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AFTERGLOW AW.2 for the Wii
Score: 79%
Developer: Performance Designed Products
Device Type: Controller


Function:

AFTERGLOW AW.2 for the Wii is the Nunchuck counterpart to PDP's Wii-mote, lightup replacement, the AFTERGLOW AW.1 for the Wii. That's not to say this Nunchuck can't be used with a standard Wii-mote, or even Nokia's Wand, but you just won't get as pretty of a light show that way.

The AW.2's primary purpose is to act as an alternative to Nintendo's first-party Nunchuck. Everything the standard peripheral does, this one does. What it also offers are some flashy lights (in our case, blue), and a spring-loaded retractable cable to keep it safe when not in use.

Unlike the AW.1, this AFTERGLOW product doesn't rearrange any of the buttons. Granted, the Nunchuck only has an Analog Stick and two buttons, but PDP apparently decided they were already in the most effective locations. I will say though, the Analog Stick's head seems to be a bit smaller than that of the standard Nunchuck, and the buttons seem to have a bit more click behind them... but then again, it could be that my first-party versions are just old and those buttons have softened a bit over the years.

The retractable cable pulls out of the base of the AW.2 and clicks as it comes out to keep it from slipping back into the spring-loaded mechanism. When you are ready to pack it up, you simply disconnect it from the Wii-mote, press a button just above where the cable comes out and the wire zips back into its protective covering. This isn't a new mechanism, but I can't recall any other controller using it before.


Performance:

AFTERGLOW AW.2 for the Wii contains several LEDs that will either stay on, stay off, or turn on based on motion from the controller. This is done by clicking a small button on the left edge of the Nunchuck right next to the Analogue Stick, a very convenient location. The added LEDs don't seem to draw too much extra power from the Wii-mote's batteries and the color coding between the lights and the circuit boards under the clear plastic body definitely work to complement each other.

As for the controller's responsiveness in games, I noticed very little, if any, difference between the AFTERGLOW AW.2 and the standard Wii Nunchuck. The feel of the add-on device seems a bit slimmer, and while that didn't seem to affect gameplay in anyway, it definitely lent itself to a less durable feeling all around, but more on that later.


Features:
  • Color Coded Circuit Board and LED Lighting System
  • Three Modes of AFTERGLOW Lighting For Any Mood: On, Off, and Acceleration
  • Retractable Wire Mechanism For Convenient Storage
  • Available In Three Striking Colors: Green, Blue, and Red

Drawbacks & Problems::

While a lot of what the AFTERGLOW AW.2 for the Wii promises works, there are a few issues that I have to worry about. For one, the case doesn't feel quite a solid as the AW.1. Between that and the thin, retractable cable, I feel I have to be careful with the device and fear it won't survive too many slips of the hand.

The retractable cable brings up a few worries in-and-of itself. I've had too many earphones and computer mice that have had similar cable-management mechanics, and almost every time, the spring-loaded retractable system would break in some way. Granted, there are some that lasted quite a while, but this feature was always the first to go. It's just another moving piece, and when you are talking about hardware like this, the most likely aspect to go out first is the most complicated moving piece, in this case, the retracting mechanism. At the time of this writing, that part still works fine, I just fear it won't last too long. Hopefully I'm wrong there.

I have my reservations about the durability of this product, but in general, it does what it claims to do, and it does it well. If you are picking up the AW.1, then the AW.2 is pretty much a must buy. The combined lighting effects are sure to delight (pun intended), and with no real difference control-wise between this Nunchuck and the first-party one, the cheaper price point makes it a no brainier.


-J.R. Nip, GameVortex Communications
AKA Chris Meyer

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