The best Wii games

Top 10

Road of its 15th anniversary, we remember the most prominent titles of this experimental console, a paradigm shift for Nintendo and the medium.

In November two006, Wii went on sale in America, which means that in a few weeks he will turn 15, and also that we almost left in time as the Japanese launch of Super Nintendo was then (16 years old (16 years).It is a comparison that helps to put into perspective the difference in the rhythm of evolution of the consoles, and also to explain why after the discreet sales of Gamecube, in Nintendo they decided to try another approach.Revolution does not the technical section, avoiding the jump to the high definition that Xbox 360 and PlayStation 3 did, shortly before (for disappointment of fans who expected to see sagas such as Zelda, Mario or Metroid into HD), but transforming the way of playing through theUse of pointer and accelerometers in its two coupling controls: the wiimote and the nunchuk.

It was a phenomenon closely linked to Wii Sports, a multi -sports game included in a pack that broke sales records, attracting a new audience and promoting that other companies also probes luck (more shy) with the movement sensors with the sensors.Of course, Wii's trajectory was not only marked by the Party Games and the occasional domestic accidents, but also by the renewal of games of a more classic profile. En ella nacieron sagas como Xenoblade o No More Heroes, volvieron otras olvidadas como Punch-Out!! o Sin & Punishment, emblemas multijugador como Mario Kart y Smash Bros se beneficiaron de online y proliferaron joyas tan variadas como The Last Story (action RPG firmado por Hironobu Sakaguchi), Muramasa, Little King’s Story o MadWorld (el primer juego de Platinum Games).All this without forgetting the heavyweights that have sneaked into our top ten, voted by editors and collaborators, and that we begin to review now.

10. Zack & Wiki: En busca del Tesoro de Barbaros

Capcom was one of the Third Party companies that saw the most potential in the Wiimote, which classics of the previous generation such as Resident Evil 4 and Okami. Pero también hubo lugar para propuestas nuevas como Zack & Wiki, una aventura de point and click que en cierto modo tomó el relevo del ausente Luigi’s Mansion en eso de ofrecer puzles cada vez más elaborados bajo una fachada simpática y colorida se refiere.It is true that there were neither ghosts nor vacuum cleaners (although some dark mansions): the key to progress resided in the wiki co -star, a magical monkey with a tañer ability to be a bell to transform other animals into objects with which we would later solveThe dozens of puzzles raised by their stellar level design.

Thus, for example, a centime served as a saw to cut trees;a mole, like drill to pierce ice;and a snake;as tweezers to grab another object outside Zack's reach, pirate apprentice that we controlled carefully not falling into mortal traps.Despite its pleasant artistic direction, with a cel shading that resists the passage of time, the game did not hesitate to spoil our attempts to reach the chests of the treasure, falling into an essay-rarely frustrating thanks to the control points,The variety of puzzles and the "tactility" of its gameplay: using these animals or other elements scattered by the scenarios made us enter a mode in the first person where the required actions (shake, bow, rotate, etc..) They were executed by gestures, as if we really had these objects in the hand.A waste of constant creativity designed to the measure of Wii.

9.Without and Punishment: Successor of the Skies

Another title created tailored to Wii, despite being the sequel to a Nintendo 64 game, was without And Punishment.Subtitulation Succesor of the Skies (Star Successor in America), the game was another of those classic made in treasure (Gunstar Heroes, Ikaruga) who did not receive the attention they deserved upon their arrival due to the genre to which they belong, but that surely since then since thenNor have they been forgotten by the fans of the on-rail shooters who saw in them the kind of genius that only a study with their experience could sign.Although the classic control system with command continued as an option for those who preferred something in line with the original, the wiimote led the experience without and punishment to the next level, allowing to point directly to the screen while the other hand, in the Nunchuk, was commissionedto move the character to avoid hazards.

And hazards there were.A lots of.The enemies were counted by hundreds instead of dozens, but that did not affect fluidity or visual clarity.Destroy objectives while carrying out evasive feints or returned projectile.Because, as expected, without and punishment it was not particularly long (even if the duration of its predecessor folds), but tremendously rejugable.Isa or Kachi, the two protagonists, shared development, but this was very varied in settings and styles, paying tribute to the different shump sticks (flights to the front in the purest Spacer Harrier style, pure lateral scroll sections, more moments more momentsbased on nearby attacks, etc..) and also offering a selection of bosses at the height of the best of gender.

8.MONSTER HUNTER TRI

Another of the great games signed by Capcom was the third main installment of Monster Hunter, first developed for a Nintendo console, with the impact that this meant on the community after the success harvested by the saga in PStwo and PSP.Naturally, as fans will know, this delivery would then be reviewed and improved for 3DS and Wii U.But that does not take merit to the original edition in the context of Wii, where it was one of the greatest achievements Third Party both for its technical deployment and for the amount of content and the level of demand that served to make it a gigantic feeder of feeder ofhours in online cooperative, to the point of turning it into a reference of this service above most titles First Party.

Los mejores juegos de Wii

Of course, the game could also be enjoyed alone, accepting missions, accumulating resources, improving equipment and preparing ambushes against creatures that required thorough planning and many minutes of battle, sometimes even following their trail through the different areas that formed each zone.Each monster had their strengths and weaknesses, the parts of their bodies could be attacked to get materials or condition the rest of the fight, and one of the great new monsters, Ceadeus, was in fact exclusive to offline missions, where it put to good useOne of the main contributions ofMONSTER HUNTER TRI: fights under water.In this element, even the most veteran hunters had to learn new foundations of movement and combat, resulting in one of the most complete and demanding games of the time.

7.The Legend of Zelda: Skyward Sword

One of Switch's most recent relaunch is also on the list, there would be more.For a decade, this Zelda remained as exclusive to Wii due to the way Nintendo decidedIn order to integrate the fighting with a sword, the archery, the launch of bombs and many other actions as part of a large and coherent adventure thanks to the Wii Motionplus, review of the command with greater precision in the detection of movements.And he achieve it.This delivery changed the epic of Twilight Princess for a more measured development, but also more “tactile”, constantly seasoned by small tests that took advantage of the control or some of their other mechanics.

Skyward Sword sometimes sinned linear and guided (Fay won the favor of few), which is why he is not able to climb higher on this list.Although speaking of climbing, this delivery also left us the first implementation of the resistance that Breath of the Wild would later use (next to the pharmeo of materials to create and improve objects or potions), a good selection of dungeons, a densest design in PuzzlesOutside of them, items that circled ingenious nuts, such as the telescarabaje or the whip (again, tailored to the Wii Motionplus), and one of the most demanding combat systems of the saga thanks to the need to execute slices in sixDifferent, lunge addresses, rotating attacks or shield rejects with our own arms.A fascinating game that was not only built based on successes, but he knew how to apply new ideas about the classic formula of the saga.

6.Metroid Prime 3: Corruption

Another pedigree saga adjusted to Wii's possibilities was Metroid Prime.After two excellent deliveries in Gamecube - one of which even crowned our top of that console - Retro Studios closed the trilogy with his biggest game to date.Before even thinking about the wiimote, Corruption unmarked the preceding deliveries for moving to a galactic scale: this time, Samus Aran used his ship to move between several planets, where he had to find other hunting and, ultimately, put an endto the threat of the Phazon that discovered during his stay in Tallon IV.It was an occurring way of replacing the elevators that once connected the different regions of each world, but the freedom to choose landing points and the contrasts offered by places such as Bryyo, Elysia or the native planet of the space pirates managed to sell the increase in scale in scaleat the same time that even lighter development was achieved than before.

Part of his problem, at least for tanned fans, was that: the game was easier and less place to get lost, especially next to Echoes, and also bet stronger about action.Of course it was a luxury that Corruption could allow thanks to its new controls, much more comfortable and precise when pointing, and also more appropriate to raise skill -based fighting than Gamecube centered.Actions such as activating mechanisms or starting enemy shields were also associated with gestures, creating a more dynamic and immersive gameplay, although at some points Samus was accompanied by soldiers and part of the solitude that many considered essential in the series was lost.As a consequence, it was not perhaps the favorite delivery of all, but that did not deprive him of being one of the best technical, artistic and playable demonstrations available in the Wii catalog.

5.Donkey Kong Country Returns

We continue with Retro Studios because after Corruption Nintendo and the Tejano study decided to relive Donkey Kong by surprise.Although the gorilla had jogged through the Gamecube circuits thanks to the experimental Jungle Beat (Bongós controlled game that also reached Wii with adapted controls), Returns meant the resurrection of the country series created by RARE in the mid -nineties.The game, therefore, not only recovered the classic side scroll platform, also offered lots of levels full of demanding obstacles, varied mechanics, frantic tours aboard wagontes and even the occasional ram from enemies to the back of the rol.The game was a full -fledged revival, recurring settings (jungles, caves, factories) and family melodies, although also leaving room for Retro to include his own ideas.

In fact, Rambi was the only one of the accompanying animals rescued from SNES, and the game emphasized the dynamics between Donkey and Diddy: to double, each player drove one, but alone we only had direct control over Donkey, which collectedDiddy of the barrels to benefit from extra hearts and their ability to plan.On paper, this could sound as a concession to soften difficult.DKC Returns was a challenge with all the letters-especially if we wantedgiant octopuses, insect marabuntas and a long, very long etcetera.

4.The Legend of Zelda: Twilight Princess

Wii Sports could be the great vendeconsolas of that generation, but for many Twilight Princess served as a real hook to get the new Nintendo system in its launch.The game originated in Gamecube, where it premiered a few days later, but the Wii version became the preferential thanks to format 16: 9 (not available in GC) and the controls.Unlike Skyward Sword, the swords were executed with indiscriminate Wiimote wiimote (although the world was reversed to wield it in the right hand of a traditionally left -handed link), but use the tyrachinas, the arch or the hook pointing directly to the screenIt was a revelation in two006.Peculiarities of separate versions, Twilight Princess was erected as the closest delivery to the proposal of Ocarina of Time, increasing its scale and adding battles.

This decision was both one of the greatest strengths and one of the greatest weaknesses of a game that always had the shadow of its predecessor planning, but which managed to convince thanks to the epic tone of the adventure, with more than thirty hours of duration, several of the best dungeons and bosses throughout the saga, and a luxury co -star in Midna, mysterious inhabitant of the twilight world that helped Link after his sudden transformation into a wolf.Twilight Princess did not reinvent the wheel, but it was the game that many wanted after The Wind Waker, added more advanced combat techniques that the player could execute manually instead of through contextual commands, and seasoned his classicism with new items such as theaerodisc.

3.Super Mario Galaxy

We arrive at the podium with another game relaunched on Switch as part of the Super Mario 3D All-Stars compilation.After the revolutionary Super Mario 64 (also included) it seemed impossible for Ninondo.But then Galaxy arrived and sprayed expectations.His levels floated in the air and Mario jumped as a miniplaneta in a miniplaneta while being attracted to his centers of gravity.The camera was automated and offered the best perspective at all times, running face down or flying between the stars.The new costumes, such as Mario Bee or Mario Muelle, substantially changed the phase to phase gameplay.Artistic direction and soundtrack squeezed spatial theme, creating a platform experience as refined as amazing.

Even the story of Estela and the lumas won the heart of many players even though it remained the kind of title that lives by and for the platform.This was not particularly demanding unless we set out to complete everything, but the quantity and variety of levels (many dedicated to the achievement of a single star) kept the game constantly stimulating.The wiimote, in addition, was very present without conditioning more than necessary the basic gameplay.Mario was controlled as always, but the pointer served to collect pieces of star that unlocked new galaxies, shaking the control allowed to attack and some miniguegos were designed to give it a more intensive use: make balances on a ball, travel water circuits mounted in aRaya, carefully conduct a bubble with Mario inside, etc..A masterful design lesson that, surprisingly, would be overcome by its sequel.But before that...

two.Xenoblade Chronicles

The acquisition of Monolith Soft, a study formed by former Square members signed by Baten Kitos and Xenosaga during the previous generation, predicted good things for JRPG fans with Nintendo consoles, but surely few expected what ended up being xenoblade.Especially after Disaster: Day of crisis, action game that passed without penalty or glory for Wii herself.However, as soon as they returned to their natural land, the study led by Tetsuya Takahashi created an anthological game, an ode to exploration and drama of the best of the genre that has also successfully joined the switch catalog.In an era dominated by JRPG of design more constrained as final fantasy xiii or Lost Odyssey, Xenoblade opened its torque levels, offering a sense of freedom that would put the foundations for several sequelae and, in a way, also Breath of the Wild.

Now it can impress something less, like everything, but Xenoblade's foundations are still solid and their achievements last.The story of Shulk, Fiora and company was well acted and had several script turns.The combat system offered enough depth to continue discovering and optimizing things many hours after starting, but it was also light so as not excessively interrupting the walks through large, beautiful and varied scenarios, distributed by the bodies of two giants at rest at.And the soundtrack, absolutely masterful, served as a climax for an unrepeatable work, at least in terms of surprise and impact.Today, Monolith Soft is one of Nintendo's most important studies so much for what he creates on his own and for what contributes to other projects.And that legacy can be easily traced until this game.

1.Super Mario Galaxy two

We advance it before and here is.In other circumstances, it is very likely that the first galaxy had monopolized the throne quite easily, but the appearance of Galaxy two shook things.The original will always be the original, which established the foundations and was surely recorded in the memory of the players more clearly.But when we put one next to the other, Galaxy two is the upper game.The one with more levels and more power-ups.The one that has a more direct development thanks to the map that allows to jump between worlds and levels at pleasure, and with a better tight difficulty curve that does not wait for the final stretch to start climbing.That without forgetting the best bosses, the best post-game...And Yoshi!

After a questionable implementation in Sunshine, the dinosaur returned in style here, with better handling and several exclusive skills thanks to the consumption of fruits that allowed himhidden platforms in the dark.For its part, Mario could also equip new costumes such as cloud, rock or drill, giving rise to many fresh situations both on the platform and in fighting.And after the credits, the green stars offered a better apology to revisit levels that simply rejugar with Luigi.Even today it hurts that Nintendo did not include it in the All-Stars compilation because Galaxy two not only seems to us the best Wii game, also one of the best Mario games (and by extension, one of the best platforms) launched in anyconsole or time.

Francisco J. Brenlla

Super Mario Galaxy two

Secuela de Mario Galaxy para Wii, con novedades y la presencia de Yoshi.

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