Wii Fanboy Review: Disaster: Day of Crisis
If Disaster: Day of Crisis were a movie, it would be one of those big, dumb, summer blockbusters, the kind of feature where it's best to leave your brain at the door.
Although that might sound like a criticism, it's not intended that way, because just like over-the-top, thought-free action flicks, Disaster can serve as a guilty pleasure. It's got a Seagal-esque hero who must be one of the most resistant, hardened one-man armies of all time, tons of implausible "escaping death" scenarios, and a script that's cheesier than an explosion in a Roquefort factory. Yet despite all of this, I enjoyed it. Mostly.
Gallery: Disaster: Day of Crisis
Disaster follows the deeply clichéd story of Raymond Bryce, a crisis specialist/professional rescuer left troubled by the death of a colleague, Steve, in a rescue mission. Just before plummeting face first into a river of lava, the soon-to-be-toast Steve makes Ray promise he'll watch over Lisa, Steve's sister. The game kicks off a year later, by which time a remorseful Ray has given up the rescuing, and has been unable to face Lisa through guilt. You can watch pretty much all of this here, incidentally, and marvel at the cheese for yourself.
The setting for all of this is Blue Ridge City, which is experiencing a rotten run of luck. Things start badly with a devastating earthquake, which in turn triggers a tsunami, a volcanic eruption, and a flood. Nukes and a rogue special forces unit who kidnap -- surprise! -- Lisa are also woven into the plot. Motivated by his desire to keep his promise to Steve, Ray grows up and sets about rescuing the distressed damsel.
Jokes about minigame compilations on the Wii are well-worn by now, but that's essentially what a lot of Disaster feels like: twelve hours of pointing, twisting, waving and pulling your Wiimote and nunchuk, occasionally broken up with third-person adventure bits or (impressive) cinematics. The good news is that most of the varied spots of gameplay work well, or at least competently. Crucially, they never outstay their welcome.

During combat, the on-screen furniture can really pile up.
The on-rails shooting sections are the most common of these gameplay chunks, featuring in around three-quarters of the 23 stages. The AI in these face-offs is woeful, and you'll rarely feel challenged -- even on Hard, it's simply a matter of taking cover and timing your bursts of fire. Enemies will regularly pause for seconds before firing, while serious questions must be raised about the ability of these former marines and war veterans to locate cover. Nevertheless, these parts end up being fun, partly because you're graded on your performance in each stage (a nice incentive to replay), and partly because there's a neat risk-reward mechanic built in, where zooming in can cause double damage to your enemies, but also to you.
Yet for me, Disaster's trump card is the driving sections. You steer through these with the Wii Remote held horizontally, as in Mario Kart Wii, and there's a pleasing sense of weight and inertia to your vehicle, as well as the most polished graphics in the entire game. Indeed, my fondest memory of Disaster came in one of the driving chapters, as I fled from a towering pyroclastic flow (the game likes its jargon) in a genuinely thrilling sequence.
Driving and shooting aside, you'll also find yourself rescuing victims, administering first aid, pulling people to safety, extinguishing fires with a fire engine, navigating your way past junk after being submerged in a tsunami, and, well, you get the idea. Every part of Disaster that could have been molded into a minigame has been molded into a minigame, and although that has been a recipe for many a poorly structured title in the past, these disparate styles flow together surprisingly coherently.
Monolith has even added a very light RPG element to Disaster, where Ray and his weapons can be upgraded between each stage. Ray's attributes (skill with firearms, item-carrying capacity, focus, metabolism, and strength) are enhanced using Survival Points, earned for rescuing hapless members of the public. Having completed the game, I'm not exactly sure how important it was for me to upgrade Ray -- I have a sneaking suspicion I could have made it through without pumping up his stats -- but still felt motivated enough to track down as many victims as I could find.
Battle Points are gained through defeating enemies, and can be used to improve your arsenal (by upping power, reload speed, magazine capacity, aiming, and accuracy). Dispatching baddies with some flair pays dividends, with head shots and "clever shots" (basically, blowing up conveniently placed explosive barrels next to your enemies) awarding more BPs. At the very least, the SP/BP set-up provides the game with an extra layer of depth, and some players may be motivated to replay the game just to grab everything on the weapons tree, or complete every shooting gallery. I wasn't bothered by this, but you might be.
On the subject of replay value, Disaster encourages second visits through its aforementioned grades system (getting an "S" ranking on every stage was well beyond my meager skills), but also through "titles," which work similarly to Achievements on the Xbox 360. There are 100 of these to earn, and they're rewarded for all manner of feats (covering 10,000 meters in the game, keeping your car in perfect condition, dying a certain number of times, dealing out x amount of damage).
Overall, Disaster's failures are made more forgivable due to the fact that it's mostly entertaining from start to finish. That said, it's certainly a flawed creature. The visuals lack consistency, ranging from great (again, some of the driving bits are stunning) to ... pretty damn poor, actually (see: the blocky, Dreamcast-standard NPCs and the fire effects, both of which combine with unfortunate results on the fourth stage). It also sports dumb AI, not to mention a truly lunkheaded plot, featuring weak voice-acting and stock characters who are difficult to care about.
Here, however, I refer you back to my introduction: if viewed as a "guilty pleasure" slice of entertainment, and with your expectations of a thoughtful story lowered accordingly, Disaster is an enjoyable way to spend a dozen hours. It's arcadey, and a bit silly, but there's no getting away from the fact that a disaster zone is simply a really interesting place to set a game, and this is what kept me playing. Watching buildings crumble around you as you walk through Blue Ridge City's deserted streets, sprinting for your life from tsunamis, or fleeing surges of lava is, more often than not, a spectacle.
Final score: 7/10
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Yet for me, Disaster's trump card is the driving sections. You steer through these with the Wii Remote held horizontally, as in Mario Kart Wii, and there's a pleasing sense of weight and inertia to your vehicle, as well as the most polished graphics in the entire game. Indeed, my fondest memory of Disaster came in one of the driving chapters, as I fled from a towering pyroclastic flow (the game likes its jargon) in a genuinely thrilling sequence.
Driving and shooting aside, you'll also find yourself rescuing victims, administering first aid, pulling people to safety, extinguishing fires with a fire engine, navigating your way past junk after being submerged in a tsunami, and, well, you get the idea. Every part of Disaster that could have been molded into a minigame has been molded into a minigame, and although that has been a recipe for many a poorly structured title in the past, these disparate styles flow together surprisingly coherently.Monolith has even added a very light RPG element to Disaster, where Ray and his weapons can be upgraded between each stage. Ray's attributes (skill with firearms, item-carrying capacity, focus, metabolism, and strength) are enhanced using Survival Points, earned for rescuing hapless members of the public. Having completed the game, I'm not exactly sure how important it was for me to upgrade Ray -- I have a sneaking suspicion I could have made it through without pumping up his stats -- but still felt motivated enough to track down as many victims as I could find.
Battle Points are gained through defeating enemies, and can be used to improve your arsenal (by upping power, reload speed, magazine capacity, aiming, and accuracy). Dispatching baddies with some flair pays dividends, with head shots and "clever shots" (basically, blowing up conveniently placed explosive barrels next to your enemies) awarding more BPs. At the very least, the SP/BP set-up provides the game with an extra layer of depth, and some players may be motivated to replay the game just to grab everything on the weapons tree, or complete every shooting gallery. I wasn't bothered by this, but you might be.
On the subject of replay value, Disaster encourages second visits through its aforementioned grades system (getting an "S" ranking on every stage was well beyond my meager skills), but also through "titles," which work similarly to Achievements on the Xbox 360. There are 100 of these to earn, and they're rewarded for all manner of feats (covering 10,000 meters in the game, keeping your car in perfect condition, dying a certain number of times, dealing out x amount of damage).
Overall, Disaster's failures are made more forgivable due to the fact that it's mostly entertaining from start to finish. That said, it's certainly a flawed creature. The visuals lack consistency, ranging from great (again, some of the driving bits are stunning) to ... pretty damn poor, actually (see: the blocky, Dreamcast-standard NPCs and the fire effects, both of which combine with unfortunate results on the fourth stage). It also sports dumb AI, not to mention a truly lunkheaded plot, featuring weak voice-acting and stock characters who are difficult to care about.
Here, however, I refer you back to my introduction: if viewed as a "guilty pleasure" slice of entertainment, and with your expectations of a thoughtful story lowered accordingly, Disaster is an enjoyable way to spend a dozen hours. It's arcadey, and a bit silly, but there's no getting away from the fact that a disaster zone is simply a really interesting place to set a game, and this is what kept me playing. Watching buildings crumble around you as you walk through Blue Ridge City's deserted streets, sprinting for your life from tsunamis, or fleeing surges of lava is, more often than not, a spectacle.
Final score: 7/10












Reader Comments (Page 1 of 1)
Mr Khan @ Oct 27th 2008 3:29PM
Yours is on the low end of average scores i've seen. Mostly ran through the 80's
Looks to have a good amount of depth for an action game, especially for a QTE driven one, and you definitely need to support a new IP from a new purchase of Nintendo's
Wiiggy @ Nov 11th 2008 10:12AM
Well,after this review i am actually going to buy this game,thanks guys.
Sonic_13 @ Oct 27th 2008 3:32PM
I really wish this game was coming out this fall for the US. I've been waiting for the game since launch.
On the bright side of things, 2009 is looking ever better.
Mr Khan @ Oct 27th 2008 3:42PM
NoA will probably jam it in to that overpacked early 09 lineup
Though, if they were smart, they'll save it for the inevitable Summer 09 drought
time @ Oct 27th 2008 7:08PM
I think we're going to have back and forth years here.
2007 was great
2008 was lacking
2009 will be great
and I think 2010 will be lacking.
They're putting out all of their good games in one year and not saving anything for later.
Erik Stroud @ Oct 27th 2008 3:33PM
I will maybe import it. Not sure yet.
Nick @ Oct 27th 2008 3:52PM
Nice review, i pre ordered this and im glad i did. Its defintley a bit stupid and does have some flaws but dam its enjoyable. Id give it 8 personally.
Mathew Robinson @ Oct 27th 2008 5:55PM
These graphics look really well done, its nice to see a little work on the Wii.
wiilover @ Oct 27th 2008 6:05PM
wait if it's not releasing in the us why did you review it? you had me happy there for a moment
David Hinkle @ Oct 27th 2008 8:21PM
It released in the UK. We had our man living in that region, Chris, review it. We figured some folks might want to read his thoughts on the title. :)
Dani @ Oct 28th 2008 7:26AM
yeah, well, just imagine how annoyed and frustrated all us UK readers get when we read reviews of games that are out in the US, but wont be seen in the UK for ages.
Gosh, you know it works both ways, so just think about what you are saying.
Thanks for the review. Have been looking to get this for a little while, but wasnt sure until I read a few more reviews on it. Could have gone either way :)
Matthew @ Oct 27th 2008 6:15PM
I agree with the last post, why review this if not in the U.S. It just makes me rage to think Nintendo has failed to release great titles from Fatal Frame on. I mean why!? Why can't you bring amazing fatal frame over here, I seriously hate this North American market.
p.s. If I do import Fatal Frame the language is stuck in Jap? (I assume yes but hopefully someone has a solution I don't know of)
Chris Greenhough @ Oct 27th 2008 7:08PM
Well, non-North Americans do read Wii Fanboy also, ya know. ;) I believe there may even be a non-North American on the staff (ewww).
Melao @ Nov 26th 2008 6:09AM
Now you know how we, in Europe, felt about Super Smash Brothers. :D
intro94 @ Oct 27th 2008 8:19PM
time, with all due respect, i think 2006(pretty much only nintendo tried to defend the console), and 2007(2-3 hits) were very dry compared to 2008 or 2009.
I mean you gotta include the november launches in the 2008(Call of duty, tales of symphonia-the first rpg for the console,Tatsunoko for importers, brawl, mario kart wii,etc) and that alone is more than the whole amount of good games launched in 2007,let alone 2006.
This was the year where game production finally took off and non nintendo developers gave it recognition.
Anonymousaurus @ Oct 27th 2008 10:19PM
this review only makes me want this B-Movie of a game even more...
if this comes out 2009 (especially Q1) there's no way this game will sell. every other great 3rd party wii game is coming out that time; there will be too many conflicts and only damage the core wii market.
i want a Holiday 2008 release!
Zak Canard @ Oct 28th 2008 3:05AM
Nice review. I managed to plough through the whole game rather worryingly in just over 10 hours, and that's with trying to be thorough. I'll play through it again, but not for a while. There's too many games I need to get out of the way over the coming weeks to warrant a replay from scratch of anything, let alone D:DoC.
Hamster @ Oct 28th 2008 9:53AM
Mmnn, seems Disaster may have turned into what I was dreading. I really don't like Wii games where it's like: use the wiimote like this, now use the wiimote like this, now use the wiimote like this, now turn the wiimote on its side and use it like this, blah, blah. It just becomes a minigame compilation with a story. It never feels remotely seamless or immersive, far from it.
CJLopez @ Oct 28th 2008 1:25PM
At some point, i though the same thing, but once you play it it changes completely, and its something that only happens when entering a car mission or gun fight, for the rest of the game is more of a platformer
leonus11 @ Nov 2nd 2008 6:00PM
true but mini-games are AWESOME if done the right way. take MOH:H2 for example. the gestures are great, they use the Wiimote VERY uniquely and its fun to throw the Wiimote over your shoulder (while its still in your hands of course) to use a RPG (rocket propelled grenade) and blow enemies to bits. not only that but the whole point of the Wiimote is to use it in unique ways and have you do different gestures to do different kinds of action. besides many of us should be expecting to be doing "this and that and that and this" with the Wiimote once the MotionPlus is released.
CJLopez @ Oct 28th 2008 1:27PM
Man, i just started playing this game yesterday, and i'm loving it!!!!! The second boss fight was quite awesome!!!
I hope it comes states side, i want that boxart, else, 'll have to import it from europe
Edge @ Dec 3rd 2008 12:55PM
The ONLY reason to play a game isn't for plot or competition. It's for that guilty pleasure. You play for experiences you can't get anywhere else. You can get most game plots from the Sci-fi or Tween Book section of your bookstore. You just sold me on this one.
Those of you with a 360, go rent Just Cause. Guilty pleasure with a grappling hook, magic parachute, and the strongest arm sockets in the world.