Bit.Trip Complete (Wii)
This collection of six WiiWare games feels like a refugee from a world where Atari and classic arcade games never died.
Imagine an alternate universe where something went haywire in the video game industry in the mid-1980s. Perhaps Atari never failed, or Nintendo never caught on, or arcades just got bigger and bigger. Perhaps in this universe the key technological advancement in gaming was not how we perceive games (graphics) but rather how we interact with games (controls).
Bit.Trip Complete is a visitor from this strange universe, only allowed in thanks to the strange temporal gateway that is the Wiimote. In our dimension, the Wiimote could have been the biggest interface change since the mouse, but one that has ultimately been a disappointment, rarely used as anything other than a surrogate controller by a bunch of shovelware and a handful of fully-formed games like No More Heroes. In the other dimension, the Bit.Trip games form a different concept of genre, each based on a different style of control.
This alternate Bit.universe is preferable to ours in many ways. It acknowledges that our physical interaction with the game – player input – is as or more important than our visual interaction – game output. Gamers are used to measuring frames per second on monitors and television, but response time from controller to screen doesn’t get that same analysis, beyond perhaps a descriptor of “sluggish” if something is seriously wrong.

The first game of the collection, Bit.Trip Beat, reimagines Pong through the Wiimote’s tilting effect. Hold the controller face-up and sideways, and tilt it towards or away from you to move the paddle up and down on the screen. Dots from the side approach, in different forms and patterns, to be driven back by intercepting them with the paddle. Each collision comes with its own note, which creates the melody that works with the electronic music in the background. By combining the core game mechanic with the game’s aural output, Bit.Trip Beat creates a coherent total experience, whether the game is soothing or hectic, easy or difficult – all with abstract graphics and a slight flick of the wrist as the primary control mechanism.
Developer Gaijin Games may have found a perfect use for the Wiimote’s tilt mechanism with Beat, but the next two imports from the Bit.universe do show the limits of isolating control mechanisms. Bit.Trip Core switches over to one of the weakest components of the Wiimote, the d-pad. Using a “core” at the center of the screen, you point in the direction of dots and hit a button in rhythm. Even though theoretically this is the same kind of gameplay as Beat, the difference in control renders Core much less usable. Too much interference from our universe causes the conventional d-pad/button combination to be ill-used here, thanks to the Wiimote’s tiny buttons and pad.
Attaching the nunchuk for the third game, Bit.Trip Fade, is initially an improvement, and the core idea seems to bear that out. Move a dot around the screen with the nunchuk, collecting black dots and avoiding white ones. Black ones cause your dot to grow, making it easier to hit the others. Pressing a button ejects the bulk and slims your dot down. Yet here the biggest cracks in the Bit.universe show up. While limited input and output can work for games like Beat, there’s little compelling about Fade, thanks largely to the nunchuk thumbstick’s limited movement. Neither speed nor precision are possible.
Perhaps realizing the flaws with Core and Fade, Gaijin gave its next two games a more coherent presentation. Both Bit.Trip Runner and Bit.Trip Fate put the series’ protagonist, Commander Video, on-screen, and both end up looking a lot more like games from our universe than the abstract forms of the Bit.universe. Runner looks like a platformer, where Fate is a shoot’em’up.

Yet appearances can deceiving. Close your eyes, and the gameplay mechanics and sounds of Bit.Trip Runner are the same as Bit.Trip Core’s, both controlled by using the Wiimote sideways and pressing buttons and the d-pad. Because Commander Video runs from left to right at the same speed throughout, Runner is really a rhythm game in platformer clothes. The sound effects, making beeps to go with the music with each jump or treasure collected, continue the same manner of using sound to encourage gameplay coherence. The graphics help with this – still abstract, but grounded enough to present something like a traveling narrative on each level.
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