Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Saturday, April 24, 2010

Mel opens house

Today's episode of "Teachers Behaving Badly" didn't quite go off as anticipated. Amy had filial duties to perform at short notice, effectively eliminating our venue and the Wii that goes with it in one fell swoop. That meant no raucous, embarrassing, uncoordinated flailing of limbs and other appendages in front of friends and family, though we'd been looking forward to this occasion for a week since we planned it.

But Mel came to the rescue, opening up her home to us social refugees. She fed us homemade pasta and mashed potatoes, a tastier, heartier and more substantial meal than she feared. She may not have been able to provide a Wii -- given the number of fragile things within too easy reach of a careless nanchuk swing -- but the company was good as always. Just put us all together and we entertain ourselves with or without external aids.

Poor Amy. I bet she was looking forward to today more than any of us. We must do a make-up or remedial session for her real soon.

Also, poor Jojo. Her rabbit took a turn for the worse and today, after weeks of palliative care, she and Derek finally made the decision to let him go. For pet owners, that's always a tough choice to make.

Friday, April 16, 2010

Getting real with fitness

Sneaking off to the fitness club with Jojo wasn't such a big secret rendezvous thing after all. Kids caught us at the parking lot so our exit from campus wasn't as discreet as it could have been. Didn't want to spend the time explaining that we were trying to do something to rectify the state of our deteriorating health. Told them we were 'busy'. Let them start rumours if they want.

Didn't have as much trouble with our low-impact stretch-and-tone class after all. Working out on the Wii already taught me the basic movements and gave me enough flexibility and balance to keep up. But the class provided a social environment in which you can't be lazy and cut corners on movements, and a responsive instructor to make minor adjustments on form which the Wii is still technologically incapable of as yet.

June wants me to help her with what I've learned so far, but in the comfort of our own living room. Time to dust off the Wii and see if that helps her get started. I'll provide the social environment and let the virtual instructor conduct the workout.

Wednesday, November 04, 2009

Cutesy heroes

Marvel's got this new animated series, "Super Hero Squad" (sample video here). It's obviously targeted at the much younger set with its cutesy portrayal of our favourite Marvel mainstays rendered in the proportion of children: that is, oversized heads and extremities on tiny bodies. And they have childlike personalities to match. So I should have known better when I picked up the Wii game of the same title that I'd be getting a product that wasn't quite designed for my venerable demographic.

Don't get me wrong, I'm much taken by the premise and the characters. It's reminiscent of how kids would co-opt the superhero concept and play out their own superhero scenarios with their ridiculous and nonsensical storylines, while exaggerating their characters to the nth degree. In the game (as is presumably in the series) the children at play are versatile and talented voice-acting pros like Charlie Adler (Cow & Chicken), Tom Kenny (Mr S Squarepants, esq.), and Tara Strong (PPG's Bubbles, and a vast range of other animated characters). In their SHS incarnation, Thor is pompous and bombastic; Cap Am is more patronizing than patriotic; Silver Surfer is a philosophising surfer dude; and Doc Doom is as inept as he is maniacal. It all makes for a rib-tickling, madcap adventure to play through.

The Wii SHS is a simplistic beat-'em-up with elements of an adventure platformer as well as an arena for a tournament-style punch-up. By playing through the adventure mode (either solo or co-op) we gain points to unlock new characters and arenas for battle mode. Um, that's essentially it.

Adventure mode is a button-mash with the occasional controller flick to pull off special moves. We mash our way through a maze, punching or blasting hoards of goons and navigating annoying jumping puzzles until the end level boss battle which takes place arena style. Battle mode basically plays by sumo wrestling rules: either wear down your opponent or toss his a** out of the ring. In adventure mode, we do either 10 times to beat the boss -- before he does unto you the same. Full battle mode dispenses with all pretence of a story and pits your choice of heroes and villains against each other in team or solo combinations.

The game isn't any more complex than that. I guess I could entertain a certain someone below 10 a whole afternoon with SHS, but there isn't much else there to sustain my interest after the first run-through in adventure mode. It's cute, it's funny, it's another perspective of the Marvel Universe that doesn't take itself too seriously. It's got strong production values, but I found gameplay rather less than satisfactory. I should just have waited for the animated DVD box set to get my SHS fix.

Tuesday, October 06, 2009

MUA2 side mission tips (spoiler alert)

I hate to brag, but I can be justifiably proud of myself for unlocking the entire team roster in MUA2 on Hard mode. On the Wii, that means completing all the Bonus Missions within the time limit and garnering a quota of points after which the character becomes playable as a team member in the main quest.

The more challenging missions are the solo ones, so I'll share the secrets of some of my successes here.

Jean Grey: use telekenesis (hold B) to slam those cranky bipedal bombs into the cars, thus clearing them easily and quickly so there's more time to devote to the battle with the Grey Gargoyle.

Gambit: use 52 Pickup liberally to break open boxes, junk and hidden rooms hiding those pesky hard-to-find data disks.

Thing: stun everybody with Hand Clap. 'nuff said.

Green Goblin: Spinning Blades is insanely lethal. Repeatedly 1-shot kill respawing Negative Zone guards until very close to quota, then after setting a bomb in the middle of the irritating electrified room, run for cover and stand at the exit doorway, continuing to kill guards until the exit door opens. As long as Gobby remains in the doorway, he can't be electrocuted.

Venom: Same mission as Gobby, except without the bomb setting task. Venom is easier because the mission allows a full team complement. Just keep killing respawning guards until quota.

Songbird: The most challenging thing is to keep the scientists she is escorting alive through the whole mission. Cast Sonic-Scream Shield and refresh often to keep her healthy and enemies weak. When she gets to a door, use Crushing Discord BEFORE opening it to kill enemies on the other side. She can hit them through the door, but they can't hit her. While Crushing Discord is good to use on Light mutants, Shrieking Slice works better on Heavies and Moonstone (Boss). Alternate the attacks when facing Moonstone 'cos Light mutants are attcking the scientists at the same time.

So, getting the whole team was do-able after all. Now the next challenge is to attain the Gold bonuses: same missions, higher quota of points to aim for.

Edit 01:
Huh! Been put in my place by the ST reviewer. Game is too easy, he says. So what? I like easy games.

Sunday, October 04, 2009

MUA2 comes up short

The Wii version of MUA2 has less going for it than the PS3/360 version. I was wrong about alternate costumes -- there aren't any. Likewise, there aren't any special team bonuses for particular quartet combinations. And no special dialogues between particular character combinations. There are fewer cutscenes and storyline missions too. Overall, the game (regardless of whether we're playing Pro or Anti Registration) is short, lacking the cosmological scope of the previous MUA. :P

These little features don't really add all that much to the overall gameplay, but they are nice little touches, like garnish on meat and potatoes. The meal is still quite substantial, but the presentation doesn't make us go 'wow'. If the previous MUA didn't have them, I wouldn't have been looking for them in this one. But to remove them from the follow up is short-changing us players on quality while substituting it with, um... nothing. Well, the control system is easier to use, I'll give them that.

Ok, anyway, I think the best characters to have on the team are either Iceman or the Invisible Woman for powerful ranged attacks, a psionic like Jean Grey or Psylocke who can fusion with a bruiser like the Thing or the Hulk for a player-guided "Billiard Ball" attack (creates a hamsterball around said bruiser who then charges masses of enemies for huge damage -- even bosses don't stand up to this kind of assault for long). The fourth member can be just about anyone else, 'cos they're just coming along for the ride.

Don't get me wrong. I am having loads of fun with MUA2 as it is. There are still lots of team combinations and fusions I have yet to try out, and side-quests yet to conquer. They haven't taken the best bits out of the game, but it could have been so much tastier.

Wednesday, September 16, 2009

MUA2: first impressions

When superheroes split apart, forming opposing factions to fight for the cause they feel is right; when hero battles hero with no quarter given even if they had been the closest of allies before, we have a Civil War on our hands and literally so with "Marvel Ultimate Alliance 2" for the Wii.

Gameplay is in a similar format from the original MUA, a 4-hero team of which the player controls one hero, teaming up with the other three to fight waves of enemies. There are basic melee punches and kicks, custom superpowers (special attacks and buffs) for each hero, and the latest addition to the game: "fusion powers" by which team members combine their special abilities in a devastating attack against enemy hoardes. Fusion powers have limited usage, so there's a strategic element in choosing when to use them, and with whom.

The tone of MUA2 seems slightly more serious too. The opening sequences set New York amidst a massive terrorist attack, the perpetrator and her army spouting clearly anti-American sentiments. However, her attack is not unprovoked and this revelation begins unravelling the seam that ties the heroes to a common cause, and sows deep-rooted mistrust against each other.

The player has to choose which side to fight on, Iron-Man's pro-government side or Captain America's personal freedom side. Two sides to choose from allows for two separate story threads with separate missions, and great potential for replayability after playing one story through. Other replayability factors are the vast array of superhero team combinations and their resulting fusion power effects, the strategic use of item buffs (so many items, what's the best combination to use for which situation?) and alternate costumes among the many other unlockables including more heroes to use in the team roster.

Wii controls between MUA and MUA2 are a little different from each other and I have to get used to the new controls. My fingers have to be retrained to use them properly. Less shake for example, and more thumbs-on button mashing.

In MUA2, the isometric perspective brings us a little closer to the action so it's easier to observe character animations, though it's still easy to lose your character in the onscreen chaos. Also for the Wii, activating fusion powers involves pointing the wiimote at the hero you want to "fusion" with and finding the cursor to match with your desired hero can sometimes be a challenge because of the short time limit to "fusion", and sometimes because the hero is out of position for the most effective use of that power. Kids are more likely than grumpy old me to be able to keep track of everything going on at once and make the best of the fusion effect. Me, I'll just do it for the pretty colours.

In between the fighting are cinematic cutscenes that stitch the story together and sets up the next mission. There is decent voice acting, but what I like about the cutscenes, oddly enough, is the superheroes' costumes. The heroes look like they are really wearing clothes and not just having painted-over nude bodies because the artist can't be bothered with such details. The cutscenes make an interesting contrast with the results screens that appear at the end of each mission. The results stats appear on stylized renderings as 2-D artwork which is reminiscent of the comic book medium that inspired the game. Nice touch, I think.

As it is, I've only had time to play through the Prologue. Even then at 'Easy' setting the Boss battle was quite a trial and error -- until I figured out the rules of the game I was supposed to be playing. It was a matter of matching verbal instructions with the automap with the onscreen action, which took my brain a bit more time than usual to process. Duh, slow. But I think I've got the hang of it now.

MUA2 promises to be a fun romp through a dark period in the Marvel archives. I've only scratched the surface of what feels like a ripping story, and there's the other side yet to be explored. That's gonna keep me occupied for a while. 'Arkham Asylum' (released on the same day) will have to wait.

Friday, September 11, 2009

On the 5th day, he rested

Tired of my labours, I took the day to just enjoy lunch with NBS whom I haven't seen in ages. Well, since Monday, anyway. She's been doing me a small favour of which I don't have the liberty to discuss here. Spoilt myself with a carbonara and an RB float at New York New York. Not sure what my Wii Fit taskmaster would say about that, and I don't intend to find out. The Wii stays off today.

NBS noted how I've been spending the week wandering the island alone. I have to acknowledge that that is the reality of my situation. Looking ahead, when it's time for me to retire, the people I hang out with now will be only just peaking at their careers. There's a gap of a whole decade at least before the oldest of them will be able to join me rocking our chairs, together on the porch of our retirement home while we watch the world go down in flames.

But what the heck am I supposed to do for 10 years until then? And in the meantime, a lot of things could happen in 10 years, especially for someone that advanced in age. So either I get used to my own company, or I keep right on working and staying relevant to the world. Thus all the more reason for me to keep fit, healthy and active now, while I'm still able. After all, retirement is for old people, not me.

Thankfully, there's still June, though I wonder how she'll cope with a sexagenerian juvenile in the house? But why scare myself now? All that is still far off in the future. Let's just cross that bridge when we get there.