12.12.07
Pew Pew Pew
While that title would certainly lend itself to a discussion of church seating, I’m sad to say that this day’s diatribe actually revolves around the Wii Zapper peripheral. It’s been a couple of weeks since I completed the Zapper’s pack-in game, Link’s Crossbow Training. I haven’t touched it since; not because of a lack of quality in the game– certainly not, I would not have ripped through it as ravenously as I did if the game was anything but stellar– but due to lack of time. Similarly, I’ve meant to have a write-up on the Zapper itself at some point, but again, I’ve been kinda busy. The recent 1up.com review of the chunk of plastic did finally prompt me, partially because I agree with it– sort of.
For those unfamiliar with it, the Wii Zapper is a plastic “cradle” of sorts in which a single Wiimote and Nunchuck are placed, and allows the combined device to be wielded like a gun (without actually looking anything like a gun, of course, as it’s bright white, plastic, and has no discernible barrel). To say it is unwieldy in practice is a polite understatement; Nintendo made the device a little TOO unique-looking. Rather than having a solid ’stock’, the stock is split into a wireframe-like configuration, with the Nunchuck positioned at the far back. The cord attaching to the Wiimote is stored in a hidden compartment, but the overall effect is that the weapon appears to have three grips. It makes the thing look almost like an overly-long light assault rifle, with too much space in between the “left” and “right” hand positions to really be comfortable. I suppose, really, it might be more comfortable for, I don’t know, bow-hunters, maybe? The effect is really, really noticeable in games that require the use of the Wiimote and Nunchuck at once, such as the free-roaming aspects of LCT. (I didn’t try it with Twilight Princess mostly due to the fact that there’s motion controls there that require independent movement.)
Now, that said, it does have some good points. It’s well-balanced for using as if it were a pistol. In LCT, on the stages that did not require the use of the Nunchuck’s controls, I held the Zapper with both hands on the trigger-grip, as if it were merely an elongated revolver, and found that my accuracy improved dramatically. Furthermore, on the few occasions where I did need the Nunchuck, switching back to it was far easier than it would have been if I had spent an equal amount of time holding it in my off-hand for no reason. On the whole, if players simply adapt a little bit to the device, it can be usable. I still think it’s too long, but that could be overcome with practice.
My one real, substantial gripe is that it basically “eats” a Nunchuck. Installing one into the plastic housing isn’t difficult, but it is time-consuming. It’s easier to remove the Wiimote from the upper portion of the cradle than it is to extricate the Nunchuck once placed. I’ve thankfully not needed to use the second Nunchuck since owning the Zapper, but I know other folks are not in the same situation and may only have enough. Pulling them in and out of the Zapper housing will undoubtedly damage one or both on a long enough timeline. I’m willing to leave it in there, actually, as I’m willing to see how a title like Ghost Squad works for the Zapper (it’s on the rental list, somewhere down the line).
If the Zapper was being sold stand-alone, I would not have even given it a second glance. But, I justify it by looking at it as having bought Link’s Crossbow Training, which came with the Zapper. (Which, ironically, makes it the opposite of how I justified Wii Play: $10 extra to get a Wiimote with a crappy pack-in game, during a period where the ‘motes were hard to come by.) For the $20, the package is a good deal just for the game; just don’t feel obligated to use the Zapper with it.
