like a lost 16-bit classic with an extra sheen on top.

No SNES, PC Engine, or even PS1 game ever looked this good. It’s got the trademark evocative Castlevania style but smoothed over. I also appreciated them not simply reusing Rondo of Blood’s sprites yet again. The music is going for throwback synthesised tones but there’s maybe not enough variety in instrumentation. Still, it contributes to that neo-classic feel (architecture nerds will not like me using that term, I’m sure).

While the the visuals are a step beyond Rondo or SCIV, the mechanics are not up to that level. Christopher has very basic moves; no backflip, slide, fancy whip moves. All the normal sub-weapons are there, as well as the GB game’s whip upgrade system, but it feels simple compared to even the few small tricks Rondo had available; you can’t even jump on and off stairs! It’s by no means easy however; the level design and enemy behaviours are much more complex than the GB source and that’s where the fun and challenge arise. I did appreciate the option for more lives!

My main problem with the game was it didn’t seem to have much to say compared to other linear Castlevania games. I admit that my experience is limited but Rondo was more fun to play for me, especially with Maria. I suppose the retro style is exactly what they were going for, but I would have thought a remake would be a great opportunity to expand a bit more; a slightly more involved plot or second playable character (again, like Rondo). That said, and I’m no level design guru, but in terms of pure game-ness it does manage to elevate an extremely simplistic handheld game to a “proper” stage-based Castlevania experience. It does this by completely reworking almost everything about the game, but still.

July 21, 2016
[Review] The Last Airbender (Wii)

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To remind you, I’m still playing as many Avatar games as I can. This is in the lineage of the previous console games in terms of the developer, THQ Studio Oz/Australia, but represents a change of style. Needless to say, it’s based on M. Night Shyamalan’s controversial movie adaptation of Book 1, so it’s got the realistic visual style—the world design was a strength of the movie, not that it shows through terribly well here. Compared to Into the Inferno, it’s now a single player campaign (co-op is available in a separate optional arena mode), split between Aang and Zuko. Even more than the DS version, Zuko is portrayed as the main character: he narrates the stylish 2D cutscenes, his levels begin and end the game, the menu screen is a view of his shipboard quarters’ desk. I like this take given his role in the series, and again Dev Patel was one of the things the film had going for it.

Gameplay is a mix of combat and platforming/physics puzzles, with an over-the shoulder perspective. I got vibes of Star Wars: The Force Unleashed, partly due to Aang’s ability to airbend physics objects to move and throw them, including enemies. The game is structured strangely, cutting down even more from the film’s truncation of the story. There are four environments: Zuko’s ship (a displaced flash-forward to the pirate attack, and Aang’s initial capture), the Northern Air Temple (the site of the Blue Spirit sequence in the film), caves beneath the North Pole city, and the Siege of the North. You alternate levels each as Zuko (or the Blue Spirit) and Aang. Zuko occasionally has to deal with a first-person Time Crisis-style shooter section, strangely enough.

As usual I’m looking for ways in which the game expands on the film/show, and there’s a few. The first thing you notice is that again the film’s restrictions on firebending have been lifted to facilitate gameplay; Zuko shoots fireblasts all day long like nobody’s business, and I wouldn’t want it any other way. (Aang also kills animals, which is a bit sketchy.) We have a Fire Nation tractor/tank thing as a boss at one point, which is interesting because you never actually see smaller military mechanisms like that in the film. Um, there’s Air Shells in the temple that amplify air currents for Aang to ride on? So that’s weird. The biggest thing would be the abandoned Water Tribe mines in the North, in the large cave system that is mostly previously unseen. They’ve been overrun here by a swarm of what are called “spider-crabs”—although the young have beetle-like wings—which spit goop at you. They range from cat-size to Shelob-size. Apart from this, there’s some small indication of content that was cut from the film in the unlockable concept art, such as the Kyoshi Warriors who otherwise are not in the game.

It pleased me that the voice actors from the film return; well, Zuko, Aang, and Zhao do anyway. Most exposition is covered by Dev Patel’s narrated cutscenes and Sokka and Katara have very limited appearances… I don’t think they’re even modelled in the game’s engine, only in cutscenes. The game doesn’t feel like it’s presenting the story super effectively… and the gameplay could be described as passable… at least the in-game achievement system gives some replay value…? The concept art is good in theory but mostly not worth it. Beating up Fire Nation and Water Tribe soldiers, bugs, and pirates can be fun but repetitive. It’s a far different experience from the DS game but even with that version’s brevity it covers more material of the story than this Wii version does (they share the 2D cutscenes by the way). The sad thing is it does show an improvement in the console lineage, if only in polish and mechanics, but that doesn’t save it from mediocrity. Ho hum.

July 11, 2016
[Review] Avatar: Into the Inferno (Wii)

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Into the Inferno is much like its console predecessor, Burning Earth. It’s still a basic 3D action-platformer that follows the plot of the show, more or less (a lot is cut out; amusingly, it flashes back to Crossroads of Destiny, the events of which didn’t actually happen in the last game). One difference is the addition of a currency which acts as a reward system in levels for breaking things and beating enemies, and unlocks art and game-changing extras. The bending system has been overhauled; instead of a tacked-on and finicky contextual motion control, it’s a lot more integrated into gameplay with Wiimote pointing to both solve environmental puzzles and aid in combat. Also it’s shorter.

The game is obviously intended for co-op, as I found when in solo play battles dragged on, and deaths resulted in instant return to checkpoints, rather than the respawns enabled in co-op. It’s certainly less difficult and frustrating when playing with a buddy, although my wife didn’t enjoy it too much.

It’s definitely the best game of the three, although it doesn’t have the unique plot of the game released for Book 1. I liked improvements such as a neat world map (that has you flying on Appa above a stylised map as seen in the show’s intro), which allows you to replay levels at any time to find missing collectibles. Long overdue; the Book 2 game on DS and GBA allowed this. There’s also a glider minigame set around a small group of islands which isn’t bad.

As a fan of the source materials, once again I was looking for ways that this would expand on the world of the show. Unfortunately there’s not much going on. Enemies are merely barely-different kinds of Fire Nation soldiers (albeit including the female variant introduced in Book 3 of the show), and hog monkeys as always. There’s one or two setpieces that are slightly expanded from the show, and a large previously-unseen portion of the Western Air Temple that’s apparently specifically designed for secret Avatar training, or something.

Mostly I was amused to see how they truncated the story, such as Zuko immediately joining the party on the Day of Black Sun. Amusement turned to disappointment at the brief and very lame final boss battle, throwing puddles of water at an Ozai with simple patterns on top of a small rock plateau. Completely failed to capture the epic feel of the show’s finale, and even the denouement was underwhelming. Oh well. At least you get some decent voicework from the show’s cast, including Sokka catchphrases and a Zach Tyler Eisen who is obviously ageing out of his youthful Aang voice by the time the game was recorded! That was fun to hear. Pick up the game if you want to see a hallucinatory samurai Momo give you tutorial hints, or if you want to idly airbend a beachball. Oh and being a combat-heavy game Sokka actually makes decent use of his space sword, I appreciated that!

See more Avatar game reviews here.

May 8, 2016
[Review] Avatar: The Burning Earth (Wii)

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The Avatar games are an interesting example of a developer iterating their design over the course of a series. I discovered that Halfbrick, in going from their first Avatar game on GBA to their second, streamlined their game and made it more action-focused, trimming RPG elements. Turns out THQ Australia did a similar thing for their second console entry.

The game is now shifted in a co-operative action-platformer direction. There’s still an experience bar but levelling up is simpler, and there are no persistent items besides collectible health potions. They seem to have strived to make the game more accessible and child-friendly, and as a result it can come across as simplistic at times. Fortunately there are improvements, such as much nicer looking and better animated cutscene models, and a slightly deeper combat system with button combos for different moves; fights still amount to mashing though.

A concern with this game is it simply rehashing the plot of Book 2 instead of telling its own story. This is somewhat mollified by having unique dialogue and a rearranged story; for example, the Fire Nation drill attack is foreshadowed heavily and serves as a motivation and the climax of the game (this is the same as the DS game). This adjustment at least added interest to how they would tell the story. Plus there were weird additions like the Omashu governor being an expert firebender, or having Jet, Iroh, and even Momo as playable characters on certain stages (Momo has the ability to throw cabbages at will!). There’s also plot added to the swamp with the Fire Nation dumping waste there, and Jet helping you clean it up (revealing in the process that after the Freedom Fighters disbanded they started helping Earth Kingdom refugees, much like the Kyoshi Warriors).

The real problem with the game, and my co-op buddy’s main complaint, was the motion controls. Characters’ ranged attacks would trigger accidentally, and “focus move” spots required specific fiddly motions that were a pain to get right. The PS2 and Xbox360 versions would obviously avoid this problem.

Being always on the lookout for anything adaptations can add to the universe, I can report that enemies in the game included some kind of warty beaver-rat in various sizes, found in the swamp and Omashu sewer, as well as giant spiders. The Library of Wan Shi Tong also had to include fights, so now there are statues that come to life and can bend fire and earth.

This game has potential but it’s hampered by being overly easy and by its frustrating motion controls. There’s still interest for Avatar fans but in this case the contest between the console version and the DS version is closer, and the GBA one loses out. The console one is a little shorter and probably a better overall package, though (but not having played the DS one for a long time, my memory’s a little hazy).

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