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Like all great things that don’t last forever, Mickey Mouse just isn’t the same icon he once was anymore. Mickey’s fame and popularity slowly waned and has become more of a corporate symbol rather than the vivacious character capable of sustaining grand adventures.
Epic Mickey was created by Warren Spector and his Junction Point team in an exceptional manner to pay tribute to Mickey Mouse and bring him back to the spotlight as an icon in films and games. Mickey Mouse was already gradually being forgotten, but with this new game it can be said that Mickey Mouse is back in action. The game was made to showcase the traits that all people love about Mickey Mouse. Playing the game can lead players and fans alike to think that Mickey is still one of the best out there and given the right break, can still hold up to among and against any Disney characters.
The concept of the game is all about Mickey needing to destroy Phantom Blot to save wasteland. Mickey was the culprit in unleashing the hideous creature when he destroyed a magical world with powerful paint and thinner chemicals. He eventually realizes that he needs to redeem himself and save Wasteland from total demise. Thus, when he was pulled back to Wasteland, courtesy of Phantom Blot, Mickey discovers the reality behind Wasteland and the presence of Oswald, the Rabbit adds to the element of excitement as the game unfolds and really portrays the goodness and the best of Mickey Mouse that appeals to all, whether young or old.
The game is loaded with full CG sequences but lacks in-game voice acting. It was made into 2D visual to depict the Mickey we all love. With such retro technology, Mickey can easily convey and relay his emotions that make him as charming as ever.
However, the game is not perfect and has too many loopholes; such as the failure to show and give way to permanence in the game, which is kind of disturbing. The game ultimately becomes a choice and consequence type, but fails in the aspect where you’re supposed to create something in a certain place, only to find it gone when you come back for it. Your work disappears and the place is back to its normal appearance when you first came. With this problem, the choice and consequence mode of the game is not completely enhanced and may be deemed a failure as a result.
The most annoying aspects of Epic Mickey are the control setup of the game and even more so with the camera views. It’s like the camera has a mind on its own. It brings a lot of stress as I couldn’t even control the unnecessary movement of the camera in the game. This problem has resulted in several “untimely demise”, which was quite irksome as the camera issue aggravates the setup. It was very hard for me to concentrate on my character especially in fighting scenes because of the quirky and constant movement of the camera.
With all the problems that besieged the controls and the camera views and angles, the game is saved by its very impressive graphics. This, at least has made me feel like it’s a wonderful gaming experience, after all. In the same breath, the creators likewise made an effort to portray and show the history of the relationship of Oswald and Mickey in the game so as to give variety rather than concentrate on one aspect, which is to kill the Blot.
It’s kind of funny how Spector and his team can create an exceedingly impressive base to make Mickey Mouse get counted again; yet the small stuff that they’re not supposed to sweat are so flawed, they could pull down to the ground and damage the larger, more significant experience. Don’t fret, though. Epic Mickey and its positive elements do manage to ultimately make this move worth the shot. Although you could say, I was guilty of losing my patience, if you keep your expectations a bit lower and manage to keep your frustrations under control, there shouldn’t be any reason for throwing the Wii Remote – or at least keep the throwing episodes to a minimum. Watch out that the wrist strap is wrapped tight.
The plotline starts somewhere in 1960s, in the fearful days of the Cold War and Vietnam war, so expect to meet Russian, Vietnamese and Cuban adversaries and the contrasting character of their leaders such as Fidel Castro of Cuba and President Kennedy of America. The game’s hero, Alex Mason, is a soldier who can’t remember anything from the past, and the storyline is a twisting narrative of his search for clues to help him bring back his lost memory. This game sticks to a definite organized storyline with a wonderful finale.
Black Ops presents new features and surprising twists. The battle is enjoyable; character-wise, no complaints, it is well designed with good detail and the plotline is remarkable, not of the easily predictable sort you get with many other games of this genre. Wii players can expect a fantastic first-person shooter since the Wii remote and the classic controller are both well suited and efficient options. Depending on your preferences, the classic controller can provide fluidity with its dual analog sticks while with Wii remote, jumps are easily done.
A new points system is also featured which is called, CoD Points. Aside from gaining experience points and level up, it has added and improved features like Create-A-Class, custom class slots, new game modes, perks, bonuses and a wide array of weapons to purchase. All of these can be purchased through this CoD points system. When you move on to the next level, you earn 1,000 CoD points which allows you to purchase lots of stuff to improve your character and your game. A small but thoughtful feature gives you the ability to personally customize your weapons by writing a clan name or emblem on them.
The game features several play modes. First is the Wager Match Mode which is designed to bring out the significance of the CoD points. This mode goes with another two games; one is the Chamber which stresses accuracy and patience and the other is the Gun Game which is a tour of 20 Black Op’s and each kill corresponds to a new gun. The second mode is the Standard Mode that divides up into three teams with names such as Domination, Headquarters and Deathmatch, and is useful for leveling up. When you eventually reach Level 50 you’ll be able to play the Prestige mode with still more new features and challenges.
The multiplayer mode is interesting; there are no lags even when performed with as many as 12 players. Nazi Mode also makes its return. The presentation of the visuals is truly fantastic, even with the amount of fast action going on in the game. The content is brimming with so many new and exciting features that make it not just a another sequel with slight variations but a whole new world of a game. Forget all the hype you've already seen, this game is all that and more. Do yourself a big favor, buy it.
This Ubisoft production is aimed at couch potatoes, people of a fuller figure, and those who are just plain unfit, who wish to change their condition,and is well suited to the Wii format. As fitness programs go its pretty good at giving realistic structured regimes, although it is worth noting that this program does not offer the same level of interfacing with the system as the WiiFit does. The program does not use Wii Balance Board or the Wii remote , it is really just a fitness video.
Your coach is known as Maya, and before the workout program begins Maya will ask you a series of questions which include your name, birth date etc. some of which are aimed at assessing your present state of fitness and health and to establish which type of exercise program best suits your needs. The questions are also intended to help Maya with suggestions about which goals you should be working towards. You will then be instructed to check your pulse rate and there follows a two minute session of the exercises chosen for you, following which you again check your pulse rate. After this warm up, if all is well, you are ready to get on to your first proper workout.
In My Fitness Coach:Get in Shape, there are six workout types: cardio, care body, upper body, lower body, yoga and flexibility. A selection of execises from these is chosen for you on the basis of your progress towards the fitness goal that was set for you, and your current well being. You can set a timetable to achieve your goals based on how committed you think you are. The workout types are mostly made up of the same exercises, but with some specific exercises designed for your particular fitness program. In the early stages of the workout the exercises are basically aerobic and dancelike routines, like the Grapevine-Step, Hustle Up amongst others as you progress, however, as expected, the workout moves from this initial gentle phase into more stretch oriented training.
With progress and as you become fitter, Maya will present you with exercises of a higher activity level to perform. The program is well designed with some rest periods in between the exercises. If you can commit your time and effort then you cannot help but become fitter with My Fitness Coach, but using it on a daily basis is really a must. There is one workout that is a little different from the rest and that is the yoga program. Maya does not recommend yoga in the early stages of the game as there are strenuous stretching exercises which for newcomers are quite demanding, and there are also some advanced yoga postures involved. However, there are some easy moves like the Monkey, Sunflower and Cobra which are relatively simple to perform.
Yoga for example can be difficult in the beginning so it is best that you are taken through at least some of the other workout exercises first. The program does have tutorials for all the workouts though you will not find them very well presented, and you can get by without them. The program's visual background environment is not marvelous to say the least, but after all it’s only a fitness program, and occasionally there is some annoying screen tearing, but it is tolerable. The program’s audio is well matched with the visuals, although the music is more like that which you would expect to hear in an elevator. This workout package does, like most of them, do its job if you commit some time and effort to it.
If you are looking for a fitness package away from the gym then this, although not perfect, will fit the bill.
Playing this game on Wii brings out its full potential. The game has great campaigns, is full of thrills, and also has an online multiplayer that adds loads to the fun action rating. The game also has more online Modes than in some of the earlier ones in the series. There are some down sides to the game too; I found the campaigns, although well presented, far too short for my liking.
Occasional problems with the controls, though not serious, cause occasional hiccups. The graphics in the game convey a certain level of diversity and drama whereas they lack the sharpness you would hope for and expect. The game's controls are straightforward and customizable, with the occasional glitch as mentioned above. This is probably the best online shooter experience Wii has to offer as of now. The campaigns in this game require mobility as they are mostly set in isolated and far flung locations. Flexibility and superior firepower on your part are the keys to winning the conflicts you enter into. Here you will undertake a wide variety of actions allowing you to play more than one combatant.
The silenced weapons available and clever tactics are the orders of the day if you want to come out alive. Missions here require you to eliminate your adversaries either by direct combat or by quietly sneaking past them unnoticed. There are also full blown firefights through the streets of Middle Eastern where the demobilized tank and the bomb-demolished buildings are your only cover. In the missions the enemies constantly put pressure on you and dispatching them rapidly is the only way to avoid being overrun by superior numbers. In most levels of the game the terrain allows you to take a number of different approaches to any destination and allows you to have some freedom as to your onward progress. Unfortunately the campaign is over pretty soon, but there are replay options.
In the online mission the game is as it was in the previous Call of Duty’s mission. You will earn experience when you kill your enemies, accomplish objectives and when you complete a challenge. This allows you to unlock new weapons and to level up new perks and equipments. There are a lot of improvements in this game compared to previous one; some of these are the many online game types available. The modes also add some variety to the online scene.
One of the great drawbacks of the game is the occasional aiming problem. Your targeting reticule will snap on the enemy, then, the reticule in most cases jumps backwards instead of going towards the enemy and shooting. Call of Duty: Modern Warfare is well scripted and is intensely exciting, hours of fun for fans of warfare games.
The game delivers in a big way and unlike all the other Call of Duty: World at War titles the action in the game moves from place to place in sleek cinematic videos. This is a first person shooter brings with it all the characteristics that the other World at War games, such as the green/brown /gray color set, but as you come to the end there is pure cinematic flair and on screen action that is lacking in many of the other FPS.
The character Miller is on the US side at a time when there were attacks on the Japanese in the Pacific, following Pearl Harbour and America's entry into the war. Emphasis is put on this hard fought Pacific theatre of war but it also has action in Europe. In the Pacific oriented part of the game the action is at its most vicious and so in that part of the game you will be invading islands leading up to Japan and fighting very different jungle battles, not the usual type of warfare.
Unlike moving from building to building as is the case in Call of Duty 3 and 2, the combat in this game is about pushing through thick forests and impenetrable jungles fighting against enemies better trained for the terrain and almost suicidal in their will to win. When you locate them you will have to force them out of their caves and bunkers with the use of grenades and flamethrowers. This unusual sort of action adds to the appeal of the game. The European campaigns are equally action filled but lack the brutal and somehow claustrophobic edge of the Pacific campaign. The style and locations of the game is supposed to be based loosely on real actions and real places, and the pre-level cinemas actually show real footage of World War II combat. Missions in all scenarios are many and varied.
The controls on Wii of the World War are perfect for the game, which overall is a little slow moving for my liking, but don't let that put you off. The game is simply brutal with intense cinematic actions. No game delivers everything but this one delivers more than most with its almost worldwide actions.
The story hasn’t changed much, but the levels are basically all new. The feel of the game captures that of the the Bond movie style and the game again incorporates the innovative difficulty system which doesn’t just mean more abundant and harder to beat enemies, it also means additional objectives to complete, which lead you into areas of levels you might otherwise ignore. With four difficulty levels there is opportunity for significant replay value. You can even go to the ultimate retro approach with “007 Classic” which removes regenerating health. There is one problem with this difficulty system; the rules of its workings are not obvious.
The first mission begins with some classic Bond stealth play and then ramps things up with a scripted, exciting truck chase. Explosions, truck collisions, and guys getting whacked by car doors all happen in rapid succession. Then, the game returns to stealth for a while and then back to action. That is the general flow of the action followed throughout, but the best parts of the game are the really sneaky parts and the violent action parts. The inbetween bits, of which the majority of the game is made up, are a bit less interesting.
The complex, exciting set pieces, like the truck chase in the first mission, don't actually happen that often. There is plenty of opportunity to be sneaky, and vital to stealth are accurate headshots with your trademark silenced P99. The problem is they don’t work half the time. You sneak up on someone, line up the head shot, which then fails to kill them. Its sometimes best to change tactics and to assume your headshot will not be fatal, and instead of pulling off sharp one shot kills, to blast the target several times quickly to ensure fatality. The other problem with stealth is that enemies sometimes detect you when there’s no way they should be able to see you, and then shoot you through whatever you were hiding behind.
There is not much more to say, the story follows the usual Bond movie pattern, but of course there are variations on the theme in all games in the series. It is on a par with previous offerings and is perfectly playable and entertaining, but of course nothing can capture the magic of the movies.
This is a continuation of the Metroid series published by Tecmos in conjunction with Nintendo. The game is made to use exclusively Wii remote and is a third person scrolling camera with a feeling of the old Metroid experience. There is a Dynamic 3D camera, and a good focus on the camera style of storytelling. The controls in this game are straightforward that makes the game more playable, this is however a hardcore gamers experience.
When the game begins, we find the main character from previous titles, Samus the Hunter, battling with Mother Brain, carying on where Super Metroid left off with the baby Metroid having sacrificed itself to save the hunter and help her conquer the monster. The game is produced on an epic scale. Unlike in the other games in the series Samus, who has been quiet in all the previous games, now has a voice. Her character here is more human like with her here having a personality and emotions and you connect with her from the first moment she speaks.
The game turns around a mysterious situatiuon aboard Bottle Ship which is a decommissioned space station. Samus sets about doing her investigations and she is met by soldiers of the Galatic Federation, whose leader is familiar to her from her past. Basically the game dwells too much on Samus past and her relationship with the space station commanding officer Adam. Throughout the story you are exposed to her emotions, not my favorite aspect of the game. The game which lasts for about ten hours and more than half of that time is spent watching cut scenes.
In the game there are times you will have to jump into the first person mode, to target enemies. The way of jumping from first person to third person is by forward and backward movements when you use the Wii pointer function.
There are incentives which will keep you going, there are hidden items and extra pick-ups and the skill required to get them makes the game satisfying and gratifying. The game has an engaging story that Nintendo has so perfectly put together. Better than many
Near the top of the league of Wii games, Red Steel 2 is set in a sort of hybrid, pseudo-futuristic western world with oriental type buildings and Japanese characters together with warring Samurai groups. No reason or explanation, that's just the way it is.
You are known as The Swordsman, and with your city, Caldera, in trouble and your clan absent, guess who has to save the city and seek revenge. Strangely your sword is used than your six shooters in what is a strange mixture of eastern and western cultures. It is here where the MotionPlus control comes in and it needs a little explanation. While exploring the charts you use the Wii's Nunchuk to move back and forth and to strafe, and the remote to move your view, aim and shoot. Slashing up/down, left/right brings on the expected attack, as will thrusting forwards. You can block with a press of the A button, but strong attacks need you to block with the remote tilted in the right position. Its a tiring business. There are even more complicated moves that can only be mastered with much practice.
All visuals are well designed, detailed and easy on the eye; the scenery especially.
As the game goes on more and more side-quests appear with more bonus missions to complete. But the later stages and the higher difficulty settings, for some players, may present a problem in the shape of too many strong enemies tending to throw the auto-targetting off target. There are extra strengths and combat skills to counter this but you may well be pushed beyond your limits. Of course you can always adjust the difficulty settings.
This is a very busy action filled game which lives up to expectations. Don't forget you need the Wii MotionPlus to play, although there are other versions of the game.
This is not the first Scooby Doo video game that has been created. All past Scooby Doo video games were just plain mediocre. Given the history of past Scooby Doo games, it’s entry to the Wii video games market certainly faces a steep challenge – what could be a better chance to make a mark and be a success for once? Unfortunately, this new game has a different formula for success, it seems; and its acceptance rate on the market doesn’t look too good.
The video game has four episodes. The player can control two characters of the Scooby Doo team. It is like a version of Lego games that is built to be played with family members. The characters have their own special abilities, although some abilities are not as useful as the others; there are even a few that are downright useless.
When playing the game, you can encounter some bizarre and awkward moments such as Velma dressing up as a sumo wrestler, which has no connection to the scene and the game as a whole. Speaking of scenes, there are viewable cutscenes from the cartoon versions. I guess, they’re trying to establish that missing link between the cartoons and the video game.
First Frights is designed mainly for small kids but can also be played by older players. It is apparently created to highlight the importance of team effort in the game. The very core of this game is to solve the mysteries; which, needless to say, requires team work.
The gameplay is all about the team searching for clues to solve the mystery. The only loophole with this concept is when there are cutscenes that show some clues, taking away what meager challenge the game has. Of course, it makes the game a little less exciting. Another perplexing thing is the lack of explanation as to what the mystery is all about. I don’t know about you but I find it ridiculous going through a lot of clue searching for something I don’t have a clue about. Talk about being left hanging! Or is it lolling?
The video game has no clear storyline because the four episodes are as disconnected as anything can be. It gets pretty boring with nothing but running around with the enemies chasing and attacking you all the time. This is as repetitive as all other versions of the game have been.
It’s almost like getting involved in some kind of Lego games. You search for clues that reveal secrets and presumably solve the mystery. Guess what the secrets are…Scooby Doo snacks that you can use to buy some weird costumes for some of the characters, that’s what! Useless piece of crap, I tell you. There’s no fun; no excitement that you can even look forward to. There’s really a lot needed to be done to improve at the concept level. What’s even worse is, it’s not even an authentic Scooby Doo story; which is really sad as it could detract from the kids’ real perception of the lovable dog in the cartoon version. Better think twice about buying this game.
CREATE as the name suggests is all about building new things – but not in this game! The name is somewhat misleading because you actually just solve given challenges, which are basically challenges to successfully decorate backgrounds or levels with a variety of designs, stickers, and other objects that the game provides you.
The challenge could range from asking to build an unreasonably long contrivance or simply to decorate something using as few pieces from the provided materials as possible. Create Challenges and Create Chains introduce a problem that you need to solve using the provided components. When you put the last touches on the task given in the Challenges and Chains new materials are unlocked, which you can use for the Future Challenges and Chains mode. In addition, you also get the Sparks rewards that you can use to unlock other levels, in turn.
The game consists of 14 diverse levels with each level having 10 Challenges and 5 Chains to complete so there are tons of things you can actually do. Chains involve more fun than critical thinking as they are similar to Paint-by-numbers; while the Challenges require more thought, a bit of brainstorming, and probably tweaking your brain cells a little bit. As you go through the levels, the challenges get harder and tougher making you experiment with even more possible approaches to solve the problem, before you can come up with appropriate solutions. The game is not a game intended as a multiplayer but you can have a group of people with you offering suggestions and help you brainstorm for solutions, which can create a venue for cooperation.
The Nunchuk and Wii Remote are much simpler to use than the customary gamepad controllers. The problem is, even as you figure out how to maneuver, you still need to tweak a lot to get things right before the solution works for most of the challenges. The game camera also has a bit of a problem because you can’t zoom out to the desired full view of the entire level or challenge you are tackling.
Though Create has a better editor than most conventionally accessible games like EA’s Sims and LittleBigPlanet, Create may seem a little limited even with your big imagination. You can merely decorate a pre-existent space or build a solution using preselected tools. Plus interaction doesn’t exist because there are no in-game characters to provide such actions.
I’m a little torn with this game. I love the whole concept of using my imagination and critical thinking to create solutions for challenges, but I don’t want to limit myself to just solving and thinking, I want freedom to expand and build and just let loose with my ideas and thoughts and showcase my personality through the game. Still, with over 140 puzzles to complete, I suppose it doesn’t hurt to make use of your thinking caps and think inside the box rather than outside. As a whole though, Create leaves you with a feeling of working with a mishmash of little ideas that really don’t add up to a rewarding and enjoyable game.
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