Somebody on another forum asked me about the motion controls, and I figured some of you might be interested as well.
As with most recent quality Wii games motion is used for a few things, but when it is it works quite well. For instance you have a "gun" spirit power thing that you hold C and use the Wiimote to shoot. But just swing the axe is a button. When you damage a ghost/zombie and a ready to finish them off but don't want to kill them just take their health there is a brief "finishing" motion. Every now and then the nunchuck doesn't register (surprise surprise), but the game was coded well enough to take this into account by allowing only minimal precision and time to swing again. The nunchuck issue was quite rare though mind you, and no worse than the best other Wii games that use it.
What keeps striking me again and again is just how much this reinvisions classic RE style gameplay. Instead of going entirely action like RE4, Cursed Mountain takes the best innovations of the last few years, and applies them to a story driven survival horror. Now not everything is perfect mind you. One thing that may bother some seasoned survival fans is the difficulty of puzzle. Most require only a small amount of searching or backtracking. To me this was a good thing, but many might think it too easy. A benefit though is the 20-hour length as suggested by reviews- I'm not done yet myself. Another concern for some old-school folks is that the (only?) weapon that you have recharges automatically. Though it is slow enough to build suspense. So gone are the ammo box scavengefests.
This is a game created to be either immersed in or pick-up and played. Creating a game that works for both groups and gamer type is a pretty cool accomplishment. Of course real horror fans will want to try to bash this one out in just a few play sessions.
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