On June 19, 2007, more than two years after RESIDENT EVIL 4 (RE4) was first released on the Nintendo Gamecube, the game’s developer and publisher, Capcom, ported their highly acclaimed horror title to Nintendo’s “next generation” platform, the Wii. The notable media buzz that the Wii generated last November was due in no small part to the system’s unique non-gamepad-style wireless controller--the Wii Remote (or Wiimote)--which promised to amplify the physicality of gameplay, appeal to casual and non-gamers, and inadvertently destroy TVs (http://www.wiihaveaproblem.com/). After hearing that Capcom was bringing RE4 to the Wii, I searched the web to see how the game would exploit the console’s unique control technology. I soon discovered this Japanese ad (where the game is titled BIOHAZARD 4). The video advertises a gameplay experience that is so visceral, so embodied, that the fictional narrative escapes its diegetic and technological boundaries. If Nintendo’s recent sales and this ad (and, indeed, others like it) are to be believed, Nintendo and their third party developers have figured out how to successfully design and market this unique gameplay style for new and old games alike. How, then, might the Wiimote alter (or promise to alter) one’s basic gameplaying experience, as well as current notions of video game realism (or wii-ealism)? Is this heightened media interaction akin to Andre Bazin’s “myth of total cinema”? Or, is the Wiimote just another fancy joystick?