Wii Sports Resort: the review
On July 9th, 2009 by Chris Schilling
Oh, to be a fly on the wall in the planning meeting for this. “Okay, guys, we’re making a sequel to the biggest-selling videogame ever. Oh, and you’re going to have just eighteen months to develop it, and it’s going to have to be a showcase for this brand new motion peripheral which we’re attempting to sell to an audience that doesn’t know they need it because they probably assumed the Wii remote could do all this already.”
No pressure, then.
Wii Sports Resort represents a difficult balancing act - it’s a game which has to sell MotionPlus to the masses, convince the core gamer of both its value as a peripheral in its own right and its potential for future titles - especially in the wake of Natal and Sony’s new motion wand - and to help shift plenty of new consoles to keep Nintendo ahead of its rivals.
You could argue, quite convincingly, that it’s not entirely successful on any of those counts (though it’s obviously too early to determine the latter). You could also argue that none of that really matters - of greater importance is the question of whether Wii Sports Resort lives up to its predecessor as an accessible and enjoyable piece of mass-market entertainment. And there can’t really be any argument about that one.
First impressions are excellent - your route to the titular resort is from the air, as you’re bundled out of a biplane and sent spiralling towards Earth in tandem with a group of fellow skydivers. A semi-translucent remote appears over your Mii avatar, rotating in perfect harmony with your real-world motions. It makes you ache for a Wii Pilotwings. Not long after, you deploy your parachute, and the camera pans up and over the top of the divers, zooming in on your own, which bears the game’s title.
This is how you start a game.
























































