Super Mario Galaxy
I was sort-of right. There are camera controls, in the C button and the remote's D-pad, but they're almost never useful. It's much better now with a more responsive remote than at the demo - but in general, the game's spherical playfield and outright denial of sensible gravity will fuck with your head, and in fact, the heart of the game (at least so far) is in getting used to this.
Even stumbling around a bit, the early stars are a cinch, and I really feel like I'm becoming accustomed with the game's mechanics. The instruction manual reveals a ton of things to come - there's way more than just Bee Mario and Boo Mario - and given the 'epic' nature of the game's intro and the sheer complexity of its orbital castle hub world, I can't stop thinking about what star mission I'm going to go on next.
The optional two-player dynamic is a great idea for the Wii. The game is totally possible with one player, and in this way, it is precisely what Mario enthusiasts have been waiting for. With a second player able to point things out and stun enemies (and perform even more helpful actions), the game enters a theoretical EZ-mode where any two fools can jump around and have fun.
The game's presentation is fantastic, but, you already know this. What you don't yet know is the sheer joy of seeing Mario blast through space Superman-style. I'll admit... I teared up a little.
Progress: 3 stars