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Icemael

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Flower Review

Flower is what happens when a bunch of no-good hippies learn how to utilize the Playstation 3's power.


☆ (out of five)

 
For years, indie developers have tried to convince themselves -- and, by extension, others -- that conventions are a bad thing; that challenge and complexity -- the cornerstones of any mechanically outstanding video game -- are harmful; that the "experience" -- whatever that's supposed to mean -- is what's important (as if conventions, challenge and complexity aren't what have provided the very best video game experiences, and continue to do so!) Flower is, as I see it, the culmination of this process: a game almost completely free of all those things, and that everyone seems to love. So without further ado, let's take a look.

In Flower, you are the wind. You accelerate by pressing any button except START, which pauses, and control your direction by tilting the Playstation 3 controller. You have one objective: collecting petals. You do this by flying onto flowers, making them bloom. Flowers come in different colours. Activate enough flowers of one colour, and either 1) new flowers of another colour appear, or 2) a new path opens up. The flowers aren't hidden (there are "secret" flowers, but you make them appear simply by collecting enough non-secret petals), and aside from a couple of stationary, easily avoidable obstacles -- that, even if you do bump into them, cannot kill you; they simply destroy the petals you've collected (which really doesn't matter, because they still count; you don't have to go back and re-collect them) -- that only appear on one of the game's six levels, there are no hazards. If Peggle and flOw are casual, Flower is ultra-casual (which is relaxing and pleasant in theory, but dull and tedious in practice) -- there is literally no way of losing, and the only thing required to succeed is a pair of eyes.

Actually, that's not entirely true: you also need a whole lot of patience. The tilt controls are a tad imprecise, so you'll frequently find yourself missing a flower or three, and the rate at which the wind turns makes Leon of Resident Evil 4 seem like the most agile man in the world, making returning to pick them up a huge pain. It's especially annoying in one level, where there's a long path in which the wind -- not your wind, but another -- blows; going against the direction of said wind is practically impossible, so what you have to do if you miss a flower is fly up to a point at which the wind, which moves along the ground, no longer affects you, fly backwards, and then fly back down into the wind to try and collect the missed flower -- and pray to God that the shoddy controls don't let you down again. It's hard to see why the developers couldn't at least have included an option for analogue stick control -- the Sixaxis' imprecision in not exactly a secret, and they must have known that the problems I'm talking about would occur -- or, if they felt that the tilt controls were that integral, that vital a part of the experience, have left out that goddamned wind. It's not like it actually does something -- aside from pissing you off and wasting your time, that is.

For all its failures, there is one area in which Flower undeniably succeeds: it's a beautiful, beautiful game. The lighting is superb, the use of colour better, and the way the grass sways in the wind almost uncannily lifelike. It's possibly the best-looking game the Playstation 3 has ever seen -- were I reviewing it as a technical showpiece, I would have given it a glowing five stars; 10/10; A+. Unfortunately, I'm not. I'm reviewing it as a game, and as a game, Flower is awful. The controls are horrible, the objectives boring (collectathon missions are bad enough when acting as filler in otherwise good games; how anyone could think an entire game based on the concept would work is beyond me) and the level design abysmal. But I guess that's all you can expect when a bunch of no-good hippies who blurt out brain-dead nonsense like "our video game version of a poem" (And keep in mind that they aren't talking about a specific poem. Imagine a comic book artist saying "this is my comic version of a book", or a painter saying "this is my painting version of a movie". They would be laughed at -- and so should these idiots!) learn how to utilize the Playstation 3's power.
51 Comments

Limbo Review

Like the titular realm, Limbo is neither abhorrent nor wonderful.


☆☆ (out of five)

 
Ah, Limbo. It has been called this year's Braid; a masterpiece; perfect, even. Let's have a look-see, shall we? 
 
Limbo is a puzzle-platformer. And I'm going to address the game's largest problem immediately: Both the puzzles and the platforming are completely devoid of any challenge. The former virtually never require more steps than can be counted on one hand -- move a box, pull a lever, climb a rope and you're done; that's roughly how most of the puzzles go down -- and since the tools needed are always clearly visible and the way in which they are to be used always immediately apparent, the only thing being tested -- unless, of course, you're an idiot -- is whether you possess a pair of eyes and the physical strength needed to move the analogue stick and press A (jump) and X (grab). The latter demands extraordinary feats of neither precision nor timing; if you can play through the first level of Super Mario Brothers, you'll breeze through even the hardest of Limbo's platforming parts.

(You will die, however. You might wonder how this is possible when the puzzles are easy and the platforming easier. It's quite simple, really: The developers have implemented a number of trial-and-error challenges; parts in which survival is nigh impossible unless you already know what's ahead. I find this decision very puzzling. The game's checkpoint system ensures that you always reappear mere seconds away from whatever hazard killed you, and the aforementioned challenges are just as easy as -- if not easier than -- the rest of the game once you know what's coming, so all these trial-and-error parts serve to do is waste your time.)

So if there is no challenge to the game, what is there? Not much. The monochrome graphics look quite nice -- the animations are smooth, and there are some really neat-looking multi-layered backgrounds and depth-of-field effects -- and the sound design isn't half bad, but it is by no means a visual or aural masterpiece on the same level as Vanillaware's Muramasa: The Demon Blade or Konami's Castlevania: Order of Ecclesia, or even fellow Xbox Live Arcade games like BraidMetal Slug 3Geometry Wars and others.
 
But I must mention that while there's nothing exceptional about Limbo, there is nothing particularly terrible about it, either. It's not broken, it doesn't waste your time with boring tutorials or needless exposition, and the controls are both sharp and responsive; however, not being bad does not equal being good (something people who declare games like Portal and, yes, Limbo "perfect" don't understand), and I cannot with a good conscience recommend Limbo to anyone but the most devoted puzzle-platformer fan, who makes it his mission to play any and all entries in the genre. If you aren't that person, there are much better games to spend your money -- and, more importantly, time -- on.
10 Comments

I Play Silent Hill 2, Part Two.

A while ago, I picked up a used copy Silent Hill 2. I knew a lot of people consider it the best horror title ever made, and I'd been wanting a new survival horror game for a while. I got home, put it on the shelf and... just kind of forgot about it, I guess. It's been sitting there for a good two months. 
 
Two nights ago, I decided to fire it up. I also decided to chronicle my experience with it in a series of blogs. This is the second of those blogs. There will be spoilers, of course, so if you haven't played the game and don't want it ruined for you, you should probably stop reading now. Again, THERE WILL BE SPOILERS.
 
 
 
I go to the trash chute on the building's second floor and drop cans of juice I found earlier in it, unsticking some garbage containing an important item. Why specifically cans of juice when there were about a million other available objects that could've done the job just as well, if not better? I don't know. The only reason I even knew I was supposed to use the canned juice was that I'd read Video Game King's review of the game -- if I hadn't, I'd probably have had to consult a walkthrough. I continue exploring the apartment buildings, doing fetch quest after fetch quest, until I encounter the woman from the graveyard who, from the looks of it, is about to commit suicide. Stilted, poorly written dialogue ensues, and she leaves. I move on, only to run into Pyramid Head again. This time, I actually have to interact with him; I'm stuck at the top of a flooded stairwell, and have to continuously evade his attacks (which is pretty easy -- he moves about as fast as a crippled snail). After a while, he walks down the stairs into the water. The water then drains. Why did Pyramid Head leave? I don't know. Why did the water drain when he did? I don't know. Why am I still expecting this game to make sense? I don't know.

I get out of the apartment buildings and enter a new area of the town. There, I meet the asshole girl who kicked away that key back in the apartment building, who promptly leaves. I keep walking, and eventually encounter someone who's more or less identical to James' wife Mary, only her name is Maria, and she's a cunt. James agrees to escort her. I walk to a bowling hall, which Maria refuses to enter because she "hates bowling". Inside the building I meet Eddie and the little girl, whose name is revealed to be Laura; the former is eating pizza, and the latter runs away. James is convinced that she won't survive on her own, follows her with the help of Maria, and ends up in a hospital. I explore a little, kill some monster nurses, and eventually reach a patient room where a cutscene plays. Apparently Maria has a hangover -- James tells her to rest, and that he'll be back as soon as he has found Laura. Yes, James. Great idea. Let's leave a defenseless, drowsy woman alone in a hospital full of murderous nurses. At this point the sun is starting to rise, and since I refuse to play survival horror games at day, I save and turn the game off.

I'm now three hours in, and I'm still really not feeling it. The game is still not scary, the story is still asinine, most of the time is still spent doing vacuous fetch quests, and the "puzzles" range from stupidly easy to borderline nonsensical. That ending better be damn good.

72 Comments

I Play Silent Hill 2, Part One.

A while ago, I picked up a used copy Silent Hill 2. I knew a lot of people consider it the best horror title ever made, and I'd been wanting a new survival horror game for a while. I got home, put it on the shelf and... just kind of forgot about it, I guess. It's been sitting there for a good two months. 
 
Tonight, I decided to fire it up. I also decided to chronicle my experience with it in a series of blogs. This is the first of those blogs. There will be spoilers, of course, so if you haven't played the game and don't want it ruined for you, you should probably stop reading now. Again, THERE WILL BE SPOILERS
 
 
 
The game starts out with the main character, James, standing in a public bathroom, looking at himself in a mirror. I walk out of the bathroom, and a cutscene explains the basic gist of the game's story for me: James' wife died some time ago. He's received a letter with her handwriting, saying she's in the town of Silent Hill. James, of course, assumes that the letter was actually written by his dead wife, and isn't just a cruel prank/trap by someone who's copied her handwriting. He's now driven to the outskirts of Silent Hill, where a roadblock forces him to walk the rest of the way.

I grab a map lying in the car, and start walking down a foggy path. It's really, really long. I eventually reach a graveyard, where a woman advises me not to go to the town, because there's something "wrong" and potentially dangerous about it. James promptly tells her that he doesn't care if it's dangerous, asks her for directions (even though he got a map from his car like two minutes ago, and there's only one path), and leaves without even asking what exactly is wrong with the town. What if it was full of lethal gas or had become a testing ground for military weapons or something? Dying would make it kind of hard to look for your wife, you know.

Anyway, I walk down another absurdly long path, only to find a door leading to another absurdly long path. (Seriously, what is up with the paths in this game? Why are they so damn long? Is it some atmosphere thing? Because if it is, I don't think it's working.) After about five hours I reach the town, where I see some creature running away. I follow its trail of blood, find an enemy-detecting radio, grab a stick with a nail at the end and beat the monster to death. As I walk back through the town streets, I see several more monsters. At this point, I do what any normal person would do: I try to get the hell out of the town. I run all the way back to the door dividing the last long path from the first two, and James says something along the lines of "I have no reason to go back, I have to find my wife". Listen, James. I know you're not the brightest dude in the world. But seriously, discovering that a town is full of creepy monsters that are out to kill you is a pretty damn good reason to leave. You can always come back and look for your wife when you've, you know, gotten the police or the army, or at least bought some weapons.
 
Being a fictional character without any will of his own, James won't have a bar of it. So back to town it is. I explore a little; most paths are either temporarily or permanently inaccessible, but I manage to find a key and two maps. With the help of these, I get into an apartment building. I walk around a bit. Kill some monsters, find some keys; you know, standard survival horror stuff. There's this one part that's pretty dumb, where James tries to get a key by sticking his arm through a grate. Just as he's about to reach it, an annoying little girl appear and kick the key away. The ridiculous thing is, he could easily have reached the key before the girl even got there by using the stick he'd been carrying around since he encountered the first monster. I suppose it's unfair for me to expect the amount of brain activity required to realize that from someone who isn't the least bit alarmed by the fact that he's in a town filled with gross, violent, humanoid monsters, but still. Come on. Either way, I find a dead body that kind of looks like James, solve a fairly simple clock puzzle, run into Pyramid Head twice (once when he's just standing around, and once when he's having sex with a mannequin), and then, in an apartment with a dead guy lying in the kitchen, I encounter a dude puking his guts out (not literally; I usually wouldn't have to explain that, but this is a survival horror game, after all). And this right here is probably the most bizarre part of the game so far. The two have a conversation that basically amounts to:
 
"Hey." 
"Hey." 
"I'm James Sunderland." 
"I'm Eddie." 
"So... who's that dead guy in the kitchen?"
"Don't know. I didn't kill him!" 
"Are you friends with the the pyramid helmet dude?" 
"Don't know what you're talking about. I saw some monsters, though." 
"So, uh, what's up with this town?" 
"I don't know. I'm not even from here." 
"Uh... you should probably get out of here soon." 
"Yeah. What about you?" 
"I'll leave when I'm done. Be careful." 
"Yeah, you too." 
"See ya."
"See ya." 
 
No "Dude, what the fuck is going on with this place? There are monsters trying to kill me and a creepy guy who has sex with mannequins -- it's seriously messed up." No "You probably won't make it on your own. You should stick with me; I've got a stick with a nail on it, and I found a handgun not too long ago." No sensible conversation at all. They just exchange names, establish that neither of them knows what the hell is going on, and part -- that's it. Even cheesy horror movies don't have scenarios this absurd, and when they do, the sure as hell don't get away with it. At this point, I saved the game and stopped playing.      

An hour and a half in. My first impression? Not good. So far, the game has been mind-numbingly boring (it's basically been fetch quest after fetch quest, with the occasional button mashing combat segment), shockingly stupid (the story makes no sense -- mostly thanks to James & Co., who are about as believable as the average set of Uwe Boll characters), and worst of all, not scary in the least (the way I can tell I'm playing a creepy game is that I'm too anxious to use the run function outside combat; in this, I run everywhere). It's still too early to pass any sort of proper judge on the game, and I am open to the possibility that the rest of it is amazing, but... let's just say that I'm not exactly looking forward to playing more.

81 Comments

Why am I excited for God of War III?

Today, I realized that I'm excited for God of War III. Heck, I'm excited as hell. What I don't know is why
 
See, God of War: Chains of Olympus, my introduction to the series, was an absolute joy to play. The combat was simple yet immensely satisfying; the boss fights were spectacular; the story somehow managed to use Greek mythology in ways more epic than actual Greek mythology; the graphics were incredible, both technically and artistically; and the controls were perfect. It was a bit on the short side, but I've replayed it several times and could certainly see myself going back to it again. 
 
My second and as of this time latest visit to the God of War games' brutal world, God of War II, wasn't nearly as enjoyable. The graphics were, at moments, stunning but for the most part they looked gray and lifeless. The combat wasn't as good as I had hoped either; the secondary weapons were practically useless, forcing me to play through the entire game with the Blades of Athena(which, granted, are awesome, but the Gauntlet of Zeus was just so good), and the dodging mechanic felt really wonky now that I had to do it with the right analogue stick. The sequences that deviated from the core gameplay -- namely the pegasus riding and the part where you had to protect the scholar -- suffered from poor design, as did most of the game's boss fights. Then there was the story... suffice to say it almost approached Gears of War 2's in terms of stupidity.
 
While I haven't actually played God of War III's demo, what I've seen and heard has given me the impression that the game will be a lot closer to God of War II than Chains of Olympus in terms of design philosophy; and yet, I'm so goddamn excited. I just can't understand why. 
Is it the mouth-wateringly delicious Ultimate Trilogy Edition, the one that comes with the God of War Collection, exclusive gameplay content, skins and behind-the-scenes videos, the series' excellent soundtrack, a heavy metal homage to the series' excellent soundtrack, an artbook and some postcards, all neatly packed in an absolutely gorgeous replica of Pandora's Box? Maybe. Is it the fact that the soon-to-be-released Bayonetta -- which I suspect, no, make that expect, will surpass anything and everything in the genre -- and Dante's Inferno have revitalized my interest in the genre? Maybe. Is it that I, somewhere deep inside of me, have a suspicion that God of War III will completely blow away not only its predecessor, but also better games like Chains of Olympus and Devil May Cry 4(I can understand why people dislike DMC4, but there are few action games I've enjoyed as much)? Maybe. 
 
The only thing I know for certain is that I'm excited, and that I plan to pre-order the Ultimate Trilogy Edition as soon as possible.
 
So, what about you? Are you excited for God of War III? Why, or why not? Do you, like me, not really know why you are or aren't excited, or do you know exactly why your level of hype is the way it is?

13 Comments

Bayonetta Demo Impressions(360)

I've been excited for Bayonetta since the first time I saw it. The art style, the music, the insane over-the-top action... everything just clicked. It was love at first sight. However, there's this gnawing worry that's constantly been there, in the back of my head. What if the game wasn't as good as it looked? What if it was just all flash and no substance? What if the game was shite? Now, don't get me wrong. I never expected the game to be horrible --  after all, this is a Kamiya game we're talking about --  but still, what if it was
 
Today, I downloaded the Japanese demo on my 360. The gnawing worry is now gone. In its place is more excitement, which is impressive, considering how excited I already was. That's right folks, the game's good. Damn good. 
 
Try and imagine a game that takes the best aspects(and only the best aspects) from God of War and Devil May Cry, and seamlessly merges them into one experience. Now try and imagine that, except better, and with a whole slew of originality. That's Bayonetta.
 
So, what makes the game so good? For starters, it's beautiful. Like, really beautiful. The art design is as colorful as it is intricate, and the crisp graphics and the rock-solid framerate do it more than justice. Small details like Bayonetta's butterfly-shaped shadow and the lip-shaped lock-on reticule give the game tons of character, and spectacular special effects never cease to amaze. Simply put, Bayonetta is a visual feast. The music if good, too -- the R&B(I think -- I'm not exactly the most knowledgeable dude in the world when it comes to music) soundtrack sounds really nice, and aside from being a perfect fit for the feminine-yet-wild feel the game is going for, it's also a breath of fresh air after Devil May Cry's brain-dead butt-rock. 
 
But if you've watched the trailers, you already know all that. What the trailers can't tell you, however, is what the game plays like. I'll tell you what the game plays like. It plays better than any action game on the market. It has the combos of Devil May Cry, except better. It has the freedom(in that you don't need to lock onto enemies) of God of War, except better. It's fast-paced, it's exhilarating, it's deep -- Christ, I'm telling you. So smooth. So polished. So much fun.
 
Forget about Devil May Cry, forget about God of War, and forget about those games with the boobs and the crazy ninja who dies all the time. Bayonetta's demo was more fun than all those games combined. I, for one, can't wait for January. Now if you excuse me, I'm gonna go replay the demo for the umpteenth time.

15 Comments

Sequels I'd like to see, Part Five: Fatal Frame V

Yet another sequel I'd like to see:


Fatal Frame V

While it's not even certain if the fourth one is getting released here in Europe, I'm already longing for a fifth entry in the series. The first one I played was Fatal Frame II, and it's the scariest game I've ever played. To be honest, I haven't even finished the game because it's so damn scary. The fact that your only weapon is a camera and that you're playing as a weak girl certainly added to the scare factor, and the ghosts were creepy as heck. Girls in closets, boys peeking through windows and women in boxes, each of them scaring me to the point where I just want to turn off the game. The first game in the series wasn't really scary, but had loads of creepy atmosphere and a pretty good story. What I'd like to see in a sequel is:

  • Graphics.

I don't have anything against the Wii, but when it comes to horror, I think good graphics would add a lot more to the experience than motion control. In my opinion, the next Fatal Frame should be on PS3 and 360.

  • Over the shoulder.

While set camera angles work pretty well, the RE4-style perspective in FFIV looks even better. You can't see ghosts behind you, and you never start running in the wrong directon because of a sudden change of camera angle. If a sequel is made, they should definitely keep the new camera.

  • No more cheapness.

The ghosts in the Fatal Frame games like being cheap. Teleporting, shooting projectiles that follow you, and dashing at you faster than a jet plane. I know that you're supposed to feel weak and helpless in survival horror games, but the ghosts in this series just frustrate me. There are ways to make you feel desperate without making enemies cheap.

I think that's it. Now, I'm gonna go finish Fatal Frame II. On second thought, maybe not.

Previous sequels I'd like to see:

2 Comments

Sequels I'd like to see, Part Four: Metroid Prime 4

Another sequel I'd like to see. This time it's...


Metroid Prime 4

I have actually only played one game in the series, Metroid Prime 3. I was thinking of buying the two previous ones, but then the New Play Control ports were announced, and I decided to wait. Anyhow, MP3 was an amazing game. Some of the best graphics I've seen on the Wii, great art design and music, and incredible atmosphere. Hell, even the title screen is brimming with atmosphere. Coupled with the well-implemented IR control and the nicely balanced mix of puzzles and action, it makes for a pretty awesome game. I'd love to see a sequel, and it would be cool to see the following things in it:

  • Stealth.

    Samus can morph into a small ball, which seems perfect for stealth. It would be really cool to morph, roll up behind an unsuspecting enemy, lay a concussion bomb and then roll away while hearing the explosion accompanied by the enemy's scream. Perhaps it'd be hard to implement into the Metroid Prime formula, but I think it'd be awesome if they got it right.

  • Horror.

    As I said, Metroid Prime 3(and, from what I've heard, 1 & 2 as well) is incredibly atmospheric. Some of the areas, like the Xenoresearch Lab and the GSF Valhalla were quite creepy, but they could take it a step further. Make some really dark areas(a flashlight that automatically turns on in these areas would be good) with creepy monsters jumping out from air vents or holes. This, of course, would only be in certain areas - the environments in the game would still be varied with lava caves, jungles and stuff like that.

  • Weapons.

    The shooting was definitely not the best part of MP3. The aiming worked pretty well, but the shots took time to reach their targets, making it easy to miss, the weapons lacked impact, and there were just two of them in the entire game(they were upgraded over the course of the game, but still...). The solution: Make it more like an FPS. Before you go "ZOMG it's gonna turn into a generic shooter, go back and play Halo lol", the rest of the game would still be the same. The exploration, the atmosphere, the puzzles - the combat is the only thing that would change. Give me a handful or different weapons that can be upgraded over the course of the game(much like the recent Resident Evil games and Dead Space), and give them some impact.

I know Retro Studios have said that MP3 was the last one is the series, but hey, a man can dream...

Previous sequels I'd like to see:


11 Comments

Sequels I'd like to see, Part Three: Mega Man Zero 5

I thought I'd write some stuff about sequels I'd like to see, and what I'd like to see in them. The third one is...

Mega Man Zero 5

I've always ben a big fan of the Mega Man games, and if you ask me, the best ones were the Mega Man Zero games. In addition to your trusty Buster you had the Z-saber, which you could use to slice enemies in half. In the three first games you also had the Shield Boomerang and a rod-type weapon, but in the fourth(and, in my opinion, best) one you got the Z-Knuckle. By killing an enemy with it, you could take it's weapon. Whenever you got tired of it(or spotted a nicer one), you could discard it and use your knuckle to get a new one. Also, weather played a part in the game, affecting the difficulty of different stages, and sometimes opening up new paths.

Now, maybe you're thinking "But hey, what about the Mega Man ZX games. Those are kinda sequels to the Zero games, right?". Yeah, they kinda are. The problem is they're not nearly as fun as MMZ4. The transformations that replaced the Zero games' EX skills are mostly lame as hell, the weapon stealing and body chips are gone(as well as the weather system), and the level design is worse.

I'm not gonna make a list of the stuff I want in a new Mega Man Zero game, because all I want is more Mega Man Zero. Keep the Z-Knuckle, the EX skills and the difficulty, and let me slice fools with my lightsaber - that's all they have to do to satisfy me.

Previous sequels I'd like to see:

4 Comments

Sequels I'd like to see, Part Two: Zack & Wiki 2

I thought I'd write some stuff about sequels I'd like to see, and what I'd like to see in them. The second one is...

Zack & Wiki 2

The point & click genre is nearly dead, which is a sad thing. However, it won't give up without a fight - about a year ago, Zack & Wiki for the Wii was released. A great visual style, challenging puzzles and great use of the Wii's motion controls made this one of the console's best titles. I'd love to see another one of these, and the following is what I'd like to see in it:

  • A better name.

    Seriously, Zack & Wiki: Quest for Barbaros' Treasure is an awful name. I'm not joking when I say I think it would have sold a lot more if it wasn't for the horrible title. Why not just Zack & Wiki? I didn't mind the name, but a bad name means less sales, which means less money, which means smaller chance of a sequel being developed. Just drop the stupid subtitle and call it Zack & Wiki 2 - it's short, it's simple, and it doesn't sound awful.

  • Variation.

    The variation of environments and puzzles was definitely one of Zack & Wiki's strong points. You'd control mechs in a volcano area, mix potions in a madman's laboratory and then fight a giant ice lion in a frozen room. Maybe it's a bit much to ask for, but I would love to see as much variation in a sequel as there was in the first one.

  • Great motion controls.

    Zack & Wiki implemented motion controls without ever making it feel forced or tacked-on - in fact, I couldn't imagine playing the game on a PC, without motion control. You moved by pointing and clicking with the remote, but there was so much more. You'd pull levers and answer phones by simulating the moves with the Wiimote, shake Wiki(you know, the yellow monkey who turns into a bell) by shaking your controller, and much, much more. This is what the Wiimote was made for, and it's sad to see that not many games manage to get it right.

I'd also like to see the great atmosphere return(I was seriously creeped out in some of the haunted mansion areas, despite the game's childish art style), but the important thing is that we get a sequel.

Previous sequels I'd like to see:




4 Comments
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