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WiiU

North America

Nintendo Land

by Neal Ronaghan - November 19, 2012, 9:20 am EST
Total comments: 6

After one day with the final version of Nintendo Land, Neal came away super impressed.

Yesterday, I played more than six hours of Nintendo Land. If I wasn’t 100 percent on board before, I sure as hell am now. The game's activities are as diverse as the intense, unique competition in Animal Crossing: Sweet Day and Mario Chase and the cerebral controller-passing single-player experiences in Donkey Kong’s Crash Course and Balloon Trip Breeze. I could not be happier with it so far.

The star of my first day in Nintendo’s virtual amusement park was easily Donkey Kong’s Crash Course. According to the log, it was played 32 times, and it was a blast sitting around the TV with my wife and a few friends, passing the GamePad after each failed run. Joyously, someone finally beat the first level (my wife, Lauren, deserves the credit for finally saving Pauline). Along the way, we experienced many ups and downs, and a few helpful, well-timed loading screens. The trick to the difficult section in Area 9, for example, was teased in a loading screen that seemed to only come up after two or so people in a row failed it. Also, a loading screen revealed that another player can pick up a Wii Remote to point at the screen and slow down the cart. This was used to both help and hinder the GamePad player, often to hilarious results.

Next to Crash Course, the three competitive Pac-Man Vs.-style games were the most played. I played Mario Chase, Luigi’s Ghost Mansion, and Animal Crossing: Sweet Day with groups ranging from two to five, and it was impressing to see how the game scaled up and down to satisfy more or fewer players. I’m at a point where I don’t even know which one of those is my favorite, as they are all unique and fun in their own right. The one thing that does bum me out is that the levels for each game are limited. Mario Chase and Luigi’s Ghost Mansion have three, while Sweet Day only has two. Fortunately, the experience isn’t hindered too much, but it would have been nice to see more variety.

I fooled around with every other attraction as well, and the one that is far and away my least favorite is Octopus Dance. It’s just a rhythm game that reminds me a little bit of Space Channel 5. I’m not a huge fan of that, so it doesn’t work for me. Takamaru’s Ninja Castle, which I have touted as my least favorite attraction in pre-release demos, was a little more fun this time around. It seems like they did some tweaking to make the calibration not be as wonky, and the variety of levels and enemies is nice.

I’m a fan of the F-Zero, Balloon Trip, and Yoshi attractions as well, though I only played them once each outside of Attraction Tour. By the way, Attraction Tour is a great way to play with friends, as it makes it like an abbreviated fast-paced Mario Party-like experience that jumps around every attraction and allows each player to be in the driver’s seat on the GamePad evenly.

Metroid Blast was barely played, mostly because the folks I played with had little Wii Remote and Nunchuk third-person experience. The Metroid attraction seems to be the most "hardcore” game of the bunch, and might only be for more experienced gamers.

The Legend of Zelda: Battle Quest, on the other hand, has a very immersive vibe to it, since swinging the Wii Remote like a sword is awesome for just about anybody. Battle Quest seems to be the only game in the bunch where the GamePad controls aren’t the most fun. Ultimately, the Zelda-inspired attraction is like Wii Sports Resort’s Swordplay on acid.

My honeymoon with Pikmin Adventure seems to be over after adoring it at the September Wii U Preview Event where it was first unveiled. It’s still fun, but it wasn’t as boisterous and ridiculous as it was the first time I played it.

After I fooled around with all these games, I wound up at the top of the world’s tower, playing the Pachinko game to unlock prizes to litter my park with. The experience is like Super Smash Bros. Brawl’s trophy shooter, and the prizes, while superfluous, are fun to see.

We’ll have a full review coming soon, but my first impression of the final version of Nintendo Land is a grand one. I’m hopeful I’ll be playing this game with friends and family for months, if not years, to come.

Talkback

supergttNovember 19, 2012

as a person who doesn't really have people to play local multiplayer with, the lack of online play in anything really sticks out like a sore thumb.

geoNovember 19, 2012

Quote from: supergtt

as a person who doesn't really have people to play local multiplayer with, the lack of online play in anything really sticks out like a sore thumb.

These games wouldn't be nearly as fun online as they are in a living room full of shouting people.  Sure, it'd provide SOME appeal, and you'd probably try them once or twice and then get bored.  I honestly don't think it would have been a good investment for Nintendo to bring these games online.  It's a bummer, but I understand their decision. 

StrikerObiMike Sklens, Podcast EditorNovember 19, 2012

There are at least two levels in DK Crash Course. When you beat it the second time, a short path to a door at the bottom of the level opens. Make it down there (easy) and you unlock the second level.


Also, Sweet Day has 2 levels.

supergttNovember 19, 2012

Quote from: geo

Quote from: supergtt

as a person who doesn't really have people to play local multiplayer with, the lack of online play in anything really sticks out like a sore thumb.

These games wouldn't be nearly as fun online as they are in a living room full of shouting people.  Sure, it'd provide SOME appeal, and you'd probably try them once or twice and then get bored.  I honestly don't think it would have been a good investment for Nintendo to bring these games online.  It's a bummer, but I understand their decision. 

I think it would have benefited from having some online anything for playing games.

TenserNovember 19, 2012

Really not impressed at all with NintendoLand. Maybe I'm just completely jaded over mini-game collections these days. I didn't think NintendoLand was a bad game, just a very boring game, which is a much more severe offense.

CyrianNovember 19, 2012

Quote from: geo

Quote from: supergtt

as a person who doesn't really have people to play local multiplayer with, the lack of online play in anything really sticks out like a sore thumb.

These games wouldn't be nearly as fun online as they are in a living room full of shouting people.  Sure, it'd provide SOME appeal, and you'd probably try them once or twice and then get bored.  I honestly don't think it would have been a good investment for Nintendo to bring these games online.  It's a bummer, but I understand their decision. 

Except that if you don't have anyone local to play with then you can't play some of these games AT ALL since they don't have single player modes.  Apparently programming some AI was too hard for Nintendo.

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WiiU

Game Profile

Nintendo Land Box Art

Genre Party/Parlor
Developer Nintendo
Players1 - 4

Worldwide Releases

na: Nintendo Land
Release Nov 18, 2012
jpn: Nintendo Land
Release Dec 08, 2012
PublisherNintendo
RatingAll Ages
eu: Nintendo Land
Release Nov 30, 2012
PublisherNintendo
Rating7+
aus: Nintendo Land
Release Q4 2012
PublisherNintendo
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