Wario Ware isn’t that great. I mean. The idea is novel. The way it’s done, though — it’s just too full of bullshit. The same as most Nintendo games these days.
It’s a good game to entertain someone who doesn’t play games, though. And I can see how people who play it for five minutes, like Videogame Journalists and academics, think it’s all the gas. Because it’s, like, SO FUCKED-UP, MAN. And DUDE.
It’s quirky, and it’s nice that the game is original. That’s really all it’s got, though. That doesn’t make it good.
I don’t know. Maybe I just expected too much, from the premise. It’s a good premise. This game bores me. Everything good or new it has, it makes an effort to drive into the ground after about five minutes.
So you’ve got a ton of short, inane game snippets. The whole idea is to play with our understanding of videogames: parody game design as we know it, and simultaneously explore gaming cues. Since the player has to know what to do immediately, there’s a lot of potential here.
The game doesn’t really do anything with this, though. It gives the player a long, long cutscene that he can’t skip, then a little game snippet. Then a several-second-long transition sequence. then another little snippet. Then a transition sequence. Then another snippet. And so on.
The game is broken into chunks; fail four times within a chunk, and you’re forced to replay it from the beginning. Each chunk has a theme.
This is all a problem. First: the character design is… what it is. I mean, it’s kind of interesting in a powerpuff-and-stereotype way. The game has the mistaken impression, however, that we give a damn about the characters. That’s not what we’re here for, yet they take up at least half the gametime. And whenever they’re around, the player is out of control of the game. And, again, you can’t skip most of this, no matter how inane it is.
Actually, the entire game is arranged around the characters. It’s like they came up with the concept, and then said — hey. There aren’t any memorable characters in this! Let’s say the premise is that Wario wants to get rich making videogames! And he brought all his friends to help! (Wario has friends?)
It doesn’t follow. It’s just… there, for no particular reason, and it’s what most of the game focuses on. It’s the set of constraints around which the actual meat of the game is edited. And the game is constantly pulling the player out of the experience — out of the potential “zone” — to shove this junk in his face.
Now. It would be something else if the game basically consisted of the mini-games, one after the other, with no time to breathe. If you mess up too many times, it’s game over. Next time you’ll get a different random set of minigames — with luck, entirely different ones.
Back to the organization. Again, that misses the point. Part of the appeal of the variety here is in how random one game can be to the next. Dividing it into categories, tied to specific characters… well, I mean. That might be a nice alternate mode. As you “collect” (beat) the mini-games, they get organized into categories, as in Katamari Damacy. Then you can play through any category you want. I want a free-run, though. That should be the main mode.
The main problem with the way the game is set up now is that, aside from all of the asinine waiting the game forces on you, it also forces you to keep doing the same fucking minigames over and over. You mess up on the “boss” minigame, even though you got most of the earlier ones with no trouble, and you have to walk through the motions again to make another attempt. You might be forced to do the same patently un-fun things half a dozen times, at which point you begin to mess up even the easiest and most brainless of them because you’re so bored and impatient.
That’s where the game makes its fourth misjudgement. One, it thinks the characters are important. They’re not. Two, it constantly interferes with the mental state which might make something worthwhile out of this material. Three, it misorganizes the material. Four, it thinks the material is inherently engaging. It’s not. It’s fucking not. Of course it’s not. That’s the whole point!
The game wants to be irreverent, but just trips over its own feet because it doesn’t know what’s funny. In effect.
Take how it takes a moment to tell the player what to do before every mini-game. Now, the whole idea of the game is that the player is intended to process the situation immediately and instinctively know what to do. It’s playing with that principle of game design. Putting instructions, vague as they are, before every segment is not unlike telling you what, say, a rupee is EVERY FREAKIN’ TIME YOU PICK ONE UP in the recent Zelda games.
I don’t need that. It breaks the flow, and once again, it kind of presumes I’m an idiot. As Nintendo games are wont to do, these days. Maybe include a tutorial mode, for the people who really need it. In theory, the design should inherently obviate it. If it doesn’t, Intelligent Systems has messed up somewhere.
It’s a waste, because I’m convinced something sort of inspiring could have been made of this. By someone with more of a clue.
I give it two stars, out of four!
I AM THE X-TREME CROSSPOST0R!!!!1
Wario Ware’s needless juxtaposition of the “story” scenes with the game scenes themselves is probably the biggest detriment to the game, but, hell, you only have to watch that shit once and then you can skip it on subsequent tries. The game will even give you a free run, organization- and story-free mode. The other thing is, it gives it to you as an afterthought once you’ve finished the game normally, which, yes, rather misses the point. Still. It’s there. Those flaws don’t damage the game much as a result.
I don’t think Wario Ware really pulls the player out of his zen mental state, either. Those transition sequences are all incredibly short* and in fact their rhythm actually makes the game’s structure better than it would be if you were just sent from one minigame to the next. The transitions serve as a kind of anchor, and as an opportunity for the game to play shitty techno music.
The organization point you bring up is something of a subjective one. Playing the same games over and over is, I think, actually an important part of the game. I mean. If you go back to one of the “chunks” after you’ve seen the cutscenes and beat the boss and got that shit over with, then when you fight the boss again, the difficulty level ramps up, as does the speed, and then you’re playing the same games again–it’s just that this time they’re harder, and then they get harder. The categorization, then, seems to me as though it is a necessary way to focus the game’s content. If you play the 9-Volt levels over and over again, then you’re not really playing the same games over and over–I mean, well, okay, you are, but it isn’t so bad, because, like, that stuff gets fast.
Wario Ware would lose its fun if there were tons of minigames, and if you never got the same minigame twice. It would just be…what the fuck? You’d never get any better. You’d never be able to say, “I finally beat that level 3 rock-paper-scissors shit!” It would just be “…okay, here’s another irrelevant minigame.” Wario Ware is already pretty devoid of purpose, but what you’re suggesting would, I think, make it be like that to an even more marked degree. The categorization is almost a necessary thing, precisely because the material is not inherently engaging. Wario Ware is, like, totally an artificial thing constructed around inherently unengaging minigames to make them engaging, but that’s okay because it’s, like, self-referential, or something, and maybe I should use the word “postmodern” here.
And anyway. It’s, uh, not like there aren’t other games that make you do “patently un-fun things half a dozen times.”
But. Yeah. I don’t love it. If I had to rate it, I’d give it three stars, maybe. Just because. Still, it’s a diversion. And it’s a better diversion once you can skip over all the fucking story scenes.
*Incidentally, the transition sequences between minigames are only about two seconds long, at the most, and as you get the “speed up” message they shorten to the point that they might as well not even be there. You know that, right?
Re: I AM THE X-TREME CROSSPOST0R!!!!1
I know that. Given that the minigames themselves are only three seconds long, though, only one or two seconds of which is actual gameplay, THAT’S A LONG TIME.
So, yeah. It affected me. I would have preferred no interruptions; no transitions: to be left on my own to figure it out, one game to the next. Play to see how far I can get, as in Tetris.
An anchor? What do the transitions anchor the minigames to? The game is about channel-flipping madness and instant reconition. Hypothetically. The transitions… fill the space around the games. They certainly anchor the junk AROUND the games to the minigames more than anything else. I don’t know that the minigames need that, though.
Give a fraction of a second of static between the games. That’s all.
I haven’t finished the game. I’ve played about half of it. I figured there might be a few modes like that when you finish. The problem is, you have to get that far. They’re an afterthought. By the time you get there, do you REALLY want to play the damned minigames anymore? I didn’t, the second or third time I came across any individual one.
If you want to practice the minigames — again, there’s the alternative of a Katamari-style unlocking and organization scheme. Play your favorite individual minigames over and over in a loop, or play a category over and over. It’ll record your best times and your success rate. Then you’ll be prepared for if those games happen to pop up in the main stream.
MY PROBLEM HERE is that the game could have built something inspiring out of its inherently (and intentionally) inane parts. It seems like it originally wanted to. It doesn’t, though — perhaps for fear that people just wouldn’t “get it”, or that it would be too hardcore for casual players. Which is tommyrot, if you look at the premise: it’s a study of how quickly game principles can be picked up. If aligned the right way, experience could be as much a detriment as an asset, putting everyone on the same field.
Re: I AM THE X-TREME CROSSPOST0R!!!!1
Further: the current presentation makes more of the game than it is. A simple stream would be more honest, and — honestly — more endearing in the sense that the game would then have the abiliity to surprise and delight the player with its irreverence. Seeing that one cute game just that once would make it far more special and memorable than if it were rammed down your throat OVER AND OVER. Every time you play would be different: a different blend of the familiar and the unusual, and always a few unexpected gags. Or unusual juxtapositions.
Re: I AM THE X-TREME CROSSPOST0R!!!!1
Since adjusting to the unexpected is, in theory, much of the point of the game, this seems appropriate.
Re: I AM THE X-TREME CROSSPOST0R!!!!1
The minigames are five seconds long.
…
The transitions…it’s not so much that they anchor the minigames to anything in particular–it’s just that they give them a certain substantiality. As they become shorter and shorter, you’re given a real sense of urgency–and the way that they depict the numbers slowly increasing or the “SPEED UP!” messages make the game seem more frentic, somehow. A fraction of a second of static just wouldn’t be the same.
And. There “is” a Katamri-style unlocking and organization scheme. Go to “grid” from the main menu and you can indeed play your favorite minigames over and over again. You can play a category over and over again. You will be prepared if those games happen to pop up in the
main streamafterthought bonus level.I’m still toying with implementing an open-source game in the style of WarioWare that lets you straightforwardly put together and submit your own minigames.
Get a large enough following, have it download the new games every time it boots up, and you could really have something.
Re: I AM THE X-TREME CROSSPOST0R!!!!1
That is one o’ them good points. As it were.
Re: I AM THE X-TREME CROSSPOST0R!!!!1
Well, whatever. The point is, if the games are only a few seconds, then seconds of interruption matter.
There’s no reason why the games couldn’t get faster and faster in a stream. If you really need it, you could have a split-second flash of “faster!” between bursts of static. This would be far more urgent and disorienting than being pulled back and given what amounts to a status screen between levels. Maybe a “channel” number could appear in the upper-right corner, either in the burst of static or in the level itself (static seems more appropriate), that equates to the level number.
With an abstract concept like this, the more abstract the framework, the better. There’s no sense tying the games to anything outside of their own point. That’s just dilution.
Yeah, I couldn’t select that “grid” thing. So that’s what it is. I guess it’s all well and all. However. As the main game sits at present, that’s kind of extraneous. It already shoves the same games in your face over and over. The main purpose it would serve is as an archive or a practice mode for a random “stream”.
That could be interesting. Especially if the games had a kind of a star-rating system (for quality), a rating for obtuseness, and certain keyword associations. You could set options for what rating, level range, and keywords you want.
I dunno. I really like Wario Ware. The premise that it’s not really one game, but millions of two second games keeps my extremely short attention span more than most. Pretty sure that the madness that goes on inside it is mirrored within in the contents of my brain as well. o_O
There aren’t usually a lot of games of this length that I can become emotionally connected with enough to play it for hours. There’s only really this and Tetris now.
So, have you played Naked Hero? Random minigames, little transition between them, and no instructions.
No.
I… might, in a moment.
Or I might eat breakfast.
I wish I had more time to respond to this, but I jumped in 2 days late so…
Ajulta brings up many great points. Another is that I could instantly tell that you had not finished this game. There is alot to do once the “main story” is over. After spending many many hours with this game (and at one point holding a top ten record for Skateboarding) I can just say that the story is absolutly filler that you forget about once finished.
I am not sure if you’re playing the GBA or GC version of the game, but in single player I am guessing there is not much of a difference. So yea, the Pig Towers. They are in place for exactly the kind of play you’re wanting. All the mini games lined up in a random order quick style. There are also different pig towers (easy, and hard).
You also open up some of the endless games (Jumprope, Skateboarding, and Paperair plane) that take no breaks and keep getting faster/harder with nicer graphics. Shit, this game has Dr. Wario which is just Dr. Mario with Wario in a lab coat and a remake of Sherrif (well not really it is just Wario, with all the same graphics). On top of all that there are 2 more games thrown in when you acomplish a quite large task that are completly new.
I spent alot of time with this game and thought it one of the best games Nintendo has put forth in a while. It captures an arcade feel while still putting forth some elements to get the mainstream in (the story which you hate so dearly).
Anyways after maxing out a few mini games (999 completions) and getting some nice scores in the endless modes and some Pig Tower time I can say this game is quite excellent and I would give it no less than 3.5 stars.
Bahh, you hate my opinions anyways (Gradius) so… don’t spent the time with Wario Ware that the develepors gave before you have done everything. I don’t really care, but if other people are out there reading you’re comments (which there might be, but probably not any longer as the post is 2 days old) I thought I should counter post.
Wario Ware was one of the worst buys I’ve ever made. I bought it on a Friday, played it the first half of Saturday, and returned it on Monday.
The ‘collect all the minigames’ aspect appealed to me at first, but it just… ran out of steam.
I don’t know, I wanted to like it, but the kitsch value of the different minigames is a little stilted. Like it’s having a joke at our expense or something (odd, since the whole premise is that Wario is trying to put together a bunch of games to make some easy money).
I can’t imagine buying the GC version, but I suppose some changes on the DS (what with the touch screen and all) might improve it overall.
yep
your reasons for disliking it are similar to mine. And I do feel like nintendo is talking down to me. How funny that their games can’t capture the mainstream as well as the used to, thus making them a bit more niche and hardcore, yet they, more than say a Need for Speed, talk (through text or manipulation) to me as if I’d never played a game.
Well, I kinda liked it. :(