WarioWare games tend to live or die by their gimmicks.
Every new entry in the series has some sort of distinctive game mechanic to differentiate it from the others – when that mechanic works well, wonderful things happen.
Whether it’s the creation of the microgame concept in the first place in Game Boy Advance original, the use of the DS’s touch screen in WarioWare: Touched or the ability to create and share your own games in WarioWare DIY, a strong gimmick has invariably led to a strong experience.
Occasionally, however, the series misses the mark. DSiWare Shop game WarioWare: Snapped made use of the handheld’s low-res camera and was a bit of a mess as a result, while we called Switch title WarioWare: Get it Together “hit and miss” due to its character platforming mechanic.
With the eleventh instalment, WarioWare: Move It, Nintendo has revived a past gimmick that previously featured in the series – motion control. This has already been done in a couple of WarioWare games – Twisted and Smooth Moves on the GBA and Wii respectively – and worked well enough in those instances. This time, not so much.
As is WarioWare custom, the aim of the game is to complete a steady stream of microgames, each lasting only a few seconds, delivered to you at pace. In order to succeed, players have to quickly determine what’s going on, figure out what the controls are and execute the task in the short window available to them.
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Move It, like the Wii’s Smooth Moves before it, adds an extra step to proceedings – just before each microgame starts you’re told how to hold your Joy-Con controllers, meaning you have to quickly get into position so the motion
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