Shaking the Fun Out of Wii Platformers

Kid_me
Tuesday, November 23, 2010
EDITOR'S NOTEfrom Brett Bates

Joey's got a great point: Just because the Wii has motion capabilities doesn't mean that every game has to use them. At least give us the option to turn them off!

There has to be some sort of design mandate when it comes to first-party titles on the Wii. Nintendo must have it writ in the bible of motion-capable development that all titles, regardless of their core mechanics, must make use of wiggle and waggle.

In the same bible, it must also be written that developers may not give players the opportunity to forgo this motion-based impasse. No, they’ll need to shake what their higher ups gave ‘em.

Fret not -- it typically works. With games like Super Mario Galaxy, motion is peppered into the best spots. It becomes second nature for Wii users to flick their wrists as goombas approach. The controller configuration is tilted towards waggle, as players have independent control of movement and attack. The nunchuck handles moving Mario around, while the a shake of the Wii Remote activates his signature spin move. Movement isn’t compromised for combat. Perfect.

But then along comes the rebirth of side-scrolling platformers. Starting with the vastly underplayed Wario Land: Shake It!, Nintendo has been parading out a troupe of wonderful 2D adventures. New Super Mario Bros. Wii, Kirby’s Epic Yarn and Donkey Kong Country Returns followed the purple-trouser'd doppleganger. Each title sports the same default controller configuration: The remote is held horizontally.

And that's where the problems begin.

 

The control schemes for Mario Galaxy and The Legend of Zelda: Twilight Princess are solid because movement is typically kept separate from combat. Players don’t have to sacrifice control in order to shake the Wii Remote. With the horizontal controller configuration, however, players have to shake themselves stupid.

The issue is that these 2D titles are all platformers. While I can forgive Kirby and Wario a little because they’re both designed to be a bit forgiving when it comes to the user’s play, Mario and Donkey Kong are both precision platformers. Especially in later levels, the games challenge players to keep their cool and channel their old-school skills in order to defeat entire sections of pits and narrow ledges.

For Donkey Kong, this is where motion is especially brutal. To make DK roll, players have to run and shake. To make DK pound the ground, they have to stop and shake. To make DK bend down and blow (don't laugh), they have to hold down on the d-pad and shake.

The result is an extremely frustrating blend of stops, starts, and misfires. Users will struggle with gaps as they mistime their roll jumps, thanks to the awkward control scheme. Diddy will ditch his pal because of a poorly planned ground pound. It happens constantly.

For a challenging platformer, control should never bolster the difficulty of the adventure. A game like Donkey Kong Country Returns should be tough because of narrow escapes and necessary twitch reflexes, not because of some fatal design mandate passed down from the gods of 2006.

Why not just let gamers choose whether or not they want to shake their lives away? Nintendo, make it happen.

 
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Comments (7)
Photo-1
November 23, 2010

Crap dude, I don't want to hear anything bad about DKCR, I'm going to pick it up soon I think. It's the only game I've been looking forward to this whole fall besides Reach. Does the waggle ruin it?

Shoe_headshot_-_square
November 23, 2010

Michael: It's no worse than when you have to use it in Mario Galaxy. Distracting, as Joey points out...but it's not the end of the world. The game is fun. :)

Joey: Nice article and welcome to Bitmob. I will say, I'm just glad these games aren't switching from sideways-controls to point-at-screen controls, like Metroid: Other M. Now THAT sucked!

Robsavillo
November 23, 2010

Maybe this mandate is why we don't see classic-controller support for these games. I'd love a "no waggle and classic controller" option.

Me_and_luke
November 23, 2010

@Rob: That's exactly why there isn't any classic controller support, and it's inexcusable.  The waggle functions are something that could have easily been mapped to a button press.  I don't really have a problem using the Wiimote for games like this, but I know there are a lot of people out there who vastly prefer the classic controller.

@Michael: Fear not, it's not game-breaking in the least.  I'm loving the game, and I know you will, too.  If tough platformers with brilliant level design are right up your alley, you will ultimately enjoy the game, waggle aside.

Kid_me
November 23, 2010
@all I definitely don't want to downplay how fun the game is. The motion control bits are, like Shoe said, a distraction. Things go along swimmingly for most of the ride, then you're pinched by this design shoehorn. DKCR is still damn fun...
Photo-1
November 24, 2010

@Dan Not the MAIN reason I didn't finish Other M, but definitely one of them. If I remember correctly, Super Paper Mario similarly required you to switch between sideways and pointing at the screen. It wasn't exactly a twitchy platformer, though, so it wasn't ruined.

When I played DKCR at E3 the waggle just seemed like something I'd have to get used to, not a deal breaker, so I'm glad to hear you guys confirm that.

Shoe_headshot_-_square
November 24, 2010

@Michael: I don't remember doing that with Super Paper Mario...but it's been a while, and I didn't play a ton of it. It sounds vaguely familiar now. Yeah...that's such a pain in the butt to switch like that. Well, maybe that's exaggerating, but who wants to do that??

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