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WireWay
Score: 75%
ESRB: Everyone
Publisher: Konami
Developer: NOW Productions
Media: Cartridge/1
Players: 1 - 4
Genre: Platformer (2D)/ Action

Graphics & Sound:
Charm is Nintendo's forte, but it's kind of shocking that the DS doesn't have the Nintendo equivalent of LocoRoco. I'm not calling Nintendo out or anything, because there certainly isn't a shortage of games that are both deep and accessible. However, a LocoRoco style game is one that is deep, accessible, and ludicrously charming. Konami's WireWay attempts to bring all of those qualities to the Nintendo DS, and it's somewhat successful. WireWay's charm is strong, but not quite strong enough to make anyone overlook a number of serious flaws.

Wiley and ReFresh look like they were stolen from an old Game & Watch title. Since the rest of the visuals are simplistic throughout, the characters fit in well enough, though they're technically aliens. The backgrounds vary from world to world, but they never get too interesting. There are some problems with what you don't see, but that's a problem that ties heavily into the core gameplay. The camera can be moved, but when you start to make your move, it stubbornly snaps back to its original inconvenient position.

WireWay bears all the hallmarks of a cutesy game, and that includes infectious sound design. The main theme recalls images of anthromorphic aliens bouncing up and down on pogo sticks, and Wiley's excited chipmunk voice makes you root for him in earnest. However, none of it is half as memorable as the stuff you hear in similar games.


Gameplay:
Wiley and his buddy ReFresh have happened upon planet Earth. To their amazement, it is teeming with Èlan, a substance that is invisible to most lifeforms. Turns out, it is hope energy, or so claims ReFresh. Wiley volunteers to go to the surface and collect tons and tons of Èlan, while ReFresh stays in the ship to surf the Internet and pick Wiley up whenever he's ready. The story's not important in the least, but the dialogue breaks the fourth wall numerous times; in fact, they even reference the fourth wall. It's genuinely funny stuff.

The story explains the nature of the gameplay clearly enough. As Wiley, your goal is to traverse each level while collecting as much Èlan as you can. WireWay is a bit like LocoRoco in that it utilizes a unique play style and lets you discover the secrets of each environment. Doing so is somewhat rewarding, although none of the unlockables offer much in the way of substance. Along the way, you'll have to contend with certain creatures that aren't too keen on the idea of you taking all their precious Èlan. I won't spoil any of the bosses, but I will say that they give you a very good sense of perspective.

WireWay contains a number of modes, but neither of them vary distinctly from the standard single-player formula. These modes are similar enough that they require very little explanation. Flick Trials allows you a certain number of flicks, while the more interesting Strategery allows you to pause the action and sketch in wires of your own.

WireWay has a multiplayer component that features both Multi-Card Play and Single-Card Download Play. I found this to be the most entertaining part of the game. Basically, it's a multi-lap race that encourages you to collect Èlan as you race to the finish. This is a frantic alternative to the often deliberate pacing of the single-player campaign.


Difficulty:
WireWay is much harder than it has any right to be. This is a game that is clearly being marketed towards families and younger crowds, though it does fill a certain hardcore niche. It pains me to say that WireWay can be an immensely frustrating game, whether you know what you're doing or not. Even if you know the lay of the land, there are still far too many off-screen hazards waiting for you. This has everything to do with the fact that you are given minimal control over Wiley. I will explain this in more detail in the next section; this problem is primarily a mechanic-based issue that adversely affects the difficulty of the game.

Like the LocoRoco and Kirby games, WireWay gives you a reason to return to each level. Here's it's ticket pieces. Collecting four grants you a special unlockable. This is nice, but none of the unlockables are anything of substance. That puts a damper on how addictive the game could have been.


Game Mechanics:
WireWay's gameplay revolves around a singular mechanic; it is to this game what jumping is to Super Mario Bros. You see, Wiley is a short and squat little alien. He doesn't appear to be as athletic as most other video game characters. Here's where the main mechanic comes into play. Static wires are scattered liberally around each level. You must use these wires to propel Wiley around the level like an arrow from a bow. The only way you can get anywhere is by using the wires. This is an interesting premise with a near-fatal flaw. WireWay can't find a way to work around the Nintendo DS's most distinguishing characteristic: the fact that it's got dual screens. Since the action takes place in wide-open environments that are crawling with hazards, you need to be able to see where you're going. Sure, the projected path works well enough as you prepare to launch Wiley into the air, but there's no way to see what's between the touch screens, or worse yet, beyond the top screen. This turns WireWay into an exercise in frustration.

The dual-screen problem could very well be unsolvable, but one mechanic could have made things a bit easier. The game claims that tapping an airborne Wiley will make him double jump -- and apparently you can influence the direction he falls in. The number of times this mechanic has actually worked in my favor is zero. It's a shame.

WireWay has potential. It could very well be the next LocoRoco. However, this freshman effort is incredibly rough around the edges. It is family-friendly and charming, and sometimes that can go quite a long way in games. Unfortunately, it doesn't go quite far enough in WireWay.


-FenixDown, GameVortex Communications
AKA Jon Carlos

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