Image Place Holder
Home Button
Reviews Articles Guides
Collection Videos Unboxing

Pilotwings Resort 3DS review

I wings resort is pretty much the third installment in a series, the first two. On the super Nintendo and Nintendo 64 respectively. While the same time being a pilot wings also simultaneously a sequel to Wii sports resort, taking place  on the same island. At first the game feels pretty faithful to the spirit of N64 game, but soon you will notice that most of the charm and spark of the earlier installments is missing making a disappointing sequel.

As always but always pilot wings has little to no story to speak of, usually to apply trying to get your path license oddly by flying a number of unusual aircraft. This time however in a small variation you actually get a license in the intro could see which you must sign using either your hand or the 3DS stylus. A blond female Mii dressed up as a flight  attendant walks you through the tutorial and later shows up to pester you every hour or so to remind you to take a break from the game, presumably to offset the effects of eye strain caused by the 3-D effects, but this distance is present even when the 30s turned off.

This time there are three primary vehicles, bi-plane, rocket belt [similar to jet pack.] And a hang glider, they're also three super variants of these vehicles which are unfortunately only used one mission each. The primary object of the game is to get high as highest scores possible in every mission. Doing so requires completing all objectives collecting some bonus balloons possibly getting some speed markers and of course doing all of this quickly test time is the most important scoring aspect. Each mission has about 150 to 300 available points for score every third of the points you collect a star getting three-star mission means that you have a perfect score, this seems rather obvious, however oddly after getting a "perfect score" you can then replay the level in the hopes of getting an even higher above perfect score I don't really understand this mechanic, my guess it's supposed to increase replayability. In typical pilot wings fashion both missions require flying through several rings, usually 5 to 10 later on sometimes rotating, while collecting orange balloons worth one point apiece. Then occasionally picking up a score boosters by telling 510 15 point varieties. In the later missions a kind of speed goalposts appears if you run into the act or above the posted speed to collect points as many as 20 but if you're not at the desired speed of the slow down further and be worth nothing. What's tricky about them is that you can bid on girls doing the recount where the marker and get a lesson of points usually 10. Also increasing the speed is usually dangerous and could potentially make you run into our hidden object on the terrain. In the biplane stages you'll also have to shoot targets quite often I found this little difficult since I have trouble flying again in the first person camera so I'm forced to use the third person camera that also moved too quickly to accurately shoot the targets without slowing down which requires the a button but to keep my card on screen I must hold down the X. button Y. button and occasional at the speed up which requires hitting the B. button so that the press removed once which is annoying. Rocket belt stages usually require you pointlessly landing on a series of platforms while trying to manage a short supply of fuel. I find that the hang glider stages of the most fun the game. the dreaded thermals reappear but are far more forgiving than in the N64 version. And later stages are usually just standards like the rings until you get to the next kernel then land fare.


universally the slide pad moves your vehicle in the B. button is always slow down. A is boost with the biplane and thrust with the rocket belt, a hang glider in increases speed by tipping the nose downward. In the biplane holding down Y will bring up the a targeting reticle, and releasing it will fire a shot. With the biplane pressing the L. or R. button will rotate the plane for the laugh right respectively double tapping the button will do a barrel roll. The X. button changes the camera perspective. Turning in general in the game feels a little floaty. It's not as precise as I'd like, it's a specially difficult to do a hairpin turn in the biplane for example, even when using the appropriate L or R button. And the L. button makes the rocket belt of her place using up an absorbent amount of fuel What I object to the most however are the rocket belt controls. Leaving the analog stick stationary pressing the a button will thrust you upwards of analog stick all the way forward and thrusting over before it's like night creature of the two so next way to move forward is to tilt the analog stick half way so that your rocket belt is pointed partially forward but also partially up. if the 3ds at a regular pivoting analog stick, it will be easy to tilt it only half way forward, but since it's only slides from one position it's very tricky to reach the sweet spot was going to the rocket belt. Basic steering and up down movement seems to work fine though a longtime seem like I won't be able. I can so the controls are mostly solid.

Graphics are bright and cheery with rich colors however, character models have very little detail, likewise the same is true for the terrain and vehicles. The main characters being your Mii.
there is also a free flight mode for you to explore the island for a limited amount of time which to need a full purpose of a free flight mode also if you're the doing a bite efficient Detroit is still free flight as well during the free flight will if you liked and it does about the scenery on the island as well as trophies and dioramas at various useless collectibles. This is like a token effort to games replayed value.

Also mentioned that the game is starts out with an easy and by the time you get to the gold mission starts to bear the difficult last two rocket belt stages they preach a
describe more missions
describe a medal
describe 3-D effect


going in a resort I expect much but initially I was pleasantly surprised, but as the game goes on he realized that that's really all there is to it becomes a series of mundane repetitive Tasks. The missions need more variety, or action or just more content in general. As Jamie is way more fun if there is even just two player mode. Imagine having dogfights or competitive or cooperative races or rings. The game just doesn't feel finished. And it's only really about three hours long. Initially it's pretty fun and seemed like a seven to then with eerie nation's best in those later rocket belt is which I find very frustrating gets really annoying advocates may be like a father to ultimately have the difference and all give it a 6/10. 

 

News Button
About Andy Button
Portfolio Button
Video Games Button
Action Figures Button
Ask Andy Button