At their E3 2012 press conference, Nintendo pulled back the curtain on their flagship title for the Wii U, Nintendo Land. Just like Wii Sports showcased the functionalities of the Wii Remote for the Wii, Nintendo Land will showcase the GamePad features for the Wii U. In the game, players will find twelve different attractions, or mini-games, that each take a specific function of the GamePad and utilize them within the mini-games. Each attraction is based off an already existing Nintendo franchise, and five of these attractions were playable on the E3 show floor. Continue reading to find out which attractions stood among the rest!
As if the sequel to the decade old game wasn’t enough, Luigi’s Mansion has managed to creep its way into Nintendo Land. In Luigi’s Ghost Mansion, players take the roles of Miis as they work together to track down an invisible ghost. Using Wii Remotes to run around and shine flashlights in every direction, these Miis are being chased by a single player using the Wii U GamePad, taking the role of the invisible ghost. Using the screen on the GamePad, the ghost must sneak around and capture all four players while avoiding getting caught in the other player’s light.
Jumping into a game of Luigi’s Ghost Mansion is simple and easy. Newcomers won’t take long to learn the tools of the trade, so there shouldn’t be anyone who feels they are at a disadvantage. Working together is key, as staying together will help prevent the ghost from capturing all the players within the first minute. Battery is low on your flashlight? You guys are going to need to stick together as you travel to the battery pack on the other side of the mansion. Running as the ghost will inadvertently cause you to appear on the main screen, and this can even be used to the ghost’s advantage as you can trick the rest of the players into thinking you are headed in a certain direction or certain area of the mansion. The game has a lot to it, and each round I had the chance to play, I felt like I was having a different experience. The design is simple and the level stays unchanged from round to round, but the fun in playing together is enough to keep coming back.
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Donkey Kong’s Crash Course is exactly what you expect it to be. Taking a look at any of the screens will show that you are trying to maneuver your way through a series of obstacles, all while trying to avoid getting squashed in one of the many predictable and unpredictable ways. Using the gyroscope of the GamePad, a single player twists and turns the little cart in the game, with the goal being to reach the bottom of the course. Hitting a wall or corner at a high speed will cause your mini car to burst, sending you back to your last check point. The game ends once you deplete all your lives, and a final score is given based on the time and overall score.
The game doesn’t stray too far from this concept. You will find times where you will need to time your twists as well as adjust the rate at which you turn the GamePad, but outside of that, the game is fairly simple. Even the use of the GamePad is minimal, showing off a feature that was already possible with the original Wii. The GamePad screen displayed a close up of the mini car and surrounding area, but I was never bothered to look or even use it. The game is a single player experience, but the only replay you will see with this game will be for the high scores.
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Even though we didn’t see any Zelda announcements this E3, we did get The Legend of Zelda: Battle Quest, one of the many attractions coming to Nintendo Land. If you’re a follower of the Zelda series, this mini-game will be right up your alley. Three players dressed as different colored Links run through different Zelda themed areas, trying to reach a destination. Along the way, players will encounter different Zelda enemies that require the two players with the Wii Remotes to slash their swords using Wii Remotes. The single player using the GamePad is equipped with arrows, allowing the GamePad to be used for aiming.
While the game requires teamwork to hit all the switches to open doors and different obstacles, the interactivity between players is minimal at best. When I got the chance to play the demo on the E3 show floor, the game was played in near silence. Everyone may have been working together defeating all the enemies on screen to advance, but there just wasn’t any communication going on, mainly because it wasn’t needed. As a multiplayer game, this reason to communicate is necessary to capture the fun that games like Luigi’s Ghost Mansion provided. Putting the multiplayer aspects aside, Battle Quest brings a unique spin to the already established arrow controls from Skyward Sword. Using the GamePad to aim the arrows allows for better control and view of your target, something that the pointer of the Wii Remote could not do as well. Swordplay is just as you would expect it to be, and the game was very pretty to run through, giving good vibes for future Zelda titles.
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Never heard of Takamaru before? Yeah, me neither. Luckily, the Nintendo representative at the booth was quite knowledgeable, explaining that Takamaru was Nintendo’s first samurai protagonist in the Japan-only NES title. In Takamaru’s Ninja Castle, you are tasked with objective to eliminate all ninjas that appear on screen by flinging shurikens right at them. If you’re too slow, you’ll end up taking damage from the ninja’s attacks, with only three chances to make in through the game. The demo went through three different stages, with different types of ninjas in each.
The game is all about ranking up points and keeping the combo going. This forces you to stay alert and wait for the perfect moment to strike, instead of spamming the shurikens in every direction. After my first play-through, I was ready to jump right back in to better my score and continue going. The combination of using the touch screen to throw the shurikens and the gyroscope of the GamePad to aim at the main screen was a perfect blend that helped make the controls feel natural and easy to use. I am very excited to see how this game will play out in the full version.
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At first glance, Animal Crossing: Sweet Day is the most confusing attraction of the bunch. After a short explanation and a quick look at a play-through, the objective was quickly understood, and most importantly, the game looked incredibly fun. Four players dressed as different Animal Crossing characters scamper about the village looking for candy orbs to collect. With an objective of collecting 50 candy orbs, players must work together to stay away from the two cops chasing after every player. The two cops are controlled by a single GamePad player using the two control sticks, along with a larger map on the touch screen. The more candy orbs you collect, the slower you go, so stay alert and aware about the cops whereabouts at all times. If a cop captures you, all your candy orbs will be released, but this will give you the chance to flee. If the team gets captured three times, the cops win.
This attraction is by far the best of the mini-games available to play. Communication was more than half the game. All five of us were talking, pointing, yelling, and screaming as we worked together to capture all those precious candy orbs. Unlike other Nintendo games where luck is thrown in to create a hectic multiplayer experience, this Animal Crossing attraction is all about skill and strategy as everyone pulls together to outsmart the cops and win the game. Playing as the cops was also a blast, as you get to see everyone cower and run at the sight of your giant forks and knives. Controlling both cops with the two controller sticks was an experience in itself, but capturing the other players was where all the fun was at. Don’t let the colorful and cheery look fool you, Animal Crossing: Sweet Day is chaotic and the best of the bunch.
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