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WiiWare Games: Pop (Wii)

By Jorge Fernandez on Tuesday, May 13, 2008 at 8:30 PM EST  

In an effort to fortify its current console dominance, Nintendo has recently released a slew of original games alongside their Virtual Console selection of classic games, dubbed”WiiWare”. Taking a cue from Xbox Live Arcade and Playstation Network, WiiWare refers to original creations that can be purchased online via the Wii Shop Channel. Aside from the Wiimote control scheme, the underlying difference between WiiWare and its opposing console equivalents is Nintendo’s claim that WiiWare is the ideal service for aspiring developers to demonstrate their talents. With its emphasis on creating smaller scale games that encourage innovation over profits, Nintendo has assured that any kind of developer, big or small, can make their ideas come to life with no interference whatsoever from Nintendo; As long as they have been beta tested and received an ESRB rating, Nintendo will distribute these games on the Wii Shop Channel without a second thought.

This week, Primotech will include daily reviews of the first six titles to be launched with the WiiWare service, beginning with Pop.

Developed by Australian developer Nnooo, Pop’s objective is straight to the point: Popping bubbles. Players will use the Wiimote to move an onscreen reticule to target an endless stream of multicolored bubbles, popping them with a push of the A button. A timer counts down on the top of the screen, ending the game once it reaches zero. The timer can be increased with successful pops of the bubbles, with large bubbles offering the lowest timer increase (as well as points to the overall score) while smaller bubbles offer the largest increase. Clicking any part of the screen besides the moving bubbles results in a “miss”, and will subtract the timer by a couple of seconds. The key to continuous playing and scoring is to click as many of the bubbles as possible while refraining from clicking any part of the background.

Strictly popping bubbles of the same color will result in a chain, which will result in larger points and seconds with each successive chain. Also surrounding the bubble barrage are power-ups, of which popping will unlock several advantages for high scoring, including the ability to momentarily slow down the speed of the bubbles, increase the size of the targeting reticule, and an explosion that will destroy all surrounding bubbles of its corresponding color. Consequently, there are also skull-marked bubbles, which will reduce the timer if popped in any way, even if caught within the vicinity of the explosive power-ups.

In addition to high scores, Pop also motivates players to keep on popping by providing “badges” as rewards. Making no attempt to conceal the source of its inspiration, badges resemble Xbox Live’s Achievement system almost perfectly in the form of small messages that appear on the screen in real time; Accomplishing certain challenges, such as completing a path, keeping a consistent chain, or playing for a certain amount of time will fill in that player’s badge slot. Also similar to Xbox Live is that players can submit their high scores and/or badge collection online to other players, although only those listed on the players’ Wii friend list will be allowed to receive the data.

There is also a multiplayer mode where up to four Wiimote wielders can compete for the highest score. This mode also includes some additional power-ups to hinder opposing players, such as darkening their side of the screen, or immobilizing them with a lightning bolt.

Despite its intentions of creating a simple premise and rewards for continued playing, Pop offers very little after its initial play-through. At only 16 paths, the game can be completed within an hour, and most of the badges can be earned effortlessly after just a couple of sessions. Also, even though the game has placed strategies and penalties for frantic button mashers, players can still breeze through most of the paths by clicking as many bubbles as possible, ignoring the chaining system as well as the penalizing skulls. The punishment for clicking on empty spaces can also prove frustrating, as the Wiimote’s targeting controls are not tightened enough to keep the responsibility squarely on the player’s skill. Finally, As presentation goes, Pop’s bombardment of bubbles and House-inspired audio offers a soothing experience, but can also bring forth frustration in the form of choppiness and slowdown as the bubbles increase in number.

In the end, Pop is by no means a terrible title, but after an hour of mild thrills and badge collecting, there is little reason to revisit the game afterwards. And with its asking price, players would be better off spending their Wii points on a title with more longevity.

Primotech Rating: ★★½☆☆

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One Response to “WiiWare Games: Pop (Wii)”

  1. Warren Stallworth on May 14th, 2008 7:28 pm

    Sounds like a good diversion in between matches of TF2 or some such.

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