Feature Articles, Wii

The 10 Most Misunderstood Wii Games: Part 3

The 10 Most Misunderstood Wii Games: Part 3 by Mike D. This game is hard to categorize. It’s a diet JRPG. A survival/horror title that isn’t about terror. A third-person...

The 10 Most Misunderstood Wii Games: Part 3

by Mike D.


This game is hard to categorize. It’s a diet JRPG. A survival/horror title that isn’t about terror. A third-person adventure game, in the purest sense of the phrase. An apocalyptic, coming-of-age story. And I can’t blame people for overlooking it – reviews made it seem like the game was broken. Of course, most reviews focused on the combat of an adventure-centric game, which is akin to complaining that Mario platformers don’t have the combat mechanics of Street Fighter.  Yet when I played it, I found a game so thick with atmosphere, so fully realized, that it has become one of my favorite fictionalized universes to visit.

The best fiction creates wonderfully-imagined worlds to visit with characters worth being interested in. This is a game, yes, but it is more than that. It is a worthwhile tale set in a land worth saving, filled with genuine characters. It is proof that the method of delivering artistry doesn’t have to be paper or canvas or film. Code, pixels and polygons can make you laugh; they can make you feel empathy or anguish. They can make something more than digitized competition. They can make art.

However, were it not for Alex, I probably would have listened to mainstream reviews and never would have played this game at all. So it’s only right that he provides the meat of this entry, our penultimate most misunderstood Wii game.

2.) Fragile Dreams: Farewell Ruins of the Moon
By Alex B.

It’s totally understandable that this game got so badly reviewed when it came out. It has unpolished controls, very limited mechanics, a long introductory sequence, no enemies (besides the tutorial “boss”) during the first 30 minutes or so of gameplay, and an incredibly sad and lonely protagonist in a dark, desolate world. It goes against most principles of “fun”games, so it’s entirely understandable that it got so badly reviewed.

But it’s so wrong.

This is a game for very particular audiences: the loners, the people who are going through a rough time in their life, the drifters, the dreamers, and even the gamers that have simply gotten tired of running, jumping, and shooting in their games. This is a game for those that have learned to look past the controls or the odd design choices and focus in the meta-narrative of a game, focus not in the story itself but on the different interpretations of it. That is the kind of game Fragile Dreams is.

From the introductory sequence to the many short stories found in mementos left by the now-dead people of the Earth, this game’s stories reek of intimacy, as if they were a collection of the real life stories of the writers. The fact that several of these short stories were written by fans of the game only exacerbates the familiarity between their situations and our own.

Sometimes you read a story of a gamer who named his RPG character ‘AAAA’ out of complete disinterest, but when the game gave him the option to change his character’s name, he had already grown too fond of ‘AAAA’ to dare change his name. Other times you read stories about doppelganger cats, who take the colored bells of a family’s dead pet and pretend to be them, unexpectedly integrating themselves into the loving, unknowing family.

Many other times you read the backstories of the game’s many side characters: The little girl and her mother who got separated and died during an earthquake; the teenager whose relationship fails due to her boyfriend’s obsession with Botany; the puppet boy that you help experience a friendship just like the one he read of in a children’s book.

It is a story that makes use of the gameplay as a sacrifice, a fact that no doubt went over the heads of many critics. For example, a popular complaint (and one prominent in IGN’s review by Matt Casamassina) was about a certain “fetch quest” before the middle of the game, a quest that required you to backtrack multiple times and find lost items, each time further back. It’s a quest that certainly tries a gamer’s patience, and requires him to trust that the developers will reward him properly for finishing this “fetch quest.” Now I understand that does sound like an obscure lesson, but the fact of the matter is that the girl for which you collected these items immediately teaches you a lesson about trust when you finish the quest (and it is an unforgettable, heart-rending lesson to boot). Yet I understand the complaints: this idea of sacrificing gameplay for narrative is largely unheard of in the world of video games (except for perhaps Heavy Rain), and when the tradeoff is a slightly obscure lesson in the value of friendship then not all players will accept this willingly. Personally, I thought it was genius, and I’ve endured far more tedious game design conventions for far less fulfilling rewards (MMO grinding, for instance).

All in all, it’s entirely wrong that this game gets panned for all its awkward design choices, because though these complaints may seem valid in the crust of the game, in reality they are there to serve a purpose in the meta-narrative: Is there a single long, tedious fetch quest in the game? Yes, it is a stepping stone in a lesson about the importance of trust in relationships. The visuals are too dark and desolate? Yes, this game’s post-apocalyptic setting is a metaphor for loneliness and a lack of a sense of belonging. The music is too sparse? Yes, like the real feelings they represent, this game’s music tracks only surface during key moments in the story. Is the combat awkward or clumsy? Yes, one can only feel fear as a lack of power to control our destiny, so the combat must be clumsy. This isn’t even new to this game, since games like Resident Evil, Silent Hill, Fatal Frame, and even Dead Space have benefited greatly from purposely impaired control mechanics before.

To be perfectly honest, I think Fragile Dream’s real issue is that it was far more ambitious than the industry could accept at the time (which I find is still true today). In fact, I would say there is only one other game that has been more ambitious for its time, and that’s the game you will read about in the next part of this series. Until then, you’ll just have to guess!

About Mike D.

Writer. Gamer. Evil-at-large for Nintendo Enthusiast. (Variously known as EvilTw1n, ET and "maple bacon donut.")
4 comments
Rjason12
Rjason12

I remember a couple of years back I was looking for wii games in the horror genre and I came across a written preview of this game and it sounded great so I finally got it

Casey
Casey

Thrice now I have been reintroduced to some selected Wii software which I myself have either not shown interest in (by demoing or ultimately purchasing) or have only partially dabbled in. Therefore, I appear to be apart of the targeted audience in which this series of articles seem intended to voice to. Looking back over the current three parts of these articles I find a need to give reason for my possible 'misunderstanding' of these titles; the fact of the matter is that I wouldn't consider my decisions to NOT fully make effort in experiencing these games first-hand to be due to a misunderstanding of said games. However, having now said that, if I have not as I say again 'not shown interest in or have only partially dabbled in' then how am I to be so certain of what I do or do not UNDERSTAND about these games? The way in which I have controlled my gaming lifestyle over these past few years is exponentially different to the way-back-when. I know that I am not the only one on this timeline who has had to make sacrifices within the simple pleasures of life. As we get older and obligations, duties and importance changes, I for one am given lesser choice with how loosely I can fold my wallet - to put it mildly. I am now given tighter reign of what I can experience freely. My purchase decisions need to be calculated in accordance with whatever data I would have at my disposal at the time. So yes, I have been demoted to that group who has to take note of what a video game reviewer shares as opinion. I also have to break my desired gaming experiences into categories. Most of all, a have to budget and control my life... Yes, yes, yes, it is sh*t-house growing up. It's funny though, 'control' is a word I chose yet misunderstand the most. Could I make exceptions? If I were so required to have 'control' of my life then ideally I should be able to make exceptions. As EvilTw1n had put it in part 1, being "blinded to truly great offerings. Give these games a chance and you may be surprised at what you find." I am lead to 'understand' more specifically (thanks to this reintroduction as an example) that I may be due to rethink certain priorities, especially when I miss those times in my life and am looking to reflect again. Thanks for the opportunity to reflect again.

EvilTw1n
EvilTw1n

Thanks for the in-depth reply, Casey. I do want to clarify that this list isn't meant as some sort of brow-beating exercise. Like you, I've gotten older and have to allocate time and money for game playing, and I'm never even going to get around to all of the games I wish I could play. This is merely a list of some games that got a certain rep (like NSMB being considered a lazy effort), but that I (or Derek, or Alex, or whomever is writing) view as having been misunderstood in some respect (in some instances, somewhat understandably). If we've convinced a few people to give these titles another look, that's fantastic. But if not, then I hope it's at least been an entertaining read.

Trackbacks

  1. The 10 Most Misunderstood Wii Games: FINALE – #1 Revealed! says:

    [...] in our last installment, Part 3, Alex provided an eloquent summation of the charms of another misunderstood Wii flashlight game. [...]

  2. [...] Innocent Aces, the white-brick-that-could has a surprisingly extensive library of cult classics (Fragile Dreams is a particular TNE favorite).  Pandora’s Tower would fit nicely alongside those games, but it has a more notable [...]

  3. … [Trackback]…

    [...] There you will find 78651 more Infos: nintendoenthusiast.com/the-10-most-misunderstood-wii-games-–-part-3/ [...]…

  4. [...] see, we here at Nintendo Enthusiast already held XSEED in high regard for publishing Fragile Dreams in North America, a title close to our gaming hearts.  We can now report that they not only have excellent taste in [...]