A
few years ago I took part in one of those focus group thingimawhoozits.
It was that kind of function where a big medley of mixed corporate
cahooneys and skint students all muddled together to dream up
new megabucks-making ideas - in this case, for an especially well-known
telecoms outfit. Amongst the myriad ideas dreamed up that day,
was one, I thought, particularly impressive prospect: Playing,
say, the drums in one country, and having the sound transported
in real-time across a great expanse to an overseas band practice,
using the all-sparkly powers of the ever-expanding magical world
wide intraweb. Imagine the possibilities, eh?
Strangely, that was the first thing that came into my head watching
the promo video for Nintendo's new console, the wondrous, wacky
and weirdly monikered Wii. The association, however, was somewhat
turned on its head; far from transporting sound across the world,
it was the act of making the music itself which I'd previously
not considered, that now seemed so fresh and unique that I positively
ached to get my hands on the machine - for here, in front of me,
in the trendiest of central London locations, on a plasma screen
TV the size of Tunbridge Wells, were moving images of a well-dressed
twenty something not unlike myself (you wish! - Ed), making quite
the rhythmic racket playing air drums… holding no more than a
pair of Nintendo Wii remotes.
That was it for me. Sold; hook, line and sinker. In that single
moment I went from sceptic to believer, and found myself wanting
the machine more than fruit-named puffy dress-wearing princesses
long for short dumpy moustachioed plumbers in dungarees. I'm such
a sucker for hype.
But you, the general games-buying public shouldn't be. You shouldn't
be influenced by incidentals like concept footage of funky aspirational
games-playing mannequins. You shouldn't, in all seriousness, let
the sheer cool-factor of air drums influence your opinion either
- and please, PLEASE, don't be swayed by silly salesy little slogans
(according the Nintendo PR rep, Wii 'is not next-gen, but new-gen',
folks!).
No. There's only one single thing you need to know about the
Wii: That it's sheer, unadulterated, peerless and incalculable
FUN - for kids of all ages… and we mean that right up to
those grown-up kids with mortgages and half-pints of their own.
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The Games
Our hands-on with Nintendo's new machine lasted a good hour and
a half - easily long enough to sample the delights of the on-display
Wii Sports, Wii Warioware and two accompanying tech demos. Sadly,
the big guns were conspicuous by their absence, so there was no
Super Mario Galaxy, Twilight Princess and such; while the show
staff were keen to stress that the Wii remotes in use were still
work-in-progress prototypes.
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Wii Sports
Tennis
By
far and away the crowning glory of the show's software, Tennis
gave the best example of the Wii's much-vaunted pick-up-and-play
social gaming abilities. The setup was slightly unusual, however;
a two-player game with each player controlling not one, but two
on-screen doubles partners - all of which moved of their own accord
- something we were told may be moved to the remote or nunchuck
for the final release version.
That small detail aside, the act of playing Wii sports tennis
itself was both delightful and empowering. The remote acts as a real-life
tennis racket would; simply flick your wrist upwards then forwards
to serve, and from there it's a mere matter of rallying in real-time.
Spin can be applied, and the accuracy of shots was pretty much
spot-on. Slices and lobs were especially hard to do, however,
and using one remote to control the rackets of both doubles partners
was frequently off-putting, but again this should be corrected
for the final build. Overall, the sheer energy and enthusiasm
generated by Wii Sports Tennis was enough to leave everyone eagerly
awaiting the machine's release.
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Wii Sports
Baseball
Distinctly
less complicated than either Tennis or Golf, the baseball simulation
saw the player holding the only wireless remote at the event as
if it were a bat, and slogging away - first at three practice
pitches, and then ten live ones, with the game measuring how far
successful hits travelled. Never managing to get more than three
home runs, I'd be inclined to blame the controller and call it
over-sensitive… though in truth, the accuracy of the hand piece
was never less than dead right. I hang my head in shame.
Quite a heady workout, and potentially as addictive as any other
physically-demanding videogame (Eyetoy or Dancing Stage, watch
out!) Baseball was an admittedly shallow, but still rather promising
demo.
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Wii Sports
Golf
The
most technical of the three Wii Sports titles on offer, Golf also
offered the most sensitive and demanding control setup. As you've
probably guessed by now, it involved holding the Wii remote as
you would a golf club - with power helpfully indicated on-screen
using a power bar at the bottom of the display. Test swings could
be taken to gauge the effect of moving the remote at different
speeds, with actual shots being taken by holding A and taking
a punt.
Given the different modes of shot, we were quite impressed with
Wii Golf. Pitching and putting both followed the same basic system,
though felt quite individual with the amount of power applied,
while the added issue of undulating terrain proffered another
problem to play through. Of all the Wii sports titles, we'd bet
on this being the least easily accessible - but also the most
lifelike and deep, too. One for real golf lovers, then.
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Warioware:
Smooth Moves
Fast
growing into one of Nintendo's most well-loved series, Warioware
is the type of game the Wii itself could have been made for. In
our demonstration, the minigames were no less addictive than expected
- and the intuitive uses for the remote were even better than
we could have hoped for.
Driving a car by holding either end of the remote like a handlebar;
holding the remote by your side and wiggling hips to spin a hula
hoop; sitting the hand piece flat to balance an on-screen broom
in a hand; holding the remote like a pen to trace an outline around
a shape; moving the remote up and down to pump a balloon; running
on the spot to send an on-screen sprinter to the finish line -
all of these and many, many more were present, and helped make
Warioware: Smooth Moves the most laugh-out-loud funny game to
watch at the event, as well as the most manic in the series to
date.
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The Rest
The
two other titles on show were more tech demos than actual titles
set for release. That's not to say that they provided little insight
to the machine's capabilities, though. Indeed, the first, a sort
of Duck Hunt inspired shooting gallery, gave a good example of
the kind of calibration problems that could be an issue with the
machine - for while one of the remotes on the demo pod was perfectly
calibrated, the other had the on-screen indicator a good few inches
to the left of where the remote was being pointed. Nontheless,
it was good fun to play, and showed how much great first-person
shooting action we can all look forward to from the machine's
point-and-shoot control system.
Lastly on the software side of things, Orchestra was the simplest
offering of the lot. With two choices on offer - the Zelda theme
being one of them - the player merely waved the magical Wii remote
at different speeds like a conductor's wand, to slow down and
speed up the composition at their discretion. Yet another fantastic
example of the diverse multimedia properties of Nintendo's new
machine - and having played it, now I REALLY can't wait for that
drum game!
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The Remote
Small,
lightweight, easy to use… but as of our playtest, not quite
finished - the wires on most hand pieces at the event were testament
to that. Nevertheless, the Wii remote represents the very bleeding
edge of Nintendo's continued commitment to videogame innovation.
It's a smart piece of kit; solid, durable and less easily marked
than the new DS Lite. The D-pad is small but perfectly positioned,
while the A button and B trigger both gave off that satisfying
click that you get with the buttons on only the best peripherals;
little rigidity; no sponginess. The ones we tried even had a little
wrist strap attached, just in case of droppages. Lovely.
And of course, the motion sensitivity itself is key. We found
it, if anything, a tad over-sensitive with certain software (the
Shooting Gallery in particular), while in general the software
on offer seemed to only hint at its potential sophistication;
a more refined Tennis sim, for instance, could be a truly lifelike
in-depth playing experience, once developers really get their
heads around the technology. Wii Virtua Tennis? Yes please!
All in all, we could feel nothing but positive from our ninety
minutes with Nintendo's new console. There really is nothing like
it on the market, and as if to testify to this, watching two gasping
be-suited forty-something executives duke it out on Tennis really
was a sight to behold. Maybe there IS something in Nintendo's
'New Gen' slant, after all.
Mark Scott
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