main negatives quoted:
"Hotfooting it back to the exit is far simpler, often completed in under a minute and reliant only on maintaining momentum injected by cannons handily littered throughout the stage. As such, each level is deigned to be played in two directions, a decision that wows and confuses in equal measure. Motivated by the riches squirreled away on each stage, it's possible to slave away at "solving" part of a level only to discover it's intended to come into play on the trip home. This block can be broken now, that block can't; a sloppiness rare from nintendo."
"But while Wario's physicality reaches new heights, his older abilities die hard. Perhaps taking its cue from warioware, there's a ridiculous turnover of ideas that gives very few the space they need to breath. Nintendo is famed for sprinkling around mechanics other developers would build entire games on, but here the effect is quite irritating. Shrinking machines, snowball wario, a tilt-controlled spaceship, mine carts, flaming wario-some appear for less than five seconds, while bombs and swing vines are regurgitated blandly throughout."
"While seizing a hapless goon and whipping him around is amusing the first few times, the remote-shaking controls are little more than another "flick to make something happen" setup that wii developers seem keen on. Lobbing objects throughout the game involves tiliting the reticule to aim as in yoshis island, but so few scenarios require this move that it's rendered useless for most of the game."
"the side-scrolling submarine sections bring back fond memories of super mario land, but did we need three of them? Wario's tilt controlled spaceship gets a stingy minute onscreen time, despite being more entertaining."
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