Wii Fanboy Review: The Incredible Maze

It's harder than it looks to implement good tilt control on the Wii, however. And The Incredible Maze's tilt controls take what would otherwise be a pretty benign game and ruin it.

These platforms start off simple: mazes consisting of wide lanes surrounded by walls. Then the lanes narrow and become dotted by holes; the walls disappear, and the mazes get more winding. Holding the Wii Remote sideways, your motions correspond to tilting movements on the board. And this is where the game crosses the line between average and awful.
The motion controls are far too sensitive. The board constantly jitters when you hold the Wiimote, responding to the shaking of your hands. Any perceptible movement jerks the board around. It takes an excessively soft touch to successfully navigate the maze. Of course, since all that happens when you lose is that an "attempts" count increments and you're dropped back in the area you were, it doesn't really matter how many times you fall as long as you make a bit of progress each time. I'd love to try for a perfect run, but that is madness.
Compounding the difficulty controlling the movement of the ball is the fact that there's no absolute visual cue to the orientation of the board. It's not that the board doesn't visibly tilt, but rather that the neutral position (the position at which the ball doesn't roll) is not displayed as straight above the board; rather, it's displayed as being viewed from near the bottom of the maze. The skewed perspective makes it really hard to tell by sight which way the board is tilted -- until a new ball drops down and falls right off the side again. The only way to recover from a fall like that is to try to correct a little bit every time the ball comes down and watch as its beeline to the edge slows a little each time. Most of the time, the perspective causes holes to be obscured by walls, as well.
It is possible, and sometimes necessary, to make the ball jump across the stage or over a wall. You do this by rapidly flicking the Wiimote in the right direction. The jumping is incredibly flaky, however. In my experience, trying to jump resulted in a high-speed roll in the wrong direction or nothing, while careful, slow motions would occasionally send the ball rocketing across the stage. It's seemingly impossible to control the distance of your jump even if you do successfully jump, so you may clear the target row entirely, or jump back to the beginning of the maze (which happened a couple of times).
Surprisingly, the Balance Board controls are a lot less temperamental, though still too difficult for the game to be playable for any amount of time. The jump is mapped to the A button in this case, which helps you reliably pull off the move, though it doesn't help with the accuracy at all.
I'm fairly certain that even if the controls worked, The Incredible Maze would be kind of boring. But instead it's profoundly irritating. The controller seems to actively oppose your attempts to move smoothly and subtly, and the game's one special move requires you to fling the Wiimote around. The most incredible thing about The Incredible Maze is how quickly it infuriated me.
Final Score: 2/10









Reader Comments (Page 1 of 1)
MrTyzik @ Oct 23rd 2008 2:18PM
So, after reading this, has anyone NOT written off Labyrinth clones completely? Let's say I built a Labyrinth game for the PC and have delusions of porting it as a WiiWare title...is there any point in pursuing an idea like that?
Brian Rinaldi @ Oct 23rd 2008 2:52PM
You are absolutely on the mark for this. The controls are *horrible* and the perspective is disorienting so as to make it all that much worse. Why the hell doesn't Nintendo implement a trial system like exists on the Xbox so that we don't have to waste our precious points on this crap (fwiw, I bought it b/c my 6 yr old son wanted it).
ejamer @ Oct 23rd 2008 3:45PM
Too bad. I'd love more reasons to use my Balance Board, even if that means simple WiiWare games like a labyrinth clone. If the controls and camera angles were tight, I'd drop $5 without thinking twice.
Shadow31 @ Oct 23rd 2008 6:20PM
Disappointing. I was so ready to download this with my next point card; it had potential. My biggest worry was the controls. I loved Monkey Ball games until they tried the Wii tilt approach; it was way too sensitive. This seems to suffer even worse; 2 out of 10? Dang...
Something tells me they controls would've sucked either way. I mean, they had to have fiddled with the sensitive for awhile when designing the controls; chances are if they made it any less sensitive, it would've been even worse trying to get desired movements. In theory, this totally worked, it just doesn't account for human error... too precise...
They should've at least included a control stick method of playing...
iofthestorm @ Oct 23rd 2008 9:41PM
I had never tried a monkey ball game before the Wii version, and I got it for my sister but she wouldn't play the single player mode because it was too hard. I'd grudgingly have to agree, I spent a ton of time trying to beat the 4th world or whatever and gave up after a while. It's way too easy to fall off. The minigames kind of make up for it, but bleh. I actually think the mini-FPS they've got in there is pretty cool but anyway. I guess motion controls need to really be less sensitive to work properly, since most people aren't perfectly balanced all the time.
Shadow31 @ Oct 24th 2008 10:01AM
The thing is, less sensitive and you can't be precise enough to get through hard parts. But at this sensitivity, it isn't realistic for humans to be so precise. Basically, the tilt idea is horrible for these games; analog sticks are the way to go.
milan @ Oct 23rd 2008 10:26PM
ah thats a shame that this one sucks... sigh. well, back to world of goo.
ruzkin @ Oct 24th 2008 7:22PM
Its bizarre that the best implementation of rolling mechanics I've seen yet on the Wii was Rollgoal in TP.
Alexander @ Oct 26th 2008 6:32AM
Ruzkin, the best fishing game is also TP. The final veridict in say 20 years will be that the Wii was a good console but the best games where all the minigames in TP...
leicon @ Nov 1st 2008 6:56PM
The graphics aren't that great and you can't see some holes but like a rat in a maze you remember where they are. I bought this game, loved it and got to level 30 in about 30 minutes. The tilt controls are perfect in my opinion. If you actually go out and use a real ball in a maze puzzle game it's pretty spot as far as sensitivity goes. I've also had a go at the Iphone version and sensitivity is about the same. As far as not being able to tell which way the board is tilting why don't you keep your eye on the ball, it will give you a fair idea of which way your going. If you want an interesting simulation of a ball in a maze game rather than some arcadey dumbed down version of it that's meant for kids under ten then get this and persevere 'cos it's great.