Final demo review! When we start lilt line, we get to a menu that shows
15 levels with interesting names, though only the first one, TRAINING, is open.
We start this, and find out how the game works; you are following a line going
in a colored section of the screen. Everything else is black. The point is to
prevent the line from hitting the borders, which is achieved by turning the Wii
remote held horizontally towards the screen or towards you. Whenever you hit a
wall, you lose points. After a moment, you reach a section with lit-up parts,
and you have to press 2 when the line reaches these parts to follow a beat. However, if you press the 2 button anywhere outside of these lit-up sections,
you lose points.
This sounds like a BIT.TRIP game without anything that features Pixel Boy. But hey, I don't mind.
If you run out of points, you lose! Yeah, that’s all. Hey, I still got
to Level 4! That’s where things got really hard, what with the walls of pure
blackness taking more and more places, and me having to be quicker to spin the
Wii remote in my hands to avoid them… also, the passages became narrower, and
whenever lit-up sections appeared, there would be a few of them in a row, and I
had to perfectly time my button presses and Wii remote movements! This got
pretty difficult.
That’s really all there is to say about this game, maybe there was more
later on to discuss, but that’s where I got. This game is simple and abstract,
but it’s easy to learn. My sole complaint is that the actual tutorial began
after I started banging the line into walls, thus before I could figure out
how this thing worked. I would have liked a tutorial that had played before
getting tossed into action. Other than that, this is a game that requires
precision in turning the Wii remote, as well as good timing.
That’s really all there is to say about this one. Oh, yeah, I also
really liked the names given to the levels, though I can’t remember all of
them, I know one was titled “SRPNT” and another “BETAMAX”, and one of the
earlier levels was called… um… “BICYCLE”, I think? Yeah.
So yeah, try it, try to see if you like it, and if you like it, buy it.
That’s it.
…That’s it!
This was the last demo review! I’m done reviewing the Wii Shop Channel’s
demos now! In a way, I am happy, as this was a lot of work. Also, this has let
me try out many games I would have never thought about otherwise, and this has
let me find games that I might be interested in buying later. I hope this month
did the same for you. See you in 2016, and until then, stay awesome.
Continuing from last Monday, here’s Part 2 of this
list! Merry Christmas to everyone who celebrates it! I hope you have a great
day! Oh, and that goes for everyone who doesn’t celebrate Christmas, too;
today, do something special! I mean, if everyone else treats today like it’s a
big deal, why couldn’t you? Have fun like everyone else, go see some friends,
or buy yourself a gift online. I mean, if you’re not celebrating Christmas,
this means we’ve been annoying you for well over a month now with our Christmas
songs, and the thousands of versions of A Christmas Carol airing on TV, and all
those Holiday specials… Try to enjoy the day. Alright, are we continuing the list?
12. Diamonds (Rihanna) JD2015
Much like the earlier entry on Ellie Goulding’s
“Burn”, this level is pure art. The female dancer switches from a black and
white figure to a purple-haired one with a diamond-shaped ornament. The
movements, while relatively complex, are in perfect sync with the audio,
graceful when the song is calmer, quick when the song is more energetic. “We’re
beautiful, like diamonds in the sky” indeed. Hey, diamonds in the sky; but no
Lucy in sight. The world around the dancer is mostly darkness, although a
single light shines upon the dancer, illuminating her. This is just… well…
beautiful.
11. Just Dance (Lady Gaga) JD2014
AKA the best example of a Boss Level in the history of
Just Dance. See, most songs featured in this series are between 3 and 4 minutes
in length. There’s the rare one that has less than three minutes, as well as a
few that have only a little over 4… Just Dance falls into that category.
And, in an exercise game like this, that’s what counts as a boss level. Being
the namesake of the entire franchise, this song just HAD to be in a game at
some point… and boy did the development team deliver. The routine is GREAT. The
song has two additional versions (On-Stage and Sweat). The background, while
mostly simple, will feature glass art of past dancers in the franchise. Long
story short, not only is the importance of this song for the series
acknowledged, it is treated with utmost respect and features series-wide call
backs. Love it, love it, love it.
10. This is Halloween (Danny Elfman) JD3
I have plenty of reasons to like a level; its
routines, its dancers, the atmosphere surrounding it… or simply because it’s
fun. This Is Halloween checks all four boxes. The Dance Crew features a
Pumpkin-headed being, a vampire, a witch and a zombie dancing to the classic
Disney tune. What’s more, Pumpkinhead is the one to bring the others to life.
And, in the purest Dance Crew tradition, each character gets his or her solo
moment. It should be noted that it’s a Just Dance tradition to have one
Halloween-themed level in each installment, just like how there’s always at
least 1 Christmas level, 1 Bollywood song, 1 Disney song, and another where a dancer plays air
guitar. Featuring a great ambiance, great stylish dancers, a lot of chemistry
between the characters and a very catchy Halloween tune, this is one of the
best examples of a Dance Crew level out there.
9. Happy (Pharell Williams) JD2015
This level may look pretty basic, but it uses to its
full potential everything that can make the surroundings more dynamic. For
starters, it’s one of the rare levels that has the camera moving around the
character, often zooming in. Second, the background constantly changes, from a
street to a school hallway, to under a viaduct (thankfully they’re not in
Quebec…), to another street, and then an ultra-colorful place, then in front of
a pool… and they’re all having plenty of special effects added to them. Third,
the routine is accompanied by a TON of cameos from other dancers in the
franchise. Mix this with one Hell of an ear worm and an excellent choreography
to accompany it, and you get what’s without a doubt one of the best levels in
JD2015.
8. What You Waiting For (Gwen Stefani) JD3
Here’s another solo routine that doesn’t seem to have
anything special going for it… but hey, does that mean it’s any less valid for
this list? Nope! After all, this isn’t “Top 24 Most Innovative Just Dance
Levels”, it’s just a list of which levels I consider my favorite. It’s true,
there isn’t so much special with this level. But I still like it. Maybe it’s
the dance moves. Or maybe it’s the song, which is too catchy for its own good?
I can’t really explain it. I just like this song. (Though, you could have
guessed that before, since this was the song closing my Just Dance 3 review…)
7. Get Lucky (Daft Punk ft. Pharell Williams) JD2014
Hi again Pharell! Hi again snazzy suits and groovy
rhythm! This is a Duet level featuring one of the best songs to have come out
in 2014. The dancers are wearing gold and silver, and the choreography is of an
alright difficulty (not too difficult, not too easy). When the Daft Punk bit
starts, the two transform into robots and do, well… robotic dance moves, duh. Although,
unlike many other examples on this list, this level remains simple when talking
about the backgrounds. Also, what a shame that such a great song doesn’t get
alternate routines, while stuff like *urgh* #thatPOWER or Fine China get three
alternate routines each…
6. Let It Go (Disney’s Frozen) JD2015
I haven’t quite caught the Frozen Fever, but I
acknowledge when something is good. The film itself has a few flaws, but is
still an enjoyable watch – as long as you don’t mind the cruel lack of
communications that plague all the characters, which is what caused the whole
damn situation to begin with. But everyone, freaking everyone knows Let It Go
and has either sung it, or parodied it, or covered it, or announced their pure hatred of it. I’m sparing you my
terrible singing voice. But Just Dance 2015 couldn’t let this song out of its
catalog. And, to Ubisoft’s credit, they’ve done an excellent job with it! This
duet has Anna and Elsa, first dancing on a snowy field… and around that moment
in the song in the film where Elsa creates her ice fortress, the Elsa of this
routine does the same – and the environment changes to the inside of the ice
fortress. Oh, by the end, it reverts back to the snow field, sure. This level
is practically a gift for all Frozen fans out there. You’ll love it, that’s for
certain. The only downside is that the solo routine has to be bought from the
Shop… but you don’t really need it, do you?
5. She Wolf (Falling To Pieces (David Guetta ft. Sia)
JD2014
However, before JD2015’s Let It Go, the previous installment
also had its ice queen. While I do think both Let It Go and She Wolf to be
excellent levels, I chose She Wolf as the one I preferred among the two,
because it’s even more impressive to watch. The character looks amazing, what
with this tiara and this ice suit… The choreography is simple but effective and
energetic, and the backgrounds… wow, the backgrounds. The character is pretty
much flying across a deserted ice land. It is a marvelous sight. At the
beginning, the dancer thaws herself out of the ice, and at the end, become
encased in it again. And then there’s the change from light to dark, and all
the touches I’m not discussing due to keeping each point of this list short…
really, a thing to see.
4. Prince Ali (Disney’s Aladdin) JD2014
Three Just Dance games, three Disney songs, and they
all made the list. There’s probably a reason for that, but I won’t bother
looking for it. We are revisiting the classic Disney song featuring
Robin Williams as the Genie. This Dance Crew is composed of Aladdin (who
changes from his street attire to his Prince Ali disguise halfway through),
Jasmine, Jafar and Genie- wait, why the Hell is Jafar dancing to this? This not
sense makes! Ah, whatever. The background goes from the marketplace to the Cave
of Wonders to the Palace. And all the way through, Aladdin plays the part of the
proud, if smug, hero the song makes him to be. Aside from a few difficult moves
and the need to dance with at least one other person for only a few seconds,
this is an excellent level and I happily play it almost every single time I’m
playing Just Dance 2014.
3. I Was Made For Loving You (KISS) JD3
Oh yeah, I mentioned earlier that this franchise had
the weird tradition of including at least one dance that includes air guitar in
its movements. Well, here, we have an entire air BAND, with a guitarist, a singer,
a drummer and a bassist. Oh, and the drummer is a woman, which is double
awesome, as the Scott Pilgrim series can attest. Expect a lot of hammy movements, a shining
moment for each member of the quartet, and lots of fun. It opens with a garage
door opening (geddit? Garage band?), and then we get what’s a mostly
straightforward routine, with the characters playing their instruments. Oh,
simple, sure, but the team really shines through during the musical bridges of
KISS’s famous song. My favorite Dance Crew of all the Just Dance games, and
that’s no small praise.
2. The Fox (Ylvis) Regular AND Campfire Dance JD2015
Yeah, THAT song… and yes, the dancer is a fox, who
looks like something between fursuit and actual anthropomorphism. And two
backup dancers wearing orange loups. Because, “loup” is French for “wolf” and
it’s a canine and it’s also the name of those party masks that only cover the
ears and… ah, I’m just wasting space right now. The level opens on a children’s
book opening, revealing our Trio. Yes, I know I said the middle dancer was the
only important one, and it’s quite true here, but I still like this level
regardless. The routine is excellent, and features some funny moves in the
chorus (you know, where the singer tries many sounds to figure out which one is
the fox’s cry). The level’s background also changes quite a bit, including a
nighttime forest-like décor to mimic what happened in the song’s original video
clip. All in all, a good level, as well as a good variant; see, JD2015 had few variants,
but there’s one for this song, the Campfire Dance. This is a Duet featuring two
boy scout monitors dancing to the song… by mimicking what’s being said in the
song, sharing this task between them. The result is a lot of silly dance moves,
much chemistry, and just plain old fun. I love both of these levels, and I just
couldn’t pick one over the other. They're both awesome. For all the flak I gave JD2015 over all of the
changes it made to the formula, I have to admit it, the game’s got some of the
best songs.
1. Take On Me (a-ha) JD3
I don’t care if anyone says otherwise. This is one of
the best songs of all time. And as a result, we get what’s without a doubt my
favorite level in the entire series. The routine, given by a normal guy in
stereotypical 50’s bad boy outfit (though significantly more colorful), is
simple and includes some “air synthesizer” as one of the movements. The routine
approaches perfection, the movement detection is spot-on, and the backgrounds,
while simple, fit perfectly with the mood of the song. This is it, the perfect
level. It's not even all that special, but that may be what makes it so great. The one I play every single time I pop Just Dance 3 in my Wii. Forget
the Super Mario level, forget any other. Give me Take On Me.
And… this finally concludes this epic list! Phew, this
was long and tough to write. I don’t think I’ll do any more lists longer than
Top 12s in the future… Oh well. Officially, this is the last article before
2015 ends. Therefore, I wish to you a Happy New Year in advance. I wish you a
happy 2016. Let’s pray it turns out better than this year was. On January 1st,
I’ll probably have a special article published, after which I’ll start planning
more stuff. I’m hoping to be posting even more frequently in 2016 than ever
before!
A WiiWare remake of a Windows game for the WiiWare, played by holding
the Wii remote horizontally like a controller. Cave Story is the story of a
human soldier, Quote, who falls in an underground village inhabited by rabbits;
their numbers keep on decreasing because of a mysterious entity, the Doctor –
not a heroic one who travels in a police box, mind you – who has been
kidnapping girls from the village, and killing the others. We assist to the
kidnapping of one of the rabbit girls by a human sorceress named Misery and a
robot-like creature named Balrog, and we can even battle said robot.
Afterwards, we report back to the chief of the village, who lets Quote into the
graveyard where their hero lies. There, we battle mushroom creatures and a
knife-wielding monster, and we get a key that opens the door to said hero’s
house. We get in there and activate a teleporter that brings us to a Hall with
numerous numbered eggs. There’s also a real armada of flying enemies there, so
navigating is difficult. And don’t get me started on the insta-kill thing at
the bottom of the screen!
I tried to get to the end of the demo twice and gave up. I got killed,
both times, by the thing at the bottom of the screen in the Egg Hall. And each
time, I had to start everything over. Everything! Now, this is just a demo, so
I was probably close to the end anyway.
The controls are simple, really; 2 to jump, 1 to shoot, left and right
to move around, Start to open the inventory, and Down to speak to the rabbits,
find objects, or activate things. The weapon has a pretty cool mechanic, too,
in that when you defeat enemies, triangles may appear; collecting them will
level up your weapon (to a max level of 3), allowing you to deal more damage.
Getting hurt, however, makes you lose weapon experience, leading to a possible
downgrade if you're not careful.
I really liked it. Even though I probably didn’t get very far, I must
say I greatly enjoyed the exploration aspect of this game – as small as it was
in this demo. The concept is pretty great, and the story seems to be very
complex – what a shame, though, that I cannot see more of it! You get used to
the controls very quickly (though I’m so used to pressing Up to open doors
that, at first, I had to tell myself to press Down instead). The pixel work is great. If I had money
to spend, I’d probably buy Cave Story. Give it a try. Download the demo, play
it. If you like the action platforming and the small RPG elements (such as the
life bar), you might just love it. Then again, I see that Cave Story already
has quite a following, so maybe I’m just late to join the fun.
At last, the final BIT.TRIP game! It was about time! This one tells us
to use either the Classic controller, or the Wii remote with Nunchuk. Once
again, we get an intro that makes no sense – and only makes a little bit more
sense if you’ve discovered the order in which these games are supposed to be
played – and then we’re tossed into the game.
This is a rail shooter mixed with a horizontal shoot’em up. The
character, always the same pixelly guy with no features, follows a line on the
screen as enemies come towards him. The tough part is that this guy cannot move
away from the line, and said line has ups and downs, so you need to steer him
(by moving the Nunchuk’s analog stick right to go forwards, or left to go
backwards – all while pressing A to shoot). This is important to avoid the
bullets, as even though the character’s weakness window is small (the heart),
it’s still very easy to get hit there due to the bumps on the line the
character follows.
The demo was pretty long, and went through at least two levels (I lost
during the second level). The first level was already pretty tough, with the
dozens of bullets that some enemies would shoot, bullets which were not always
simple to avoid due to the line followed by Pixel Man. The game also includes
power-ups in the form of Pixel Dude’s allies (some which are their separate
video game characters, such as Meat Boy). Last but not least, the first level
ended with a boss fight against a giant version of a previous enemy. It was
pretty strong, but I managed to defeat it.
All in all, I consider this one of the stronger BIT.TRIP games. The art
is more complex than in other parts of the series, though not to the extent of
BIT.TRIP RUNNER, and the music is pretty good. The game offers quite a
challenge, too, though it’s not nearly a rain of bullets as other shoot ‘em
ups might be (and that’s understandable, as the main character here doesn’t
have all the freedom of movement that regular shoot ‘em up characters have). It
wasn’t nearly as frustrating as some of the other, more abstract BIT.TRIP games
were. I’d say the enemies take too many hits before being defeated, however.
Also, it’s not made clear from the start that the character is only hurt when
struck to the heart (though, silly me, I should have known about the hitbox).
All in all, an okay game. Probably not enough to encourage me to buy any
of the BIT.TRIP games, but at least it ends my look at the six-part series on a
higher note. Go try the demo!
There goes another game I don’t like. MotoHeroz doesn’t really have a
plot, although it seems to take place in a military program of sorts, which I
don’t get since this appears to be a racing game. Not any kind of racing game,
either; a platformer racer, where the entire point is to drive forwards – or
backwards – and keep the motorbike balanced so that it doesn’t turn
upside-down.
The first level teaches the basics – moving forward with 2, moving
backwards with 1, repositioning the bike with Left or Right on the horizontal
remote (in case it’s about to land upside down), using items with A. If, by a
streak of bad luck or a missed landing, the bike falls upside-down, you must
shake the Wii remote to bring it back on its wheels. Sounds simple so far? Oh,
it gets tough. The mountainous areas this game takes place in are full of
climbs and descents, and a bike going fast enough will fly off the road, which
is why you need to always keep your wheels towards the ground. Easier said than
done.
By level 3, the game introduces ghost racers that you must beat. Oh
yeah, and you can’t skip them. You must always beat the ghost racer to get to
the next level, and those fuckers are fast. Best case scenario, they’re gonna
be very close to the goal when you reach it – and that's, of course, if you’re
ahead. The difficulty is too great; the timing is too close. The ghost racer is
too good compared to an average player. This is way too difficult. Plus, it
takes a moment to get used to the physics. Also, if at any moment against a
ghost racer you flip upside-down, you can pretty much kiss victory goodbye, as
it will take too long to flip back up and resume the race. It’s a good thing
that you can start over at will by pressing the – button on the Wii remote! The
last level I played required to be good at both going forwards AND backwards,
and needed some luck too. I just gave up.
I can understand if someone likes this game – it’s challenging alright,
the 3D in the levels looks good, and the characters have funny proportions.
Plus, the Tutorial is self-aware and cracks a few jokes at video game
conventions (such as being unable to use more than one power-up at once). The
controls also work well, but the problem here is that you’re not given enough
time and levels to master them before they toss you into playing against a
ghost racer. As a result, I really didn’t like the demo. But hey, that’s just
me. Try it if you want. As for me, there’s no chance I’ll ever buy this game.
Continuing from last Friday's post (About the 12 Just Dance levels I despise), here is the first part of my first (and possibly only) multi-part list. I'll be listing off my 24 favorite Just Dance levels. Once again, I may put here songs simply because I like them, or because the level is fun, or because the background and dancer make for a pretty, if not outright artistic, thing to see.
Alright, let’s get to it!
24. Best Song Ever (One Direction) JD2015
These games feature a lot of songs from boy bands.
Deal with it. Don’t be picky. As much as
I hate some current artists and bands geared towards a teenage female
demographic, I’m of the belief that nothing is all good or all bad. Thus, I
believe One Direction’s Best Song ever, not only to be at least listenable, but
also pretty damn danceable. The Dance Crew works very well together and I found
myself surprisingly enjoying the three minutes spent shaking to it. What else
is there to say? Well, “Best Song Ever” is a boy band version of Tenacious D’s
“Tribute”, in that it’s not THE best song ever, but a tribute to it… and now I
made everybody hate me.
23. Macarena (The Girly Team) JD2015
And the hating continues! If you’re still attending
family parties and your baby-boomer relatives dare play some dance music, it's likely that you’ve heard - and possibly danced to – the Macarena at least once in
your life. It’s easy, really; and if you already know the movements, this level
should not be much trouble. Left first, right first; hands forward, palm down,
hands forward, palms up, hands to shoulders, hands behind head, hands on waist,
hands on butt, then you turn 90 degrees and repeat. This level in JD2015 is
extremely colorful and features a Dance Crew of women. Pick one, follow the
rhythm, and prepare to have this ear worm stuck in your head for a long time!
22. Forget You (Cee Lo Green) JD3
A man in a snazzy suit dances to a song about how his
girlfriend is a gold-digger, ultimately dropping a couple of F-bombs on her- oh
wait, right, forget the F-bombs, this is the “acceptable for an E+10 rating”
version. I remember the “Forget You” level and loving every minute of it. I
love the choreography, it’s as cool as the character is snazzy. And it’s great
to mimic. The setting is an old television, and in the second half of the
level, backup dancers appear in the background to make this comedic song look
and feel more epic, more… what’s the old term? “pizzaz”? I’m not up to date on
old slang. Either way, I like this one. Though I prefer the non-censored one
better. Shame it’s unfit for Just Dance.
21. Where Have You Been (Rihanna) JD2014
This song tends to divide some people, because Rihanna
starts it with an excerpt from a Johnny Cash song… but whatever. The rest does
sound pretty good to my not-a-music-reviewer ears. (Seriously, if I was
reviewing music, I’d be far more critical than that.) This song comes in JD2014
in five variations: The regular choreography, an On-Stage version, an Extreme
version, a Battle (against She Wolf, which I also love, but I still hate Battle
mode), and a Mashup unlocked on April. As for the choreography itself and the
ambiance around it, I don’t see how a woman in tribal attire dancing in front
of and later inside a volcano corresponds to the theme of the song… Ring of
Fire isn’t even the Johnny Cash song referenced at the beginning! Oh well, it’s
still great to move to, the controls are very responsive, and it’s overall
enjoyable.
20. Flashdance… What A Feeling (The Girly Team) JD2014
Similar to Macarena, chances are you’ve heard this
song before. If only because there’s a lot of nostalgia surrounding this song.
The level is pretty good, too; it starts with the dancer, a woman in a dress,
with calm movements. Then off goes the fake dress, and we see our dancer, now
dressed as a fitness teacher. Of course, don’t expect insane dance moves here,
moves Just Dance players would be unable to do… but kudos if you pull off the
jumping split! This level is simple, but it’s great. The routine itself is
enjoyable, not too difficult nor too easy, and the song helps a lot towards me
liking this level! I mean, I just hear this and my body wants to dance. No,
foot, stop tapping! Leg, stay calm, will ya? Oh great, my arm’s going at it
now. How the Hell am I typing this?
19. Dynamite (Taio Cruz) JD3
The more this list advances, the more annoyingly catchy
the tunes get. Gotta give that to Ubisoft, they know to pick the best tunes.
…well, most of the time. In the case of Dynamite, we have here another Dance
Crew. I don’t remember explaining that in my review, but Just Dance 3
introduced Dance Crews and had quite a number of those. And they left quite an
impression on the audience, and on me; most JD3 examples on this list are Dance
Crews. As for Dynamite, it was good back in 2011, it was still good today. The
four dancers have different looks, but still work very well as a “team”, or
“crew”, or whatever you want to call them. The result is a great level, one that I replay almost every time I pop the disk into the Wii.
18. Turn up the Love SUMO (Far East Movement ft. Cover
Drive) JD2014
The special alternate choreographies were okay, for
the most part. I found myself hating Seated Dances – thank God they’re rare –
but once again there are some diamonds in the rough. Case in point, the SUMO
Dance Crew on Turn Up The Love. Now, these are not actual sumos, just really
really fat rappers with bling. But they sure shake their lipids a lot. And
they’re singing to someone? Well, that person will have a lot to love. Still,
having overweight dancers sure is a nice change of pace, since just about every
single other dancer in these games is thin… and it’s also funny to watch. The
routine is great, the controls work well... My only complaint is that this
alternate routine for Turn Up The Love costs 50 Mojocoins to unlock… but it’s
worth it.
17. Burn (Ellie Goulding) JD2015
This level is another example of the perfect mix; good
song, great routine (not too complex, not too simple), great character model,
beautiful changing background, and of course, very responsive controls. Why is
it not higher on the list? I mean, I AM pretty much calling it a work of art.
Hell, it’s just another proof that video games CAN be art. Then, why is it not
higher on the list? Well, probably because I’m a geek and I tend to prefer the
Just Dance levels that have more geeky connections. Or a bit of humor. Also,
this level does have a lot of beauty, but it doesn’t quite push the boundaries
of what can be done in Just Dance.
16. Ghostbusters (Ray Parker Jr.) JD2014
A classic theme tune! This one also plays around with
the conventions of the Just Dance series, as there are three Ghostbusters… and
Slimer. Yep, one of the dancing characters doesn’t even have legs. In fact, in
the second half of the song, Slimer possesses the other three and controls
their dance moves for a moment. Needless to say, this song is fun to dance to
if you’re a geek, it’s even better if you’re a fan of the Ghostbusters
franchise (of note, Stay Puft makes a cameo in the background), and it’s even
better if you control Slimer. I like the more gimmicky levels like this one.
15. Built For This (Becky G.) JD2015
Talking about gimmicky, how does an army of robots
sound? I already discussed this one in my review of Just Dance 2015, so I won’t
talk much about it again; however, this level takes “NPC dancers” to its
logical extreme, featuring sometimes what looks like dozens of the same dancer,
as a robot, doing movements exactly at the same time as the actual dancer. That’s
pretty damn impressive; in fact, it must have taken a lot of processing power. I
mean, it’s only normal for a franchise that releases games every year to try
and push the limits of their craft. And the result is impressive.
14. Spectronizer (Sentai Express) JD3
I have to admit to something; I noticed, after writing
my review of Just Dance 2015, that dancers transforming have been in this
series since Just Dance 3. It’s just that, in Just Dance 3, it was much rarer.
One example I can give is Spectronizer, where the teenage members of the Dance
Crew turn into Power Rangers-like heroes partway through. Well, then again,
this IS a Japanese song we’re talking about… Make it another point for “geek
preference” and “gimmick”; after all, dancers transforming mid-song WAS a
simple gimmick back then, it wasn’t yet commonplace.
13. Jamaican Dance (Konshens) Mashup JD3
I love dancing to this song. But in Just Dance 3, the
“regular” choreography for Jamaican Dance was the dreaded “Hold My Hand” mode,
which is the Just Dance variation I despise most. Thankfully, there’s ever been
only three levels like this in Just Dance history. Thankfully, we do have a
variation on Jamaican Dance; the ever-popular Mashup. To compensate for the
absolutely crappy Hold My Hand level, plenty of Just Dance organized a quick
dance-o-thon over Jamaican Dance for the player. …Oh, who am I kidding, this is
just silly. Still, the team at Ubisoft offered an alternate choreography for a
song that much needed it, a song so good it would have been unfair to hate it
due to the mode it’s played in.
Well, it appears that I’m gonna have to split this
list in two. See you Monday for Part 2!
BIT.TRIP FLUX is another one of the six BIT.TRIP games, which are meant
to be a musical arcade game if you were on an acid trip while playing. No
really, that’s how they describe the whole thing.
I have no idea what the intro was supposed to represent. Too abstract
for me.
As for the game itself, you’re a little white bar at the far right of
the screen, and the point is to block the white squares – pixels – that are
coming your way, by moving the bar up and down. How do you do that? By turning
the Wii remote, held horizontally, on itself with your hands. Turn it towards
the screen, the bar goes up, turn it towards you, the bar goes down. Basic
controls, right? Yeah, except it’s very imprecise. Very easy to miss pixels
with these controls.
The pixels appear. Some go in a straight line, though they don’t all
come at the same speed. Sometimes, pixels will go in diagonal ways, bouncing
off the top and bottom walls, and you need to judge where these things will be.
Sometimes, big squares show up, and sometimes large white lines appear. Either
way, you have to stop them in their tracks and push them back. Sometimes, a
grey pixel will move on the screen at about the same pace as a white one; the
grey is worth more points, but is it really worth it?
If you miss too many squares – and at one point, you will – you’ll end
up with the game screen turning black and white. This means you’re about to
lose, and the only way to get back to normal is to knock back enough squares.
If you still can’t do that, game over.
That’s all I got to see, because I suck at those damn BIT.TRIP games.
Seriously. I’m just terrible at those, and it must have reflected in these demo
reviews. I mean, I understand the idea behind the games, and I like how the
pixels are meant to turn into music as you knock them back, but no, this just
isn’t for me. Just not a fan of those games. Go try them, and if you do like
them, good for you. I just don’t. There’s still one BIT.TRIP game to try, I’ll
review it soon then be done with them.
It was a sweet day for Jett Rocket, planetary inspector. Then evil
arrived, in the form of a robot controlled by the Power Plant Posse! The robot
attacked core elements of Jett’s ship, and then knocked it to send Jett falling
down to the planet below. Jett lands in the water, where a dolphin explains that
the PPP are planning to pollute the planet with putrid pollutants. Ooh, nice
alliteration there. We get a tutorial where we learn Jett’s basic moves. By
shaking the Wii remote, he tosses himself forward, kind of like Sonic the Hedgehog. He can jump, and while in mid-air you can
shake the Wii remote to make him do a ground pound, which can also target and
hit large buttons on the ground or other items of interest. A generator on the
atoll is repaired, letting Jett go back to his ship.
There, one world, the Atoll, is open. The other two require 200 and 550
solar cells to be unlocked, and the demo will not have enough. Oh well. Let’s
try the first level. Here, Jett learns to use his jetpack to reach higher
places; he also learns how to refuel it when needed. We also encounter the
first PPP robots. Again, ramming into them is the key to victory. We also learn
to look everywhere for solar cells, as there are many scattered around the
level, and they are often well-hidden. At one point, a robot asks Jett to
retrieve four batteries to power up a cannon disguised as a stone idol. Jett
does so, then jumps in the cannon and is sent to the platforms that were previously too high for him to
reach. We also get a section with helicopter blades, which can be used to reach
higher ledges, as well as ventilators which serve a similar purpose. At the end
of the level, Jett Rocket activates the generator, and returns to his base. End
of demo.
What? After only one level? Aw, man!
I instantly liked this game. The CGI is very good, the music is catchy,
and the plot, while simple, at least allows for an interesting gameplay. Truly,
Shin’en Games (who also made Art of Balance) have a lesson to everyone who
makes WiiWare games out there: Make good games. It doesn’t have to be complex,
it can be a basic puzzle game idea or a little 3D platformer. But put some
effort into it. Jett Rocket is often hailed as one of the best WiiWare titles,
and it’s not difficult to see why.
You catch on quick when it comes to controlling the character. The whole
thing has a slight Super Mario Galaxy vibe to it. The demo level is
well-designed, including the secret sections where you can find solar cells or
a 1-Up. This demo lets us try many features, and promises a lot more on the
way. I wished it was longer, though. Maybe two levels instead of just one? I
mean, outside of the Tutorial, of course… Oh well, I’m still very happy with
what I got. The demo ending screen tells us about the many features of the
complete product, and it all looks very fun; I might buy it once I have some
money to spend on WiiWare titles.
If you have a Wii, try it. Seriously, try it. My guess is that you won’t
be disappointed. It’s a short demo, perhaps too short, but if that’s my only
complaint, this means we have a great game here.
As I said the past two weeks, Just Dance generally
remains the same regardless of the edition. It’s all dancing, it’s all copying
the movements of a character on the screen. Therefore, there shouldn’t be much
to make a Top/Bottom 12 list about, right? Wrong! It’s perfectly possible to
rank my favorite and least favorite Just Dance levels (AKA the routines,
whether they’re the main one or an alternate). There are many factors to take
into consideration.
-The song itself: Obviously it’s fun to dance, but we
all tend to prefer to dance to songs we already like;
-The artist: Similar to “the song itself”, this is
when the song’s artist is the reason you like or dislike a song more than
another. That’s a bias, but it happens… even to me…;
-The choreography: It all depends on whether or not
you like the movements done by the character on the screen. Do you need to make
large movements? Do you need to get on the floor? Is it slow or fast? Are there
movements difficult to replicate? If it’s a Duo, Trio or Dance Crew level, will
I look ridiculous playing it alone? All questions to take into consideration;
-The responsivity of the controls: It may be just an
impression, but certain Just Dance levels work better than others. Sometimes it
feels as though the game doesn’t recognize your movements. Other times, it does
so extremely well;
-The mode: This is a big defining factor, as the mode
can make a big difference. Of course, this mostly has an effect on alternate
routines, and there will be alternate routines on this list.
-And last but not least, the style: the character(s),
the background, and all the animation that goes with it.
Today, I am counting down those 12 levels that I
simply cannot stand. Do I play them? Yes, because of a mindset I have that I
should try everything that’s in a game. Because some people went through the
trouble of doing this. I’ll finish this list first, then Monday I’ll post Part 1 of
the Top 24 article, and then on Christmas I’ll post Part 2. And as you’ll see,
there are many reasons to like or dislike a level. But in the end, these lists
are just my opinion. You’re free to like levels that I dislike, or to dislike
levels that I like.
12. Land of 1000 Dances (Wilson Pickett) JD3
Sometimes, unresponsive controls and a difficult
routine are all you need to hate a song. In fact, this one, I just don’t get. A
lizard – crocodile or alligator, one or the other, I don’t know and I don’t
care – in a suit, dancing in front of a classroom’s blackboard, and doing a
bunch of difficult moves that, of course, the player has to repeat. It’s not a
bad song, but why an alligator? Why a classroom? Is he teaching the 1000
dances? This is not even a land! Why the suit? Why… why… You know what, the
logic part of my brain gave up. Add to this a level that seems to find it hard
to recognize your movements, and you get a perfect contender for the #12 spot
on this list.
11. Xmas Tree (Bollywood Santa) JD2015
MY EARS, THEY BLEED. Okay, first off, while I love
Christmas, there is one thing I hate: The songs. The god-freaking-damn songs.
As a result the Christmas songs in my MP3 collection are either anti-Christmas,
dark twists on the holiday, or just plain weird stuff with Christmas as an
element. Also of note, I have nothing against Just Dance games each having one
Christmas song. Nor do I have a problem with Ubisoft trying to have at least
one Bollywood song per game. Sadly, mixing both results in what I consider
auditory torture. This song is awful. It’s annoying, it’s bad, and although I
like the style of the dancers (one of them is a dark-skinned Santa) and the
background animation, this is just too terrible for me. I’ll go back to “The
Night Santa Went Crazy”, I like it better.
After some very amateur-looking menus, we get to the game; you control
your personal little Cars reject, a brave little tractor who is helping turn a
large patch of land into a city! How does he do that? Merely by creating
streets. How do you create streets? By moving around. When you create a zone
with the tractor, you see it fill up with houses and buildings! Urbanix is
based on those early computer games that had similar premises. The goal was,
and in Urbanix is, to fill up most of the field with streets and buildings, all
while avoiding the enemies who roam the land.
And what enemies! First there are land biters, who can chew through the
path you’re making (as the street is only complete once you’ve connected a street
to another), and when it does, you lose a life. Whenever those things appear,
hurry to the nearest street! After a lot of streets have been made in the game,
you can also trap these things in smaller and smaller zones. In later levels,
cranes appear to destroy the buildings created by your actions… and even later,
shark blimps may chase your tractor. You know, by this point I’d resign
from that job. However, the goal remains the same, and you need to go as far as
possible by getting the required percentage of city, before the time limit hits
zero!
This game has three variations:
-Earth, the regular game;
-North Pole, where you must pass a first time on each zone to turn them
to ice, then a second time to make the streets and buildings appear;
-And the Moon, which is locked for this demo, thus I can’t explain it.
Still, two out of three isn’t bad.
I didn’t get very far when I played. Still, it was fun. Although I
didn’t like how, by the fourth level, the tractor would spend longer avoiding
the multiple hazards that get added than actually connecting streets and making
buildings appear. That’s what happens when you saturate the game with enemies
and gimmicks at the expense of the gameplay. There’s also the possibility of a
2-Player Mode, which is a neat addition.
The CGI isn’t half bad, the game is challenging, and the full version
offers a total of 150 levels. Don’t be fooled by the appearance of the menus,
which are very unprofessional. This game is worth trying. I mean, play the
demo. As for me, I wouldn’t buy the full version, but if you’re nostalgic for
an old computer game given a WiiWare revamp, go ahead. Who knows? You might
like it.
No story, we’re thrown right into the gameplay, with nearly nothing to
explain the basics – and the physics – to us. Not even a story. Anyway, we
follow Aya, whom I suppose to be a galactic soldier or something with
experience in gravity shifts. She finds herself on these large constructions
shaped like cubes, with platforms on four of the six sides (the top and bottom
don’t count). Her goal? Make her way to the end of each level. When she walks
on a platform and reaches a round portion, she will shift her gravity. See,
she’s standing upright at the start of a level; when she reaches a round,
she’ll walk on it and start walking on the wall. I don’t know quite how to
explain it. Also, she can only change her current gravity when she’s walking on
platforms, so when she jumps, her current gravity will affect the way she
jumps, and she can only jump or fall on platforms that are in her current
gravitational state.
In every level, there are balls of light to pick up; I suppose that
picking them all up opens a lot of secrets. In every level, Aya needs to reach
a portion of the level where there is an exit, but first she needs to unlock
said exit by picking up an object; a key, I guess. And getting said object also
requires using your brain to figure out which platforms to use to get to it. To
use the key, you need to push the Wii remote forward and twist it; this makes a
portal appears, an exit towards the next level. You can also look around a
level by keeping A pushed and moving the Wii remote.
In the third – and last – level of the demo, you are introduced to
levers, which you can pull by pressing Z and raising the Wii remote. This makes
platforms appear or disappear. So yeah, ass you may have guessed by now, this
is a puzzle platformer.
You can defeat the rare enemies by jumping on them, though that’s not
simple as merely touching them in any other way leads to Aya losing a life,
which brings her back to the start of the level. Nope, no checkpoints. Which
means you have to go through the whole level again when this happens. Same if
you miss a jump and end up in the depths of space; Aya gets teleported back on
the level… to the very beginning of it. This, coupled with platforms which are
often far from Aya, and the main character’s very limited jumping abilities
(AND the fact that she jumps by lifting the Wii remote, like a certain bad game
I reviewed over a year ago!), make this game rather annoying to go through.
Still, the idea is good, too bad that it is executed this way. Playing
around with gravity isn’t all that new, though this game uses it in a unique
manner that takes a bit getting used to
(especially with the controls). All in all, this game suffers from too many
issues for me to really enjoy it. But perhaps you might; maybe you could try
the demo, and see for yourself if you like it. There are only three levels in
it, though it shows that the final version has three worlds with about 30
levels.
Though, having a female protagonist is rather cool.
Volleyball with chickens! And explosives! What’s not to love? Oh, and
weights. And chomping plants, too. Get your seatbelt, we’re in for a ride in a
serious game here. The idea behind chick chick BOOM is that there are five
chickens – more like balls with feathers and beaks – on each side of a fence.
Each side has its turn, during which they can summon either a bomb, a weight or
a plant; the idea is to defeat the other team’s chickens by inflicting damage
to them. However, there’s more strategy to it than it seems, as both sides can
use ink to summon lines that will protect them from the other team’s nasty
tricks.
Aside from that, we also have thunder clouds that appear at random, that
both teams can activate. Oh, and each arena apparently has its own traps, such
as UFOs that kidnap the chicks. But don’t worry, if you lose too many Hit
Points, you can wait for Corncobman to appear in the background and shoot it!
Oh, and of course, if enough damage gets dealt regardless of side, a piñata may
fall on the fence, and then you can shoot it to get a power-up!
You probably have no idea what I just said. And yeah, it does sound
pretty insane. The tutorial alone will take you at least 15 minutes to
complete.
Although I really find the idea funny, I’m really not a fan of this
game. For starters, almost everything is done through dot-to-dot games; as in,
to activate any power-up, you need to hover the cursor on a circle on the
screen and connect the dots. After which, if you were quick enough, you can
shoot a target to gain upgrades to your weapon, and then activate it.
Dammit, every line I add to this review removes some sense out of this
game!
But, um… yeah, no, it’s not for me. It sounds like a funny strategy
game, really, but I don’t like how just about everything is down to how well
you control the cursor. Because that’s pretty much what it is; move over the
dots to connect them with the cursor; draw lines with the cursor. Though, the
art style is alright, and there are enough features to keep one busy if they
like this sort of funny yet complex game. But no, it’s just not for me. Try the
demo. You might like it more than I did.
We don’t get much of a backstory for this one. We follow a white guy –
and by white, I mean chalk-white – as he ventures across levels containing who
knows how many death traps. You move with the Nunchuk’s analog stick and jump
with Z. You can also press A and turn the Wii remote – yes, turn – with your
hand to flip the world around. See, the main point of And Yet It Moves is that
you can play around with the gravity. Walls become platforms, platforms become
walls. There’s a catch, however; this main character really has the consistency
of a chalk; if he falls from too high, he’ll crash to the ground in pieces. And
since the character’s momentum remains even if you twist the world around for a
softer landing, it may already be too late. And crash, your character will need
glue to put himself back together. Thankfully, there are multiple respawn
points, represented by a black guy – no, I don’t mean an African-American type
of guy, I mean a character of solid black with white outlines. Like a drawing
on a blackboard.
I’m starting to realize the theme… Chalks, blackboards…
The first level takes us in a cave, where we get to test the controls.
We also get to see some of the traps, such as a large boulder that falls along
with the character… And big masses of blackness akin to endless pits, which we
must avoid. The second level, a forest area, introduces swinging platforms,
which are affected by the gravity, which means that if you want to land on them
without any danger, you’ll need extra caution. Last but not least, the third
level introduces an environment that decided it had had enough of standing
still while you flipped the gravity to your heart’s desire. Now, branches and
other platforms will, too, spin around to make things more difficult for
Chalk-Boy. The third level also marks the end of the demo version, though it’s
still possible to earn a few achievements during this short playthrough. The
previews for the full version show even more complex traps for Chalk-Boy, which
all look more interesting than the levels available in the demo.
I felt the demo was kind of boring, but that’s probably because the
early levels served more as a tutorial of sorts. The art style is pretty good,
and the game as a whole is a great concept, though it’s a very difficult game
to master and sometimes, victory hinges on the exact moment needed to mess around with the
gravity. Beyond being a platformer, this is also a puzzle game. It’s not much
for me, but feel free to download the demo and give it a try.
Such an ominous title should mean an interesting game, right? Well,
appearances can be deceiving. This game takes place over several eras where
Gods were being worshipped, the first one being Ancient Egypt. As is normal for
a demo, this serves as a Tutorial of sorts for the game. The story is simple:
You represent the Gods. The humans, down there, are attempting to climb all the
way to the residence of the Gods, and they are hoping to achieve this by
building a giant tower. If they reach the top, you can kiss your godhood
goodbye. The idea is to rain blows of fire, lightning and hail on the different
floors of the tower to weaken and destroy them… but since those powers are
granted to you by these very humans you’re trying to stop, and that angering
them will severely slow down your power recovery, you will need to be careful
not to hit humans!
Yeah, there’s quite a number of things to keep in mind here: The number
of floors on the current tower, the different types of humans, the powers
available (most of them are offensive, but others are defensive, such as
summoning a pin-up to disrupt the workers’ concentration on a floor of the
tower – I gotta admit, that one was really funny). The tough part is to avoid
hitting humans, because then they get angry and your spells don’t recharge
nearly as fast.
In the end, this is a strategy game, so I’m sorry if you expected some
epic battles between humans and godly beings like a cartoonish God of War.
Forget about that. Though, this game isn’t without its challenges, and it would
be very interesting… It just didn’t do anything for me. And yet, the 3D is
simple but pretty and effective, the controls work fine (well, aside from a few
issues when it comes to selecting one of the Gods’ abilities), but the game may
be a tad too complicated. It would take me more than just a demo to get used to
everything that has to be taken into consideration. In the end, though, the
experience felt very… underwhelming.
Still, I suppose the demo is still on the Wii Shop Channel, so go try it
if you feel like it. Maybe you’ll like it more than I did.
In this survival horror / puzzle game, we follow a student on a quest in
his almost entirely-dark school. Something happened. But nobody knows what
exactly. What’s more, this student has a friend, and she’s in danger.
But wait, how can we go from room to room? Merely stepping into the darkness is
an instant life lost! Using a flashlight to see what’s on the way doesn’t
always help. Thousands of little bugs… and vaguely human-shaped things… are
roaming in the darkness. Though, the flashlight may help in finding tools
required to go across each room…
You move with the analog stick on the Wii remote’s Nunchuk. You can
interact with objects by pressing C, whether that’s to light up a lamp or open
a toolbox to find ammunition for your slingshot. You can switch between your
tools by pressing B. Yes, you have to fend off the forces of darkness with a
slingshot. Poor protagonist. You can also pick up TV remotes here and there.
How can you move through each room? You find ammo for your slingshot, then you break
a window. After which you can move in the newly-created path of light (wait, is
it daylight outside? And… is it daylight behind every window, even in rooms
that have windows on three out of four walls?). Find more ammo, break windows,
disperse the darkness… also, find a remote to turn on a television and create a
zone of light. Or you can turn on lamps that create arcs of light, and then
move from one to the other until you reach the door at the end of each room.
The demo ends after five levels, thus about ten to twenty minutes of
gameplay. This game turned out a lot more enjoyable than I thought. Adding to
the ambiance is the few telephones here and there, which you can answer to hear the
protagonist’s friend as she waits for him to help her out of this horror story.
And when you answer the phone, the voice comes from the Wii remote’s speaker.
My first issue is that you'll usually have only one stone for your
slingshot, so if you make one mistake, you have to try again – but there is no
option to try again, so if you make a mistake, you have to step into the
darkness and see the character get dragged down by lots of grey hands. Creepy. Thank God we have reserves of protagonists. Also,
after you’ve used your slingshot ammo, the item currently used reverts to being
the flashlight, so every time you pick up ammo, you need to press B to equip
your slingshot again and prepare to shoot with Z.
But all in all, a really good idea, well done. I strongly suggest that
you try this one. The demo ends before the first boss, however… it would have
been nice to see what boss battles are like in LIT. Oh well. I know Halloween is long gone, but give it a try anyway.
I’ve covered most of the elements of Just Dance last
week, in the long review of Just Dance 2014. Go check it out, you might need it
as I won’t spend words re-explaining core elements of the franchise for this
review. Also, there’s been an itch recently, like I have an impression that I
won’t be so nice today…
The new edition of a Just Dance game always changes
many elements from the preceding edition. As such, new modes can be added, new
features be implemented… but old modes and features can also be removed. As an
example, the hand-in-hand choreographies from Just Dance 3 (where there were
only two) and 4 (where there was only one) disappeared from Just Dance 2014.
Note that I don’t blame them, that particular type of choreography was a load
of crap. But sometimes, good modes can be removed, good ideas can be taken out.
Well, “good” is subjective, and it has always been, so your opinion may vary
on each feature. As for me, I always try to have a positive judgment of things.
Ultimately, the choice of adding or removing features is left to the creative
team behind the game; they choose what stays, what's new, and what goes. If they get rid of a feature you liked, well, I’m sorry,
but that’s how it works. And, in the end, things have to evolve. It’s only
normal that every next edition of a game that comes out yearly has to have some
changes. Change is a part of life, we can only accept it.
I bought Just Dance 2015 last year, in… October 2014,
I think. Yeah, pretty much around the time it came out. That was right after I
had returned the only game I never wanted to see in my collection ever again,
and I think I had also bought another Ubisoft Wii game around that time… No
More Heroes 2: Desperate Struggle. Yes, I remember now. I also remember going straight to Just
Dance 2015 when I got home. Despite the blood games of NMH2 and the promise of fun, gratuitous violence, I instead started with the dancing game, and... I really liked it. Although, now that I have played
another Just Dance game, I can allow myself to be more critical of it. Let's start now!