Deadliest Catch: Alaskan Storm July 2, 2008
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Ice chunks form on all sides of your ship, commanding all the attention of your crew for the task at hand. The quota has to be filled, but your boat also needs to stay afloat, so your crew is safe from your wrath–for now. After the ice has been cleared from the boat, you and your crew get to the real task at hand: fishing for crabs. Don’t get too excited, but don’t get too cynical either.
It’s hard to sell a game about crab-fishing to groups of gamers that are used to action-packed games like Halo 3 or Metal Gear Solid 4. At first glance it seems akin to offering vegetables to child. Why would a testosterone-fueled 18-34 male want a game about fishing? Short answer is that Mr. 18-34 probably doesn’t. But a deeper look into the game reveals surprising depth for gamers out there that want to step back from action and have a more chilled experience.
After a lengthy tutorial gets you acclimated to controlling the boats, you’re not ready to set sail for the Bering Sea quite yet. Crew members must be hired and provisions (bait, gas, fishing pots) must be purchased. With fresh supplies and an experienced crew, you plan out your fishing strategy. Checking your plotter, a device that allows you to check crab population, you map out your strategies to hit areas with the highest density. Marking your map with your planned strings, (swaths of sea where you drop your pots to “soak”) you and your crew make haste for that location. Once there, your crew gets to work, as do you. Getting the boat into position, you ring a buzzer, giving your workers the green light to drop the pot into the sea. You continue this strategy for a while, and your employees are starting to tire. Yet, you need to get these pots down as soon as possible. Meeting the quota is paramount to any sleeping concerns of these peasants. Not soon after, one of your workers makes an error, resulting in a steel pot being dropped from a crane and onto a fellow employee. The aftermath is not good–the injured employee was your deck boss and your most trusted and experienced crew member., who is now out for the season.The effect is much like a weigh scale. On one of the arms you have the need to meet the quota, and then on the other, the need to protect the safety of your crew. Finding the right balance is the challenge.
Even with a key crew member down, you’re still able to continue. Completing your fishing strategy, you head back to harbor to find a replacement for your fallen deck boss. Luckily, there are still some unemployed, willing hands, which you promptly hire. Getting back to sea, you begin to retrieve your hauls. The first couple of hauls only bring in a miniscule number of “keepers” (adult crabs) and it continues along most of your strings. Frustrated, you radio other fisherman to see how they’re haul has been going. Listen closely, because not all of them are looking to help. This particular fisherman tells you that their fishing has gone great, even though they might have been fishing along the same strings you have been. Knowing how the fishing has gone for you, you make note to disregard whatever they say in the future.
As you’re about to finish picking up the last of your ill-fated pots, something happens. Everything stands still. You figure it’s just a temporary lock-up. Tapping the guide button multiple times proves fruitless, so you reluctantly turn off your 360. It’s just bad luck, and hey, you saved just before the freeze, so everything’s kosher. Minutes later, it happens again. And again…ad nauseam. Progressing through a complete season of crab fishing seems impossible up to a certain point because of the technical difficulties that continue to muck up your experience.
Glancing at screenshots of the game, shrugging it off as a quick, sloppy cash-in on the TV show would be an easy conclusion. Nothing looks particularly good and there is plenty that looks bad. Hauling in your catch of crab, the detail on the fish passes scrutiny while in the pot. But when dumped into the catching tray for your crew to sort, it becomes this amalgamation of brown slime and gunk that looks laughably bad. Re-creations of the different boats seen on the show are faithful, but technical prowess is something Deadliest Catch does not have.
Graphical limitations aside, Deadliest Catch is surprisingly competent. In so far as games are vehicles for excitement and action, the game falls on its face. Where it finds its footing is in its unique setup that is unlike anything else on the market. Unique might not mean great or even good, but you could rent much worse.
Preview: Command and Conquer 3: Kane’s Wrath June 19, 2008
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Jim Vessella, lead producer of EA LA’s 360 version of Command & Conquer 3: Kane’s Wrath, (C&C 3: KW) wants to stress the accessibility of the title. It’s definitely a lofty goal– real-time strategy (RTS) games can be some of the most challenging games to wrap your head around, even for those of us who consider ourselves “hardcore.”
Vessella believes that he and his team have unlocked a key component to making things more approachable: the “Command Stick Radial Interface”. If you’re familiar with how you chose your weapons in Saints Row, the Radial Interface shares a lot of similarities. Bringing up the Radial Interface through a button press, you’ll be presented with 12 different units from which to chose from. Moving the right stick around the edges will select your different options. Having 12 different slots sounds cumbersome at first, but EA LA has designed it specifically so players will go acclimated quickly. “The Radial Interface has 12 slots in it at all times, so it mirrors a clock. You can start reminding yourself, ‘Oh, at 2 o’clock is my rocket solider, at 4 o’clock is my war factory.” Vessella says. “You can start memorizing where these things are in the Radial Interface, and after a few play sessions, these things almost become natural.” Vessella believes that this design will allow players to build their base and army up more quickly, limiting the confusion and frustration that players might have experienced in the past.
In addition to the Radial Interface, Vessella notes some key new additions to this PC-to-console transition, taking away some of the annoyances that hampered previous console RTS games. “All of your build queues can now be managed from anywhere on the map, so you no long have to go back and forth between your base and between the battles just to build up some units.” says Vessella. “A lot more easy access to your control groups, so players can more easily manage and find the units that they want to control.”
Console RTS’s don’t have the biggest track record for success on consoles, but Vessella and his team are looking to change that. “We’re hoping in the Radial Interface, combined with the speed and accessibility it brings will really make it an easier experience for new players to jump into.”
Vessella, while confident in the Radial Interface, admits that more work will need to be done in future to further make things more inviting to new users. “This is a time in the RTS genre for consoles where we’re all just kind of learning.” Vessella says. “It’s a big experimentation process that we’re going through, and everyone is trying new things to see what works best for the console audience.”
“We think that this certainly going to be the best control scheme for RTS games coming out next week, but that’s not to say that we’re going to stop there.” Vessella says. “We think we have the foundation correct now with the Radial system, and we’re keep building up on that for future console games.”
Outside of accessibility and ease of use, the title has some new added features that were not present in the PC version of the game. Outside of the obvious changes to how you control the game, C&C 3: KW includes a new mode called “Kane’s Challenge”, which ties in some of the other added content the game has. Kane’s Challenge, in concept, sounds a bit like a Mortal Kombat tournament. You’ll play as one of the six new sub-factions that the game has, climbing through a ladder of AI opponents. Vessella believes that this mode will be fertile ground for new players to learn the strengths and the weaknesses of each of the factions and sub-factions before hopping into the campaign proper, or into Xbox Live matches.
The multiplayer in Kane’s Wrath has seen some new additions since the PC version was released in late March and will feature five different game-types. The most intriguing of which is Siege. It seems like a response to “zerging,” where players would quickly rush to your base with as many soldiers as they could build in a small window, in the hopes of destroying your base and ending the game quickly. In Siege, you’ll be allowed to put barriers around your base for a short period of time, allowing you to build your base and thwart your enemies quick advance. Vessella believes “it’s a great way for beginners to feel safe and try out some new strategies,” without the fear of having your base destroyed within minutes. In addition to the modes, Kane’s Wrath will feature 50 multiplayer maps, which should keep fans busy for quite some time.
While we have not gotten hands on time with the game, we’re eager to see how well EA LA came through on their vision of accessibility. C&C 3: KW will launch in the United Kingdom on June 27th, 2008.
Metal Gear Solid 4 Review June 17, 2008
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Bullets whiz over your prone body as you sneak through the forest. Mortar fire can be heard in the distance, screeching above. The mortar strikes the ground with force, kicking up dust, dirt and debris, eliciting a wince. You keep going–after all, you’ve got a job to do.
You continue your long, slow crawl through the muck. From the east comes a squadron of militia fighters who do not notice you hiding in some high grass. They push forward while you follow close behind, careful to not arouse suspicion. Soon enough, the rebels begin to engage private military corporation (PMC) troops that are entrenched in their base. Amidst the chaos, you start to circle around the battlefield, but soon find that your initial pathway is cut-off by a machine gun that will surely tear you to shreds if you continue on. Pulling back, you quickly check your map for another way to evade these two factions. Confirming that a hill to the west will do the trick, you slither to your destination, successfully evading all combat.
Soon after, you’ll meet up with Drebin, a cool, calm, no non-sense kind of guy who will be your supplier of all sort of explosives, weapons, ammunition. Having access to Drebin’s shop will allow you to tailor your battlefield experience a bit. To be sure, Metal Gear Solid 4 is a stealth action game first and foremost, but there are some concessions here for someone who likes to run-and-gun, first and foremost being the tighter controls, while Drebin keeps you supplied with enough ammunition and firepower.
After purchasing some much needed supplies, you forge ahead. Using your Solid Eye, which allows you to view where enemy forces are, (radar and binoculars) how concealed you are from them, as well as allowing an infra-red option to help you in the darker locales, you spot two PMC soldiers patrolling a road that you need to travel along. Swapping to your tranquilizer pistol, you take aim for the first. A shot to the neck drops him in one fell swoop. His partner turns around, puzzled at the sight of his fallen comrade. Before he gets a chance to investigate, you plug him with two tranquilizer shots…just to be safe. Staring at your pistol, you’re shocked at how easy the controls are than in past missions, and you’re thankful you’re not fighting from an over-head, top-down viewpoint. Laying still, you allow your “OctoCamo” suit to readjust to fit the terrain that you will be traversing up ahead. You move forward. Coming up to another PMC base, you take shelter behind a concrete block. You try to take cover behind it, in the hopes of being able to take pot shots at the enemy, then ducking back down into cover. Sadly, Snake wasn’t equipped with this seemingly basic ability.
After infiltrating a compound for a person of interest, you make your way around another battlefield. A bulldozer for the now friendly militia (because you did not fire at them in previous parts of the game) is destroyed, slowing your progress to find this “person of interest.” Destination points on your mini-map direct you to destroy two doors that seemingly lead to where you have to go, though, it is clear after many attempts to bust down the doors that your map is mistaken. Instead, you will have to go elsewhere, as you mutter under your breath about the poor direction. This will not be the only time that poor direction will cause some discomfort, most noticeably when you encounter certain boss characters in the game. Not only poor direction, but an extremely “gamey” cheesiness comes into play during a specific boss encounter, where the solution does not necessarily logically flow. Through persistence, constant Codec calls to Otacon, or through a desperate search of online guides, you’ll eventually find the solution, but wish that the challenge was in the fight, rather than finding a convoluted weak point. This is the weakness of the second half of the game, which is heavier on boss fights and plot, rather than intense battlefield situations. For fans of Snake’s saga, this will not be a problem–for fans of the excellent gameplay that Metal Gear Solid 4 provides, it’s a bit of a let down.
Inevitably, you’ll stumble into a cut-scene or two, which is where the bulk of the story unfolds. The game represents a wide swath of genres, from action, comedy, drama, romance, science fiction–Metal Gear Solid 4 has it all. In terms of pure cinematic quality, Metal Gear Solid 4 arguably has no equal in games. In terms of narrative quality, there can be some points of contention. Both melodramatic and insanely hard to follow at times due to the intricacy of the story that is being told, (especially to franchise rookies) the plot may turn off those that can’t suspend disbelief. Characters will commit acts that shatter reason, even within the context of an already “out there” storyline. Still, I could not help but to be thoroughly engaged in the way it was presented.
The melodrama and the plot belie the realism that Metal Gear Solid 4 can provide. From snow covered areas under white out conditions that considerably hampers your vision, to the emotion that characters show in their face, Metal Gear Solid 4 presents a believable world. The intensity that you feel in your gut while you’re sneaking past enemy troops, or the shiver that goes up your spine when you’re spotted is very real. The landscapes, the sound of two competing factions barking orders at their fellow troops, the guns firing–all these components add to the gameplay in ways that are immeasurable.
That’s really what Metal Gear Solid 4’s essence was about: the intensity of the fight. There are story elements that will please the hardcore MGS nuts and there are deeper, real-world themes explored here (though very beneath the surface, and it will vary from player to player what they get out of it) but the engaging cut-scenes are not what made Metal Gear Solid 4. It was fear. Fear of getting spotted. Fear of having to fight. Fear of failure. That intense, gut feeling powered the game throughout, and the story and well crafted cut-scenes round out an excellent game. Fan or not, Metal Gear Solid 4 deserves to be played.
Toki Tori Review June 12, 2008
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You stare at the screen, scratching your head. While taking stock of the tools at your disposal, you quickly pull back the camera, surveying the level before you. Plotting out your plan of attack, you start racing down a ladder, careening toward an egg you have to collect. Suddenly, a crack in your plan forms–the egg you just got now leads you to a dead end. You have no choice but to restart the level again.
Prepare to go through that above scenario plenty of times while traversing Toki Tori’s four worlds. There are other variations of the same dead end, the biggest culprit of them sprouting from some matter of using a specific tool where you shouldn’t.
Each of Toki Tori’s levels are essentially a self-contained jigsaw puzzle. In each of the levels you are given a set number of different tools, some that will suck slugs into a vacuum, create make-shift bridges, set traps for ghosts, and so on. You use these items to reach all of the eggs that are scattered around the environment. Once you have them all in your possession, you can proceed to the next stage to tackle a new challenge.
The problem arises when you run into the constricting design choices that were made. With each level, there is one way to gather the eggs–no exceptions. You will use every tool that you are given on every level–no exceptions. One botched move, one tool not pristinely placed means that you will have to restart the entire level over again. Imagine for a second that Toki Tori was a jigsaw puzzle. You pick up the first piece of the puzzle, and then the second, third, and fourth piece. On the fifth piece you realize that it doesn’t fit, so the four previous pieces unhook each other and then scramble themselves back into the pile. Getting those four pieces back together is a matter of just picking them back up and putting them back where you found them, but why should I need to go through the trouble?
To be fair, these are not massive levels. Going from start to finish should be a two to three minute affair if you know the solution. After your fifth, sixth, seventh attempt at a given level, you’ll start to ask yourself if the punishing design is worth any more of your time. There are definitely some “ah-ha” moments when the solution clicks, you execute everything flawlessly, and you move on. Yet, because you have to attempt the level so many times, success usually feels like more of a relief than gratifying.
Given the limitations of the WiiWare file-size, Toki Tori is decidedly simplistic artistically. Character and enemy designs are cute, colorful and lively, while the environments are varied between cheerful, light-hearted forests, to damp, dark sewers. The music fits each of the environments well, though in the case of the Forest level, can get particularly grating.
This version of Toki Tori is an enhanced version of the 2001 Game Boy Color version of the same name. In a lot of ways, it makes sense. This is a game that, in a lot of ways, belongs in 2001. In a world where Portal exists, a game that tested player’s logic rather than their patience, Toki Tori doesn’t manage to stack up to the competition.
Qore: An Offense Against Our Intelligence June 8, 2008
Posted by artgreen in Editorials.2 comments
Earlier in the week, I reported on a new initiative that Sony Computer Entertainment America (SCEA) was rolling out called Qore. For those of you who are unaware, SCEA bills the service as a “highly interactive, monthly lifestyle gaming program covering the world inside PLAYSTATION.”
So what does that mean to you, exactly? The service offers “exclusive” video previews of upcoming titles, “exclusive” access to betas, and exclusive additional content. This sounds great, doesn’t it? It would be great–if it were free. Yes, this service will cost you $2.99 a month, or you can buy an annual subscription to the service for $24.99.
While writing the news piece that detailed the upcoming service, I had to bite my tongue on my initial impressions. After all, Qore had not launched yet, and I didn’t see the service for myself at that point.
That’s all changed. Qore launched this Thursday, (after some fanfare–technical issues delayed the launch well into the night) and I have had a chance to review the content that you are being offered for your $2.99. Surprisingly, Qore managed to surpass my already cynical expectations.
Let me detail what you’ll be getting for that $3:
Video previews of:
- SOCOM: Confrontation
- Soul Calibur IV
- Afro Samurai
- Secret Agent Clank
- Star Wars: The Force Unleashed
You’ll also be receiving an invitation to the SOCOM: Confrontation beta, although, it’ll be two-weeks later than if you put $5 down for a copy of SOCOM. I’m going to go out on a limb here, but this is the only reason that any rational being would drop his or her $3 down on this–and it’s two weeks later, so what’s the point? If you buy Qore because you want the SOCOM beta invite, you’re probably going to be a fan of the series, or at the very least want access two weeks earlier, so why spend $3 on Qore when you can spend $5 on the pre-order? ($5 that you can get back if you’re not pleased, as opposed to lining Sony’s pockets forever)
The video preview content is watchable, as expected, but it’s marketing material, plain and simple. If I were interested in these games in the first place, there are hundreds of sources on the Internet that I can get the same basic material that Qore provides…for free. Hell, I can watch all of these video previews on YouTube already. The only real “exclusive” content is a SOCOM background theme. (Which is easily worth $3, right?)
Apparently, Sony thought that these offenses to our intelligence weren’t enough. Qore offers an “interactive” menu, so you can choose the content that you want to watch, in the order that you want to watch it. That concept itself is fine. However, as you flip from say, the SOCOM interviews to the Soul Calibur IV/Afro Samurai segment, (or switch between any of the segments, for that matter) you have to watch an advertisement as you switch between them. Yes, you have, to watch them–you are unable to skip them.
In what bizarre world does Sony actually believe that we need to pay them to market to us? The video previews are glorified marketing materials, but to then add another additional layer of marketing into the marketing we paid for? Next time we’re offered to take a customer survey, are we going to have to pay them for the privilege of giving their marketing department information?
American Comedian Lewis Black, when talking about how corporations think we’re idiots, sums up my thoughts about this service best: “How dumb do they think we are? It’s as if they believe that we fell asleep on a nuclear reactor and our brains had melted…and we are now nothing more than meat with eyes.”
Qore is, without a doubt, the biggest waste of $3 ever envisioned. It is an offense against our intelligence and our common sense as human beings. Sony may rectify their service but from what has been provided so forth, little more can be taken from the experience. It is up to you, the consumer, to not accept this.
Afrika Trailer Reveals Gameplay June 6, 2008
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When Afrika was formally announced at E3 2006, it raised a few eyebrows. Up until now, the question was: What the heck is this game about?
There have been hints trickled since E3 2006, and the trailer confirms the suspicion. In Afrika, you will be a photojournalist and you will be taking pictures of lions, zebra, rhinoceros and a plethora of other wildlife creatures.
The trailer also shows off some of the game mechanics that you can expect, including a remote controlled robot with a camera strapped to it, the ability to sneak around to snap photos, climbing mechanics (the trailer only shows trees, but you could extrapolate that to include mountainous regions and the like), and showing off a photo and video library.
The photo and video library in the trailer appears to only show full-motion video captured outside of the game. However, it would seem likely that an in-game photo and video library will be a part of the game.
To view this trailer, visit The Able Gamer, or if you have a Japanese PlayStation Network account, you can download the trailer there.
Afrika is set to launch on August 28th, 2008 in Japan. No release dates have been announced for Europe or North America.
Grand Theft Auto IV DLC Delayed to Q1 2009 June 5, 2008
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It looks like gamers will be waiting a bit longer for Grand Theft Auto IV’s downloadable content (DLC) to hit the digital shelves.
During a conference call with investors, Take-Two CEO Ben Feder announced that the highly anticipated DLC was pushed back to the first quarter of 2009 because of “portfolio balance,” and was quick to note that the delay was not due to development issues.
The DLC was initially slated for Fall 2008.
Feder also announced that GTAIV has shipped 11 million units worldwide, and has sold 8.5 million units since it launched in late April
Saints Row 2 Takes on GTA IV June 5, 2008
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A newly released trailer for the upcoming game Saints Row 2 leaves no doubt that publisher THQ knows who their competition is. The trailer pokes some subtle jabs at Grand Theft Auto IV, asking “would you rather…go bowling? [a reference to the bowling mini-game in GTAIV] Or steal a septic truck and spray loads of sewage on pedestrians?”
The trailer also pokes fun at the ability to go to a cabaret club, as well as “watch[ing] TV within the game you’re playing, on your TV.” [A reference to the television programming that was available in the safehouses in GTAIV]
Besides dumping waste on everybody in sight, the trailer mentions that Saints Row 2 will allow players to get down to their birthday suit and streak, join a fight club, base jump, car surf, or hop in a monster truck and compete in a demolition derby.
Will Rockstar respond to the trailer in kind? Given the sales, Rockstar might be too busy swimming in money to take notice.
Saints Row 2 will launch in Europe on October 17th, 2008.
To view the trailer page, visit THQ’s official video site.
Sony Announces Qore June 5, 2008
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This Thursday, North American PlayStation gamers will have a new way to access multimedia content on their PLAYSTATION 3 console. Sony has announced Qore (pronounced “core”), which the company bills as a “highly interactive, monthly lifestyle gaming program covering the world inside PLAYSTATION.”
Qore will cost $2.99 a month, or $24.99 for an annual subscription (13 episodes).
Users will have exclusive access to “news, developer interviews, in-depth game previews and behind-the-scenes looks at PlayStation games and special access to game demos, special beta invitations, game add-ons and other downloadable game-related content.”
The Qore service will deliver monthly episodes to users. Abigail Murphy, Corporate Communications Specialist for SCEA, responding to a question on the US PlayStation blog, said that the monthly episodes will “[range] from 1-2 hours total length, but you control what you watch and when.”
Murphy also noted that Qore will not effect the content in the PlayStation Store.
“If you purchase Qore, you will have access to exclusive content that would not be available otherwise – it does not impact the availability of the great content found on PSN, nor does it change our free play model.”
Qore is currently a SCEA-only initiative, so PS3 owners in all other regions will not have access to this content.
For more information, visit the official release.
Lost Winds Review May 14, 2008
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Nintendo has promised that WiiWare would be a service where gamers could receive innovative, fresh gameplay–at a budget price. Lost Winds, one of the six WiiWare launch titles, delivers on this vision.
In Lost Winds you control Toku, a little boy from the fictional island of Mistralis. Early on in the game you stumble across Enril, a wind spirit that is encased in a stone. He tells you that an ancient evil that he and his fellow spirits had locked away has escaped, and tasks you with saving the world. To say the least, it’s not the most interesting premise for a game story, but it never gets in the way of the game itself.
Lost Winds presents a lot of interesting puzzles for players to solve. None of them are brain-busters, per se, (unless you forget a key game mechanic like yours truly, but I’m not going to mark down the game because of my own stupidity) but you’ll come across plenty of puzzles that will make you take inventory of what items are at your disposal, what your objectives are, and then plot out what you have to do from there. Everything flows logically and within the rule set that the game teaches you, allowing you to think through your steps.
The highlight of the game is the way Lost Winds is controlled. Enril, the spirit that accompanies you, grants Toku the ability to manipulate the wind. What this means in the game world is that with a flick of the Wii remote, you can essentially push Toku to regions that seem unreachable. Simply “draw” a line under Toku and the wind pushes him up in the air–do it again, and it pushes him a bit higher. You’ll unlock other abilities throughout the 3-4 hour storyline, which allow you to create slipstreams to cover greater distances, the ability to manipulate fire, among others.
Perhaps the most surprising aspect about Lost Winds is how natural the controls feel from the start of the game. One of the biggest hurdles Wii games face is making the controls feel right, and Lost Winds nails it. The only difficulty I had with the controls was executing multiple jumps, but after spending a bit of time with the game, the controls became second-nature. The way that it takes advantage of the Wii’s unique control scheme is to Lost Winds’ great credit. There is no way that the game would be nearly as interesting or fluid on a controller.
Lost Winds could definitely could have been made better with a map. It has a 2D Metroid feel about it–you’re dropped in and told to have at it. The game world is not going to overwhelm you with its size, but you might not remember where certain areas or individuals are located, so you’ll be forced to walk around for a bit until you find what you are looking for. There is also a bit of back-tracking that you’ll have to endure, but you won’t mind taking in some of the beautifully rendered backdrops for a second or third time. The artistic design is decidedly minimalist, but extremely picturesque and colorful. The harmonious and soothing Far-Eastern tunes that accompany your travels as Toku add to the overall cathartic feeling the game evokes.
Lost Winds is not going to blow you away. But what it will do is help you appreciate what the Wii is capable of and give you a pretty dang solid, albeit short, adventure. In the age of video game blockbusters, it is nice to be reminded that something simple can still be something quite good.