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ExerbeatScore: 3.0 / 10
One of the earliest videos for the Nintendo
Wii upon its official unveiling featured several imaginative concepts
that could be done with the then-revolutionary motion controller; using
the device to chop vegetables, illuminate a spooky mansion, or perform
Mario’s iconic jumps, this video flipped the collective switch inside
the imagination of gamers and developers all over the world, eagerly
anticipating a new generation of motion controlled games. |
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became painfully clear what genres the casual market wanted, and while the rest of us twiddle our thumbs waiting for the next Zelda title (or import the European release of Xenoblade Chronicles, as Nintendo of America believes there’s no market for RPGs over here), we have Namco’s Exerbeat: Gym Class Workout to help us pass the time. In a market where there are almost |
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more workout and dance games than First
Person Shooters, could this union of the two genres result in something
fresh and exciting?
Essentially, it’s like Dance-Dance
Revolution performed with a shake-weight, and it’s as clumsy and
ineffective as it sounds. The biggest problem with Exerbeat is that it
doesn’t give you a clear enough indication just how off you were with
your timing, it only states if you were “close” or “slow”. As for the
effectiveness of the workouts themselves, they may be effective if you
were of the morbidly obese variety, but even the most average couch
potato won’t work up a sweat from these exercises, no matter how
enthusiastic the Anime-voiced trainers sound (“I bet you lost a couple
of pounds already!”, exclaims the boxing instructor after a workout
consisting of exactly a minute and a half). Other modes offer the use of
two Wiimotes to help “tone” both arms, as well as an exclusive mode that
uses the Wii balance board, but as you can probably guess, these fail to
prove entertaining or physically beneficial as well.
- Jorge Fernandez (September 12, 2011)
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