Archive for the ‘Wii’ Category

Jul 12, 2010

Red Steel 2

Posted by Notian under Wii

Red-Steel-2Title: Red Steel 2

From: Ubisoft

For: Wii

You know that warning screen preceding Wii games that recommends you fasten the wrist strap carefully before playing? Well I’d wager that I’m not alone in saying that I’ve never actually done it, not properly anyway. I just loosely stick my hand through the strap and grab the remote – I don’t recall ever coming close to letting the remote fly out of my hand and through the TV…

…until now.

Trust me when I say that it’s wise to tighten the strap snugly around your wrist before playing Ubisoft’s Red Steel 2 as the action can get so frenetic it’s easy to get carried away.

You have been warned. But feel free to email in your pictures if anything does get ‘out of hand’, pun intended.

The original Red Steel was a release title for the Wii and it’s fair to say that the game was rushed out in an attempt to show off the motion controller. Ahh who am I kidding? The game was utter crap. Which means that for the Red Steel franchise, the only way is up.

I’ll admit my expectations of Red Steel 2 couldn’t have been much lower, so imagine my surprise when I discovered one of the best looking games ever to grace the Wii accompanied by precision MotionPlus controls and totally engrossing gameplay. The Wii MotionPlus accessory is compulsory to play the game, so make sure that’s first on your shopping list.

Ubisoft have been very smart in realising that the Wii can’t do pretty ‘real’ graphics, so they’ve gone down the cell shaded path which the Wii does very well indeed. In fact Red Steel 2 comes very close to emulating Borderlands in terms of cell shaded graphical prowess and the similarities don’t end there. Some of the characters are remarkably similar and the futuristic Wild West theme also draws some parallels.

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Before I get into the controls, it’s worth taking a look at Red Steel 2’s storyline… great, now that’s over with I’ll get back to the controls.

But seriously, the storyline is about as generic and forgettable as you can possibly get. Off the top of my head I could name at least a dozen games with a virtually identical plot. You are the last Kusagari, a lone gunslinger who is on a mission to avenge the killing of his people. Heard it all before? The plot is the last decade’s version of the ‘alien ships descending who must be shot at all costs’ plotline of 70’s & 80’s arcade games.

The game is also very linear in nature, there’s no free roaming but you are free to take on required tasks in any order you wish. Each area has a noticeboard with a selection of missions that need to be completed before you can move on. There are some optional side missions like tearing down Wanted Posters or finding hidden items that serve to fill your pockets with cash, which in turn is used to improve weapons and abilities at upgrade stations.

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You start out the game with a gun and with this the game resembles the controls of other Wii shooters such as Dead Space, The Conduit and Metroid series. But it’s not until you start wielding your Kusagari Katana that the game comes into its own. With flicks of the wrist or swinging your arm in combination with button presses you can perform a remarkable number of different moves – and in the course of the whole game you will be required to learn and use them all. Moves can range from shoves and barges to any angle of slash, block and run-through and even more dynamic moves such as uppercuts that send your foe flying into the air while you leap up and smash him back down to earth again.

It’s really quite empowering to see your physical movements translated perfectly to the action on screen (even moreso than your average Wii game) and you can really get into it. With about 8 to 10 hours of slashing and shooting to be had, new moves and upgrades are well paced throughout the game and are significant enough to make you want to keep going to see what move is coming next. Just using the same combo every time is as fruitless as it would be in real life.

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As a small break from the combat, there are some mini-games, if flicking switches and cracking safes can be called mini-games. They’re pretty boring and weren’t really necessary. Yes, we know what the Wii Controller is capable of, doesn’t mean we need it shoved down our throats in between slicing up enemies.

There’s also a whole heap of loading screens which involve an animation of an electronic door – think back to the first couple of Resident Evil games and you’ll get an idea.

Also there is no map, well not one that lets you see further than the immediate surroundings. You might get to know the area as you complete the missions, but if you’re looking for hidden items or Wanted Posters then you’re flying blind. A simple rudimentary map of the level would seem a logical thing to include, as in almost every other FPS ever made – but Ubisoft thought otherwise.

Sadly there is no multiplayer, and I don’t see why some local splitscreen type of swordplay couldn’t have been thrown in for fun, but the game certainly isn’t valued any less because of it.

If you thought first-person shooters couldn’t be done justice on the Wii (and I was in that boat) then Red Steel 2 will make you think again. It’s stunning on the eye and gets your blood pumping both with the onscreen action and the physicality required to play it.

Ups: Beautiful cell-shaded goodness. Well paced and constant rewards make you want to keep playing. One of the best shooters on the Wii by a long shot.

Downs: A map, my kingdom for a map! Painful loading screens and some repetitive mini-games and side quests.

Score: 9/10

Aug 20, 2009

Wii Sports Resort

Posted by Notian under Wii

Title: Wii Sports Resort

From: Nintendo

For: Wii

If you own a Wii console and bought it new, then chances are you have already played the original Wii Sports. Its sequel, Wii Sports Resort must be played utilising the new Wii MotionPlus remote attachment which, thankfully, comes packaged with the game along with an extended remote sleeve.

There are 12 games available to play, including the return of 10 Pin Bowling and Golf, which have been beefed up a little. Also available are Archery, Swordplay, Wakeboarding, Frisbee, Basketball, Table Tennis, Power Cruising (Jetski), Canoeing, Cycling and Air Sports.

With the exception of Swordplay (where you can get by with minimalist movement), Cycling (where you make peddling motions with your hands) and Air Sports (flying a plane), all of the sports absolutely nail the technique and timing needed to perform the sport in real life thanks to the added feedback from the MotionPlus.

There’s so much to do in Sports Resort for the whole family. My personal favourites are the 3 Point Shooting Contest in Basketball, Table Tennis and dogfighting against friends in Air Sports. This is what Wii gaming is all about, Wii Sports Resort is a must-own.

Score 95%

Aug 20, 2009

The Conduit

Posted by Notian under Wii

Title: The Conduit

From: High Voltage Software

For: Wii

If you happen to be a Wii owner who has a separate shelf for your Wii-exclusive first-person shooters then I would imagine it’s been looking pretty bare in the last couple of years. Well, it might just be time to dust off that shelf, vacuum the dead moths from the corners and place High Voltage Software’s The Conduit in pride of place.

The Conduit has attracted a lot of attention due to its marketing drive and due to the fact that many gamers are heralding it as the game that proved the FPS genre isn’t a lost cause on the Wii. Well this may be true, the game is a success from a technical perspective and will hopefully encourage other developers to take a serious look at what the Wii can achieve with its 1600cc motor in comparison to the grunty V8 powerhouses of its current generation counterparts. So yes, the genre isn’t a lost cause, but as a game, The Conduit is a missed opportunity.

At face value, The Conduit’s storyline is shallow and generic. If it were a recipe then it would be an Edmonds Cookbook staple.

  1. Take one alien invasion
  2. Add one Secret Service agent
  3. Season with assorted weapons
  4. Simmer for a couple of hours, stirring occasionally.

Sure, there are twists and conspiracies thrown in and your role changes in conjunction to these twists as you work out who you can and can’t trust. But due to the cast of characters who have absolutely no character and the vanilla plot and setting, you just don’t get drawn in or emotionally attached to the game whatsoever. Halfway through the game I find myself thinking: “Yeah, I’m enjoying the innovative controls, and it’s nice to see my Wii tested graphically – but I’m not sure I can be bothered playing any further”. There’s just nothing compelling enough to make you want to finish the game when you know it’s going to be a case of wash, rinse and repeat. The plot is stitched together by dialogue boxes between levels which doesn’t help bring any sense of atmosphere to the game. There are radios scattered throughout which supply much needed backstory which gives some kind of context to your cause.

Let’s cut to the chase and talk about the controls. It is after all, what will shift units off the shelves – and so it should as the remote and nunchuk work very well indeed. Not mouse and keyboard well, but once you have them fine-tuned and are used to them, you’ll wonder if you could ever go back to double thumbsticks. Everything about the controls can be calibrated and tweaked, and it’s well worth taking the time to get things just the way you want them. As a default, the Wii remote is used to aim up, down, left and right along with firing, weapon changes and melee. The nunchuk thumbstick moves forward and back plus strafes and you use it to throw grenades by mimicking a throwing action. The melee, using the remote, is achieved by a short stabbing/prodding motion and feels a little silly to begin with. Many times I found myself moving both controllers which initiated both a melee and a grenade throw until I co-ordinated myself to move one without the other. But as mentioned, everything can be customized – so if the melee action doesn’t agree with your playing style then you can easily map it to the D-Pad for example. There are about 10 separate actions to perform in the game, so taking some time to set up the controls to your liking is imperative, especially with movement and aiming sensitivity. The default was a bit twitchy for my preference, so with a little tweaking the accuracy I obtained was spectacular.

I must admit to being a tad cynical about how well the control method was going to work, but walked away with a feeling that I’d actually physically contributed to the fight and a warm glow that the future bodes well for the genre on the Wii. Roll on the next Metroid release!

Sadly, the game itself doesn’t live up to the lofty heights of the excellent controls. Poorly designed levels present a mixture of sewers, streets and government bases, yet all play identically with narrow corridors funneling you from one alien-filled area to the next. Your mecha-insect-like enemies spawn from egg-sacs which must be found and destroyed if you want the steady flow of attackers to stop. Locations range from obvious to devilishly hard to find and you’ll die many, many times from enemies sneaking up from behind and above as you search every nook and cranny. There are several frustrations like this, another being forced to find and disarm virtually invisible bombs while snipers are taking pot-shots at you and on-foot enemies are swarming around. Usually the controls are quick and accurate enough to deal with any situation thrown at you, but then there are isolated instances when myriads of enemies (they’re called The Drudge by the way) are already alerted to your presence and are waiting behind a door for you to enter. You’ll be killed several times over until you can memorise their scripted locations by trial and error. It just illustrates the thoughtless design on display throughout the game.

Up to 12 players can compete on 7 multiplayer maps based on the single player levels. But because these are centered around corridors and rooms, most deathmatch battles come down to who can aim and shotgun the fastest or throw lucky grenades. Capture the Flag matches also prove lacklustre as the levels don’t really allow for any creative team tactics. You can rank up, which is great, but unfortunately the multiplayer leaves you with the same hollow feeling that the single player campaign does.

Graphically, The Conduit is one of the better looking games on the Wii – but don’t go comparing it to FPS graphics on other consoles – the Wii will never, ever compete. But there are impressive textures and lighting plus great detail on the enemies and explosion effects. There was literally no drop in framerate, even with a screen full of enemies, but I did experience some sporadic lag playing online. The art direction is generic, with unimaginative enemy and environment design that goes hand-in-hand with the aforementioned generic storyline.

At the end of the day, The Conduit is a triumph in technical achievement in terms of nailing down a brilliant interactive FPS control system – and is well worth playing to experience that alone – but without any substance to back it up, the whole experience is a bit, for want of a better term…”meh”. However, mark this game down as the title that proved FPS games on the Wii are no longer something to be sneered at.

Ups: The fantastic control method is a feat of technical excellence. Fully customisable to suit your own style of play.

Downs: The game is bland with no substance in story or level design. Difficulty drifts from very easy to frustratingly hard.

Score 68%

Watch the trailer

Aug 20, 2009

EA Grand Slam Tennis vs Virtua Tennis 2009 (Wii)

Posted by Notian under Wii

Title EA Sports Grand Slam Tennis

From: EA Sports

For: Wii


Title: Virtua Tennis 2009

From: Sega

For: Wii

Wii owners have been presented with two recent offerings in the tennis simulation genre. I pit them head to head and look at the pros and cons of each.

Presentation

VT2009: The menus have been specifically designed for the Wii version, differing from the other consoles. But it’s by no means an improvement, just different for the sake of being different.

GST: There’s no pointer support in the menu system, which I don’t mind at all. But if you want a certain player or a certain mode to play, then this game will have it.

Control

VT2009: I found this easier to pick up and play without the MotionPlus peripheral. A handy bar at the bottom of the screen advised when to swing if you wanted to go across-court (swing early) or down the line (swing late). Using MotionPlus made the game more accurate, but the learning curve is a steep one. If you have M+ then use it from the start, because if you learn without it, then start using it then you have to retrain your whole swing and timing. Definitely use the nunchuk for player positioning as letting the AI control it provides many controller-throwing moments.

GST: Without M+ I was blurting out profanities like Gordon Ramsay with Tourettes. I just couldn’t get the ball to go where I wanted despite the onscreen guide. Adding the M+ did make a difference, yet some serious practice was required before I could play with any confidence. Tracking isn’t quite 1:1, and you get some inconsistent results, but once mastered the experience is a hugely rewarding one. As above, using the nunchuk isn’t required to play, but I highly recommend it as it aids with court positioning tremendously.

Graphics

VT2009: You can see why the smart game developers opt for the non-realistic, cartoony option when making Wii games. Virtua Tennis 2009 looks very average indeed as it tries to display the same character models as the more powerful consoles. They look crunchy, with extreme contrast in the lighting making the likes of Roger Federer look like Marcel Marceau. At best, the game looks like a PS2 port, albeit an average one.

GST: EA take the bobble-head route here. Sure, you can easily tell who is who in terms of real-world likeness, but the game doesn’t try to achieve something that the console is never going to handle. Realistic visuals are nice, but the success of sports games comes down to gameplay. EA know this fact only too well. The ball is also larger than Sega’s game, which certainly helps with timing your swing.

Extras/Longevity

VT2009: The lengthy Career mode is thorough and will hold your interest. There’s a heap of varied mini-games just as in the other console versions to provide a distraction to the gruelling season.

GST: A good Career mode and great character creation feature. The inclusion of a Party Mode which has a good selection of multiplayer mini-games is a nice touch. Some are hit and miss but others are brilliant fun if you have enough lounge room for 4 players.

Summary

Virtua Tennis 2009 looks like a port from the more powerful consoles and suffers for it. It has framerate issues and feels like Sega made the PS3/360 and PC versions then thought “Oh crap, I suppose we’d better do one for Wii too”, at the last minute. If you don’t have Wii MotionPlus then this is the one to go with as you’ll see results without too much effort.

If you have the time and patience, have the MotionPlus peripheral and are a true tennis fan, then EA’s Grand Slam Tennis is the path to take. It looks good, has decent customisation and multiplayer options.

Looking to the future, I see both games only getting better and learning from their mistakes. The Wii was made for games like this and it’s only a matter of time before someone strikes the perfect balance between graphics, simulation and accessibility. Perhaps it will be up to Nintendo themselves to develop a Tennis sim that doesn’t involve Mii characters, floating limbs and cutsie sound effects – but don’t hold your breath.


Ups:

GST: A very realistic tennis sim when played with MotionPlus. Nice array of off-court options typical of EA.

VT: Best option without MotionPlus. Nice career mode and mini-games.

Downs:

GST: Cartoony, bobblehead graphics. Virtually impossible to play without MotionPlus.

VT: Annoying if you let the AI control your player to any degree. Lags online.

Score: EA Grand Slam Tennis 85%, Virtua Tennis 2009 70%

Aug 19, 2009

Donkey Kong Jungle Beat

Posted by Notian under Wii

Title: Donkey Kong Jungle Beat

From: Nintendo

For: Wii

The latest in Nintendo’s line of re-released GameCube games tweaked to employ the motion control of the Wii is Donkey Kong Jungle Beat. The original had a unique bongo drum controller complete with built in microphone. For the most part it is a 2D side-scroller in which beating the right drum made Donkey Kong move right and beating the left to go left. Beating both at once made him jump and clapping your hands made him clap too to collect bananas and attack enemies. The original was, and indeed still is one of the better and more innovative games on the console in my opinion.

It should go without saying that, what is essentially a direct port over to the Wii, Donkey Kong Jungle Beat is still an excellent game – and it is. In fact it outshines many of the latest Wii games on every level.

Of course, being released under the ‘New Play Control’ banner means that the bongo drum controller is history. The Wii version does not support it – which is a real shame. While the game is perfectly playable using the motion sensing remote and nunchuk, you do lose the immensely satisfying tactile experience of banging on a drum. There’s just something about controlling a burly gorilla by smashing a drum with jungle-themed music playing that stimulates some long suppressed primitive urge.

Now we get to simulate the same action, using a drumming motion with the remote and nunchuk for moving left, right and jumping. Shaking them will perform DK’s clap attack and a timely press of the A button will make him grab the scattered bunches of bananas. You can also perform a ground-pound which forces plants to sprout, providing extra lives and bonus items.

At the end of each level you will meet one of several bosses, which are much bigger than DK. Here, the action swings around to a 3D view as you enter into a slugfest with your enemy. There is also a post-level mini-game of such where you have to shake the controllers vigorously (clap) to collect as many bananas as possible.

Graphically, DK Jungle Beat is superb, as it was on the GameCube. The Wii version is definitely cleaner, but not enough to really make a marked difference but the inclusion of a widescreen option is very welcome. Sound-wise the game has perfect music to match the action. Throbbing, rhythmic jungle drumming and sound effects then highlight particular actions really draw you into the spirit of the game.

If you own a Wii, then this is a must own game. Despite being relatively short in length, the action is jam-packed from start to finish and you’ll no doubt be pressing start straight away to play it all over again. However if you’re like me and still own a GameCube and DK Jungle Beat with the brilliant bongo-drum controller then pull it out again and play that – because having that physicality involved beats simulating the actions hands down.

Ups: A fantastic reappearance of a fantastic original. Graphically and musically brilliant.

Downs: Should have included support for the original bongo controller.

Score: 78%

Watch the trailer

Jun 30, 2009

Pikmin 2

Posted by Notian under Wii

Title: Pikmin 2

From: Nintendo

For: Wii

I might just be the only GameCube owner alive who has never played a Pikmin game. It’s just one series that slipped through the cracks for me. Thankfully I managed to track down the GC originals and they both stand the test of time. However Pikmin 2 was by far the most polished of the two and outshined the original Pikmin in every facet. Not long ago, Nintendo re-released Pikmin for the Wii and now, hot on its heels comes the remake of the sequel – Pikmin 2.

While there is no official word on a Pikmin 3, personally I see re-releasing the GC originals as a smart move to gauge interest considering a relatively small section of gamers would have played them first time around.

Of course no Wii game can be complete without utilising the motion controller in one way or another and Pikmin 2 makes very good use of it – to the point where it actually improves gameplay considerably from the GC version. There’s no waving your arms around like an idiot, just a simple point and click interface which makes playing the game a breeze.

This time around Captain Olimar returns to the planet of the Pikmin to pillage the world for any salvage of value to earn what extra cash he can to save his ailing haulage business. Thankfully gone is the dreaded 30 day time limit from the original Pikmin game and instead the pace is far more relaxed as you explore all the open and hidden areas the planet has on offer. There is still the day/night cycle you need to watch out for, which means any of your Pikmin minions left outside after sundown will be brutally ravaged by any number of wild monsters. Plunder the wide open landscapes and make it back to the ship before dark, but before long you’ll need to venture out further and into underground caverns and tunnels which make up the majority of the game.

You need 10,000 Pokos (dollars) to save your company from liquidation and once this is earned you are able to carry on exploring the planet to clean up anything you’ve missed if you happen to be one of those 100% freaks.

If you’ve ever played Overlord (and to a lesser extent Lemmings) on other consoles then the gameplay of Pikmin 2 is similar. You have an army of little Pikmin at your disposal and different kinds have very different powers and abilities. So the challenge comes from using the right Pikmin for the job at hand whether that be moving objects, smashing things or attacking enemies. You do have the ability to fight too in Pikmin 2 and fight quite well, so if you’re not keen to lose any of your valuable Pikmin in battle then you can keep them out of harms way and do the deed yourself. You will struggle against the bigger enemies – of which there are many in the underground caverns. They require a bit of trial and error to work out their weaknesses before defeating and carrying them back to your ship. Herein lies the main enjoyment and challenge of the game.

There are two new Pikmin available this time around – purple and white which provide strength and poison respectively. You are not alone in Pikmin 2 either – you have another commander named Louis alongside you which means you can split your Pikmin army into two groups and switch between commanders to better reach your goals.

As you encounter new creatures they are added to the Piklopedia which serves as a reference at any time. You can observe the creatures in a zoo-like environment and make them react to certain actions. Everything you collect is recorded for future reference which makes Pikmin 2 a rewarding game for the hoarders among us.

Included also is a challenge mode which lets you play specifically designed levels with a time limit to achieve your goals. A second player can join in and control Louis which is great fun. Let’s not forget the versus mode which pits two players against each other battling for control of some precious marbles.

Overall, Pikmin 2 is a hugely rewarding and highly addictive game. I have no doubt that this re-release will spark new interest in the series and spur Nintendo on to producing a new and updated Pikmin game.

Pros: If you love exploring and collecting then Pikmin 2 will consume you. New control method is well done.

Cons: If you’ve played it before, then you’ll find nothing here to really spark your interest again.

Score 88%

Watch the trailer

Jun 30, 2009

EA Sports Active

Posted by Notian under Wii

Title: EA Sports Active
From: EA Sports
For: Wii

While fitness ‘games’ have been around for a while, the Wii, with its motion sensing technology has made them popular. EA Sports have jumped on the bandwagon and have created what could be best described as a cross between Wii Fit, Wii Sports and EyeToy Kinetic.

EA Sports Active comes packaged with a resistance band (like a Dynaband) and a leg strap which holds the nunchuck controller when it’s not in use. There are several customisable features including calisthenics, marathons, sports activities and cross training. There is also a 30 Day Challenge that tracks your exercise progress, nutrition and fitness and adjusts your routines to suit.

EA Active has a higher intensity than Wii Fit but suffers from controller problems that makes many exercised incredibly frustrating to complete. The sports activities are fine due to the more exaggerated movements, but things like squats can often not register at all. I think with upcoming advances in motion tracking controllers for other consoles, we’ll really start to get the most out of games such as this.

Ultimately, EA Sports Active has its moments, but falls short of being a really useful fitness tool.

Score 65%

Jun 30, 2009

Ultimate Band

Posted by Notian under Wii

Title: Ultimate Band
From: Disney Interactive
For: Wii

It’s an unfortunate fact that any game that simulates musical instruments is going to get compared with the Guitar Hero and Rock Band. But games like Disney’s Ultimate Band aren’t looking to compete with the aforementioned industry standards, they have a target market and that market is the younger gamers.

Ultimate Band utilises the Wii remote and nunchuck controllers to simulate the rhythmic movements of playing lead or bass guitar, drums or the band front-man. It’s easy to pick up and play with a very shallow learning curve.

There is no singing involved – the front-man must instead pose, clap and gesture to the crowd by using the controllers.

There’s over 30 covers of popular songs from the likes of Weezer, The Jonas Brothers, White Stripes, The Who etc, but many are very average covers indeed.

As the difficulty ramps up, the accuracy of the control method becomes a huge frustration and for me proved to be the game’s downfall. Ultimately, there’s fun to be had for the kids and the interaction between the Wii and DS versions is clever, but veterans of other band games should steer clear.

Score 55%

Apr 20, 2009

Nerf N-Strike

Posted by Notian under Wii

Title: Nerf N-Strike
From Electronic Arts
For: Wii

I’ve always wanted a decent Nerf gun, so when Nerf N-Strike for the Wii arrived containing a Switch Shot EX-3 Blaster gun with 3 Sonic Micro Darts, the inner child in me was released and every fly on the wall, mirror and poster became a target for this surprisingly powerful gun.

That aside, popping out the spring-loaded firing mechanism allows for insertion of the Wii Remote, turning the gun into a light-blaster. The game itself is most definitely designed for kids, being non-violent (well, as non-violent as shooting a weapon can be) and relatively simplistic compared to other light-gun games.

Basically, it’s a series of mini-games which range from shooting attacking robots or other moving targets to knocking down structures. The best games are the ones that employ actual physics on the target object.

The gun works really well with the Wii Remote, but if mine is anything to go by, it’ll get more use separately from the game itself. Nerf N-Strike is a decent game though and doubly good value with the hardware included.

Score 75%

Apr 20, 2009

AC/DC Live Rockband Track Pack

Posted by Notian under Wii

Title: AC/DC Live Rockband Track Pack
From: Electronic Arts
For: Wii

The best way to review a group game is with a group so I managed to find some people who have never played any form of Rockband, and the more experienced, like myself. It’s a complex game in terms of their musical style. I love playing the drums, but really struggled to keep up while my guitarist found the music challenging and our vocalist fell a bit flat.

While Rockband is a great game and AC/DC a good addition for fans, it would be fairly hard to pick up if you hadn’t played any music sims before. We did like the informational tidbits about the band when waiting for songs to load and we loved rocking out to T.N.T. – definitely the stand out track of the game – and not just because it’s the only one we got all the way through first time round without being booed off stage! We loved the long intro to Thunderstruck and You Shook Me All Night Long was easily the most enjoyable to sing.

Score 65%

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