|Reference added: 295|
"Waku Waku Volley 1 and 2 are pretty darn similar."
Pretty much like the first (entry 295) only with improved production values. The graphics are no longer horrible to look at but still they're nothing great, with a rather weak attempt at cel-shading, low resolution, and no antialiasing. The SD characters and the menu art are as cute as anything though.
This time around they've added a "Challenge Mode" which turns out to be something of a disappointment: you just aim for a certain spot on the court while doing one move (set, serve, spike, etc) ten times, with a better score the closer you get to the target.
As in the first one the AI is not exactly scintillating, and I've noticed a certain "sweet spot" you can do with one of the serves where, if you hit it at the right spot on the power meter, the AI usually just stands there as the ball hits the court.
Speaking of the power meter, though, at least this time each individual has particular skills that you can see on-court, for instance a girl specializing in serves has a much slower power-meter selection bar than a girl without particular serve ability. Also, although not much fun in itself, the challenge mode at least illustrates that even if you can't move the players directly, you can direct your bumps, sets and spikes to a useful degree.
I still want to try this four-player with a multitap. I'm not counting on it being more fun than Klonoa Beach Volley, but the blocking element adds a different kind of strategy, at least.