I picked mine up from a Walmart at midnight last night (five hour line wait) and so far I’m pretty positive. The Walmart I went to didn’t receive their shipment of games and no one in the area received their shipment of controllers. I went to three more Walmarts (the only place in the area open at midnight for the launch if you didn’t get a preorder in) and Zelda was gone at all of them. I did get Marvel Ultimate Alliance and Trauma Center to go with the Wii. I’ll probably pick up Zelda sometime this week as it becomes more widely available.
As an interesting note, all the Walmarts in this area seem to have gotten only half their initial allocation for midnight. I think this was Walmart’s logistic problems rather than a failure of supply on Nintendo’s part.
Covering the console first, no matter what you put in the console starts at a Wii Home menu. Annoying that it doesn’t go right to the game, but nice in that you can get to the home menu from a game and switch things around with out shutting down the console. The home button on the Wiimote takes you there or resets the game itself.
The Wii Home is a set of “channels” and the first one is always the game disk. Then there is a place to set up your custom game avatars or “Mii”. The Mii’s are surprisingly flexible with a lot of facial options and ways to manipulate it. I made mine look like the devil by turning a pair of giant eyebrows into devil horns, for example.
So far I have been unable to get the Wii’s wireless connectivity to work. It detects my router, I enter my WEP security key, and the Wii just comes back with a vague error that Nintendo’s support pages offer no information on. I have tried disabling security and it still doesn’t go. So I haven’t been able to check out the internet connectivity and the virtual console yet.
The Wiimote is what the console is going to rise and fall on and so far it’s been a thing of beauty for me. It’s light enough to fit comfortably in your hand. The A and B buttons are placed for a natural grip. There’s a power button on the wiimote so you can turn the console on from across the room which is a nice feature.
The most awkward thing about the Wiimote is that some things use the infrared triangulation of the sensor bar and others use the position tracking. So sometimes people walk in front of the TV and control vanishes and in other games you can flip the control around and it works right. It’s odd.
A strap is included for the Wiimote and everything warns you to make sure it is attached to your wrist so you won’t smash something.
Wii Sports is what I expected it to be, a clever tech demo but not a really deep game. There isn’t much in the way of helpful instruction on techniques for playing better in the game which is unfortunate since the way you twist and adjust the Wiimote in your hands seems to effect things. Even the training section just tells you to do a task, not how to do it better.
My favorite is probably the boxing because it’s the most active but the golf section is wonderfully done as well. I wouldn’t mind an updated Mario Golf with the same controls and a few courses since Wii Sports only has 9 holes. The baseball is probably the least effective of the games implemented as only pitching and batting work and they seem to only track the flick of the Wiimote, not position of the switch or way you are throwing. The tennis one isn’t that special but at least I feel like I’m controlling how I’m returning the ball. And bowling… well I can never bowl straight in real life and on the Wii it is identical. It looks like a perfect translation there.
Trauma Center kind of threw me off because of the very limitted voice acting and no animation in the cut scenes between operations. It wound up feeling more like an upconverted DS game than a platform for using the Wiimote in unique ways like I was hoping for. The operation sequences (at least the first ten of them) play like a series of minigames. As it turns out it makes a very good compliment to Wii Sports for demonstrating the Wiimote. The controller is used like defibrillator paddles, forceps, syringes, and scalpels in turn giving it a distinct feel that wouldn’t be possible with more traditional controllers.
Marvel Ultimate Alliance is what I’d expect from a launch title, a general lack of polish and failure to take advantage of what the system offers. It’s a good game and if you liked the two X-Men games that preceded it then you’ll enjoy MUA, but there’s a lot of rough edges. The first major problem is the text is about the size of the fine print in a car ad. The game uses the Wiimote with nunchuck for control and the interface is sloppy. Not the responsiveness of the Wiimote (that works perfectly), but the decisions they made for control. The stick on the nunchuck moves the character and the Wiimote controls the actions. Except picking things up and using things, that’s back on the nunchuck. You access the character menus on the Wiimote, but select on nunchuck. And you back out of the selection on the Wiimote. Which type of attack you do is controlled by moving the Wiimote, only moving the Wiimote back to a neutral position often triggers a different attack. There are two action buttons on the Wiimote; a more reasonable implimentation of this would be to track the position of the Wiimote and do the appropriate attack when you hit the top action button. And, of course, layout the menu controls in an intuitive fashion. And as one final insult you cannot use a Gamecube controller with the game. This is an instance were letting people use a traditional controller would have been a very good idea, especially since playing four players would cost almost as much as another Wii. It’s still a decent game but it’s not one for showing what you can do with the Wii.
I did try out the game cube virtual console with Metroid Prime and it seems to work very well, so those without a gamecube, remember that there’s a nice selection of software still out there!