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Elebits and Warioware - Bad Wii and Good Wii

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.

21 of 366 comments (clear)

  1. Good stuff but short lived maybe? by COMON$ · · Score: 5, Insightful
    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.

    --
    CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    1. Re:Good stuff but short lived maybe? by webrunner · · Score: 5, Insightful

      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.

      --
      ADVENTURERS! - ANTIHERO FOR HIRE - CARDMASTER CONFLICT
    2. Re:Good stuff but short lived maybe? by ianmh · · Score: 4, Insightful

      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.

      --
      www.ianhoar.com My blog about geeking out.
    3. Re:Good stuff but short lived maybe? by Thansal · · Score: 5, Interesting

      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).

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    4. Re:Good stuff but short lived maybe? by MeanderingMind · · Score: 5, Insightful

      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.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    5. Re:Good stuff but short lived maybe? by Shads · · Score: 3, Insightful

      *sniffs the air*
      I smell... I smell a blockbuster if someone releases a good starwars game for the Wii featuring a lightsaber :P

      --
      Shadus
  2. Re:Good Wii, Bad Wii, I need to go Wii, Wii by William_Lee · · Score: 4, Interesting

    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.

  3. Established fixture? by Zaurus · · Score: 4, Insightful

    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?

    1. Re:Established fixture? by saintory · · Score: 5, Informative

      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...

  4. Elebits - equal time. by captnitro · · Score: 5, Interesting

    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.

    1. Re:Elebits - equal time. by jspectre · · Score: 3, Informative

      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.

      --

      abcdefghijklmnopqrstuvwxyz

    2. Re:Elebits - equal time. by kinglink · · Score: 3, Informative

      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.

  5. I'm not sure gamers are the right people to judge by Infonaut · · Score: 4, Insightful

    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.

    --
    Read the EFF's Fair Use FAQ
  6. We all.... by nixkuroi · · Score: 5, Funny

    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*

  7. Re:Mario - Wario - Wii? by Miseph · · Score: 5, Funny

    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.

    --
    Try not to take me more seriously than I take myself.
  8. Elebits, great Mulit player game for Young Kids by C.+Alan · · Score: 3, Interesting

    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.

  9. Zonk's bias by Anonymous Coward · · Score: 4, Insightful
    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.
  10. Instead of copycatting, focus on strengths by jchenx · · Score: 3, Insightful
    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.
    --
    -- jchenx
  11. Re:Good Wii, Bad Wii, I need to go Wii, Wii by jacksonj04 · · Score: 4, Funny

    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? ;)
    --
    How many people can read hex if only you and dead people can read hex?
  12. Re:Good Wii, Bad Wii, I need to go Wii, Wii by maddskillz · · Score: 5, Insightful
    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
  13. Re:Good Wii, Bad Wii, I need to go Wii, Wii by C0rinthian · · Score: 5, Funny

    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.