Spyborgs Review Page 2
23 Sep 2009 at 14:04:41 by Spanner SpencerSystems used to review this title: (WII)
Another trap the developer has fallen into (though they’d probably cop a fair amount of flack if they hadn’t fallen into it, too) is making arbitrary use of the Wii-mote. Some dreadful ‘spy vision’ system is required to pick out hidden objects within the scenery, which not only doesn’t match the rest of Spyborg’s reasonably intensive fighting gameplay, but doesn’t work very well in its own right, either.
After the devs had painted themselves into that particular corner, things got really bad as they rolled out the quick time events. Admittedly, these are better than most examples of this awful gameplay trend, as it’s gesture based rather than button sequences, but it’s still a cheap tactic for wresting control of the characters from players just so the game can look a bit cinematic and cool.
Evidence that this game potentially began life as a classic arcade brawler is the two player function, which allows for drop-in, drop-out multiplayer, or by assigning you a reasonably intelligent A.I. cohort. Like all good beat-‘em-ups, this is a game that really comes to life when you’re bashing elbows with a fellow pugilist, and brief moments of nostalgia for those glorious arcade days can be felt between awkward punches and clumsy gesticulating at the screen.
It is nice to see the Wii being put to slightly more rigorous graphical use, though. The animation and amount of onscreen action is about as demanding as I’ve seen on Nintendo’s underpowered platform, though the pseudo-futuristic level designs could have used an extra lick of imagination paint.
But if you’re concerned about the quality of the digital violence your kids ingest, then Spyborgs is a pretty decent compromise. I guess.
Gamer Score | 0 /10 |
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