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FlingSmash Review


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On 11/12/2010 at 01:52 AM by Nick DiMola

The controls may seem touch-and-go, but they'll just take some getting used to.
RECOMMENDATION:

If you are planning on grabbing a Wii Remote Plus, drop the extra ten bucks for this title. All others should wait on grabbing the game used for a discounted price.

FlingSmash is the latest Nintendo title to be packaged with a new peripheral. Like Wii Play and Link's Crossbow Training, FlingSmash is predominantly a game focused on achieving the highest score possible. Though similar, FlingSmash is more clearly a complete adventure comprised of eight worlds, each sporting their own gimmick to vary up the simple concept of the game.

Being packaged with the Wii Remote Plus, FlingSmash takes use of the new peripheral in an interesting way. Rather than your typical 3D world 1-to-1 implementation, FlingSmash is a 2D game that is something like a side-scrolling pinball game mashed-up with Breakout. Players control the main character, Zip, by swinging the Wii Remote, and with the help of the Wii MotionPlus, the game is able to calculate the exact direction in which he should be directed.

As I have come to learn after a few hours with the game, the key to success is patience and accurate motions. Up till now, most people have played the Wii with copious amounts of waggling. FlingSmash bucks the trend by creating a game that not only tracks exact motions, but requires them to successfully complete the game. At first, it's easy to write-off FlingSmash for its controls, but some time with the game proves that the whole purpose for its existence is the Wii MotionPlus 1-to-1 tracking.

Admittedly, initially it isn't easy to adjust to this change, especially with the frantic action. However, to be successful, players will need to calm down and precisely swing the Wii Remote in the right direction at the right time. In a way, controlling Zip is turn-based. After each move, players will need to wait for him to move around before making their next move, if they plan to be effective. The game fortunately provides the A button as a stopping mechanism, allowing players to start their next move from a given spot without waiting for Zip to smash through the blocks in the level.

This method of control is tough to master, but extremely gratifying when executed properly. I found myself enjoying the art of mastering the controls to become as effective as possible. Of course, it doesn't help that you are always followed closely by a multi-headed dragon that is waiting to eat you if you take too long to prepare for your next move.

The levels have a variety of blocks strewn about them, all of which act differently and serve a different purpose. The game's standard blocks can be smashed through for points, while the stronger blocks force players to charge up and will cause the player to bounce back after breaking. Typically, these stronger blocks are strategically placed in the level to make it difficult to collect the coins, of which there are five, with three being required to unlock the pearl at the end of the level. Three levels exist in each world, as well as a boss fight, which requires players to collect the pearl in each level to unlock.

Each world in the game introduces a new gimmick to help vary the basic charge and smash gameplay found in the first two worlds. In one world, players will be transformed into metal, which limits movement and causes gravity to have a stronger effect on Zip - magnets also come into play, further varying the gameplay. This world was one of my favorites because it so drastically altered the way in which I played the game to that point. Another world makes Zip miniature and removes his charge ability, but makes him faster. This provides for some frantic action because any imprecise movements will have him bouncing off a variety of walls rapidly. Upward scrolling is yet another gimmick, as are wind streams throughout the level, and movement underwater, all of which greatly affect how Zip moves within the world.

As players complete the levels they will be graded on their performance, either B, A, or S for a superb performance. Because FlingSmash isn't horribly challenging if you are looking to simply complete a level, the grades, which are tied to your score, become the primary motivation for replay and are the true hook of the game. Attaining an S rank in any level is a feat, and it requires knowledge of the level and a spectacular execution of Fling's movements. If players can manage to get all A rankings in a world, they will unlock a mini-game, whereas if the acquire all S rankings, the will unlock a special level.

Collecting points in a level is an enjoyable task in general, because it typically involves hitting a certain spot with great accuracy against all odds. Additionally, there are often branching paths that will produce a different number of collectibles, giving players the ability to score two different sums of points depending on their choices. The game's power-ups are also fun, as they greatly modify Zip and his abilities. Melons make him larger, apples give him constant power, cherries allow him to split into three, and grapes cause fireworks to explode each time he's flung. They are all great fun and help you score far more points in the mission, if you happen to collect the three cards necessary to invoke the power.

If you aren't into perfecting your runs through a level, FlingSmash is going to have some extremely limited appeal. Going through the game from beginning to end won't take any more than two or three hours. However, given that the game is a pack-in title, from a consumer standpoint, the short length is a bit forgiveable. Co-op play also helps bolster the package, both making the game a tad easier and more frantic, but ultimately providing for some great fun for two simultaneous players.

There's no question that FlingSmash is a fun game, but it's one that won't likely appeal to everyone. Though the game controlled as expected for me, those who aren't able to get past the typical Wii Remote waggle usage will struggle with the controls. Furthermore, those who get easily flustered will likely panic, making it even harder to control the game. Forcing high scores for replay value further limits the appeal, but the bottom line is that as a pack-in title with the Wii Remote Plus, FlingSmash is well worth the ten extra dollars if you already plan to grab the controller.

Review Policy

In our reviews, we'll try not to bore you with minutiae of a game. Instead, we'll outline what makes the game good or bad, and focus on telling you whether or not it is worth your time as opposed to what button makes you jump.

We use a five-star rating system with intervals of .5. Below is an outline of what each score generally means:


All games that receive this score are standout games in their genre. All players should seek a way to play this game. While the score doesn't equate to perfection, it's the best any game could conceivably do.


These are above-average games that most players should consider purchasing. Nearly everyone will enjoy the game and given the proper audience, some may even love these games.


This is our middle-of-the-road ranking. Titles that receive three stars may not make a strong impression on the reviewer in either direction. These games may have some faults and some strong points but they average out to be a modest title that is at least worthy of rental for most.


Games that are awarded two stars are below average titles. Good ideas may be present, but execution is poor and many issues hinder the experience.


Though functional, a game that receives this score has major issues. There are little to no redeeming qualities and should be avoided by nearly all players.


A game that gets this score is fundamentally broken and should be avoided by everyone.


 

Comments

Nate Hascup Staff Alumnus

11/12/2010 at 04:42 AM

This is one of the more positive reviews I have heard for the game. Nice to hear it isn't rubbish like some have said. I may pick it up then. I do need one more controller.

Our Take

Chessa DiMola Assistant Director

11/12/2010 at 10:59 AM

After playing the game thoroughly myself, I can agree that the controls work just fine, they simply require some time and patience in order to become accustomed to them. The only times I ran into problems with Zip not responding to my inputted commands were when I waved the controller around like mad. In these situations the game even tells you something to the effect of "you don't have it to wave it that fast" encouraging you to make precise timed decisions.

As Nick stated in his review, the 1-1 commands may be throwing a lot of people off too. Initially I had a hard time trying to fling Zip in the direction I swore I was swinging in, until I paid attention to the on-screen display that shows exactly which direction I was pointing the wii remote. By looking at that and then watching the way I swung my hand, I realized that I actually wasn't pointing exactly up, down, left, or right. I liken it to a real game of bowling for the unexperienced; even though you think you threw the ball exactly straight, considering it's rolling crookedly down the lane, you actually didn't.

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