OK, so this is a first-generation/first-try Wii project that debuts with an asking price of $30, doesn't have a whole lot of gameplay to it (yet still satisfies a couple key things I hunger for), but the overall presentation and package come together making it enjoyable to move ahead and see what's in store (well, that's all it asks of you). More importantly, I do want to share this with others at this MOST appropriate time of year -- set it up in a dark entertainment room with a nice sound system, make sure they're relaxed, and let them take control (and do our best not to spoil anything). It's not much of an adventure designed to treat the gamer with gameplay and story, but its social value is pretty clear.
GAMEPLAY
Only the Wii Remote is used for control: IR pointer determines aiming/turning, B-trigger walks forward, and Dpad-Down walk backward (still facing forward; there is no quick-turn function). To get this out of the way quickly, the IR pointer control is the area that stinks the most. It's 1st-gen Wii launch game IR pointer quality -- think Red Steel and Elebits. The flashlight aim is vulnerable to "infinite spinning" when you point off-screen, and the bounding box feels large. When you WALK, the flashlight cursor is fixed at the center of the screen and your turning speed is reduced, so no crazy character spins when walking. Controls are jarring, for the most part, after spending so much time on Metroid and Conduit (where I FLY), but it can be forgiven -- Ju-On is not an action game, and the pace/interactivity don't demand quick & precise aim; I suppose it helps ensure that an everyday person can maintain their aim/view without the camera bouncing around too much to their discomfort (aside from the infinite spinning). Additionally, having lightning-quick mouse-look twitch reflexes would make NO DAMN SENSE when you're just playing the role of an unlucky nobody trapped in a dark compound with only a flashlight (fixed-aim flashlights that aren't strapped to your head already don't make sense). The Wii Remote represents the flashlight and occasionally other objects, such as a cell phone, so this title has no business being on other platforms, eyetoys ice creams or not. There are no options for adjusting controls.
You start the game off by picking your gender (sorry Ferny, no 3rd option), and your astrological sign, which get factored into your Fear Level rating at the end of each episode. Inside the stages, you walk and look around, finding keys/switches that enable you to get past "locked" "doors" and lead you to the stage's exit. I've encountered mild backtracking within big rooms in Episode 1 (such is the case when "unlock" switches and corresponding exits are put on opposite ends of a video game room), but no backtracking across entire sets of rooms (Zelda, Metroid, RE). General interactions involve looking around at objects, opening doors/containers, and picking up items (that shine/sparkle in survival horror fashion). To my disappointment, there was nothing to read -- no literature, backstory, or written clues for anything that would normally help me become attached to the game's world/atmosphere. Apparently there are no Plant 42 formulas to mix and no big mysteries to be solved (just pickup yo ass and get the hell out). Clues for mild puzzles were purely visual ("it lit up! must be suspicious and important!").
Battery life depletes over time, unaffected by your other actions. Pick up additional batteries to automatically extend light life (via stacking); no in-game changing/opening involved. Changing your Wii Remote batteries has no effect. D-batteries do not fit inside Wii Remotes. I usually had enough battery life to look at everything inside a room and advance just in time to find a new battery. When the juice runs out, it's Game Over (confirmed; "YOU'RE DINNER").
There is NO COMBAT. The player has no functionality for fighting, and I didn't see any suitable objects included in the stage that would make for effective weaponry against split ends and dryness. When you run into "Monster MILF," visual cues pop-up for motion actions; successfully perform the QTE to escape her mating calls; failure is an instant Game Over (not confirmed, as i'm just not mentally prepared to accept her feelings, she seems kinda rough).
I'll follow-up with Visuals, Audio, Atmosphere, and 2P Mode later. For some reason, I haven't been mentally organizing my thoughts in a bulleted format.