Super Mario Galaxy/2 -- two of my favorite games this generation, and my favorite two Wii games by a wide margin, but there are two things I feel like the games could have benefited from - controls as slick and precise as they were in Sunshine (not the pack controls, just Mario), and for the more open levels, more than two or three stars to their name (that aren't all simply at the end of different paths normally inaccessible unless you select the right star in the level's menu, or rewards for star hoarding).
Super Smash Bros. Brawl -- speed is a given but I can deal with Brawl being slower and more defensive than its predecessor. some semblance of balance would have been nice, though. Less pseudo-clone characters too. A different way to activate ultimate attacks than Smash Balls... set a certain (high) damage percentage for each character at which he or she will begin to charge a meter, or something (which I think'd be cool, it'd give a real incentive to take down any specific players in a 4-player match and it'd be a lot less situational or random). that way there'd be no bitching among competitive players either. or at least a little less than usual. the online element needed improvement for sure, but hey, we're talking early Wii here. still, level sharing could have been a little more robust. the level creator could have been too, come to think of it. and is it too much to ask for custom soundtracks, like on uh every single one of my 360 games? (that'd be a cool feature for the next game, or for WiiU to have. I've got my Brawl modded up to hell and back with custom soundtracks, mostly Overclocked Remix stuff, and it's great)
Metroid: Other M -- use a sensible control style that doesn't limit the game's potential. I liked the style of the game's gameplay, the visuals, the camera, well, pretty much everything aside from the story (constant prosaic exposition is what I hated, not 'authorization') and the controls, but indiscriminately mashing the d-pad to dodge every attack in the game or making two of the tenants of the combat system (melee takedowns and pointing to aim) stupidly situational/difficult to use especially against multiple enemies that require it (respectively)... didn't do it for me. using the classic controller would have been perfectly fine with me, I can live with not being able to point at the screen if it means I can have dedicated dodge/block/whatever buttons, missiles that are simpler to use exactly when you need them, etc etc. also there's that whole story element thing but I'm not gonna get too specific about that, for obvious reasons. people think it's either a disgusting failure or the best written game ever, and will argue as such despite both of those things being laughably far from the truth. All I'll say is this. Samus needs to open her mouth less, or have something interesting to say when she does open her mouth. That is all. Or have Ben Stein do her voice overs, it might not fit but if you're going to go for that 'dull flat grey monotone' voice quality you might as well go all out
New Super Mario Bros. Wii -- give me this, but a little harder, and a lot more unique, and I'll fall in love with it. Don't get me wrong, NSMB Wii had a fair bit of new and fresh ideas, but during my time with the game it still managed to feel fairly generic, which isn't a complaint I usually have for Mario games, and not one I like making about then. I'd have vastly preferred a poppier 2.5d visual style that took real advantage of the Wii's hardware, like DKCR or the upcoming Kirby game.
I'd post more but those are like the only five games I've played on my Wii this year trololololol
Vader's Gonna Hate