Pokemon Rumble

When Pokemon Rumble launched last Monday, I was quite excited to download it as soon as possible. After all, I had already had some hands-on time with it, and was pleased with what I saw. Unfortunately, a myriad of problems with my internet connection prevented me from downloading the game for a few days. However, in the end, I finally got what I had been waiting for.

For those of you that haven't heard of the game, here's the scoop: Pokemon Rumble is one of many spin-offs of the main Pokemon series. In the game, you control a clockwork "toy" Pokemon, travelling through six different levels and capturing new Pokemon with the use of one or two attacks, attached to the "1" and "2" buttons. Because of the fact that all of the Pokemon are toys, they cannot level up, and remain at the same "Power Level" you catch them at, permanently.

I rather enjoyed the simple interface of the game. The D-Pad is used for navigation, and the "1" and "2" buttons are used for attacks – and that's all you need to know. This is why the game has the potential to be another great addition in the Wii's line of party game hits; the gameplay is so simple to learn. Another addition to its party potential is the fact that players can drop in and out during gameplay.

Repetition could become a problem for some player. In my opinion, the fact that each of the levels were the same (albeit with different Pokemon) for each "rank" was severely disappointing, but I was actually amazed at how the simple button-mashing gameplay seemed fresh all throughout. The music, however, became quite frustrating as the battle music played almost all of the time.

Surprisingly, the graphics are quite beautiful, especially for a Wii game (let alone a WiiWare game), and everything is complemented quite nicely. The clockwork Pokemon models, recycled from the previous WiiWare Pokemon game Pokemon Ranch, look right at home.

I don't really have many problems with the rest of the gameplay mechanics. The "Battle Royale", in which you battle waves and waves of Pokemon, works quite well, and the system of catching Pokemon (randomly when fought) isn't bad. Learning new attacks for your Pokemon can sometimes be discouraging, because you do not choose the attacks; they are picked randomly.

One of my favorite aspects of the game is the number of Pokemon concepts that made their way into this spin-off. Type advantages play a huge role, and the old Pokemon calls from the original games make a strange comeback (remember all the old indistinguishable "growls"?). You start the game with only Pokemon from Kanto, which provides a refreshing change from the newer games; however, once that aspect of the game is complete, you move onto the Sinnoh region Pokemon. It is currently unknown if the missing generations will ever appear.

Likes:

  • Simple gameplay mechanics
  • Complementing and light-hearted graphics
  • Allows for players to drop in and out during gameplay

Dislikes:

  • No online multiplayer
  • Getting new attacks can be annoying
  • Same levels repeated

 

Level 42 Review Score

4 / 5

The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
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Pokemon Rumble

A new Pokémon game is on it’s way to WiiWare this coming Monday, and though it won’t be making as big a splash as, say, Diamond or Pearl, for die-hard Pokémon fans, this is definitely not something you’ll want to miss. The biggest element to the game seems to be the multi-player mode, which allows players to jump in and out of the game during play, as well as providing both competitive and co-operative aspects of play.

One of the first things you’ll notice playing the game is the incredible simple interface. A central hub area allows players to choose their Pokémon (curiously, only Pokémon from the first and fourth generations of the series have been seen), as well as giving them access to several dungeon levels. These dungeons aren’t too difficult to traverse, and are mostly linear; you won’t have to worry about getting lost. Pokémon are controlled using the D-Pad to move, and the “1″ and “2″ buttons to attack. When you first start out, you only have one attack, but as you collect coins and battle more Pokémon, new attacks can be learned; however, each Pokémon can only have two attacks, unlike the set of four which have become a staple in the main series.

Besides the main gameplay, once a high enough level is reached, players have access to the “Battle Royale”. This mode, which also allows for single and multiple players, pits you against waves of weaker Pokémon, which grow in strength each round until you are facing Pokémon stronger than yourself, and even some Legendary Pokémon.

Even if you understand that this game isn’t much of a role-playing game, you might still be thinking it is a deep and immersive action/adventure. It’s time to crush that thought – after some hands-on time with the game, it became completely clear to me that this is nothing more than a button masher. Sure, it has a big name attached to it, which could bring up the hopes of many gamers, but at it’s core it is really just what it has been so heavily compared to - Gauntlet with Pokémon models from My Pokémon Ranch. For some, this could disappoint, but the simplicity of the game doesn’t ruin the fun. It’s multi-player element works quite well, and because the game is so easy to learn it could make a great party game.

Pokémon Rumble launches on November 16th for WiiWare.

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The Legend of Zelda: Spirit Tracks Preview

At the World of Nintendo exhibit, I got a chance to test out the upcoming The Legend of Zelda: Spirit Tracks, which was an amazing experience. There were three sections of the demo available for play: train gameplay, a dungeon, and a boss.

I'll start with what I consider to be the most disappointing part of the game: the train gameplay. It runs similar to Phantom Hourglass's boat gameplay, with the stylus used to fire the cannon at varying lengths. However the enormous difference between the two is that you cannot control where you go. This makes the travel portion of the game incredibly dull after the initial "jumping in". Overall, it seems like the train portions (the game's namesake) could be the least exciting part of the game.

The dungeons –  although they seem to be very similarly designed –  actually have an enormous addition from Phantom Hourglass - not only can you control Link, you can now control a Phantom (which you will recognize as the giant Knight-like enemy from the previous game). The Phantom can be used to solve new puzzles, as well as a useful tool to explore new areas, due to the fact that it is completely invulnerable to fire and lava. The demo even had you jump on top of the Phantom as he walked across a pit of lava, while Link was busy attacking enemies along the way.

Finally, I ended my time with Spirit Tracks with the boss battle on display. It was very similar to the bosses from previous games, though that doesn't mean it still isn't exciting. Of course Link pulls out his new weapon (in this case, a cyclone controlled with the microphone), and targets it at the boss' obvious weakpoint. The boss I battled was an enormous beetle (pictured above). Upon defeating him, I was pleased with the interesting use of this new weapon. Although the game seems to be lacking major press from Nintendo, getting hands on with the game has made me very interested to pick up the game when it releases.

You can read our full review of The Legend of Zelda: Spirit Track here.

 

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