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Final Thoughts: LostWinds

Published August 1, 2008
4 out of 5 starsScore: 80/100
LostWinds is the perfect title to illustrate the potential of WiiWare. It features the two things I consider to be most important for games on the service to be a success: 1) Wii-optimized mechanics; and 2) a high value ratio. Number 1 is simple: The game is custom-tailored to the Wii's unique controls. Games that don't take advantage of the many opportunities the Wii controller presents are completely missing the boat (and the whole point). Number 2 is simple math. Is the price worth the experience, in terms of both fun and length? LostWinds satisfies both of these points, and on top of it all, the production values are outstanding, which pushes the game to the top of the pack.

Let's talk about what makes the game work so well. In a nutshell, LostWinds takes a very simple concept and makes it work beautifully, wrapped in an experience that doesn't overstay its welcome. The game is your standard old-school 2D platformer, brought to life with 3D graphics and unique Wii controls. The classic 2D platformer is a lost art nowadays, and I really wish more developers would consider making them. Just because consoles can create 3D art does not mean all games must play in a 3D space. The possibility for Castlevania or Metroid games done in this style just blows my mind, and reeks of missed opportunities. But, I digress.

LostWinds takes the concept of the 2D platformer and breathes new life into it by re-imagining the way such games can be controlled. The game stars a young boy named Toku who teams up with a wind spirit named Enril. Enril gives the player the power to control the wind in various ways by using the Wii remote's pointer functionality. It's as simple as waving the pointer across the screen to create gusts of wind that Toku can ride (in lieu of the traditional platformer "jump"). But it's not just limited to character movement. The wind can also be used to manipulate the environment (and objects within) to solve puzzles. The accuracy required by these controls is possible only with the Wii remote, and it's a welcome breath of fresh air in a sea of so many stale games.

The game's graphics are - simply put - outstanding. What's even more impressive is that it's all done within the limits of a tiny game file (reportedly only 40 megabytes or so). LostWinds would have been a top-notch addition to the WiiWare lineup had the graphics not been up to snuff, but the fact that it plays brilliantly and looks so gosh darned pretty all at the same time is a testament to the skill of Frontier Developments (a developer I had not even heard of until the game came out). What makes it so beautiful is not just the polygon count or textures, but the way the world really seems to be alive. For example, simply waving the Wii pointer around the screen generates a soft breeze that blows through the trees, grass, and interacts with characters and objects. None of these things change the game mechanics, but they end up making the world feel alive and inviting. Sometimes it is the little touches that really bring everything together.

The last aspect of the game that needs to be touched upon is the aforementioned "value ratio". The main criticism I've seen laid on LostWinds is its short length. I agree that this could potentially be the sticking issue with many gamers. I completed the game in two and a half hours, although most reports I've seen indicate an average of around 3-4 for most people. Admittedly, I only managed to find 22/24 of the hidden treasures, so perhaps that's why I got through it much more quickly. But even so, I personally feel that those 2+ hours were well worth the $10 price tag. I can see where others may not agree, so really, this point comes down to personal taste. How much value do you expect for your money? If LostWinds had been a sub-par game, I would most definitely feel ripped off. But the fact that everything about it was done with obvious care, and that the game was simply a blast to play, personally made me feel I got my money's worth - and then some. The promise of a sequel only makes it that much sweeter.

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