Wii Sports
Wii Sports
 
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February 13th, 2007 by Dynamo

Toppling the pins


The third game included in the package is Bowling, in which a standard 10-pin match is played. For many, Bowling is the best that Wii Sports has to offer. This is mainly because it demonstrates the potential of the Wii controller like no other title in the set. As far as controlling goes, Bowling has the most depth and is the only title in Wii Sports that feels like it has the potential to be a full-fledged game. Players have control over the position and direction (angle) of the bowler on the lane. To bowl, players hold up the ball and press down a button. The controller is then swung like one would normally swing a bowling ball. Releasing the button will let go of the ball. The speed and style of the swing are all taken into account but what adds most to the experience is adding spin to the ball. The controllers excellent ability to detect spin allows many interesting shots to be executed adding a ton of depth to the experience. It's always fulfilling to pick off tough shots from a heap of different positions and angles.

Stepping onto the green


Up next is Golf. This game certainly has a lot of potential but unfortunately some quirks with the motion-sensing technology keep it from possibly being the best title on the system. Despite this shortcoming, the game can still prove to be a lot of fun and is by far the most relaxing of the bunch. Matches are played at three difficulty levels and there are a total of 9 courses. The controller is swung like a golf club and a power meter on the side of the screen displays how powerful the shot is. You have an unlimited number of practice swings before hitting the ball. To swing and hit simply press down the A button. A small map on screen shows the direction of the swing (through use of a bar) and location of the hole. One helpful feature is having dots on the map that relate to the dots on the power meter, indicating the power needed to cover the distance.

The game includes a total of four golf clubs, each designed for different uses. The driver and iron are suitable for long-range shots, the wedge is useful for getting the ball onto the green and the putter is used to roll the ball into hole while on the green. The terrain is of great importance. When on rough terrain (as opposed to the fairway and the green) the accuracy of the clubs decreases after a marked level on the power meter forcing a decision of distance or accuracy. Wind is another factor that adds strategy and depth to the experience. High wind levels and rough terrain don't bode well, especially on a course with water hazards. If you are not careful the ball could go sailing straight into the (not so murky) depths. Sounds like fun enough, right? It is although nowhere near the level it could have been at. Why? The swinging system is damn near broken. It is unfathomable how Nintendo could have allowed such an unrefined swing system to be packed in a finished game. It is ridiculously tough to get the right power and it feels more luck-based than skill-based. Half the time, executing what feels like exactly the same motion, will cause two diversely different power readings.

Breaking a nose


Rounding up the five games is Boxing. This is the only game in the package to make use of nunchunk attachment. A match consists of three two-minute rounds, unless of course a player isn't knocked out before the completion of the match. Despite having possibly the worst control recognition (Golf included) this game can be very enjoyable once you get into it. It is the most physically demanding as you will have to throw punch after punch. Thankfully spamming punches isn't the key to winning. Most new players can score knockouts quite easily by unleashing an unrelenting barrage of punches. However it is possible to stay out of the way by holding the nunchuck and controller close together. Leaning left, right or back will cause the boxer to follow suit. Also adding to the gameplay is the ability to perform uppercuts and hooks despite being notoriously difficult to pull off. More often than not, I found the game recognized a right hook as an uppercut with the left hand. While punching recognition isn't perfect, it doesn't stop the game from being an intensive, fast-paced experience.





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Graphics 8.0
Sound 7.0
Interface 8.0
Replay 9.0
Gameplay 8.0
Stability 9.0
How hooked?
8.0
(not an average)
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