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Elebits and Warioware - Bad Wii and Good Wii

Posted by Zonk on Thu Jan 25, 2007 02:01 PM
from the two-headed-nickel dept.
The anecdotal evidence that's been going around, now that the Wii is an established fixture in American living rooms, is that Nintendo's new console still has room for improvement. We all had fun over the holidays, sharing Wii Sports with our relatives and watching our aunts laugh themselves stupid. Now, though, it's a new year and it's time for the Wii to step up as a gaming platform. It needs to be more than a Zelda player, and the console needs to prove that this 'new gen' style of play is sustainable over the long term. The post-launch round of games has started to trickle out, and the results are definitely mixed. Today I have for you impressions of Elebits and WarioWare: Smooth Moves. These are two games that show quite a bit of promise, but only one of which actually delivers. Read on for my views, and a return to a numeric grading scale.
  • Title: Elebits
  • Developer/Publisher: Konami
  • System: Wii
  • Score: 3/5 - This game is flawed, but will appeal to genre fans. Any gamer might enjoy renting it, but this won't ever be a classic.
The creativity, the wackiness, the control scheme - the essence of the Wii is present in spades in Elebits. One of the very first titles released here in the states after the console's launch, it shares with Wario Ware the distinction of having been a launch title for the Japanese market. There, alongside Zelda and Rayman, the imperfections that mark Elebits could have been glossed over in the frenzy of sword-slashing and cow-throwing. In the harsh light of day the game's lack of depth and vapid multiplayer makes it obvious that this was intended to be a launch title; a competent demonstration of the Wii technology and little more.

That's not to say it's unlikable. Quite to the contrary, the game wraps itself in an incredibly appealing package. Hung loosely on the hook of telling stories to a kid, each stage pits you against the wilds of a suburban Japanese home. Your goal is to use the electricity gun developed by the protagonist's parents to capture a certain wattage in Elebits. The miniature creatures literally *are* electricity, and snapping them up with your weapon powers up household gadgets left and right. The key is that you need to find the little buggers first, which requires a great deal of rooting around in closets and checking under beds.

The fun comes from the fact that you're interacting with the environment through the extremely smooth Wiimote controls. Your controller is represented in-game by the electricity gun, which can lift objects via a sort of energy field; think Syndrome's zero-point energy from the movie The Incredibles. When you start off a level your power is somewhat weak. Moving small objects is all you can manage. As you collect more Elebits, the weapon grows in power and larger objects can be manipulated. Later levels feature you lifting entire buildings in an effort to locate the wily creatures.

The core game mechanic is thus essentially a modified form of hide and seek. The first time you play the game, it will be sure to cause a smile. Subsequent play is equally entertaining, but there's never a real sense of a challenge. Elebits is a very easy game, and the duration of the main story mode only highlights that ease of play. It's quite possible to play through the entire game in one five hour session.

That would be fine if the basic elements of the game were ever switched up, or if multiplayer offered something substantially different. That's not the case. Simple variations on 'lift things, find Elebits' exist in later stages; some require you to avoid breaking certain objects, while others have some of the little creatures actively attacking you. The core mechanic stays the same, though, and by the end of the game you'll be quite ready to stop playing. Multiplayer, likewise, is more of the same. Up to four players can lift things and shoot Elebits, competing to see who has the most wattage. Additionally, and confusingly, only the first player is allowed to move the camera. This makes it exceedingly hard to tell what's going on, and has a lot of potential for abuse.

Graphical presentation on the Wii is not something I'm going to harp on very often, but I think a more thoughtful look could have given this game a little extra oomph. While the Elebits themselves are cutely designed, the game world is very boxy and uninspired. My hope is that Wii game-makers will take into account the limitations of the console they're working on when planning art design. Why fight the console's low power when you can make a statement? A more stylized art form would have made Elebits pop off the screen more, and would have alleviated some of the sameyness of later levels.

If you're looking for a quite weekend rental, Elebits isn't a bad call. It's very Wiimote-centric, and is another title you can use to show friends and family the potential of Nintendo's console. Just the same, don't put down hard-earned money for it. The long-term playability of the game is very low, and a few months from now it will end up as grist in Gamestop's maw as you purchase more worthy 2007 titles.

  • Title: WarioWare: Smooth Moves
  • Publisher: Nintendo
  • Developer: Intelligent Systems
  • System: Wii
  • Score: 4/5 - This game is above average, and excels in the genre it supports. A classic for the genre, likely to be a part of a genre fan's collection, and well worth a look for every gamer.
Like Elebits, WarioWare was a Japanese launch title. Unlike Elebits, however, this latest in the crazy-go-nuts series of Wario titles easily stands on its own in the post-launch days of the Wii. On the surface the title is little more than a series of simplistic mini-games wrapped in an attractive package, with no more replay value than Elebits or Red Steel. The key differences are the enthusiasm with which those games were executed, the clean attractive graphical package surrounding the games, and and endlessly entertaining multiplayer component. These elements combine to form not only Voltron, but a great party game that is certain to be a Wii staple all year long.

Just as in past WarioWare titles, the single-player story is the means by which all of the on-offer minigames are unlocked. The multiplayer, too, is closed up until you 'beat' the single-player game. In Smooth Moves, games are identified by the 'move' that is used to complete them. These moves translate to specific ways to hold the Wiimote, and specific actions you can take with it. Games are clustered by move, and introduced over the course of the single-player game as part of an entertaining narrative for a the Wario-related characters. The cute witch Ashley, for example, introduces the moves 'The Thumb Wrestler' (a vertically held position), 'The Big Cheese' (holding the Wiimote at your hip), and 'The Discard' (lying the remote down on a surface and then picking it up or rolling it). Each move is introduced with a short instruction text, which is far more entertaining than game instructions have any right to be.

The games themselves are, as always with a WarioWare title, crack-addled. Only a few seconds long, each minigame allows you only a moment to understand how you are supposed to use the specified form to complete the vague command associated with the game. It seemed to me that things were a bit less insane than the offerings from WarioWare:Touched, the DS title, but the games were still plenty strange. Some examples include : picking a nose, putting a old woman's false teeth into her mouth, drinking a glass of water, hula-hooping, driving a car, balancing a broom with one hand, fighting a samurai, and roasting a piece of mutton.

There are 13 character stories in Smooth Moves (two of them revolving around Wario), and in total there are about 19 different controller forms to master. Only one of these, 'The Diner', uses the Nunchuck; most of the game is playable with just the Wiimote. Playing through all of the stories and learning all of the moves won't take most gamers very long. A determined player could almost certainly play through the entire game in one sitting of about four hours.

That brevity may seem like a problem, but what is a problem for so many other titles is a strength for this series. WarioWare titles are endlessly replayable, even in a single-player state of mind. There's always a drive to refine your skill at the various games, to see how far you can make it through the endless series of games before succumbing to a missed cue or a slow hand. The Muliplayer component of Smooth Moves is especially well constructed, and allows for up to an astounding twelve players to compete against each other using one Wiimote. There are about six modes for multiplayer mania, with multiplayer-specific games joining the minigames playable in the single-player mode. My favorite is the nose-shaped rocketship piloting course.

The insanity of the minigames would not be complete without the distinctive 'look' of WarioWare offerings. While the character art has a crisp '2D/3D' style to it that looks amazing on an HD screen, the minigames themselves are all over the map. Crude pencil drawings walk side-by-side with what looks like clip art, crayola colorings, college-level 3D renderings, and actual-in-game assets from Nintendo titles. These last make for some of the most memorable games, as you bounce Mario off of coin blocks with a waggle of the Wiimote, or flick the device upward to catch a fish in five seconds of Animal Crossing. The dizzying array of visual styles is one of the game series' signature elements, and Smooth Moves delivers in spades. The games' audio is just as entertaining, with each stage having a characteristic jaunty tune to accompany your gaming. I recall enjoying these offerings a bit more on the DS title, but I may just be thinking of Ashley's music. Her simultaneously funereal and bouncy theme was a highlight of that game for me.

WarioWare: Smooth Moves is exactly the kind of game the Wii needs in these post-launch days. It's a ridiculous amount of fun, contains an endless amount of multiplayer, and (most importantly) shows off the Wii control scheme in a way few other titles can match. The only thing holding this game back from perfection is the incredibly short single-player component, and even then it's hard to argue with the developers choices. If you ever plan to have friends over to your home again, this title deserves a spot on your shelf alongside Zelda. The game's multiplayer element is as close to perfect as you can ask for, sure to elicit laughter and invite play by any and all interested parties. Smooth Moves is a title that deserves a look from every gamer who enjoys the act of playing games.
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    • Re: (Score:3, Interesting)

      Now that there is a windows driver for the wiimote, no need to port Portal to the wii. I think I'll say that again, cuz it was fun. Port Portal!
  • The dizzying array of visual styles is one of the game series' signature elements, and Smooth Moves delivers in spades.

    Besides, who wouldn't be charmed out of their socks by a giant R.O.B. the Robot waving a Nintendo Zapper at your Starfox Arwing fighter? I mean, can you get any geekier? ;)

    BTW, it's worth noting that the Wii does have a few non-minigame games. Call of Duty, for example, is apparently a well liked FPS even if the graphics aren't quite as nice as the 360 version. Also, by the time that most people get their Wiis, Metroid Prime 3 will be blasting on the scene, ready to kick some Space Pirate booty!
    • by William_Lee (834197) on Thursday January 25 2007, @02:09PM (#17756248)
      BTW, it's worth noting that the Wii does have a few non-minigame games.

      Including Madden...which I've rented and is IMO a great version. It really uses the Wii Remote and Nunchuck in ways that often approximate actual football motions.

      The graphics and commentary are pretty good, and the gameplay itself seems fresh and fun versus more of the same from EA.
    • Zonk's bias (Score:4, Insightful)

      by Anonymous Coward on Thursday January 25 2007, @03:47PM (#17757934)
      The anecdotal evidence that's been going around, now that the Wii is an established fixture in American living rooms, is that Nintendo's new console still has room for improvement.


      I thought the anecdotal evidence was that it's hugely successful and so in-demand that you still can't find it any in stores. Everything in the world has "room for improvement;" what a totally meaningless statement.
      • Personally, I think I'm bringing out Grand Theft Auto: Vice City again this weekend. Good gameplay WITH a good story, good graphics, and good sound and music is what I expect.
        Where does Vice City fit into the good story, graphics, sound and music? ;)
      • by maddskillz (207500) on Thursday January 25 2007, @04:04PM (#17758224)
        These games, regardless of how much fun they may be to play, hold -zero- appeal to me

        If they are fun, why wouldn't they hold appeal to you? I thought the idea of the wario games were pretty stupid, till I played them and found them to be pretty fun.
        Will they engross you...no. But that doesn't mean they aren't worth playing
      • by C0rinthian (770164) on Thursday January 25 2007, @04:23PM (#17758482)
        Clarification:

        I am a single male in my late teens/early twenties who lacks self confidence and am very concerned that owning these game will cause my insecure single male friends to question my sexuality in a derogatory fashion. Games must be overtly violent and/or sexual in nature and not contain any bright colors to be considered 'cool'. Anything with a pink box is to be avoided like the plague, regardless of the game itself.
        • Re: (Score:3, Interesting)

          That makes me glad the only reason I'm getting a Wii is the wife wants one (and that just comes along with the benefit of being able to play it myself.) And she isn't a gamer, hasn't played them since she was a kid on her NES. But bowling won her over.
          • You're wrong. Adults very much play with dolls and toy cars and read children's books. I even have an uncle who collects toy cars, and has a huge slotcar game in his garage. Many of the adults I know read books from Eoin Colfer or J. K. Rowlings. All in all, adults generally do whatever they like to do without thinking too much about the impression it may give to others.

            Here's another interesting tidbit: Kids prefer the PS3 and 360 over the Wii [kotaku.com]. I actually think it's mostly adults who buy the Wii. Kids pre

  • by COMON$ (806135) * on Thursday January 25 2007, @02:07PM (#17756212) Journal
    I bought a Wii just a little while ago and I love it for short bursts of fun. My wife loves the tennis and a good time is had by my non-gamer friends.

    However I need to ask the question, What is going to keep X-Box and PS3 from stealing the Wii thunder? They simply need to make a remote to match their systems and Nintendo will be off the board, perhaps for good. I guess Nintendo will still have the low price but that is about it other than fanboys.

    • by webrunner (108849) on Thursday January 25 2007, @02:08PM (#17756244) Homepage Journal
      If they made it on the other systems, then it would be an EXTRA peripheral. Only the Dual Shock, and to a lesser extent the Dance Pad, were ever successful as after-release add ons.
      • by Thansal (999464) on Thursday January 25 2007, @02:38PM (#17756776)
        Exactly, if you want a list of FAILED perifs here:
        R.O.B.
        Trackmeet pad
        Power Glove
        U-Force
        Eye Toy
        Sega CD

        If you can find me a list of ones that have worked I will be impressed, the only ones I can add to webrunner's list would be the Nintendo Zapper (admitedly, only 2 games I can remember), and the Guitar Hero controllers (Again, only for a specific game).
      • I don't care if their is a great game behind an add-on it will sell. The Guitar Hero series is all the proof you need, and now more add-ons are being planned for release due to its sucess. I know of a drum master game coming for PS2/PS3 right now. Also there are rumers of 'drum hero' and the like too.
        • by MeanderingMind (884641) on Thursday January 25 2007, @03:20PM (#17757480) Homepage Journal
          Firstly, I'd like some statistics on the lightgun/PS2 ratio. In my circle of friends there were probably 2 dozen PS2s and one lightgun.

          Secondly, there's a lot to prevent the PS3 and 360 from stealing Nintendo's thunder.

          1. R&D. In order for this to work they need to put time and money into it. If they don't, the quality of their work will suffer and not come close to what Nintendo offers.

          2. Copycatting. Sony came under enough fire for their SIXAXIS being a cheap knock off aimed at stealing the Wii's thunder. Imagine the jeers at an outright, blatant copy.

          3. Difficulty. The Dual-Shock was extremely easy to incorporate into existing games because they were basically mini-joysticks. Joysticks had already been around for years, so there were plenty of people already experienced with them. However, the Wii's remote has no predecessor in the gaming medium.

          4. Cost. With the Wii, you're spending $250 for the whole package. Because any other console would require such an addon to be bought separately, you're looking at $60 extra minimum for a single remote and sensor combo, which is in addition to however many of the $50 regular controllers you bought. All of that is on top of $300 minimum for the cheap Xbox 360, or $500 for the PS3. The Wii is obviously the cheapest option.

          5. Development. As neither Sony nor Microsoft has announced an add-on, it is highly unlikely any titles currently in developement would use such a tool. Given the development time on AAA titles, chances are we wouldn't see one completed using this system on the PS3 or 360 until past the midpoint this generation.

          6. Default. The Dual-Shock did well when it was introduced with the PS1, but it did not come unto its own until it was made the default controller for the PS2. The importance of being the default control mechanism for a system can not be stressed enough, as developers tend to target the lowest common denominator. It's safe, and keep them out of the red and get bought by EA.

          It is entirely possible that the remote will never have a game that truly shows what it can do. It's also possible that Sony and Microsoft will successfully release their own copy-cat controllers to combat Nintendo. However, their success isn't guaranteed and will require more than a rushed R&D job to be a serious threat to Nintendo.
          • by jchenx (267053) on Thursday January 25 2007, @03:58PM (#17758120) Journal
            2. Copycatting. Sony came under enough fire for their SIXAXIS being a cheap knock off aimed at stealing the Wii's thunder. Imagine the jeers at an outright, blatant copy.
            I completely agree. Copycatting is a very reactive thing to do, and for all the reasons you've mentioned, not a very good idea.

            This generation, it appears that all the major players have their own strengths that they can focus on, to try to distinguish them apart from everyone else. Nintendo, obviously, has the Wii-mote and everything that new interface can bring. MS is focusing a lot on all of the software/services of the 360, especially with Xbox Live. Sony, well, it's hard to say, but I imagine they would have to build their strength on just the raw power of the PS3, and really prove to gamers that their system is far more sophisticated than the others. Oh, and that Blu-ray thing too I suppose.
            • I'll definately second the point about strengths, with some more comments about Sony.

              I don't have much doubt that eventually the graphical differences between the 360 and the PS3 will become clear. In a year or two (or three) there won't be much question that the PS3 has the greater horsepower. The Cell simply has that potential, however excruciatingly difficult it may be to access.

              Which is why Microsoft definately needs to either kill Sony now (unlikely, despite the bad press Sony seems to attract) or buil
    • Re: (Score:3, Interesting)

      However I need to ask the question, What is going to keep X-Box and PS3 from stealing the Wii thunder?

      Sony has already made a half assed attempt to do this with their new stock controller, but all reports point to it as a tacked on mess versus the Wii Remote and Nunchuck.

      If history is a guide, console developers are very unwilling to design gameplay around optional controllers. It is a lot of extra work to come up with gameplay that works well on the Wii remote and really takes advantage of the
    • What is going to keep X-Box and PS3 from stealing the Wii thunder? They simply need to make a remote to match their systems and Nintendo will be off the board, perhaps for good.

      If developers can't count on this hypothetical controller to be on every system, like the Wiimote, it's always going to be a secondary peripheral. That's why it's too late for Microsoft and Sony to try and copy it completely this time around, since their systems are launched and established.

      Perhaps their next consoles will be

    • Re: (Score:3, Insightful)

      What is going to keep X-Box and PS3 from stealing the Wii thunder?

      Maybe patents? I don't really know if Nintendo has anything significant patented, but it's possible that there's something key to the Wii remote.

      Either way, it'd take Sony/Microsoft a while to bring anything to market, and even then it might take some sort of firmware upgrade to make it work (not that I really know about such things). Not that it's impossible, given that all of these consoles are internet-connected computers, and can be u

      • by ianmh (818287) on Thursday January 25 2007, @02:33PM (#17756714) Homepage
        I don't think we are trying to avoid realism in games, I think we are trying to experience things we can't in real life. Like being in a war, crashing a car or speeding lightning fast, or flying a spaceship. All these things I want to be as realistic as possible, because I really do not want or can not do them in real life. Washing dishes is not the same as walking through a futuristic war torn distopian city.
  • But putting down the Wii lineup as Zelda only is a little bit far off. Rayman Raving Rabbits, is an absolute must have gem, overlooked by many in the Zelda rush, it is definitely along the lines of Wario Ware quality wise and also has nice graphics. The rest of the original Launch lineup is sort of hit and miss depending on the tastes. But definitely way more and has a higher variety than the other consoles launch lineup. I cannot comment to the other games released so far.
  • by Zaurus (674150) on Thursday January 25 2007, @02:10PM (#17756268)
    How can the Wii be an "established fixture" when most of us who want one haven't even been able to see one in person yet? [slashdot.org]
    • by saintory (944644) on Thursday January 25 2007, @02:34PM (#17756730) Homepage

      I was fortunate to get one last Sunday. Here's my recipe for success:

      • Can't advertise what you don't have - If the Wii is advertised in a store weekly chances are extremely high they will have it Sunday morning. The new advert comes out in the Sunday edition of major papers but it ALSO comes out online between 3:00am and 4:00am.
      • Experience - Most stores now have experience dealing with a demand they cannot handle. The best way to deal with it is the simplest: Print out numbered tickets and as people arrive before opening hand them out on a first-come-first-serve until you have no more. This takes care of loitering and keeps the lines non-existent, so you won't have to call for backup when a fight over line position breaks out.
      • Target opens first - Unless you're a 24-hour superstore Target beats the others with an 8:00am opening. Bestbuy and Circuit City? 10:00am.
      • Accessibility and weather have an effect - If the store isn't near mass transit or easy to walk to less people are going to try to get to it. Furthermore, if it's REALLY COLD or WET when you go down Sunday morning, don't sit in your car. Chances are the person that wants a Wii and is dressed for the current weather will not mind standing right at the door and will be able to walk right up to it. For example, I dressed for the 20F weather that day. I walked right up to the store door and saw 1/2-dozen cars running in the lot. I turned to look inside the store and when I turned around again there were 1/2-dozen people BEHIND me at the door. Guess who got ticket 23/24 for a new Wii ;-)
      • Be polite to the retail workers - They are ultimately making a decision to let you hang out or not before the store actually opens. If you're rude chances are they'll sabotage any chance you had of getting one. Even though the customer is always right, it's their word vs. yours when the police/security are called. Being overly polite won't hurt just don't be rude.

      Hope this helps even the playing field for the Wii competition. Now if I could just find another Wii-mote...

  • One of the biggest reasons why I won't be picking up a Wii any time soon is Nintendo's reliance on Mario/Wario spinoff titles. I realize that they made their fortune on Mario's back, but it's been a long time. Hell, I remember when Mario brothers was just another game in the arcade. I humbly suggest that a new mascot is needed, to get Nintendo's creative juices flowing again.
    • Re: (Score:3, Insightful)

      One of the biggest reasons why I won't be picking up a Wii any time soon is Nintendo's reliance on Mario/Wario spinoff titles

      You forgot Metroid, Starfox, Donkey Kong, Zelda, Kirby, and a half-dozen other characters/franchises I'm probably forgetting about. All of which are available for the Wii NOW as Gamecube games. (See if you can pick up the $10 DK: Jungle Beat from Gamestop. The bongos make the game a blast to play!) If you wait a few months, they'll also be available as Wii games.

      While you're understan

    • Yes, because we all know Nintendo hasn't been creative or innovative in regards to any games Mario, Donkey Kong, Wario, or any other franchise characters has been in. And they sure haven't created any new franchises at all. Oh wait...
    • Re: (Score:3, Interesting)

      I humbly suggest that a new mascot is needed, to get Nintendo's creative juices flowing again.

      Donkey Kong? Yoshi? Link? Star Fox? Kirby? Captain Falcon? What are they, chopped liver?

      I "humbly suggest" that the last thing Nintendo needs is yet another mascot! What Nintendo really needs is to make games without a mascot (i.e., where the character is "you" or where there isn't a character at all).

    • Re: (Score:2, Insightful)

      I agree completely with this. It seems like Nintendo relies solely on their cash cows to make money instead of going for new franchises (a generalization, I know).

      One trend I've noticed with the Wii is that the majority of games are simply collections of mini-games. That doesn't inspire confidence to me, and TFA's claim that Warioware is "exactly the type of game the Wii needs" really makes me think that the Wii will become nothing but that: a mini-game console with little in the way of traditional (long
    • Re: (Score:3, Insightful)

      Have you tried a Wii? Have you heard anything about the controller that it comes with? Creativity is the least of Nintendo's problems.

      I really don't get this whining about Nintendo and their franchises. They aren't just churning out incremental sequels as fast as possible just to make a quick buck. Nintendo takes good care of their franchises, and almost always creates high quality games. They might make 100 different games that take place in the mario universe, but there will be at least 80 different types
    • by Miseph (979059) on Thursday January 25 2007, @03:31PM (#17757660) Journal
      I agree, they should be hocking games like GTA: Ethnic Rampage, The Sims Do the same Things Again, Need For Speed Underground Hot Pursuit 12, Tony Hawk's Segway Rebel, Star Wars: Make George Lucas Even Richer Through Ludicrous Amounts of Licensed Merchandise, and Final Fantasy XXVIII: 3. You know, the kinds of games that HAVEN'T been franchised to death.
  • If you're looking for a quite weekend rental, Elebits isn't a bad call.

    Sometimes spellcheck isn't enough!
  • by captnitro (160231) on Thursday January 25 2007, @02:25PM (#17756572)
    I have to respectfully disagree with the critique of Elebits' gameplay. I found it fun and incredibly challenging -- there are time limits, limits on breakability of objects (don't smash too many plates) as well as limits on making too much noise (dB). On some levels these limits were fun, on others, they were annoying. While the graphical polish could have been better, it was a refreshing game that didn't once harp on the same old genre formulas. I appreciate the smooth gameplay and consistent framerates in most levels as opposed to focusing on graphical prowess.

    Those that are observant/patient enough to explore into the levels a little more will realize that there are hundreds of little, unrevealed puzzles. For example, find a basketball in the drawer and put it through a hoop in the next room, and Elebits pop out. The same of putting books in order on the shelf, or finding a disc to put in a CD-ROM drive. The time limits are probably the most challenging/frustrating aspect of the game -- these are relatively massive levels with tons to do and explore, so it sucks when your time runs out at the expense of finding enough Elebits to turn on various appliances and tools that allow you to solve puzzles and turn on further appliances and tools. I truly envy those that have scored high enough to unlock Eternal Mode on a good number of their levels.

    The control method (drag the wiimote to the edge of the screen to rotate) sounds a lot like the same Red Steel catastrophe, but it was more responsive and easier. Unlike other games (like COD3), you have smoother, more gradient speeds of rotation as your wiimote approaches the edge. Controlling your character is incredibly simple and fun -- I'd play more FPSs on the Wii if they were all like this.

    My one beef with the entirely gameplay aspect was the Capture Gun power-up method. In Elebits, you have both regular elebits that increase your wattage (turning on appliances and such), and special elebits that power up your Capture Gun to lift heavier objects and thus find more Elebits in general. Unforuntately, they chose to make the gun reset to its lowest power at the beginning of each level, so if you want to get into the more challenging puzzles, you're doing it in the last two minutes of the level because you have to power up your gun the same way every time. I think I would have liked having fewer powerup elebits in conjunction with the "leveling" method a little bit more, so I could go back and use the newfound power to discover secrets in older levels I had already played. As it is now, I'm forced to unlock Eternal mode for a level if I want to power up my gun with few restrictions. I suppose the level they have now is more challenging, but I think another system might have been more fun and had more replay value.

    4/5.
    • by jspectre (102549) on Thursday January 25 2007, @02:58PM (#17757106) Journal
      i'm with you. the OP dismissed elebits far too quickly imho. i find the gameplay to be something fresh and interesting among all the other standard games. i think the controller use is by far the best among any game i have so far (8 and counting). yes, wario (which i also have) uses the controller in creative ways but elebits uses it in what should be standard ways for manipulating a 3d environment with the wii controller (pulling open a drawer is more than just click on the handle, you have to pull the controller towards you).

      i agree the time limit is probably the worst part of the game, but maybe someone will find a cheat/hack that stops the timer. i'd love to take my time to explore every stage.
    • by kinglink (195330) on Thursday January 25 2007, @03:40PM (#17757800)
      I have to agree, for two games, they dismiss elebits, which is a pretty lengthy game if someone is going to fully complete it (similar to Katamari damacy where you can beat the game with 50 percent of the items found or complete the game with everything found). There's also some very unique nest puzzles that you meantioned. A good physics engine. (not perfect but any physics engine is crucial for this game)

      Yet at the same time he gives Wario ware accolades even though it ignores it's predecessors and instead of allowing people to play a single game for a best score gives extremely limited modes. Even the multiplayer is a mixed bag.

      Both games are good but Elebits is the second best game I have for the system, Warioware was good for the 2 hours it took to unlock it all and now is just an ok addition.

      Perhaps Zonk doesn't like the katamari damacy style games but Elebits is far from a mediocre game in the same way katamari wasn't a mediocre game.
  • by DJ-Dodger (169589) on Thursday January 25 2007, @02:26PM (#17756600) Homepage

    Additionally, and confusingly, only the first player is allowed to move the camera. This makes it exceedingly hard to tell what's going on, and has a lot of potential for abuse.
    You know this is a setting you can change right? It's pretty clearly labeled. You can set it to a particular person or have it rotate randomly every X seconds.
  • Now, though, it's a new year and it's time for the Wii to step up as a gaming platform.

    Maybe it would be more useful to look at the Wii this way: Do people who bought a Wii enjoy it three months, six months, a year after purchase? The target audience is broader, and the games are different than those for PS2, XBox 360, et al. I'm reminded of all the early analysis of how the iPod was going to go down in flames. The analysts didn't understand that the target audience wasn't technophiles, but regular average everyday people.

    • Maybe it would be more useful to look at the Wii this way: Do people who bought a Wii enjoy it three months, six months, a year after purchase? The target audience is broader, and the games are different than those for PS2, XBox 360, et al. I'm reminded of all the early analysis of how the iPod was going to go down in flames. The analysts didn't understand that the target audience wasn't technophiles, but regular average everyday people.

      The way I see it, there are two major audiences involved here. You've g

  • We all.... (Score:5, Funny)

    by nixkuroi (569546) on Thursday January 25 2007, @02:42PM (#17756842)
    We all had fun over the holidays, sharing Wii Sports with our relatives and...

    No we all didn't motherfucker...no...we all didn't.

    *sobs quietly to himself as he waits for some store...any store in Washington State to get another Wii*
  • by Turken (139591) on Thursday January 25 2007, @02:49PM (#17756952)
    First, I don't think that Zonk has actually played all the way through the game. His estimation of 5 hours to get through the story is a bit on the short side. Most of the later missions will take 15-20 minutes each to complete. And then there are a couple missions that you WILL fail on the first try, thus requiring more time. For me, it probably took closer to 10-12 hours to complete the basic story mode.

    Then, once the basic story is finished, there is a LOT or replayability in the form of finding special items/elebits to unlock additional modes, and then trying to beat the challenge missions. Taking the entire game into consideration, there is easily 30-40 hours of gameplay.

    Of course, you also have to factor fatigue into the equation. Frantically clicking the zap buttons for 20-30 minutes straight will actually wear out your hand, so while it may be possible to "beat" the game in a theoretical five hours, few individuals will be able to actually do it that quickly without stopping to rest the hands.

    Also, Zonk's description of multiplayer is not entirely accurate. The camera control is not always attached to player one. Player one is the default camera control, but during the multiplayer game setup, you have the ability to chooose another player to control, or you can choose for the control to randomly switch between players every 10/30/60 seconds. This switching of camera during play can be a little confusing at first, but once you get used to it yields a more balanced and ultimately more fun multiplayer arrangement.

    I'll agree that the game isn't necessarily the best that we will ever see on the Wii, but is is a good solid launch title and should be rated more like 4 out of 5. Definitely worth a rental, especially if you're a fan of the Katamari games.
  • by C. Alan (623148) on Thursday January 25 2007, @03:32PM (#17757674)

    I picked up Elebits last week, and I am finding that it is one of the few Wii games I can play with my 3 year old son. It took him a couple of games to figure out the targeting system, but after that, he had a blast throwing around the furniture, and generally making a mess, and concentrating very hard to line up a shot to capture elebits.

    The fact that the camera control can be restricted to one player is a plus for us. My son does not get how to control the camera yet, so we have fun with me controlling the camera, and him blasting away at furniture.

    • Re: (Score:3, Insightful)

      Well the main difference is, with the other consoles, you get a bunch of first party crap and a bunch of third party crap ;-) No seriously I am currently playing the cube backcatalog, there are a lot of gems in there, even third party stuff. But you have a high junk/gem ratio on every console, even on the ps2 you only have a handful of games which are worthwile playing.
        • Re: (Score:3, Insightful)

          The PS2 library is the largest, most diverse, and highest quality library of games ever assembled for a console. It puts the GameCube,Xbox,Xbox 360 combined libraries to shame. Actually no, the biggest game lib still is the PC with over 20 years of gaming, and almost every console under the earth emulatable, but that is a different issue. Besides that the pure console with the largest number of games currently in existence probably is the gba, but I do not want to see the shovelware/gem ratio on that one
      • Your summary neglects the elegance of the setup.

        Regarding pointing...

        In a FPS on a typical console controller, you are required to use one joystick to aim your target reticule. Imagine trying to do the same thing on a PC. Any PC gamer would tell you it's ridiculous and go back to using their mouse.

        The beauty of pointing is that it is simple and realistic, while freeing my thumb up for more important matters. I point where I want to shoot, and I shoot. Soldiers in real life do not fiddle around with joystick
    • How many Wii have been sold in the US? 50,000? Well rough estimations (the 4 mio line of wiis was passed around beginning of the year) in the US there is probably 1-1.5 Mio Wiis sold by now. There are no exact numbers in the open for now, but I assume the number of Wiis worldwide sold must be around 5 mio or so. Since the console is basically sold out on a worldwide scale, only Nintendo knows exactly. As for now, 1 Wii produced == 1 Wii sold.
    • How many Wii have been sold in the US? 50,000?

      1.1 million according to NPD's figures. 1.25 million for all of North America by Nintendo's figures. Which means that using your 50,000,000 household figure at 1 wii per household, Nintendo currently has about 2% market penetration. Not too shabby for a brand new console. :)
    • Try 1.25 million (just in the US in 2006). I'm sure it's more by now...
      http://www.chron.com/disp/story.mpl/ap/fn/4498866. html [chron.com]
    • Re: (Score:3, Interesting)

      It's probably a lot easier and quicker to stamp discs and print packaging than to make complicated hardware parts that may be dependent on supply chains. Also the variable costs of a game is going to be very little compared to hardware, so your risk for over-production will be lower.
      • Re: (Score:3, Insightful)

        By far the hardest thing with the Wii to obtain is hardware itself... then the nunchuck then the wiimote... the games are cake easy to find, even zelda. It's a fun system.