Wee Tanks is, by all accounts, a unique kind of gem as far as indies goes where many kinds of niche and experimental genres are explored in a gaming industry that is increasingly focused purely on "what works" from a financial perspective, basically what sells to the largest demographics out there. Thankfully we have this very indie to thank for bringing a bit of that former glory back in new modern fashion whilst paying respects to the older ways of how games were designed back then! Though to give a brief bit of history for this fun title, Wee Tanks is inspired by the lesser-known brother of one of Nintendo's most iconic games ever, that being Wii Play being in the shadow of Wii Sports back in 2006 during the console's release. Seeing as it offered nine distinct minigames that each played around with different gimmicks to appeal to the casual crowd during a time when the Wii remote's motion-based controls was quite the novel idea, although five of them featured the prominent 'Mii' characters whilst three others were more or less fun but unremarkable in the long-run. (Those being a neon-themed hockey minigame, a standard billiards experience and kiddie's first taste of arcade fishing) The last one was most certainly a standout experience however, as the final minigame featured these lovely toy tanks set in a wooden arena where the goal was simply to destroy the enemy tanks that grew in numbers, complexity and ferocity as the levels became much more strategic and intense in action the further you progressed. This was clearly something that the developers themselves enjoyed working on as not only did it host an initial 20 levels for the gold medal but then unlocked the remaining 80 levels that, past round 30 for the platinum, was purely for the fun and thrill of the action! Given all of the untapped potential that remained with such a fun premise that was stuck on Wii Play until recently, it's why I am glad that Studio Kit has taken the brave move to build upon the idea that Nintendo created and improve it in so many ways, boldly recreating the visuals and artstyle to near-perfection! Simply said, the graphics are splendid as far as what that tanks minigame would look like today in modern times and it goes without saying that Wee Tanks already hits the nail bang on as far as the visuals go! But what of the gameplay itself? To rest any concerns, the tight tank controls and the precise ricochet-style of bullet shooting remains top-notch here as I reckon it was a top priority of the developers behind this indie to replicate that experience as close to Wii Play's most renowned minigame as possible, to which they certainly have achieved that and more! Seeing as the campaign stays true to the 100 level formula alongside the many different tanks that featured in the original alongside quite a few new ones too! To give some examples, the basic brown is stuck and hardly ever fires at all whilst the simple grey tanks aren't much more of a threat with basic accuracy and bullets. From there it slowly evolves as teal tanks introduce fast-firing missiles (these thankfully do not ricochet!) and yellow ones plant mines to catch unaware players off-guard, then the notorious red and purple tank combos that are known for being aggressive and prioritizing ricochet shots where possible respectively followed by the dreaded greens that are deadly versions of browns with their double-ricochet missiles with *precise* accuracy and, of course, the stealthy white tanks that acted as the 'final boss' for gold medal achievers in Wii Play whilst the intense black tanks packed a fierce punch and gave even pros a run for their money when it comes to survival rates! On top of this includes boss tanks that have their own advanced mechanics and various new ones, some still basic but adding more diverse threats like a three-bullet shotgun blast or slow black bullets that can't be destroyed with your own bullets unlike the others that explode like mines upon impact whilst others are much more out there up to and including the ability to periodically summon new tanks into the field to ambush you and even those that teleport and stun you with electric orbs among others, all whilst featuring five entire difficulties, ranging from being a touch easier than the original game's difficulty all the way to bordering on Kaizo levels of challenging! Now take it from me here, I generally consider myself experienced as a gamer so it pains me to say that I couldn't even reach round 20 on the standard 'kid' difficulty and had to resort to playing on the easiest 'toddler' mode to get by. And even then, I could not get past round 30 at the start all by myself! This is thankfully where a most beloved part of Wee Tanks comes into play as this is more or less designed to be played with friends in mind, given how brutal the later levels can be on any difficulty that isn't the easiest of the five. Before you fret about the possibilities of needing to pair up with friends to actually enjoy this, Studio Kit has you covered as they featured the use of AI companions, up to three and entirely at your discretion as to whether you want to use them or not, as these are true lifesavers for anyone who isn't great at these types of fast-action indies since they make use of a certain system in this game that is quite ingenious in how it aids you outside of purely bragging rights. Initially I had thought this was tied into what cosmetics you used based on their tiers, but I can confirm that this is not the case and is likely instead based on your level as this goes up by gaining XP via reaching checkpoints in the campaign and any in-game achievements boosting this by a one-off larger amount. This being confirmed when I was unable to 'dumb down' the AI back to when I first used them by switching out said cosmetics as I figured they would amount to little more than handy metal-shields that could revive me about 1 in 30 times as a means of making the game progression just a bit easier for myself. However, by the time I got to trying out the hard 'Adult' difficulty, not only were they coming to my aid FAR more consistently but they even did feats of skill that I, myself, couldn't pull off nearly as well! Not forgetting about cosmetics though, this is another aspect of Wee Tanks that I quite like as these are bought via 'marbles' which are earned in a manner similar to that of XP and can be bought in a 'hub world' of sorts aptly named Tankey Town. This not only doubles as a risky way of giving you extra cash via roulette slot machines and some fun target practice on the side via a minigame but actually *triples* as what I can only describe as a 'Grand Theft Auto' game mode where shooting at any of the passive tanks results in the screen blaring red sirens as increasingly aggressive and advanced tanks begin honing on your position in an attempt to take you out! And that's not even beginning with how much other content there is, be it the separate survival game mode that takes place in multiple maps which takes a nice spin on the iconic Call of Duty 'zombies' mode or various extra challenges provided by the developers in the form of 'custom campaigns' that one can try out, even having a shot at making one of your own via their excellent level editor that practically gives you everything you need to make your own fun missions in classic Wii tanks form! Outside of the difficulty spike when playing solo and some achievements being unclear on how to unlock (some require you to not use AI companions to be eligible for them) alongside it taking some time to get used to the tactical shooter style of gameplay and the view of perspective on the field, I've had a great time revisiting this gem from the past brought back as a modern indie and highly encourage borrowing more great gaming ideas from the famous powerful 'dragon' and its horde of treasures from the far east if it means getting more fantastic games in the future!
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