Wii Fit (Wii)

Health and video games have often been pitted against one another by concerned parents and outspoken liberals for as long as the latter has made its virtual debut into modern homes. It seems rather fitting, then, that Nintendo’s founding father Shigeru Miyamoto would come closest to bringing the two together in the form of his latest invention, Wii Fit. Taking the revolutionary motion sensing abilities of the Wii, Wii Fit features the inclusion of the Wii Balance Board, a sturdy device placed under a flat surface, that can read the motions and gestures of anybody standing on top of it. With this innovative feature, players of all ages can participate in several exercise-themed games where the goal is not to engage a fearsome boss, but to shave off the deadly pounds and fat that plague humankind worldwide.

Wii Fit begins with a heartfelt introduction from the Wii Balance Board itself, rendered in typical Nintendo fashion as a cute and cheerful host that will assist players in their long journey to weight loss. But like all journeys, it begins with a brave foot forward, as the Wii board must first make an assessment of the player’s weight and balance; Once it has acquired some basic information such as age and height, the balance board will then display the player’s weight and BMI, or body mass index. Afterwards, a short series of balance tests will determine the player’s center of balance followed by an overall score of their fitness age.

These results are displayed as a visual alteration of the player’s Mii, and while it may prove a bit discouraging to watch one’s Mii sulk in disappointment after being labeled overweight (including a comical expansion to its girth), the Balance Board is more than happy to help begin the long road to calorie reduction.
From here on, four categories of exercise become available: Yoga, Strength Training, Aerobics, and Balance Games. Each of these categories contain several minigames to work toward a healthier Mii (as in you). These exercises typically include a virtual instructor, male or female based on the player’s preference, to assist with the different workout routines. While these virtual trainers are rendered in a more realistic look compared to previous Nintendo offerings, they both come fully voiced and eager to demonstrate each exercise for the player, as well as offering suggestions and tips should the Balance Board detect any irregular shifts in balance or momentum.

The first category, Yoga, focuses on the toning of muscles and improving posture through the use of static positions and slow breathing. By assuming the correct stance while taking deep breaths of meditation, repeated exercises may cause increased metabolism, stronger thigh muscles, and improved posture. While Yoga workouts are meant to be relaxing, the virtual trainer will still take note of any uneven footing to help improve stance and poise during several poses such as The Warrior, Palm Tree, Chair, Sun Salutation, and many more.

Strength Training is a more demanding selection of routines that focuses on tense repetitions and physical conditioning. These muscle building workouts require several uses of the Wii Balance Board; Push-Ups and Planks are performed by placing one’s hands on the board, while Lunges, Leg Lifts, and other exercises require repeated stepping on and off the board. The motion sensing capabilities of the Balance Board become quite apparent here, as it can easily detect of players put their foot down, voluntary or otherwise, along with other physical actions that may impede the quest for rock hard abs and bulging biceps.
The remaining two categories revert back to a Nintendo-themed presentation that puts all Mii’s saved on a player’s system as both exercise buddies and spectators. In Aerobics, players will engage in several fast-paced activities to increase endurance and burn off excess body fat. Hula Hoops, for example, may seem nothing more than a simple child’s game, its effects on one’s body become quickly apparent after several minutes of frantic hip shaking. Basic Step is a simplified rhythm based game in which players step on and off the Balance Board using the onscreen patterns, the beat of the music, and the timing of the fellow Mii’s in order to achieve a high score. While this mode will not guarantee a lesson in professional dancing, the catchy melody and precise foot steps can help greatly with players with clunky feet size 12 or above.

The Aerobics section also contains a running exercise, which takes place on a remote island of jogging Mii’s and scampering puppies. This minigame is particularly notable as being the only part of Wii Fit to not require the Wii Balance Board. Instead, players wear the standard Wiimote in their side pockets (or wedged over their underwear, if pockets are not available) and jog in place, while the Wiimote records their movements to the on-screen Mii as they run laps to keep up with their jogging instructor. The faster a player peddles their feet, the faster the Mii will run, but overdoing things may cause the Mii to trip and fall. A fast but controlled jog will yield the best results, as well as access to longer jogs, and the game’s sole 2 player mode where two Wiimote wearers can race to the finish.

Balance Games wrap things up with several minigames designed to help improve overall balance. The games featured in this category are the most creative in terms of visuals and objectives, offering different modes of play all relating to the total control of the player’s body; the Soccer minigame, for instance, requires players to shift from left to right, hitting soccer balls with their heads to score points while dodging everything else; the Skiing and Tightrope minigames also require precise shifting to the left and right as well as quick upward thrusts with the knees to simulate jumping. There is even a Penguin Slide game where Mii’s don a penguin suit to slide left and right atop a chunk of ice to devour as many fish as possible, taking care to avoid leaning so close that they might fall off the icicle edge.

As revolutionary as the Wii Balance Board’s motion sensing capabilities are, however, it does not quite reach perfection, and this becomes all too apparent during the Balance games. During every minigame, an icon will be displayed to let players know if their balance and footing is off, via a small red dot that must be kept within a yellow circle; Attempts to quickly adjust one’s entire body just to keep the dot within the yellow borders may cause more than a few accidental ejections from the Balance Board. The board itself also does not take into account any physical differences among people, such as flat feet, uneven bone structure or other irregularities that may require compensation from Wii Fit’s strict rules.

Even though the inaccurate readings during the Balance Games may frustrate gamers obsessed with high scores, the simple truth is that Wii Fit is not really a game, but a tool to exercise bodies and educate minds with the fundamentals of working out. To further drive this point, additional minigames and training demos are unlocked by the time spent on available exercises; Every minute dedicated to an exercise is tallied up as “credits”, and once enough credits are obtained, a new exercise will be unlocked in one of the four categories. Successful runs during the minigames will also unlock advanced modes, such as increased repetitions and longer times for aerobics, including a stepping game where players can switch to a preferred channel on their televisions while rhythmic instructions are given through the Wiimote’s speaker.
When a player is satisfied for the day, the game will keep track of all their training via a virtual calendar. This calendar can also be used to set self-desired goals, such as losing a certain amount of weight in a week, or improving balance. The Balance Board itself will also be obliged to mention fitness tips each day, ranging from health studies to general do’s and dont’s before and after a workout.

In the end, despite the numerous advertisements dedicated to the game, Wii Fit can be a hard sell for gamers. With little competitive play and a finicky sensing system for the few high score specific minigames, the novelty and longevity of Wii Fit will depend entirely on the player’s dedication to exercise and physical training. While Wii Fit is no substitute for the real thing, it does offer an alternative for people without access to a gym or equipment, and extended playthroughs will certainly yield in improved results.
Parents who previously complained about videogames deterring their children’s health should especially be satisfied that at least an attempt has been made to fuse gameplay and physical training together, which works well enough. Seasoned gamers who have already managed to balance the two, however, will probably be unsatisfied at Wii Fit’s basic, no frills partnership, and will likely have to wait until the inevitable sequel, most likely to be titled “Wii Fit: Mario Edition.”





