Link's Crossbow Training (Wii)
The Zelda shooter delivers as a complimentary demo included with the Zapper.
1/31/2008 12:00 AM | 0 Comments | Page 1 of 2
What's Hot: Wii Zapper adds aiming stability; Convincing as a weapon; A great value; More than just a gimmick
What's Not: Single-player is very brief (though the price tag isn't steep); Movement with thumbstick feels awkward at first
Blake Snow
Status: This, my friends ... is case 24
A year ago, Nintendo released what was initially thought to be a gimmick: the Wii with its motion sensing Wii Remote. Turns out the low-tech controller works more often than it fails, and the same can be said of the newly released Wii Zapper and its bundled game,
Link's Crossbow Training.
The game takes players through a series of 25 shooting galleries spanning nine levels and culminating in two final boss fights. Using the included Wii Zapper, the Wii Remote and Nunchuck work together as a tommy-gun-like peripheral that feels weighted and convincing as armament. More importantly, however, the easy-to-assemble accessory actually adds to the game's enjoyment level.
Playing as a teenage Link, three game modes are available: a single-player Score Attack (the main game used to unlock subsequent stages); multiplayer (supports up to four players) using a single Zapper; and Practice, which affords the ability to replay unlocked levels. The objective of all three modes is to earn the highest possible score within a given amount of time (never more than two minutes).
To mix things up, individual stages come in three varieties: Target Shooting, Defender, and Ranger, all of which are equally enjoyable. Target Shooting, presented in the first-person perspective, delivers on its name, with bonus points awarded for consecutive shots. Despite its simplistic nature, hitting wooden targets is a satisfying experience as they explode and splinter into a dozen pieces on impact.
Defender, presented in an over-the-shoulder view, tasks Link with killing as many enemies as he can while guarding a stronghold. The same goes for Ranger, only this mode allows third-person movement using the Nunchuck's thumbstick while searching for palpable and disguised villains. Movement feels awkward for the first 10 to 15 minutes, but once you get acclimated, it becomes second nature.
Despite its being a demo, Crossbow Training is surprisingly polished. The graphics and sound are identical to
Twilight Princess released last year, but that's hardly a bad thing. The game still looks great and runs at a smooth 60 frames per second. In terms of presentation, additional options are at a minimum with the exception of cursor speed settings and the aforementioned play modes. But Nintendo was kind enough to include some nice touches in the form of assorted enemies, various environments, semi-hidden targets, and a rapid-fire power-up that's gratifying.
Even though
Link's Crossbow Training is ridiculously short (one to two hours, initially), its reliance on high scores, a medal system, and saved leaderboards are enough to warrant repeat play sessions, however limited they may be. Additionally, the competitive multiplayer mode amuses in quick doses (I played this for an hour last night with three others), and the practice mode lets you replay your favorite levels -- so there is some added mileage here.
If you're looking for a complete adventure game, you're in the wrong place. But if you want to test the Zapper waters for yourself and see if gun-based games have a new future,
Link's Crossbow Training succeeds on both counts for a mere $20. The Zapper truly adds a level of aiming stability to the stationary levels while presenting a new challenge to moving ones without being a hindrance. Mobility can feel clumsy at first, sure to frustrate some in the learning process. But with a little practice, your diligence will be rewarded with yet another viable way to control video games.