Showing posts with label wii. Show all posts
Showing posts with label wii. Show all posts

Wednesday, October 24, 2012

Review: Rayman Origins (Wii)

Let's get the critical evaluation out of the way: Rayman Origins is a fun, smartly-designed 2-D platformer that strikes a balance between the charm and detail of Kirby's Epic Yarn with the trial and error, twitch challenge of Super Meat Boy.  Sounds pretty good, right?  For the most part, it is.  Game reviewers have heaped near-universal praise upon the title using phrases like "wonderfully crafted," "gorgeous," and "controls perfectly."  I agree with all of these, and yet, Rayman Origins still comes off a bit empty.  The only reason I can think of for this disparity was the difficulty I had empathizing with the ragtag group of bohemian shit disturbers that serve as the game's protagonists.  This disconnect effectively eliminated my attachment to the characters' motivations and relegated the game to a product of craft rather than a work of art.

I do fear that this opinion could brand me as some kind of humorless square, but characters who have been created solely for mischief usually rub me the wrong way.  I have always been pretty straight-laced, staying organized and avoiding trouble whenever possible.  In elementary school, I observed conflicts and elicit conversations from a safe distance, honing my "excellent listener" skills overhearing discussions of cigarettes and R-rated movies.  I hated Michelangelo from Teenage Mutant Ninja Turtles because he was the idiot who always dragged the others into avoidable hostile situations.  So, when Rayman Origins opened with the full cast of layabouts harmonizing beatnik music via chewing and snoring noises that essentially annoyed the neighbors into retaliation, I felt less like exacting revenge and more thankful that somebody said something.

At least in Mario games Nintendo fabricates a premise of "rescue" for your quest.  You might not desperately need to save the princess, but you assume Mario probably does, so you oblige.  The "white knight" stereotype isn't what makes the character interesting or believable – on its own the characterization is quite shallow.  It does set a stage for you to quickly get behind the protagonist's motivation though.  This works for morally ambiguous protagonists too, just using different criteria to match the context.  In contrast Rayman and his friends are a bunch of hedonists, apathetic to current affairs except when their collective buzz is at stake.  It's like playing a game where a small party of stoners embark on a quest to find the nearest convenience store and eat day-old taquitos.  Actually, nevermind, I'd totally give that game a shot too.

The fluidity of Rayman Origins' level design and platforming controls largely make up for the shortcomings in plot establishment, but only to the extant that great mechanics can reach on their own. The moment-to-moment satisfaction in Rayman Origins is quite high.  Levels are designed for smooth runs if played precisely.  If the sensation of speed was faster you might think you were playing the Sonic the Hedgehog sequel that never was.  Better yet, you never feel like the characters are out of your control.  If you screw up, there's always something you could have done better.  After all your hard work, finally you reach the end of the level and the camera zooms in to show Rayman thrusting his limbless torso around, mouth agape.  This guy again.  In the scene that follows, one of Rayman's big-nosed pals straddles an incredibly phallic test tube as it fills up with all of the Lums (yellow, glowing collectables) you found in the level.  When other reviewers talk about this game being "unmistakably French," this is what they're actually referring to.

So what am I left with in Rayman Origins but an excellent product of gameplay craft, shouldering an otherwise driveless game.  It's a shame because so many pieces are in place for Rayman Origins to be a certifiable work of art, but it falls short on a holistic level.  The mechanics that are present are rich, but they're not deep.  The game doesn't invite immersion – I got burned out after few levels each time I came back to it.  It's great that Ubisoft recently published a strikingly similar game for mobile devices, since Rayman Origins' structure is better tuned to short gameplay bursts over long-form, sit-down experiences.  If a game/painting/song doesn't ultimately provoke questions or reflection or welcome a more intimate play of engagement, then it's just serving a specifically crafted entertainment experience.  Sometimes that's exactly what I want, but I had higher hopes for Rayman Origins.

We can talk "art v craft" inconclusively for longer than it takes to play Rayman Origins, so let's just consider the established critical baselines as laid out by Enlightenment philosopher Immanuel Kant.  To state it plainly, Kant divided art objects into "fine art," "agreeable art," and "craft."  A great deal of intricacy goes into these categorical assignments, but the easiest way to distinguish them from one another is by the purpose of the object in question.  Craft objects serve direct practical purposes: cups are vessels for water.  Agreeable art serves to entertain: a well-written joke incites laughter.  Fine art seeks to act as, well, art: a video installation provokes a play with ideas.  Many individuals hold fast against Kant's distinctions between art, craft, and entertainment, but institutions of the art world (museums, galleries, and art schools) still hang on to them as guideposts for taste.

Games, and obviously video games, weren't a part of this discussion in the 18th century, but Rayman Origins was clearly built for entertainment.  That said, entertainment itself could be interpreted as a practical purpose too, thus placing the game into the "craft" category as well.  You could argue that even if I absolutely adored Rayman and his buds, the game would still be "agreeable," not "fine," art.  Who knows whether that would actually be true though?  If art was just a matter of pushing sliders more to the left or right, then the answers to these questions would be obvious.  But I digress.  My point isn't to trudge around in semantic minutiae, but simply to concretize why my time with Rayman Origins left me lukewarm when most signs within and around the game seemed to be pointing in a more prestigious direction.

I want games that match the mechanical challenge they're so clearly capable of with intellectual challenge, or at least stimulation. I'd love to see developers use the gameplay systems from Rayman Origins as building blocks.  The side-scrolling action/platformer can be considered perfected at this point.  That's a milestone achievement, and deserving of serious praise, along with the economical UBIart framework used to create Rayman Origins' visual assets.  But what of it?  I've spent years playing games where I move a character to the right, so here's hoping that the next Rayman game will return the favor and actually move me.

Wednesday, October 17, 2012

Review: Xenoblade Chronicles (Wii)


How long does it take to tell a good story? In person? Maybe 5 minutes. In film? About 2 hours. A book? Let’s say 5-10 hours. Video games? No less than 50 hours. This means you could watch every major Stanley Kubrick, Paul Thomas Anderson, and David Lynch film before finishing one game. Sure, the standards for game stories have changed over time as shorter action titles have steered toward a cinematic style and runtime, but the progenitors of story-driven gaming, the Japanese role-playing game (JRPG), remain as staunchly extensive as ever. Xenoblade Chronicles is the latest JRPG from cult-favorite and aptlynamed developer, Monolith Soft. In it, you play as Shulk, a “chosen-one” who brandishes a mystical sword on an epic quest to defend his homeland and unite two worlds at war, for 80+ hours.

For all of the evolving JRPG conventions that Xenoblade perpetuates, egregious game length is an interesting choice; however, it matches its expansive world. The characters live like insects on the bodies of two gigantic titans, frozen still amidst an ancient duel. Your party gradually traverses from the right leg, all the way up the titan’s back, to its head – and that is just the first act. From the “ground,” the opposing giant is always faintly, ominously visible in the distant sky. Individual areas are pretty big too, and require you to explore on foot before a fast-travel option opens up for return visits.

Battling and traversal occupy the majority of your time in Xenoblade, but their significance to the narrative remains up to interpretation. The “story” is mostly delivered in dialogue-heavy non-interactive cutscenes that flesh-out the characters and setup the next party objective. Once control of your posse is given back to you, it’s time to climb some mountains and slay some beasts. These lengthy stretches of exploration and survival put you into the shoes of the characters whose narrative motivations demand persistence and diligence. Similarly, you, as a player, must also possess a certain amount of endurance to see the journey through to the end. That’s not to say that playing the game is a struggle, just that it entails a significant physical commitment on the part of the player.

Some players may look at Xenoblade’s demands and choose to walk away from the game before the end, due to real life time limitations or in-game frustrations. EGM Managing Editor, Andrew Fitch, seemed particularly frustrated by his playthrough of Xenoblade, as evidenced in his review, so I wanted to pick his brain a bit further. He told me that he did complete the entire game, including dabbling in some sidequests, but that, in general, he doesn’t think it’s absolutely necessary to spend the full length of 80+ hours with a game to be able to evaluate its quality. “At 35 hours, a game—even an RPG like Xenoblade—has revealed its true self,” he wrote, referencing commenter outcry at Jason Schreier’s review for Kotaku. I agree with this statement, especially in terms of evaluation. You don’t need to get more than a handful of hours into a game to decide if you’ll objectively enjoy it, and if a game hasn’t made itself known by that point, it probably has serious pacing issues. However, I’d argue that stopping short of completion in a game like Xenoblade negates some of the experience of long-form play, which is in this case essential to the experience of the game.

Xenoblade took me about a month to complete, playing in chunks of a few hours here and there, and occasionally taking several days away from the game entirely. I found my attachment to the game at its fondest when I maintained a steady stream of “healthy” play sessions, where I knew that I could take a break and the game would always welcome me back. Towards the end of the game, I hit my first wall where I could not beat a boss character and continue forward.

Before this point I had never needed to actively grind through fodder enemies to level up my characters to be strong enough to topple a foe for narrative progress. That I hit this wall some 80 hours into the game made me feel a bit betrayed. I’m sure other players hit walls earlier, depending on playstyle, but mine felt like an act on Xenoblade’s part to delay my imminent completion. I knew I’d finish the game eventually, but hitting the level wall sucked all of the momentum out of the narrative as well as my general drive to play.


Grinding is an old standby of JRPGs, a design decision seemingly made for the purpose of extending the length of time spent playing one game. Grinding, on its own, is not an especially enjoyable experience, and the payoff is indirect. That said, every aspect of a game shouldn’t need to be fun for it to be considered good and/or necessary, as long as players aren’t being unknowingly exploited. If you could simply waltz up to a boss character at any experience level and win, the intended power and gravitas of those conflicts would be diminished. At some point we’re discussing the relative virtues of “practice” here as well, since grinding is also about testing out and refining different engagement strategies. Xenoblade, like most JRPGs, uses a quantitative reinforcement pedagogy instead of a qualitative one. The side effects of this are games that take eons to complete, but inspire a transposed empathy for the hardships of the virtual characters you control.

It’s worth examining how much “story” is really being told in Xenoblade since the vast majority of play time is spent doing things that seemingly have no bearing on the plot beyond contextual nuance. Monolith Soft previously developed a trilogy of RPGs called Xenosaga, each providing 40-50 hours of gameplay and featuring what at the time were considered extensive cinematic cutscenes. Part 1 was never released in Europe, but bundled with the EU version of the sequel was a video of all of the original’s cutscenes, running over 3 hours. That’s a long movie, but less than 10 percent of the game. I bring this up to illustrate Monolith Soft’s penchant for story-centric games that actually put the player in command the vast majority of the time. It’s the player’s choice of actions with those characters that makes the story sink or swim as a game. After all, what’s way more boring than 5 hours of expository dialogue, rote cinematography, and a short rotation of canned animations? Answer: 45+ hours of tedious button-pressing sequences, broken up only by fits of inventory management.

Xenoblade comes out mostly on the positive end of the spectrum here. Battles play out MMO-style, similar in execution to FFXII’s Gambit system, which makes for seamless transitions between fighting and traversal and fun, snappy combat. Individual battles require you to position yourself on specific sides of monsters to increase chances of dealing critical damage. Things actually happen so quickly that it takes a few hours with the fighting system to catch up and really understand what you’re doing. Once you’re there though, you can establish rhythms to maximize how different characters’ attacks can play off of one another. Xenoblade piles systems on top of systems to such a degree that you really won’t master everything unless you play well beyond the basic story path. I felt like I was constantly reaching new tiers of understanding with the combat system up until the final fifth of the game. The length of Xenoblade allows you time to figure this stuff out at your own pace. Even after finishing the game there are several parts of the battle system that I never grasped, particularly Melia’s magic spells, which could make for a totally different approach to confrontations altogether.

One of Xenoblade’s major accomplishments was how briskly and efficiently it flowed throughout its considerable breadth, level-walls in the final stretch aside. Its dialogue has an economic sensibility that prioritizes character action over character depth, making narrative setpieces attention-grabbing, if emotionally detached. This is bucking the JRPG trope of long-winded, redundant internal monologues and painfully melodramatic conversations. Not that Xenoblade doesn’t turn insular and sappy from time to time, but you end up tasting it far less than you’d normally expect. The UK voice crew deserves some credit here too for realistically grounding the characters and delivering lines in a way that brings them to life when some of the animation falls short. Outside of cutscenes though, be prepared to hear the same handful of pre- and post-battle quips hundreds of times, which will grate no matter how much you like hearing the word “jokers” in an English accent.

And that’s the quandary of the epic game: how much repetition can players take without “play” turning into “work?” The more similar battles you fight, the more likely you are to notice a multitude of annoying “flaws.” Why do party members willingly tread into poisonous water when fighting? Why is the camera so close when fighting gigantic enemies that you can’t see anything? Why is the inventory system so laborious to configure? The list goes on (again, Andrew Fitch has your back). When Xenoblade is flying high, the imperfections fade into the background, but there are bound to be lulls in any 80-hour experience.

Repetition and “practice” reveals the true nature of systems and mechanics to the player over time, both good and bad. Xenoblade’s approach to this inherent hazard is to load up with so many systems and accruable points that something is always unlocking or reaching a new level. It’s the video game equivalent of sleight of hand. This strategy works remarkably well most of the time, pushing you through slower moments without batting an eye. That said, nothing brings the whole trip to a screeching halt like detrimental AI behavior or an unwieldy camera, both of which plague Xenoblade sporadically.

Monolith Soft could have just made a shorter game and delivered much of the same content, but it just wouldn’t have been the same Xenoblade Chronicles. There is something to the 80-hour experience that 20-hour games don’t have, that they can’t have. It is a unique feeling to play such a gargantuan journey. This is because each upcoming play session is iterative, building on the last, but offering the same repetitive pleasure that keeps people tuning into soap operas on a daily basis. There is drama and progression to a point, but you know the actions to get there are going to be relatively unchanged each time. What separates playing Xenoblade from watching Days of our Lives is the sense of increasing complexity that eventually comes to a head. I’ve always found the unending nature of MMOs unappealing and desperate. In contrast, the monumental JRPG isn’t afraid to end, shoving you out of the nest and into a world in its wake. I respect that confidence; it’s a rare thing. That’s a large part of why I consider my experience with Xenoblade Chronicles as time well spent.

:Reposted on Medium Difficulty:

Wednesday, May 23, 2012

Review: Super Mario Galaxy (Wii)

We've been told that space is the final frontier, but in the US we're witnessing the retiring of our nation's fleet of space shuttles due to scaled back government funding for manned outer space exploration.  Sure, private enterprises like SpaceX (with tremendous help from NASA) will continue the bold pursuit into the unknown, but the initiative's removal from the national docket leaves it to capture the attention of those who seek it out rather than the hearts of potentially any forward-thinking citizen with an inkling for discovery.  Human outer space exploration certainly inspired its fair share of scientific research and, perhaps in equal measure, the imaginations of thousands of artists, writers, and creative thinkers.  I have a feeling legendary game designer Shigeru Miyamoto always wanted his Mario character to explore space too.  In 2007's Super Mario Galaxy (SMG), Nintendo did just that, constructing an interplanetary mash-up of the Mushroom Kingdom and the Milky Way that serves as the perfect playground for another Mario adventure.  SMG may not capitalize on the full potential of its unique gravity-defying setting, but its desire to introduce players to a kind of world they've never quite come across is clear from the outset.

Mario games have always had inexplicably floating platforms, but in SMG those platforms usually come with their own gravitational pull, meaning you can run around a spherical "planet" without fear of falling off.  The general feel and aesthetic of this brand of platforming draws less from Hubble telescope images, and more from the likes of a giant mobile come to life.  Think Le Petit Prince multiplied by the moon-rolling credit sequence from Katamari Damacy and you're getting there. The outcome is not that you feel as if you're traversing across vast expanses, but rather that someone dumped out a toy chest in orbit of a small satellite and asked you to make sense of it.  SMG is still a platformer at heart, and to that end it is more about Mario's relationship with various floating objects than it is the zero-gravity environment that exists outside of objects' miniature atmospheres.

Given the space backdrop and the exploratory inclinations of previous polygonal Marios, I was surprised by how narrow SMG's critical path is.  Game structure and mechanics in SMG are not dissimilar from 64 or Sunshine (3D platforming with a hub world containing levels with multiple individual challenges), but a much larger quantity of the levels here push you along one specific route with little-to-no room for deviation.  For some games, this might be less of an issue, but 3D Mario games have a staunch precedent for collectible hunting and expansive levels with hidden nooks, making the lack thereof quite noticeable.

Let's not rag on SMG for tweaking the formula, but instead for the way it misapplies a swath of classic Mario tropes.  Take coins for example.  Coins in previous titles were a valued collectible item, earning you extra lives or potentially stars (symbolizing completion of a task), while also refilling lost health points.  In SMG coins only exist to revitalize health and for tallying a non-rewardable high score on a per-level basis.  A coin can help out in a pinch, but there's nothing to gain by "collecting" them.  Or how about the "lives" system in general?  Extra lives are worthless here since there's barely any reason you'll need more than the handful you begin with, plus the 5 Toad provides you every time you boot up the game.  As a final deflating action, when you quit out of the game, your lives count is returned to the default quantity.  Thus the idea of taking a chance on a risky jump to acquire a green 1-up mushroom always comes off as a poor value proposition.  With no rare grabs to incentivize more skillful platforming I found myself hanging close to the middle of the road, which remains a perfectly engaging ride on its own, but leaves a substantial amount of underused content around the fringes.

SMG's shortcomings with story, camera, and item implementation are even more of a shame considering how impeccable the universe Nintendo has put together presents itself.  There's inspired visual design for bringing the likes of lava, desert, and ice levels into the realm of fluctuating gravity. Shiny textures like brushed metal and floating troughs of water glisten with a tactile aura that will have your synesthesic senses tingling.  The orchestral score dynamically swells and swoons with an emotional range that an actual Mario plotline could only dream of.  I may have had issues with the controls at times, mainly due to unmanipulable camera angles, but the occasions where you bust out motion-specific commands functioned well and added some welcome variety to the standard run/jump activities.  During normal gameplay scenarios, a swift Wiimote whip will trigger a spin attack for Mario, replacing the somewhat clumsy punching ability from the N64 days.  Say what you will about the pervasiveness of waggle motions on the Wii, but this one doesn't require more than a quick wrist flip and the resulting action makes sense with the motion.  It's like pulling the thread out from a top to get it spinning upright.

I doubt SMG is going to inspire the next generation of astronauts since it has far more in common with the world of Power Stars than real ones.  The game takes an amateur-science approach to astrophysics and runs with it before all the data has been collected.  This can lead to inconsistencies (which objects are "planets," and which are just platforms?) but ultimately it serves to set a tone where it's pertinent to pay attention to the action instead of stopping to contemplate why everything around you is happening and how it's possible.  I mean, how is it that Mario gains the skill of breathing in the vacuum of space, but he can't breathe underwater?  It's not important, and there is no answer anyway.  There's an heir to a shelled dinosaur throne commanding a flying pirate ship shooting fireballs at you.  It's a Mario game, so this is what you signed up for.

Wednesday, April 18, 2012

Review: Kirby's Epic Yarn (Wii)

So, I was just about to head to the fabric store when I got a message from my friend Zeke; he said he wanted to come over to my place and hangout.  I briefly popped in at the fabric shop and picked up some new patterns before taking the short walk to my apartment.  When I got there, Zeke flew in, paid some compliments to my interior decoration and then pleasantly milled about the space.  I decided this would be a great photo opportunity seeing as I just reupholstered my couch and carefully balanced a trio of pizzas on top of the piano.  I snapped the picture which I suppose I could've kept forever, stored somewhere on the Wii's internal memory.  These Animal Crossing-like circumstances are actually just an aside to the main quest in Kirby's Epic Yarn, but ones that allowed me to literally invest in the game world (with fake in-game currency, mind you).

Kirby's 2010 adventure transports Nintendo's pink cream puff to an enthreaded world of fabric, seams, and buttons.  Instead of inhaling enemies and stealing their abilities, Kirby has a lasso that he can use to unravel his foes.  The lasso is a multifunctional tool that is also used to traverse across the patchwork 2D levels, swinging from buttons, pulling open zippered compartments, and ripping off tabs to reveal hidden items.  The world plays like an exquisitely designed playground.  Individual levels offer a breezy play-space where the largest penalty is having to regather collectible beads strewn around you after getting hit or falling down a hole.  There's something very Montessori about the whole experience.

Accordingly, Epic Yarn has a very kid-friendly visual style that probably makes it appealing to the early childhood set, but shouldn't dissuade adult players from diving in too.  I prefer to think of the game not as "for kids" but rather of a childlike aesthetic akin to a Michel Gondry video.  If the gameplay fell into the overly simplistic and repetitive realm of something like Dora the Explorer where characters pedantically beat mechanics and clues into you until you can recite them backwards and in Spanish, then there wouldn't be anything to vouch for in Epic Yarn on behalf of adults.  Thankfully, this is definitely not the case.  There is challenge in this game, though it is by no means "hard," and most of the trickier parts are optional.  The ease with which Kirby's Epic Yarn opens the world to your availability is one of its greatest assets.

The amount of time I have available for playing games is nowhere near where it used to be, and somehow this "kids" game really understands and accommodates that.  The game's levels are built on a hub system quite similar to Kirby's Adventure (a franchise favorite of mine), allowing you to pop in and run through in short bursts.  The collectibles and medal awards make for impulse retries if you miss something the first time around.  Achieving gold medals and completing side quest challenges are not necessary to progress in the game, but exist for the player seeking to maximize value out of it.  This material is not padding though; individual challenges, issued by tenants of Kirby's apartment building, are clever puzzles that offer something for the player wary of a game without death states.  Tasks like carrying ball-shaped creatures from one end of a level to another within a time limit push you to engage with individual mechanics from the main game in unique scenarios that showcase just how smoothly even the tiniest details have been executed.  The cherry on top is the super friendly UI that lets you hop around the hub world with ease and bring in a 2nd player at the beginning of any level.

Speaking of the co-op player, let's just take a moment to give new character Prince Fluff his due.  My understanding is that this game was originally being developed as a new IP, but creators were made to transform it into a Kirby game.  Nothing against the pink cream puff, but Prince Fluff is really an awesome character design; he's basically a blue, playfully peeved-looking version of Kirby with a sweet crown on his head.  Even though I played through almost all of this game solo, Fluff's existence strongly incentivised me to give co-op a fair shake.  Playing Epic Yarn with another person is probably the ideal way to go since it changes some of Kirby's super powers in interesting ways and means Prince Fluff is always hanging around.

Despite my enthusiasm for this new character, I was surprised by how much Kirby fan service actually resonated with me.  The game makes callbacks to its franchise history effortlessly, peppering recognizable enemies, music, and items throughout (moreso in the final stretch), in a way that co-opts them into Epic Yarn's world rather than relying on nostalgic winks and nods.  Yes there's a cyclops lightning cloud at some point, but it's presented in a matter-of-fact way.  There is a rich world here with some historical backstory probably, but not in a way that's important to enjoying the core gameplay or following the narrative.  This nonchalance made me care about the realm of Dreamland even more since it allowed me to become invested in it through playing instead of being shown outright that I'm supposed to care.

Nintendo has increasingly used Kirby as an outlet to experiment with some out-there, ingenious game mechanics, and Kirby's Epic Yarn is yet another successful turn for the amoebic mascot.  The only disservice of that statement is that it makes the game sound like a bit of an test subject: an interesting concept awaiting implementation in a "full title" somewhere down the line.  Kirby's Epic Yarn is a fully realized vision; the trial and error has been worked out prior.  I have no disclaimers, no excuses, and no reservations about recommending anyone with a Wii play this game.  It's simply one of the most consistently satisfying games of recent memory.

Monday, November 14, 2011

Review: Metroid Prime 3: Corruption (Wii)

The appeal of the Metroid series has long been the isolated adventure through uncharted worlds. It's surprising then in the final chapter of the Metroid Prime trilogy that Samus Aran spends so much time listening to other people tell her what to do and where to go. This is the case in Metroid Prime 3: Corruption because Samus is basically a federal contractor; a one-woman cleaning crew assigned to rid the universe of the glowing, corrosive element, Phazon.

The game opens strongly with an intense Ridley set-piece, but quickly turns chatty with the introduction of military commander types, sentient computer brains, and a butt-ugly cast of tag-along bounty hunters. Samus, like fellow Nintendo mascot Link, remains quiet through all this, coming off increasingly like a silent film actress who's just been cast in a talkie. I could relate to Samus' stoicism though, as it seemed the less said, the sooner conversation would end and exploration could begin.

While Retro Studios may have taken some of the implicit appeal of a Metroid game off the table with the tone of their third go-around, they have made additions in other places, most notably their informed integration of motion controls. One could look at the way MP3 asks you to interact with switches and levers by rotating and pushing the Wiimote as a concession to some kind of mandatory waggle clause, but I found these movements almost universally satisfying; none moreso than the Grapple Beam which is implanted in the Nunchuk controller. You can grasp onto labeled grapple points by locking onto them and them whipping the Nunchuk forward to unleash your electrified lasso. Then you can throw your wrist back to pull shields away from enemies, rip loose panels off of walls, or remove any other such precarious object from its perch. It's hard to call this motion a novelty when it comes in handy so frequently and feels like a natural part of the game.

The impressiveness of the motion controls actually comes through pretty wholesale, which leaves me dumbfounded as to why there weren't more FPS-type games on the Wii. MP3 decoded a fluid way to use the Wiimote/Nunchuk combo to turn a Prime series entry, traditionally referred to as "first-person-platformers," into a legit shooter. MP3 is still a shooter in a different class than modern military fare or even closer-in-setting Halo mechanics, but an action oriented game nonetheless. This is especially prevalent during the Leviathan boss encounters, which require you to use most of the tools at your disposal and, most importantly, to actually aim. When fighting tougher enemies you can lock your sight onto a particular weakpoint, but you still must free-aim Samus' arm cannon, which makes for some welcome wrist-cramping difficulty spikes in an otherwise breezy title.

I'm not one to berate games for being too easy if it still does a good enough job of incentivising me to keep playing. Corruption keeps pace on its main quest line pretty well (a little too narrowly perhaps), leaving the trickiest puzzle solving to missile pack and energy cell upgrade retrievals. While the additional life bars came in handy on a couple occasions, there is absolutely no functional need to have a stock of 200+ missiles since I never had an encounter where I used even 50. There's nothing inherently wrong with having collectibles, but when those items serve a purpose in the game world, it's a shame that their usefulness caps off so early.

The worlds of MP3 are in the same vein that you've come to expect from this series: lush organic environments juxtaposed with bio-mechanical factory garb, but the linear pacing of the plot and the ability to fast-travel with your dropship often leave you feeling like you're following orders instead of exploring the worlds to figure things out for yourself. One could lodge a complaint against the previous Prime games for the amount of time spent backtracking and walking through already-cleared rooms to get where you want to go. Prime 3 admirably solves this problem by allowing you to secure dropship landing sites to quickly move across the map. What this adds in ease-of-movement it loses in isolated immersion, a franchise keystone. Samus is never really stranded anywhere, she's just a tourist, popping in to have a bit of fun before taking off to do the same somewhere else. Mission objectives are boilerplate space marine droll too (power down the enemy defense shield! again!) leaving the moment-to-moment gameplay to hold your interest. Only the wrecked Valhalla space barge left me actually asking questions instead of simply pressing a button and moving on (though you do just that at the end of the Valhalla too).

Thankfully, shooting and double jumping through MP3's admittedly narrow corridors hits its Prime series high point here. There aren't much in the way of alternative weapons (your beam upgrades stack), which gives combat tactics precedent over pre-engagement strategy. Retro Studios must have known the Wii's weaknesses well enough to make sure their AI did not exploit them. The most prominent systemic hindrance is Samus' sluggish turn speed. For most traversal your stiff neck actually helps keep your trajectory steady, but when confronted with speedier foes, there's a delay in how quickly you can rotate to face them. Rarely in these cases will you be blindsided though, resulting in skirmishes that always seem fair.

MP3 is extremely balanced and well-polished, so much so that it can feel like Samus is toying with some kind of virtual training simulator instead of actually going out and being a hero. The action is tightly executed, but in an attempt that appears aimed at easing more casual players into the series, the dialogue-heavy mission assignments negate some of Samus' independent spirit. I'm not saying I think games need to be self-congratulatory, but Samus is supposed to be a rogue bounty hunter, right? Where's the grand reward?