|System: Wii U|
|Screen Resolution: 480p-1080p|
As you can imagine, the GamPad player's game is much less rhythm-oriented. Playing a bizarre combination of a bullet hell game and Audiosurf, the GamePad player simply has to survive until the end by finding gaps in the projectiles generated by the Wiimote players. Survive until the end of the song, and you win; get hit too many times and the Wiimote players win. It's incredibly simple, even though the two styles of gameplay are absolutely nothing alike. This simple asymmetrical gameplay is what Nintendo has been saying the Wii U is all about.
Another game being shown at the show put the Rabbids in a parody of Indiana Jones. Running through a maze with a giant boulder chasing them, the Rabbids are tasked with gathering diamonds while avoiding the giant boulder. The GamePad player, on the other hand, controls the giant boulder by tilting the gamepad back and forth, like a dropping ball puzzle. His job was to crush all of the Rabbids before time was up. The Wiimote players could fit through holes in the maze that the Gamepad player could not, while the GamePad player's boulder was much faster than the players. Once again, the game was simple to understand, easy to play, and offered two completely different types of gameplay.
I was honestly impressed with Rabbids Land. While NintendoLand's games felt a little dry at times, Rabbids Land had the quirky world of Rayman behind it to keep me playing. Though there weren't many minigames available to play at the show, I can't wait to see what new games were available to play in the final version. This will probably be one of the definitive party games to hit the Wii U, shortly after its launch.
Angelo M. D’Argenio
Date: July 26, 2012