Zack & Wiki: Quest for Barbaros' Treasure Review
Totally wikid.
Version tested: Wii
Two words strike fear and loathing into my heart in the world of gaming: light puzzle. Just like some people can't read maps (like me), and some can't roll their tongues (can't do that either, actually), I absolutely, completely cannot fathom light puzzles. My brain is completely incapable of processing such esoteric concepts as angles of reflection, and every single time a light puzzle crops up in a game I'm reduced to a helpless, gibbering mess in front of my television whilst my brain tries to escape my head from sheer embarrassment at my complete and utter spatial incompetence. Usually I have to call someone up and get them to come over and do it for me. It's terrible.
I admit this to you because Zack & Wiki has a light puzzle quite early on in the game, and I had to go through this entire mortifying charade before I could progress. I've hi-jacked airships with ease in this game, figured out fiendish item-based puzzles on the first attempt, pieced together complex machinery, fooled big scary monsters, tamed baby dragons and used a Wiimote in more ways that I thought it was capable of - but present me with anything involving mirrors and the strategic placement thereof, and I'm as hopeless as someone's dad trying to play Guitar Hero at Christmas. While pissed.
Zack & Wiki follows a long tradition of excellent pirate-themed adventure games, and a not-so-long tradition of fantastically intuitive Wii games. It resurrects the point-and-click adventure in a modern, universally appealing, tactile new form, divided up into non-threatening chunks of gently demanding to outright fiendish item-based puzzle-solving. You take control of wannabe pirate Zack and his monkey companion Wiki in a hunt for the 21 bits of treasure (plus plenty more secret bits) that comprise the legendary pirate Barbaros. It combines baffling variety in its puzzles with gorgeous visuals, and along with MySims and Trauma Centre, it's a compelling reason to own a Wii for those of us who are completely sick of mini-games and ports.

A thing-longener! Yay!
The bright, clean visual style is reminiscent of One Piece - not just in its cartoonishness and happy buccaneering theme, but also in its slapstick visual humour. It's funny and likeable, especially during its comedy death sequences, which see Zack squished by giant rocks, impaled on spikes and burned to a crisp by angry mother dragons. This is actually the prettiest game I've yet seen on the Wii, except perhaps Mario Galaxy; like Wind Waker, it encompasses everything in its style so that the entire game look consistent and beautifully well-designed.
Zack & Wiki divides its world up into separate little puzzle scenarios, which can take anything from ten minutes to an hour or two depending on how fast you figure them out. They range from ridiculous to perilous, enjoyable to absolutely inspired, and gloriously, they barely ever repeat themselves - each scenario is unique, and finds a new way to unlock the instinctual fun at the heart of the Wii control system. In one, you're playing tennis with fireballs in order to get an elaborate, self-constructed see-saw system to operate - in the next, you're feeling around inside magic paintings with the Wiimote to grab helpful items from within.

This mirror-based puzzle involves picking up an incessantly ringing telephone and listening to eerie noises emanate from the Wiimote. It's also FIENDISH.
The whole basis of Zack & Wiki is the use of shiny, shiny items. They're the key to every puzzle, and the source of many of its genius moments. Each scenario is full of contraptions, levers and cranks, all of which are Wiimote-operated - sometimes it's as simple as pulling down on a lever or turning a key in a lock, but more often you'll be twisting pieces around to fit into the mould of a giant key or complex machine, or pouring out measurements from beakers to make a potion.
On top of that, most living things - snakes, bats, moles, boars, evil pirate goons - can be turned into items by ringing Zack's bell with a shake of the nunchuck. At first the problems are simple - itemise a centipede to get a saw, use it to saw down an obstacle with a little Wiimote enthusiasm, bask in your incredible cleverness - but later on in the game, turning creatures into items and back into creatures again at appropriate times form the basis of Zack & Wiki's most fiendish puzzles.
The excellent thing about Zack & Wiki's puzzle design is that although it can take hours to figure a scenario out, carrying the right actions out in order once you know what you're doing rarely takes more than a minute or two. It means that dying isn't much of an inconvenience, which perhaps allows Zack & Wiki to be a little generous with its humourous death sequences. Nine times out of ten you'll die for a good reason - like misguidedly poking a monster fish with the pointy end of a broom - but occasionally it throws a collapsing bridge or unpredictable mishap into the mix, just for a bit of fun.
Only during the one-off boss battles does Zack & Wiki deviate from this winning, frustration-free formula, forcing you to repeat the whole battle again (god, remember when playing entire levels again fifty-eight times was standard?). Helpfully, though, the inconvenience of dying is further alleviated by platinum tickets, which save you running through the first minute of puzzle/boss battle again by reviving you a little before your most recent demise. There's also a just-unambiguous-enough hint system to help prevent frustration (unless it's a F***ING LIGHT PUZZLE); the fact that you have to pay for it prevents people from cheating their way through, but it's an absolute lifeline when you're genuinely stuck.

Note to developers: MORE OF THIS PLEASE.
It's in the combination of the control system and the puzzle design that this game's genius lies. It's more in tune with the Wii control system than anything else except Wii Sports, and Zack & Wiki's application of the technology exceeds even Nintendo's own in breadth and imagination. Whether you're turning a key, answering a ringing telephone or rocking a baby dragon to sleep, it's always completely instinctive and weirdly exciting. The joy is in working out what to do with the various mysterious things placed around you in each puzzle - it's like being presented with a brand new playset every level, and as the scenario begins to fall into place there's a glorious sense of things coming together. It's an absolute joy to play, almost every second. There's more than fifty hours' worth of sheer delight in this fifteen-hour game.
Zack & Wiki actually goes on a lot longer than you expect it to at the start, which is a welcome surprise, and absolutely none of it is padding. Each level brings its own, very specific challenges, its own unique playset of items and contraptions to play about with. There is considerable replay value, too, in finding all the hidden Capcom-themed treasures or trying for a perfect run of previous levels for a ludicrous high-score; rarely does an adventure game offer scope for a second playthrough.

These diagrams aren't even necessary. It's always so wonderfully obvious.
I should probably point out amongst all this praise that like all puzzle-based adventure games, Zack & Wiki requires some patience and occasional trial-and-error. If you're a Halo-addicted twitch gamer with no mind for puzzles - although as a Wii owner, you probably aren't - you'll find enjoying this genre rather hard, but frankly I've little sympathy for you. It's occasionally repetitive when you fail a scenario and run out of revive tickets, but only very occasionally - the genius puzzle design prevents tiresome re-treading for the vast majority of the time. Usually the levels are so enjoyable that you won't mind anyway; you'll enjoy basking in your own perceived intellect as you zip through puzzles that had you stumped half an hour ago, and have fun bashing, twisting, cranking and sawing things with the Wiimote one more time.
Far and away the best original IP on the Wii, Zack & Wiki is a compelling reason to own this console. Its superb puzzle design and ingenious mix of humour, cleverness and the occasional bout of trial-and-error recall the best adventure games in history, and yet its gorgeous cartoonish looks and innovative control make it refreshingly modern. And unlike most Wii games, the novelty and appeal of the control system stays beguilingly strong the entire way through.
I can even forgive it for having a light puzzle.
8 / 10
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Comments (68) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Can't wait for this one, all developers need to do with the Wii is apply a little more creativity and more gems like this will emerge. This, Fragile and Super smash bros all look like must haves.
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It is a shame that it isn't out until 2008 though...
A good easy reading review too.
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Release date?
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New Blood is probably fucking ages off too.
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The only people who don't seem to be able to manage them are people with spacial awareness problems (like females).
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Exactly what I was thinking whilst reading this. Great review and definitely puts this at the top of my list of games to buy in the new year. I'm almost relieved they did push this back, because it'd only get swamped with everything else that's out this Christmas and it surely deserves more than that.
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My Wii games collection is getting worryingly large considering the limited free time I get to enjoy it, this looks like another essential purchase.
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And no, I am not asking for a higher score, I am just wondering.
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I had no interest in this game til I read this. It sounds fun. But I've just way too much on my gaming plate at the minute.
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It's been delayed to early 2008 to get it out of the pre-Christmas period anyway.
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Sounds great fun
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More likely for just being what it is:
If you're a Halo-addicted twitch gamer with no mind for puzzles - although as a Wii owner, you probably aren't - you'll find enjoying this genre rather hard,
Personally I would consider this an asset to Z&W, and actually knock (3 or 4) points off of Halo for being Halo.
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1) The trial and error nature of the gameplay, forcing you to replay bits over and over until you 'get it right'. The bite-size levels mean this is no deal breaker, but it can get a bit tiresome.
2) In some levels you can reach positions where progress is impossible because you've triggered something too early. Unfortunately, you're only told this when, in desperation, you turn to a hint. Why couldn't it just tell you when these situations arise, rather than letting you waste time and energy trying to find a way forwards?
Don't let any of this put you off though - this is a strong 8/10-er, no question.
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If I remember right, the lead developer said that everything you need to know is right there, on-screen at all times, and that you "just have to look a bit harder".
Well, I guess it's the sign of the times when "think and observe more" may be considered a negative.
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"This, Fragile and Super smash bros all look like must haves."
I applaud your enthusiasm but how is Fragile a 'must have' from 30 seconds of obtuse pre-rendered footage?
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I would suggest the lead developer is not the best person to get perspective on this point though. Still a great looking and sounding game. Look forward to it.
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If I ever get a Wii this one got to be in the budget bin (it will, I figure) for me to pick it up.
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sod the rest of the review - that bit has sold it to me right there
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Thanks for that, you patronising sod. Just FYI, I been playing video games for over 30 years and made my career in the field for the last 20 - which is probably longer than you've been sentient.
Note that I've also played - and almost completed the game. Have you?
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That's funny, I read that as... Erm, never mind.
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Besides, you know it's true that, in general, difficulty in games today is seen as a detractor more often than not.
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At points it gets worse. There's a little "Guitar Hero Lite" mini-game where this idiot wants you to ring a bell to play a melody (never mind that this makes no actual sense) and just hearing him below "Noooo" everytime I failed caused me to shelf the game.
This was starting to hint at being a puzzle game interspersed with EXTREMELY annoying mini-games, and it scared me off. The reviews are consistently glowing but I would strongly advise renting to test the waters first unless you are a die-hard adventure game fan. The genre has always been finicky and this, while perhaps a step forward, is still finicky.
"the lead developer said that everything you need to know is right there, on-screen at all times"
That's simply nonsense. Unless you're the kind of person who looks at a frog and intuitively senses that it will turn into a bomb if you ring a bell. Long-time adventure gamers are slightly out of their minds and are rarely aware of the condition.
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;_;
But still. Zack & Wiki = Greatest game ever (since Mario)
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This game is ROCK HARD on later levels.
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as for my 2c "in more ways that I thought it was capable of"
One demerit to the writer and proof reader.
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Personally i dont care what "other gamers" do as long as i have fun.
"It's only a matter of time until the piss-poor tastes of modern games takes it toll and forces them to develop absolute tripe. "
Yip, the so called "hardcore gamers" nowadays are only interested in carbon copy games with pixelated blood in them. They'd turn their nose up at this after looking at the graphics - calling it a "kids game" or a "casual game" after looking at just the one shot.
Which is kinda ironic I reckon.
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It quite reminds me of one of my very favourite games, Creatures 2 on the C64. (Less of the chainsaw massacring, mind.)
It's also hands-down one of the best-looking games I've ever played. Beautiful animation, and the cross-section style backgrounds are magnificent.
I [heart] Capcom.
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I was very excited about this game, so much so that I pre-ordered.
So I've now had for nearly a week.
I love games which don't follow the standard FPS regime we are all subjected to - and I really want to love Zack & Wiki.
But I can't.
Don't get me wrong, I don't hate it - but I really believe that it doesn't justify these gushing reviews. Where to start!!
The graphics are lovely - but the humour squarely aimed at children - but with alarming juxtaposition, the game is far too complex for this audience.
The whole shaking bell idea to transform objects simply doesn't really make any sense. I can't identify with this bizarre idea. Now I can suspend disbelief - I'm more than happy to fly round the screen in a bee suit with Mario - but the whole concept of Wiki seems like a bad idea shoe-horned into a game with no justification. It doesn't really ring home (sorry) in our world, or the world of Zack & Wiki.
The musical mini game pepered throughout is unbelievably frustrating. It simply doesn't work properly. There's a technique - but it's got very little to do with proper timing. It's very, very unfair. It's even more frustrating when you die - and have to do it all again. Chances are, even when you've leaned how best to actually ring the bells, you will still fail numurous times.
Unnecessary deaths are a huge problem in this game. Now - I love some of the puzzles. They really are fun. But to get killed by a snow dusting droid, frozen by a lion, etc, etc - everytime I don't manage to move in time!!!!! Try the frozen mirror puzzle. I guarantee you'll be tempted to use the Wiimote as a projectile.
I know why they've done it. Without this instant death - you'd probably complete the game pretty quickly - but you sure would have more fun! No amount of skill will help you avoid deaths. Most of them you HAVE to experience, in order to avoid them next time round. You know whythe LucasArts games were better than the Sierra ones? Because LucasArts saw fit to remove stupid unavoidable deaths from their games.
OK, so you can buy tickets - so you can revive yourself after death. So it part solves the problem. Unless of course you forgot to buy one...... BUT - and this is big. You can actually make a mistake in the game without dying; which makes the puzzle unsolveable!!! - Leaving you no option but to return to the menu. This becomes a real problem in the later fire stages. I'm sorry but after spending 25 minutes carefully playing a level - then to find that I should have carried an item from the start, which I can no longer reach is simply not OK in modern games.
The use of wiimote is mostly innovative. Unfortunately sometimes it doesn't really work properly (light staff, bell ringing, walking, avoid danger)
Pressing button 1 brings up the Oracle menu [the hints sytem] - which takes a frustrating two minutes to cancel once you press the button. It actually loads from disc everytime you mistakingly press the button!! G'ahh - and I only wanted to open the umberalla [button 2]!!. Watching the oracle animation over and over again is what I call "Banana peel junction" syndrome. If you've ever played Mario Party 4/5 - you'll know what I'm talking about.
I've been pretty critical here - but it's because the reviewers scores seem blind to problems which they would rugby tackle to the ground instantly in any other game. Yes I want to see more games like this, but it doesn't mean I'm willing to turn a blind eye to some serious fundamental flaws.
I would mark this game 5.5 out of 10, and 6 if you ignore the ridiculous bell ringing game. I'm about 3/4 through. I like it enough too want to complete it - but it won't be staying in my collection. Watch eBay next week.
Please can we have more games like this, but can they please not ignore 15 years of evolution in game design!!
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They are for me, I thought I was a bit more... rhythmic, I suppose, but I suck at them.
Apart from that the game is excellent! Very highly recommended.
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Besides, there are a couple of actions that are very hard to figure and is guess material, I had to look into a FAQ how to light a lighter. Another very infamous action is the anchor throwing.
About the sudden death, the game have been obviously made with malice, I mean that there are situations where there is a lethal trap and the tool to trigger it just two steps away and also there is the infamous death trap, I was stuck in an area without solution and the lady bunny didn't said that I was stuck, so that anti-stuck fails badly for me.
I can see why this game can't get a 8 or a 9, it is because while it is a good game, is not a great one; Day of the Tentacle, Grim fandango or Sam and Max are far greater games, I mean that while zack and wiki has good characters, s&m have great characters (I would pick max over wiki any day of the week) while z&w has good humour, day of the tentacle has great humour and so.
The only thing I like of z&w is how is able to turn a point and click adventure into an action game with bosses, the game makes you feel the defeat a boss more like winning a fight than solving a timed puzzle. Also the game design is wonderful and has great graphics although they have been very lazy and characters only use a set of prefixed animations over and over ruining the effect of lifeness.
Finally, I must say that the plot of the game is generic straight from a lame anime and is totally shallow without a pint of depth.
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Indeed it is "outdated" as the clueless guy above says, for a start it forces people to think in order to advance (how dares it!?)
Play it if you are not afraid of solving REAL puzzles. If you are, then play Okami