I donít want to say hardware doesnít matter.
The more powerful the console, the more you can create.
Hardwareóspecifically, powerful hardwareóobviously matters.
But no matter how powerful it is, no matter how much raw processing power it has...itís
only a tool.
And in virtually every form of art, the importance of the instrument is far less than that of
the artist wielding it.
Games like this prove it.
See, despite being the least powerful console of its generation, the Nintendo Wii has some
of the most beautiful games of its generation.
Its relative lack of power forced its developers to think creatively about ways to make beautiful
games.
Some were clever with development, like Nintendo was with Mario Galaxy.
Some went old-school, like Vanillaware did with Muramasa.
Platinum Games went stylish.
And gory.
And deranged.
And in the process, the team created a Wii game that rivals any other in terms of pure
visual splendor.
MadWorld is totally **** up, but itís the most beautiful descent into madness you can
imagine.
MadWorld provided a very violent counterpoint to the other high-profile Wii games released
in 2009.
In fact, it was as violent a video game as youíd find on any system, and as you might
expect, it wasnít exactly welcomed with open arms.
MadWorld was widely criticized by media advocacy groups, banned from some countries and was
viewed as a telling sign of what a soulless medium video games had become.
Itís a shame people let the violence overshadow the gameís beauty.
MadWorldís argument is not for the crassness, but for the potential artistry of video games.
You play as Jack, a man with a mysterious background and a chainsaw built into his arm.
The game takes him to Varrigan City, a burned-out burgh cut off from the outside by a group
of terrorists.
And oddly enough, itís also become the setting for a sadistic game show called Death Watch,
the objective of which is to do this.
And this.
Basically, youíre out to kill as many people as you possibly can on the streets of this
dilapidated city.
The more creative you are with your exterminations, the more points you earn.
So donít just cut people in half with your chainsawóbash them with a tire, shove a signpost
through their face and then throw them into a wall of spikes.
The gameplay is a spectacular take on a tired genre, revitalizing the 3D beat ëem up with
some really clever gameplay mechanics.
But what really stole the show for me is the gameís stunning look.
Inspired by neo-noir films and mediaómost notably Frank Millerís Sin CityóMadWorld
runs entirely in black and white, with the only respite coming in the form of blood as
thick as paint and red as cherries.
The contrast is just amazing, and it actually does more than just look good.
It also highlights the over-the-top nature of the violence.
Jack isnít just killing these guys.
Heís ripping them into pieces, and it actually makes the gameplay more enjoyable, too.
Your final blows are often executed with gestures, much like No More Heroes, and theyíre immensely
satisfying to pull off.
Not only do they feel really good, but they spray this colorless world with a quick and
refreshing burst of crimson.
Now, MadWorld isnít without its flaws.
For all its artistic triumphs, the camera through which you see them is a little clunky
at times.
Thereís also some tedium inherent within any beat ëem up.
But ultimately, MadWorld is more than just another beat ëem up.
Itís an artistic achievement, itís a veritable clinic on smart Wii development and despite
all the usual outrage, itís exactly the kind of game its industry should be proud of.