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In this game you will skydive out of a plane through a hurricane and save citizens from a fire tornado. This is a game made for many of us. especially those on the GI Staff. So, why wasn't it released here?
Incidentally, Disaster was first announced with a trailer at E3 2006 - in America!
I remember a time, not too long after
the Wii released, when Nintendo had talked about how they would
attempt to bridge the gap between the casual gamers they courted and
the hardcore fans that loved them. I remember them talking about
developing games for that purpose. And, I remember waiting for something
to come to the Wii that I could enjoy – especially since I had felt
that the Metroids and Zeldas released on the system hadn't been as
high quality as their predecessors. Like most everyone else, I played
Wii Sports and liked it for what it was. I completed Red Steel and
thought it was interesting, but had too many problems. I bought Fire Emblem and Mario Galaxy, but didn't
feel compelled to play them much. I even pre-ordered games like Samba de
Amigo and The Conduit and regretted it. My thirst for something
original had yet to be satiated; all I had played really was ports,
sequels in established series' and new IPs that didn't try anything
At the same time, I remember seeing articles and trailers for Wii games that interested me. Games that had seemed more original and niche, like Captain
Rainbow and the sequel to Trace Memory. As time went on, and as I
waited to hear more about these games, I eventually learned that
they released in Japan, maybe in Europe too, but that a US release
was uncertain. Occasionally, we got the odd gem like MadWorld, but it
seemed like the expectation for Nintendo and other publishers to
provide a wide amount of experiences on the console was too much.
After all, the console was eventually eaten by the
minigame monster that created its success, and consumers had to push to get
games like Xenoblade Chronicles, a first party game of which any other
publisher would have been proud and marketed the hell out of, to get
released in the States.
Despite how much I supported Operation
Rainfall, I believe it came far too late. By the time it started, the signs that Nintendo was preparing
for a new console were obvious. By 2011, the only major Wii releases
were games like Conduit 2, which also sucked, a new Kirby and Fortune Street,
where my admiration at a company for finally localizing a game in that long
running series was soured by how much it looked like a Mario Party
The Conduit 2 was basically the only Wii game to come out during Mid-2011. Shame.
So I decided to try importing. I chose
Disaster: Day of Crisis because of the pedigree of the developer
(Xenoblade Chronicles' Monolith Soft) and because all of the
voice-acting in the game was in English. So while I wouldn't
understand the Japanese text (the European version being unavailable
to purchase at the time), I figured that the story could probably
keep me going.
Over the next two years, I have played and beaten it, but it's taken me this long to say something because, for one, I was still hopeful we'd hear something
about a release. Two, because I've tried to write this piece before,
but failed because every time I tried to stick to the details of the
game itself, it ended up choppy and unreadable. And three, because I realized my adoration of the game was symbolic of a larger problem. I feel that my
experience with the Wii is now crucial to understanding why I feel
the way I do about this game. And my feelings can be summed up by
this: Disaster is the game I had been waiting for, and one we should have gotten.
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