98| Rodea the Sky Soldier
Released: November 10th, 2015
Avaliable on: Wii
There was a lot of skepticism at the time the Wii ruled the marketplace. On one side you had those who embraced the console's control scheme and were excited about all of the potential possibilities it had to offer in seemingly stagnant console marketplace. On the other side you had those who saw the control scheme as nothing but a gimmick and were very uncomfrotable by the huge influx of casual gamers into the market solely thanks to the little console that could. Unforunately/fortunately (depending on the side you were on) the Wii and its control scheme began to fade away from market favorability at the turn of the decade. By 2011 the "revolution" was clearly over, and by 2012 it was dead. However, one thing any reasonable person can agree on was that due to the system's "blue ocean strategy" and the unique control scheme, it had a variety of unique games that took advantage of these factors. There is one game in particular that sparks some interest.
Rodea the Sky Soldier was a game lost in time. It was stuck in development hell and didn't release until three full years after the successor to the Wii was launched. Playing the game in 2015 was a trip, it was a game solely designed around the Wii's unique control scheme and let off that classic "Wii" feel. It was as if the game was taken out of a time machine. The title takes advantage of the motion controls and pointer to create a modern version of a Sega Genesis action-platformer that could best be described as 3D entry of Rocket Knight Adventures. Players will find themselves using the intuitive controls to effortlessly fly through the skies and scale buildings. All the while racking up collectables and fighting baddies. It is a stereotype that the Wii's motion controls were inaccurate, and regrettably at times it was true. However, Rodea is the exception to the rule. The player has a lot of control over Rodea as they flick their wrist to guide the direction and arc the character flies in. The pointer controls are very accurate as well as Rodea goes exactly where the player tells him where to go. Another major reason for controls being so good is due to the fact that the game is designed around them. Levels are very open and sprase so the player knows exactly where they are aiming to take Rodea to. The game also is very forgiving just where Rodea is allowed to fly toward, as well as has his fall speed is incredibly slow so there is little penalty in trying to find where Rodea is close enough to fly to next.
The game is cultivation of everything the Wii should have been to gamers to begin with. The developers should have never focused on shoehorning motion controls in games that weren't designed for them, but rather should have reimagined the games we know and love around motion controls. Rodea is the perfect example of this. It takes relatively known and stale genre and breathes life back into it. The game looks and plays just like the old arcady action platformers of the '90s while still feeling fresh and new. This is what the Wii should have been all about to hardcore gamers. Unfortunately it arguably took until the system was long dead and buried before such a game was released.
I was very disappointed when my review copy never came through. Looks really cool.
Another game that's on my list of games to finally get around and try. Reading the review does make me mad though. Overall the Wii has a good library, but yeah most developers completely missed the boat. How we never got a bigger budget version of a game like NyxQuest still boggles my mind to this day. It was a perfect idea for the next evolution of platformers.
My lips are sealed.