It is very hard to describe the level of consistency that the WarioWare games are able to deliver. Just like all games that star Wario, they are short, yet perfect. Smooth Moves is able to take the Wiimote and use it in many ways that you would not expect, especially from an early Wii game. The development team clearly knew what the Wiimote was and wasn't capable of, and it is very evident throughout the use of the various "forms" of the game.
Smooth Moves is a game that is easily enjoyed with more people around. Its quirky, its fun, simple, and can help make a dead party come back to life. Unfortunately Smooth Moves simply doesn’t bring enough to the table that really makes it the center of attention for parties, and even less when it comes to a single player experience. It still has the Wario Ware charm, but the heart isn’t all there.
On the surface, WarioWare is a simple game about a city full of quirky people and tasking the player with goofy, timed minigames. But that's just what the government would like you to believe. This is an in-depth analysis of the themes of loss, individuality, conformity, addiction, and gnostic religious symbolism in WarioWare: Smooth Moves for the Nintendo Wii.
Deep beneath the wahahas and the groovy cats dancing is a tale of sorrow. A tale of loss and regret. A tale of raw humanity—on display for the world to see and look within themselves and ask, "am I Dribble... or am I Spitz?"
In a controversial move for Nintendo, one of WarioWare's major characters is a young witch named Ashley. Her sole intent is to separate humanity from God and devote her life to the dark lord Lucifer, wreaking chaos upon Diamond City. Her descent into madness highlights the strengths of Nintendo's greatest writers and religious researchers. I am inclined to believe this is a straight translation of a passage from the Kabbalah long lost to time.
Kat + Ana = Katana. Makes you think.
The sheer complexity behind some of the late game stages demands we stop our mindless flailing of the Wiimote and start asking where our Nunchuk adapters are. When did life pass us by? Much like 9-Volt's Game & Watch system, we too are broken.
Possibly the most compelling story is that of the mad scientist. Penny's devotion to truth and the sciences holds a mirror to our own misguided society. She abandons and outright rejects God as she continues down her path of science. Morals cast aside for the sake of what if, just as Frakenstein had. Penny's creations breed nothing but unspeakable evils and destruction. Her first victim—the unknowing Wario himself.
As Wario comes face to face with the demi-urge unleashed by Penny's selfish scientific pursuits, Wario is split into many horrid abominations. The coalition of Mini-Warios as they march headlong into the field of strawberries represents our own journey into the unknown terror we call life. The strawberry represents our innermost desires while the congregation of miniature Warios represents our desire to belong to a group, even at the cost of our own individuality.
So where does this leave us? What can we learn from our experiences during WarioWare: Smooth Moves on the Nintendo Wii? The truth may be difficult for us to hear, but WarioWare is here to tell us anyway. Jesus was black. Ronald Reagan was the devil. And the government is lying to us about 9/11.
Deep beneath the wahahas and the groovy cats dancing is a tale of sorrow. A tale of loss and regret. A tale of raw humanity—on display for the world to see and look within themselves and ask, "am I Dribble... or am I Spitz?"
In a controversial move for Nintendo, one of WarioWare's major characters is a young witch named Ashley. Her sole intent is to separate humanity from God and devote her life to the dark lord Lucifer, wreaking chaos upon Diamond City. Her descent into madness highlights the strengths of Nintendo's greatest writers and religious researchers. I am inclined to believe this is a straight translation of a passage from the Kabbalah long lost to time.
Kat + Ana = Katana. Makes you think.
The sheer complexity behind some of the late game stages demands we stop our mindless flailing of the Wiimote and start asking where our Nunchuk adapters are. When did life pass us by? Much like 9-Volt's Game & Watch system, we too are broken.
Possibly the most compelling story is that of the mad scientist. Penny's devotion to truth and the sciences holds a mirror to our own misguided society. She abandons and outright rejects God as she continues down her path of science. Morals cast aside for the sake of what if, just as Frakenstein had. Penny's creations breed nothing but unspeakable evils and destruction. Her first victim—the unknowing Wario himself.
As Wario comes face to face with the demi-urge unleashed by Penny's selfish scientific pursuits, Wario is split into many horrid abominations. The coalition of Mini-Warios as they march headlong into the field of strawberries represents our own journey into the unknown terror we call life. The strawberry represents our innermost desires while the congregation of miniature Warios represents our desire to belong to a group, even at the cost of our own individuality.
So where does this leave us? What can we learn from our experiences during WarioWare: Smooth Moves on the Nintendo Wii? The truth may be difficult for us to hear, but WarioWare is here to tell us anyway. Jesus was black. Ronald Reagan was the devil. And the government is lying to us about 9/11.
Eu ADORO a série WarioWare. É uma série hilária, descompromissada, que gera muita risada e uma boa dose de desafio.
A versão pra Wii tem 2 grandes pontos a destacar: os modos e o uso do wiimote.
Os modos são a estrela do jogo. Campanha single, multiplayer, minijogos extras...tudo enriquece o título e adiciona conteúdo valioso pra um jogo full price (a Nintendo, IMO, tem um forte problema com precificação).
Contudo o uso do Wiimote é, novamente, o mocinho e o bandido. Ao passo que as interações e utilizações do Wiimote estão facilmente dentre as mais criativas e divertidas do console, a imprecisão que pragueja motion control ainda é o responsável por uma certa dose de frustração quando não o devido reconhecimento, especialmente porque é característica da série ir aumentando gradativamente a velocidade e o tempo de input se tornar estupidamente curto para mudar a pegada do Wiimote e executar a ação do microjogo.
Apesar dos pesares, é um dos melhores da franquia.
A versão pra Wii tem 2 grandes pontos a destacar: os modos e o uso do wiimote.
Os modos são a estrela do jogo. Campanha single, multiplayer, minijogos extras...tudo enriquece o título e adiciona conteúdo valioso pra um jogo full price (a Nintendo, IMO, tem um forte problema com precificação).
Contudo o uso do Wiimote é, novamente, o mocinho e o bandido. Ao passo que as interações e utilizações do Wiimote estão facilmente dentre as mais criativas e divertidas do console, a imprecisão que pragueja motion control ainda é o responsável por uma certa dose de frustração quando não o devido reconhecimento, especialmente porque é característica da série ir aumentando gradativamente a velocidade e o tempo de input se tornar estupidamente curto para mudar a pegada do Wiimote e executar a ação do microjogo.
Apesar dos pesares, é um dos melhores da franquia.
Smooth Moves consegue construir bem em cima do que os jogos originais tinham, mas trazendo algo que até então era bem diferente: múltiplas formas de controlar. Por mais que todos usem o movimento do Wiimote, as diferentes Forms fazem as coisas serem bem diferentes entre si. Pensando que isso foi lançado junto com o próprio Wii no Japão, ter tanta variabilidade assim é bem interessante e é o precedente de jogos como WW Gold ter tantas opções também.
Uma pena que o jogo me frustrou várias vezes em controles que não eram devidamente reconhecidos ou mesmo, com tantas opções, não entender bem como ou o que fazer em alguns microgames. De toda forma, é uma experiência bem diferente e legal, feita com toda a maestria que o ano de 2006 podia proporcionar.
Uma pena que o jogo me frustrou várias vezes em controles que não eram devidamente reconhecidos ou mesmo, com tantas opções, não entender bem como ou o que fazer em alguns microgames. De toda forma, é uma experiência bem diferente e legal, feita com toda a maestria que o ano de 2006 podia proporcionar.