The Video Game Critic's
Wii Reviews A-L

Last modified 2008/3/24.

The Video Game Critic rates games in comparison to other games for the system.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account.

Screen shots courtesy of IGN.com.

 Bigs, TheGrade: D-
Publisher: 2K Sports ()
Reviewed: 2007/7/22
Rating: Everyone
This arcade-style baseball title feels like an Xbox 360 port with motion controls awkwardly "grafted" on top of it. Consequentially, the Bigs for the Wii may be the least intuitive baseball game ever conceived. If there's any doubt, just have a few friends who've never played the game before attempt the tutorial mode. Watch the hilarity ensue as they flail their arms in frustration, resorting to crazy "back-scratching" and "pancake flipping" movements in their desperate attempts to grasp the controls. I actually had tears running down my face! Yeah, The Bigs for the Wii is a real trainwreck. To pitch, you hold the Wi-mote in a neutral position, and then drop it down while contorting your wrist in an unnatural manner. Oh yeah, that's how people throw in real life! Swinging the bat uses a more natural motion, but with the nun-chuck attached it's very awkward. In addition, there's a noticeable lag you need to compensate for, and you can't check your swing! Even when you get the hang of pitching and hitting, the fielding is atrocious. Infielders let balls roll right by, and outfielders slide in the grass for no discernable reason. Throwing the ball between bases is the worst of all. The manual says to flick the controller towards the base, but it might as well say "Good luck, you [expletive] bastard!" Thank God there's a secret, undocumented way of throwing the ball - just press the directional pad! Knowing this tidbit of information makes the game immensely more playable. As bad as the controls are, the Bigs has its share of amusing moments. Using a power-up causes the entire screen to turn blue, prompting my friend Jonathan to inquire, "When did the Predator become a catcher?!" When both teams use power-ups at once, a "duel mode" kicks in, zooming in on the eyes of the batter and pitcher in an unintentionally hilarious manner. But the ultimate highlight of the game is its home-plate collisions, during which both players perform drum-roll motions to give their player the upper hand (that makes sense!). The graphics are modest at best. The stadiums look jaggy, and the non-blinking, expressionless players look like zombies. Once we grasped the controls, my friend Steve and I had some fun with The Bigs, but I don't know if it had more to do with the gameplay or the sheer absurdity of it all. There's a fun, arcade-style game buried here somewhere, but good luck finding it under the smoldering mass of misguided controls and last-generation graphics. © Copyright 2007 The Video Game Critic.
Check for Bigs, The on EbayAmazon1 or 2 players 

 Bully Scholarship EditionGrade: B-
Publisher: Rockstar (2008)
Reviewed: 2008/3/24
Rating: Teen
After playing the Xbox 360 version of Bully Scholarship Edition, this Wii version was exactly what I expected with its downgraded graphics but interesting use of motion controls. If you can imagine a Grand Theft Auto game within the confines of a high school environment, you'll know what to expect from Bully. Assuming the role of "the new kid", you freely explore a private campus while accepting "missions" and attending classes. You'll play pranks, escort nerds to their lockers, steal papers from teachers' desks, humiliate the bullies, and kiss the girls. The classes assume the form of surprisingly enjoyable mini-games, including word puzzles (English), rhythm games (Music), and a frog dissection that makes good use the Wii pointer (Biology). The motion controls also come in handy for aiming a slingshot or shaking loose from a disciplinarian. The Wii-mote and nun-chuck are used to punch with each hand, but the loose controls can be a liability when you're required to execute well-timed combinations. Bully's graphics appear to be about Xbox quality. The people look chunkier than the smooth 360 models, and lousy shadowing makes the lead character look like he has a bloody nose. The environments are still fascinating however, although "fog" tends to obscure buildings in the distance. Does the graphic degradation hurt the gameplay? A little bit, especially considering how much time you spend simply exploring the sprawling campus. Bully's storyline is conveyed via excellent cut-scenes that incorporate realistic high school humor with excellent voice acting. Likewise the playful music perfectly matches the juvenile tone of the game. Bully has a ton of brief load screens, but these aren't nearly as colorful as those on the 360, and I've never heard my Wii thrash so much. The two-player mini-games might seem like an afterthought, but if you give them a chance you'll have a ball! At its core, Bully is just as playable on the Wii, but I'd have to give a slight edge to the 360 version for aesthetic reasons. © Copyright 2008 The Video Game Critic.
Check for Bully Scholarship Edition on EbayAmazon1 or 2 players 

 Carnival GamesGrade: B
Publisher: GS Software (2007)
Reviewed: 2007/9/14
Rating: Everyone

The Wii needs mini-games like Sony needs bad press, but it's hard to dislike Carnival Games. I was expecting a collection of generic target shooters, but these are faithful recreations of authentic carnival games! Many bring back fond childhood memories of the boardwalk in Ocean City, Maryland. There are 25 games available from the start, and many more that can be unlocked. Most are simple and fun, incorporating natural motion controls and realistic physics (too real if you ask my friend Scott!). The best of the bunch are Alley Ball (aka Skeet Ball), Hoops (basketball), Ka-pow (throw at clown faces), Frog Leap, Balloon Darts, Nerves of Steel, Shooting Gallery, Horse Race, Hole In One, and Shoot for the Stars (BB gun!). The motion controls in Balloon Darts and Nerves of Steel are remarkably sensitive and precise. Less fun are the games that require you to shake the controller to power up some kind of gauge - that's too much work! Games that fall into this category are Test Your Strength, Clown Splash, and Bowler Coaster. Dunk tank and spilled milk are a bit too simplistic, and I wish the football-throwing games used real throwing motions. Collection Plate, Ring Toss, and Lucky Cups depend more on luck than skill, but even these are fun when taken in small doses. The "competition mode" lets up to four people compete in five random games, several of which offer split-screen action. Even the single-player mode is engaging thanks to the innovative "prize" system that lets you "trade up" your winnings to unlock new games and other surprises. No game takes more than a minute or two to play, but if you play the entire circuit, it's easy to spend and hour or more playing Carnival Games. Don't expect much from the graphics and audio though. The "barkers" running each game have non-moving lips, and the scenery lacks detail. The audio is equally sparse, limited to traditional carnival music and quips from bystanders. One thing that I don't understand is why you're required to create your own little character from the start instead of using your Mii. Isn't that the whole purpose of the Mii system?? Even so, Carnival Games is a pleasant surprise which should appeal to gamers of all ages. © Copyright 2007 The Video Game Critic.
Check for Carnival Games on EbayAmazon1 to 4 players 

 Code Lyoko: Quest For InfinityGrade: D+
Publisher: Game Factory (2007)
Reviewed: 2007/12/23
Rating: Everyone

Code Lyoko is a French animated television series about four kids who embark on "virtual" adventures via a super computer. It's like a kid version of the Matrix, but much lighter. I had never even heard of the show before playing this game, but it didn't take me long to become comfortable with the premise and characters. Code Lyoko is mainly a platform shooter set in a series of blocky environments. You can toggle between four characters using the directional pad, and each has unique abilities required to solve puzzles and defeat foes. The cat-like Odd is an agile dude with the ability to climb. Yumi can target multiple foes at a time with her awesome fan weapon. Aelita can fly, and Ulrich wields a powerful sword. Unimpressive enemies materialize out of nowhere including a hodgepodge of crab, block, and insect-like monsters. You can "aim" your shots by pointing at the screen, and this would have been a notable feature if Mario Galaxy hadn't already stolen its thunder. You shake the Wi-mote to swing Ulrich's sword, but other motion-based moves, like wall jumping, are more confusing than intuitive. There's apparently no camera control, which is aggravating when something is shooting at you from off the screen. Code Lyoko's stages have a lot of generic floating platforms, but at least the jumping controls are responsive and forgiving. The puzzles tend to adopt the basic "shoot the target to open a portal" formula. Lyoko's difficulty is on the easy side, and most stages are short. Breaking up the monotony are flying stages that let you lock onto enemy aircraft with your missiles. Lyoko's cut-scenes are brief and seamlessly integrated with the action. My main beef with the game is its sparse, blocky environments. Although some have a pleasant surreal quality, they ultimately prove to be boring and monotonous - especially when you need to return to a previously completed stage! The bleak electronic soundtrack does however fit right in with the sterile visuals. Code Lyoko tosses around a heck of a lot of technical jargon like sectors, encrypted files, coordinates, and super-calculators. Are kids really into this stuff? Overall Code Lyoko is playable but rarely compelling and ultimately forgettable. If you're a fan of the series however, feel free to bump up the grade by one letter. © Copyright 2007 The Video Game Critic.
Check for Code Lyoko: Quest For Infinity on EbayAmazon1 player 

 Excite TruckGrade: A-
Publisher: Nintendo (2006)
Reviewed: 2007/5/12
Rating: Everyone
It would be difficult to find a more entertaining off-road racer than Excite Truck. Motor Storm (Playstation 3, 2007) comes to mind, but while that game looks substantially better than Excite Truck, when it comes to fun, there is no comparison. Easy to play and visually over-the-top, Excite Truck races are blindingly fast with a half-way-out-of-control flavor that's quite thrilling. There are plenty of natural ramps, and the degree of "air" you can catch is unprecedented. One remarkable feature is the ability of certain icons to reshape the geography, morphing low roads into rivers, and hills into mountains. It looks absolutely stunning, especially the first time you witness it. Steering is performed by tilting the controller, which feels surprisingly natural once you get the hang of it. The directional pad is used to activate your turbo boost, and using too much at a time will overheat your engine. You'll want to use your turbo sparingly, except when in water, where your car can't overheat! You also earn stars in each race by executing power slides, catching big air, flying through rings, and other stunts. Excite Truck's graphics are modest - even pixelated at times - but the smooth frame rate and the impressive distance you can see ahead (especially when high in the air) makes the lack of detail practically irrelevant. Unlike Motor Storm, the load times are brief and the races are reasonably short. The single player mode rewards you with a steady stream of unlockables, and the split-screen is fantastic, even without the option of CPU opponents. In terms of audio, I opted to turn down the frenetic guitar music, but it certainly fits with the spirit of the game. Living up to its name, Excite Truck is easy to pick up but hard to put down. For new Wii owners this is pretty much a "must have". © Copyright 2007 The Video Game Critic.
Check for Excite Truck on EbayAmazon1 or 2 players 

 Fantastic 4: Rise of the Silver SurferGrade: F
Publisher: Take-Two Interactive (2007)
Reviewed: 2007/7/22
Rating: Teen (fantasy violence)

My experience playing Fantastic 4 with a group of friends was one I'll not soon forget. It captured such a wide range of human emotion, including excitement, apprehension, disenchantment, denial, frustration, anger, disgust, dejection, misery, and finally euphoria (when I took the damn thing out). The graphics look rough compared to the PS3 and Xbox 360 versions, but since the Wii is all about gameplay, who cares about the graphics, right? Fantastic 4's brief tutorial explains how to add "oomph" to your attacks by swinging the controllers downward, executing drum-rolls, or crossing them over. I like how the game doesn't depend on the motion controls, but they still play a key role. Once thrust into the generic cave environments of the first stage, my friends and I proceeded to beat the living crap out of gangs of purple aliens and generic machines lining each wall. There's a lot of action on the screen, but it's hard to tell what's going on amid the button-pounding chaos, and the frame rate is terribly erratic. The endless rooms and corridors all look the same, and the missions are as repetitive as they are mindless ("destroy four more reactors"). Fast forward about 45 minutes, and guess what we're doing? That's right, we're still busting up the same machines and beating the crap out of regenerating purple goons. At one point even the Invisible Woman in the game bellyaches about having to destroy yet another reactor! I kept assuring my friends that the boss was "right around the next corner", but that was just wishful thinking. The stage just kept going, inflicting upon us a degree of monotony we had not known. When my friend Scott advised "Dave, your energy is almost gone", my subdued response was "I don't care if I live or die." Fantastic 4 is bad on so many levels. At certain points it's necessary for the Invisible Woman to use an energy ball to destroy a target that's barely even visible on the far edge of the screen! As you accumulate new motion-controlled attacks, there's no way you can remember them all. You're forced to sit through some painfully cheesy dialogue. Does Fantastic 4 have anything going for it? "I like the loading screen," chimed in my friend Scott. "Only because it means we're not playing the game!" Jonathan countered. Before leaving my house, Scott actually offered to send this game back to the publisher for me (overnight express no less) just to ensure he would never be asked to play it again. © Copyright 2007 The Video Game Critic.
Check for Fantastic 4: Rise of the Silver Surfer on EbayAmazon1 to 4 players 

 GT Pro SeriesGrade: D-
Publisher: Ubisoft (2007)
Reviewed: 2007/5/12
Rating: Everyone
A barebones racer like this released so early in the Wii's life cycle suggests Ubisoft may have been simply trying to cash-in on the launch pandemonium. As a semi-realistic sports car racer, GT Pro isn't terrible, but it certainly is boring! It's hard to overlook its rudimentary graphics, which resemble something you'd see on the Playstation One - on a bad day! GT Pro's coarse scenery is lined with pixelated buildings, flat "trees", fences marred by ugly aliasing (jaggies), and flat "grass" composed of crude texture maps. For the cars, Ubisoft opted for a simple, cell-shaded approach, which was probably a good idea. There are over 80 customizable cars to choose from, but you'll want to resist the temptation of selecting the faster ones, at least at first. My friends and I made that mistake and found ourselves all over the road. Stick with something slower but with good handling. If you do, you'll find the steering controls to be respectable, with power-slides that result in a pleasant "sling-shot" effect. The black plastic steering wheel provides a comfortable shell for the controller, but it's not necessary at all. GT seems to have a nice "pick-up-and-play" quality at first, but as I advanced skill levels, I was faced with annoying "driver tests" required in order to earn my next "license". I really hate that. Advanced races aren't much more exciting that the early ones - just longer. After a while, racing around the same courses over and over again gets old, especially since tracks like "Thrilling Harbor" were never thrilling to begin with. I gave the four-player split-screen a try, but its degraded graphics and control made it a colossal bore. In terms of audio, GT Pro features some of the worst ever, with goofy background music that sounds like a record being played at the wrong speed. GT Pro may be passable for newer gamers with time to kill, but if you've already "been around the track" a few times, there's no good reason to travel this road. © Copyright 2007 The Video Game Critic.
Check for GT Pro Series on EbayAmazon1 to 4 players 

 Geometry Wars GalaxiesGrade: A
Publisher: Bizarre Creations (2007)
Reviewed: 2007/12/23
Rating: Everyone
What a coup it was for Nintendo to snag the definitive version of what is arguably the best game on the Xbox 360! The original Geometry Wars, downloadable from Xbox Live, is an Asteroids-on-steroids 2D shooter that perfectly blends spectacular visuals with classic arcade action. Galaxies expands the game to the n-th degree, incorporating a huge campaign mode that provides almost unlimited replayability. In case you're curious about the graphic quality, the Wii handles the space-bending vectors just fine. You might notice that your ship is slightly pixelated at first, but otherwise the graphics are just as mind-blowing as the original game. Geometry Wars' non-stop action involves blasting hundreds of floating geometric shapes as black holes crop up around the screen and wreak havoc with their gravitational fields. Your insane firepower creates a fireworks display of explosions that are a feast for the eyes. Whenever you destroy something, its point value appears right there on the screen. That's really satisfying, especially when these numbers reach the thousands and appear by the dozens. Galaxies' campaign mode features dozens of "missions" which tweak the game's formula in a number of imaginative ways. You'll contend with oversized shapes, floating barriers, bonus diamonds to gather up, and playing fields of various shapes. Another new feature is a helpful "drone" that floats by your ship, acting like a shield or providing auxiliary fire. There are actually eight selectable drone abilities for you to unlock and power-up to various degrees. Geometry War's pulsating techno soundtrack really helps you get "in the zone". Unlike the 360 version which could only save high scores on-line, Galaxies conveniently records all high scores (with initials) to your Wii. I guess Microsoft didn't have the technology to do that! Since the games tend to be short, trying to top your high scores is fun and addictive. The original Geometry Wars Evolved is also included, along with a number of two-player modes. One thing I can't emphasize enough is that you'll want to use a classic controller with this game, because the default Wii-mote/nunchuck configuration is awkward. The classic controller's dual joysticks make all the difference, although they are still a step down from the Xbox 360 controller. If you own a Wii, you need this game. Transcending time and space, Geometry Wars may be the ultimate pick-up-and-play shooter. © Copyright 2007 The Video Game Critic.
Check for Geometry Wars Galaxies on EbayAmazon1 or 2 players 

 Ghost SquadGrade: C+
Publisher: Sega (2007)
Reviewed: 2008/2/1
Rating: Mature (blood and gore, violence)

For long-time fans of light-gun shooters, a game like this might have you thinking that happy days are back again. Ghost Squad must have been created by the same people who did the Time Crisis games, because it has the same tight controls, mediocre graphics, and preposterous dialogue. You are a soldier in an elite military squad that "doesn't leave a trace". That's probably because all of your enemies disappear after you shoot them! The arcade mode's three missions take you into a villa, a jungle, and aboard a flying Air Force One. In the jungle stage you rescue a guy named Dr. Steve McCoy who looks like he's from the Planet of the Apes. When you rescue the President aboard Air Force One, he actually gives you a high-five! As with all light gun games, your movements are automatic as you view the action from a first-person perspective, although there are opportunities to select alternate routes. Ghost Squad's gameplay is basically "shoot or be shot", but take care not to blast hostages or members of your own squad. Most weapons fire in short bursts, and it doesn't take more than a shot or two to bring down most enemies. It's somewhat comical how a bad guy will slide right in front of you and sit there for a second, giving you a chance to shoot him in the face. Also funny is how 20 enemies will emerge from a small room or from behind a table (the term "clown car" comes to mind). A large aiming reticule is visible by default, but you can turn it off, which I would recommend for a more realistic, satisfying experience. After all, you don't get a reticule when you shoot at people in real life! I like the way you shake your controller to reload. Occasionally the game will prompt you to perform special tasks like sniping, knife fighting, or disarming a bomb. The responsiveness and accuracy of the controls is excellent, but the missions are cookie-cutter in design and you'll want to skip the boring cut-scenes every time. The heart of the game is the arcade mode, but its progression is very confusing. You get unlimited continues - until you reach a boss. Is there any penalty for using continues? Who knows. Your progress is not saved unless you play through all three scenarios or fail to continue. Would it be too much to have a save option between missions? The manual clarifies some things, but an arcade game like this shouldn't be so complicated. Once you begin completing the missions, you'll unlock alternate versions of the stages and comical features. It doesn't seem like Sega put a lot of effort into Ghost Squad, but at its core, it's still the mindless light-gun action we all know and love. © Copyright 2008 The Video Game Critic.
Check for Ghost Squad on EbayAmazon1 or 2 players 

 Go Diego Go! Safari RescueGrade: NA
Publisher: Take-Two Interactive (2007)
Reviewed: 2008/3/24
Rating: Everyone

This preschool adventure plays much differently than its Nintendo DS cousin, but is every bit as entertaining. Go Diego Go Safari Rescue is a simple side-scroller with inviting visuals, intuitive motion controls, and a gentle learning curve. It's actually two games in one: Safari Rescue and Safari Racing. Safari Rescue is a lengthy quest in which our young Hispanic hero saves animals in peril with the help of his cub sidekick. You'll rescue lost cubs, feed a hungry ostrich, and save elephants that have been turned to stone by an evil magician. The game begins with simple challenges like running down pathways and jumping over rocks, but gradually becomes more involved. In time, Diego will hop on trampolines, ride down zip-lines, swing on vines (Pitfall style) and even hang-glide over river valleys. The "mud board" sequences even have a slight Tony Hawk vibe (very slight). The motion controls aren't integral to the game, but they make it more involving as you shake trees, bang on drums, and dig holes. A small diagram in the corner of the screen makes it clear what movements are expected. Safari Rescue has ample variety and would probably even be enjoyable for adults if it offered any challenge at all. The characters are rendered as cartoons, but the layered backdrops look like hand-drawn illustrations. The game automatically saves your progress frequently, and there's even an option to let a parent "help out" using the second controller! Now that is a good idea! The Rescue mode alone would have been good enough to warrant a purchase, but then there's the Safari Race mode that lets two players go head-to-head in jeeps, hang gliders, canoes, or on elephants. Go Diego Go was good on the DS, but this slick Wii edition is far more engaging and offers substantially more replay value. © Copyright 2008 The Video Game Critic.
Check for Go Diego Go! Safari Rescue on EbayAmazon1 or 2 players 

 Jenga World TourGrade: D+
Publisher: Atari (2007)
Reviewed: 2008/2/8
Rating: Everyone

If there was one board game that begged for a video game adaptation, it was not Jenga. I've been a fan of the actual game for years, but I've always associated it with rowdy social events and heavy alcohol consumption (not that I would ever condone rowdy social events). The game is played with a stack of rectangular wooden blocks. Players take turns pulling a block out of the tower, placing it on the top. As the tower becomes taller, it grows unstable, and the player who makes it fall is crowned the loser. So what's the point of playing Jenga on your Wii? Well, it's the same reason why people play Chess on their computer - it's the ability to compete against the CPU. You don't need anybody around to play Jenga World Tour, and you can adjust the skill level as high as you want. Even so, reviewing Jenga World Tour required a lot of patience. The controls are so inordinately complicated that I couldn't even make it through the damned tutorial! The B button is used to "tap" loose blocks (which are outlined in green) and A is used to "grab" and carefully perform the extraction. It's hard to judge the depth of your disembodied hand, but you do have full control of the camera via the analog stick. Once I got a feel for it, the game isn't so bad. It's kind of cool how you can yank a piece with a jerk of the wrist, and the game mirrors your precise movements as you set the piece back on top of the pile. When playing the CPU, his moves are executed without delay, so there's never a lull in the action. The World Tour mode provides a steady progression of challenges, and I really dig the scenery and relaxing music. The first stage is set in a high-rise apartment at night, and you can view a beautiful city skyline through the window. An arcade mode lets you play Jenga for score, and it spices up the action with random factors like earthquakes (shakes the tower), ice (no friction when removing block), and vines (locks some blocks into place). Jenga World Tour is not for those with short attention spans, and arcade-minded gamers will absolutely hate it. But if you're looking for a calmer, more relaxing video game experience, Jenga World Tour might be worth a look. © Copyright 2008 The Video Game Critic.
Check for Jenga World Tour on EbayAmazon1 or 2 players 

 Legend of Zelda: Twilight PrincessGrade: A
Publisher: Nintendo (2006)
Reviewed: 2007/5/4
Rating: Teen (animated blood, fantasy violence)
Submitted by RPG correspondent Jonathan Hawk
Nintendo promised an engaging, fresh, satisfying Zelda game, and that's precisely what we got - albeit a year late. Twilight Princess is a darker-themed visit to the Zelda universe - the first Zelda rated "T for Teen". Set in an immersive world and armed with a brilliant storyline, Princess delivers on most if not all expectations. As the story goes, a supernatural "Twilight" plane is creeping across the land of Hyrule, and Link must banish it while seeking powerful relics to defeat the evil Zant. In the twilight universe, Link takes the form of the wolf, and once the twilight is banished from the area, he reassumes human form. Wolf Link cannot use items, but he gains the ability to dig and use extra senses that let him detect scent trails and ghosts. The puzzles and dungeons are expertly designed, and some are very challenging. Boss fights tend to be standard Zelda fare, where you use a newly acquired item in a cunning way to attack the boss' weak spot. A stunning selection of side-quests and mini games are also available if you have the time. For the most part, the Wii controls are intuitive and comfortable. The game retains its lock-on mechanism from past titles, and camera angles are easily adjustable. I like how the camera positions itself directly behind you when you lock onto an enemy. Using the bow, grappling hook, and similar items is a breeze using the Wii remote's on-screen pointer. The only difficulty I experienced was that sometimes the nun-chuck registered a forward push (shield bash) as a shake from side-to-side (Link's spin attack). There are a few differences between the Gamecube and Wii versions, both for better and worse. The graphics, which are perfectly attractive, look almost identical on both systems, so I don't think it's wise to say that this game is a great benchmark for the Wii's capabilities. The art style is brilliant however, even if the graphics aren't bleeding edge. Cut scenes are rendered using the game engine and most are skippable. The music features some old favorites and many new themes. Some audio effects are played through the Wii remote's speaker, which unfortunately sounds a little tinny and shallow. All in all, Nintendo shipped a shining example of how an adventure game should play. If you're ready to invest 50 hours of gameplay to complete eight dungeons and save Hyrule, pony up 50 bucks and enjoy a great addition to the Zelda legacy. Only a few minor hindrances keep this from an A+. VGC Note: The graphics in this Wii editon are "mirrored" from the GameCube edition, so a road that heads left in one will head right in the other. © Copyright 2007 The Video Game Critic.
Check for Legend of Zelda: Twilight Princess on EbayAmazon1 player 

 Link's Crossbow TrainingGrade: B
Publisher: Nintendo (2007)
Reviewed: 2008/2/1
Rating: Teen (fantasy violence)

It's amazing how much mileage Nintendo has gotten out of Legend of Zelda: The Twilight Princess (Gamecube, 2006). First they release a slightly modified version for the Wii with mirrored graphics and motion controls, and now we get a target shooter with recycled enemies and stages! It's all good though, because Twilight Princess provides an excellent backdrop with its soaring waterfalls, serene villages, dusty ghost towns, and haunted castles. Of course the main purpose of Link's Crossbow Training is to introduce the Nintendo Zapper, which is packaged with the game. The Zapper is actually little more than a plastic shell that lets you attach a Wii-mote and nun-chuck (with some difficulty) to form something that looks vaguely like a gun (well it does have a trigger). You don't need the Zapper to play, and I'm sure many gamers will be happy to ditch the thing. Despite the gimmick factor, Crossbow Training proves to be remarkably entertaining. There are nine levels with three stages each, and scoring is key to winning medals and unlocking new levels. The game effectively uses "multipliers" to increases point values based on how many targets you can hit in a row. You'll also score more for hitting the bullseye of targets. It's easy to aim thanks to the large crosshair and fine degree of control. In addition to shooting spiders, trolls, fish, and skeletons, you can also take out pots, barrels, and scarecrows in the background for extra points. There's always something to aim for so there's never a dull moment. In some stages Link is surrounded by converging monsters (tracked via a radar display) and in other stages you wander around freely (using the analog thumbstick) to hunt down a certain number of enemies within a time limit. The game is undeniably fun, but I did notice a slight case of "lag" associated with moving the crosshair across the screen. Also, the multiplayer modes only support alternating turns. Even so, for a game so simple and plain, Link's Crossbow Training is a hell of a lot of fun. You won't want to play it for hours on end, but if you pull it out every once in a while, you'll always have a good time. © Copyright 2008 The Video Game Critic.
Check for Link's Crossbow Training on EbayAmazon1 or 2 players 

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