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Review Archives (All Reviews)

You are currently looking through all reviews for Wii games. Below, you will find reviews written by all eligible authors and sorted according to date of submission, with the newest content displaying first. As many as 20 results will display per page. If you would like to try a search with different parameters, specify them below and submit a new search.

Available Reviews
Groovin' Blocks (Wii)

Groovin' Blocks review (WII)

Reviewed on September 05, 2009

Multipliers aren't exactly a new concept, but getting them in Groovin' Blocks requires rhythm. As you move a piece left or right and rotate it so that the color configuration you have in mind can materialize, you have two options: you can either let the block drift downward at the speed the current stage dictates—for no multiplier whatsoever—or you can press the 'down' button to drop it. What's important is that when you press that button, you do so in time with the music's beat.
honestgamer's avatar
Active Life: Extreme Challenge (Wii)

Active Life: Extreme Challenge review (WII)

Reviewed on September 05, 2009

Active Life: Extreme Challenge can be described as an exercise game that allows players—children mostly, like the ones featured on the cover—to pretend that they're engaged in fascinating activities such as base jumping, wind surfing, rock climbing and double dutch jump rope competitions. With the exception of that last one, the activities digitally represented here are the sort of thing that no sane parent would ever allow his or her offspring enjoy before heading into late adolescence.
honestgamer's avatar
Madden NFL 10 (Wii)

Madden NFL 10 review (WII)

Reviewed on September 01, 2009

EA Sports may have dropped the All-Play subtitle from its Wii lineup, but it hasn't abandoned the All-Play attitude. In fact, Madden NFL 10 only further embraces the casual concept. Here's the clincher. Franchise Mode, the staple of the single-player experience, has been relegated to an unlockable, accessible only with a secret code.
woodhouse's avatar
Metroid Prime Trilogy (Wii)

Metroid Prime Trilogy review (WII)

Reviewed on August 25, 2009

Those who have played through the games before can likely think of a number of places where improved control would come in handy, and they should rest assured that in most cases the experience feels every bit as wonderful as they imagine.
honestgamer's avatar
World of Goo (Wii)

World of Goo review (WII)

Reviewed on August 23, 2009

The Goo are awake. They’d been sleeping for ages, lurking deep in the recesses of our modern world. Discarded and forgotten, like so many wads of chewed gum. But they survived. Thrived. And now, with numbers beyond reckoning, they’re on the move. It’s not about taking over the world, or exacting vengeance upon those who have misused their power. The Goo are driven by something far more basic: curiosity. What secrets lie within the urban wastelands left by their corporate masters? What is ...
disco's avatar
Ghostbusters: The Video Game (Wii)

Ghostbusters: The Video Game review (WII)

Reviewed on August 16, 2009

It's got the script, style, and soul of its source material, but fails to build a compelling game around these elements.
MrDurandPierre's avatar
The Conduit (Wii)

The Conduit review (WII)

Reviewed on August 05, 2009

The Conduit most often feels like a light gun shooter that’s been ripped off of its tracks, which is due as much to the arcade-like nature of the level design as it is to the control scheme itself. There’s a light, frenetic nature in the way The Conduit unravels, and High Voltage seems okay with that. The game’s pace is fierce and the action is constant.
Suskie's avatar
Little League World Series Baseball 2009 (Wii)

Little League World Series Baseball 2009 review (WII)

Reviewed on August 01, 2009

The general feel of a set of innings in Little League World Series Baseball 2009 doesn't seem to have changed much. You still control most of the important bits with the 'A' button and furious Wii Remote waggles. You still start a game out with mild swings—because that's all that is strictly necessary—and finish it up with wild convulsions that are enough to nearly put an arm out of socket because of their ferocity.
honestgamer's avatar
Cocoto Platform Jumper (Wii)

Cocoto Platform Jumper review (WII)

Reviewed on July 13, 2009

Platform Jumper looks like Rayman, plays like a lethargic Sonic and lifts the arcing attacks/temporary platforms from Rainbow Island. Notably, in aping games of actual worth, it manages to hobble together a Frankenstein’s monster of a title that actually works.
EmP's avatar
Let's Tap (Wii)

Let's Tap review (WII)

Reviewed on July 13, 2009

Let's Tap thinks outside the box. More specifically, right on top of it. The game offers up a hands-free control scheme where you place the Wii remote face-down on a box or flat surface. Tap nearby, and the vibrations travel to the remote and register as input. It'll even pick up the strength of the tremor.
woodhouse's avatar
Dawn of Discovery (Wii)

Dawn of Discovery review (WII)

Reviewed on July 12, 2009

Another feature that sets Dawn of Discovery apart from other simulation titles such as Civilization IV or SimCity is the occasional focus on maritime exploration. Instead of settling a single continent, you'll develop a bunch of smaller islands. This actually provides a unique dynamic, since you frequently come up against space constraints and also have to consider different fertility levels. For example, you might first land on an island where grain grows particularly well, but as your colony evolves from a simple fishing village into a city center, the people who live there will start craving hot spices, fashionable clothing and so forth.
honestgamer's avatar
We Cheer (Wii)

We Cheer review (WII)

Reviewed on June 30, 2009

At the moment the mechanics finally clicked, We Cheer transformed into an invigorating challenge. I started hustling out a succession of complex, varied swirls. I had to exaggerate my direction, reaching all the way to the ceiling and down to the floor. It even felt better to add a little wrist snap to the end of my poses, just for some extra flair. The perpetual motion is a reminder that cheering takes 110%.
woodhouse's avatar
Up (Wii)

Up review (WII)

Reviewed on June 29, 2009

By the time the credits roll, you will start to question whether or not the first half of the game was as good as it first appeared – or if you were simply blinded by how well it mirrored some elements of the film.
louis_bedigian's avatar
Mad Dog McCree Gunslinger Pack (Wii)

Mad Dog McCree Gunslinger Pack review (WII)

Reviewed on June 26, 2009

You'll quickly come to learn that timing is everything, which isn't so bad, but there's an unwelcome complication: the exact timing required is never quite clear. You have to aim and shoot before a certain point in any video footage. If you shoot too soon, though, nothing can happen except wasted bullets because the available video isn't ready to produce video of an enemy dying at that point in time. If you shoot too late, you might fire five or six rounds and then be shot anyway because you passed some arbitrary point where the directors weren't ready for you to succeed.
honestgamer's avatar
Final Fantasy IV: The After Years (Wii)

Final Fantasy IV: The After Years review (WII)

Reviewed on June 22, 2009

When a game is described as fan service, it seems reasonable to question just how the fan is being serviced. Patronage should be rewarded; the Final Fantasy series was built on our backs, us fate-deciding gamers, who saw potential in a poorly translated but ever-engrossing title called Final Fantasy II, which, we were later told, was the fourth game in the series. Two titles in between the NES journeys of a generic bunch of heroes and the plight-plagued saga of Dark Knight Cecil were left over...
drella's avatar
Metroid Prime 3: Corruption (Wii)

Metroid Prime 3: Corruption review (WII)

Reviewed on June 19, 2009

With the arbitrary ranking of things being all the rage nowadays, I’d say that Metroid Prime 3: Corruption doesn’t even TOUCH the first game but lands head and shoulders above the sequel. But it didn’t start out that way, heavens no. No, I spent the first hour or so of Corruption writhing in pain and cursing the heavens for allowing Retro Studios to befoul their once glorious sub-series.
Suskie's avatar
PDC World Championship Darts 2009 (Wii)

PDC World Championship Darts 2009 review (WII)

Reviewed on June 06, 2009

2009 has made some big steps up from its previous version, but that everything about the game is so budget that it hardly looks any different from the initial outing made two years ago on the PS2 isn’t something that makes it an easy recommendation.
EmP's avatar
Professor Heinz Wolff's Gravity (Wii)

Professor Heinz Wolff's Gravity review (WII)

Reviewed on May 31, 2009

The very existence of the sandbox levels leads me to believe that Deep Silver liked what they’d come up with and assumed players would be intrigued enough to want to explore the world of Gravity further. So why, then, is there no puzzle editor? With Gravity’s content as limited as it is, and with each of the challenges simple enough in basic design that anyone could make them given an appropriate tool kit, a true puzzle editor could have been this game’s saving grace. With online functionality, the possibilities could have been endless.
Suskie's avatar
Major Minor's Majestic March (Wii)

Major Minor's Majestic March review (WII)

Reviewed on May 25, 2009

Major Minor's Majestic March has an impressive pedigree. Its developer NanaOn-Sha, or more specifically musician Masaya Matsuura and artist Rodney Alan Greenblat, helped shape the rhythm game genre with iconic 90's releases PaRappa the Rapper and Um Jammer Lammy. The games stood out because of their quirky graphics, music, and plot. There was also an inherent charm to their main characters: a dog learning to bust rhymes and a lamb struggling for her grunge-guitar dreams. ...
woodhouse's avatar
Naruto: Clash of Ninja Revolution (Wii)

Naruto: Clash of Ninja Revolution review (WII)

Reviewed on May 24, 2009

Just looking at the screen, it's hard to discern the supposed Revolution the Clash of Ninja series has undergone. Naruto's still rocking his bright orange jumpsuit, and all the characters sport the same cel-shaded look that favorably compares to the game's anime inspiration. About three-fourths of the roster returns unchanged from the final GameCube installment. The battle arenas remain constant, along with the manner of movement. Fighters still essentially move along a two-di...
woodhouse's avatar

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