Tag Archive: Platinum Games


If one were to find themselves on the fence about picking up Astral Chain, the new Switch-exclusive action title from developer Platinum Games, then Walmart is looking to make the decision a little easier.

Like most brand new games, Astral Chain normally retails for $59.99. But at least on launch day, if one were to purchase the game physically at a local Walmart, it would ring up at the register for the discounted price of $49.94, or more than $10 off the normal price.

This isn’t the first time this summer Walmart has tried to entice gamers to buy the physical version of a new game. Walmart offered similar discounts in July for Fire Emblem: Three Houses and Marvel Ultimate Alliance 3, also Switch exclusives. Just like then, the discount was only offered in-store.

Astral Chain is set in the year 2078 where mankind is on the brink of extinction. Inter-dimensional beings called Chimera are trying to destroy the last remnant of humanity, which reside in the megacity called “The Ark.” Players will choose to play as one of two twins who work on the Neuron Police Task Force and that utilize Legions, or subservient Chimeras tethered to the twins by a psychic chain, to combat the threat and keep humanity afloat.

One wonders what could be prompting the day one discounts. There’s the surface level answer that price slashing is an easy way to entice potential Walmart customers away from their competitors. There’s also been worry lately in the gaming world over the lifespan of physical media. After all, brick and mortar stores like GameStop continue to see their stock plummet in a world where digital downloads offer unparalleled convenience for many.

Of course, Astral Chain also did not have nearly as much of a promotional window as many other games. It was only announced in February of this year, leaving it with less time to educate gamers as to what it was about, and relying on recent gameplay videos to try to build up hype.

That said the game is performing extremely well critically. It’s garnered a bevy of 8s, 9s, and even 10s, on the review front. Directed by Takahisa Taura, who was lead designer on Nier: Automata, while under the supervision of Bayonetta and Devil May Cry series creator Hideki Kamiya, it should really be no surprise that critics are responding positively from the latest stylish action game from Platinum.

Astral Chain releases on August 30, 2019, exclusively for the Nintendo Switch.

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Slightly better than turtle soup

Over the years, the Teenage Mutant Ninja Turtles have stayed in our collective consciousness through many of the same ways they originally permeated our culture when I was a kid: movies, cartoons, comics, action figures, etc. Some efforts have been better than others, but one area that has consistently failed the TMNT over the years has been video games. Not since the SNES days have we really had a game that got the Heroes in a Half-Shell right. So, it was with baited breath that I sat down to try Platinum Games’ take on the lean and green fighting machines in Teenage Mutant Ninja Turtles: Mutants in Manhattan.

Mutants in Manhattan is basically your standard TMNT fare in terms of story, as Shredder and Krang have once again teamed up in an attempt to take over the world. They’ve enlisted the help of some evil mutants—ranging from canonical stalwarts like Bebop and Rocksteady to the lesser-known Wingnut and Armaggon—to lend a hand, and only four heroes named after Renaissance painters can put a stop to their plans.

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One thing that Platinum has consistently nailed when teaming up with publisher Activision to work on licensed games has been the art style. Whether the game as a whole was a hit like Transformers: Devastation, or a miss like The Legend of Korra, Platinum always brings these characters to life in a way that any fan can appreciate—and they do it again with TMNT. The art style blends the design that’s seen in the current Nickelodeon cartoon with a lot of hard edges and thick outlines reminiscent of Kevin Eastman’s comic book artwork, and it all looks absolutely great.

They also did a top-notch job with the audio for the game. The music and sound effects are exactly what you’d expect from a fast-paced action game, and even though they couldn’t get the cartoon cast to reprise their roles, a cavalcade of video game voice talent makes its presence felt. Nolan North, Steve Blum, Mick Wingert, Fred Tatasciore, and Ashly Burch highlight the voices behind some of the TMNT universe’s most iconic characters here. I could’ve done without the repetition of dialogue during and after every combat scenario—especially from Ashly’s April O’ Neill—but at least the lines had some gusto to them.

While it’s always appreciated when a game is easy on the eyes and ears, it’s unfortunate when that may be the highlights for a title like this. Mutants in Manhattan is broken down into nine levels, each culminating in a boss fight. Platinum once again provides an easy-to-learn, difficult-to-master combat system full of light and heavy attacks, dodges, blocks, parries, and special moves, showing their continued mastery of the hack-and-slash action genre. The issue is that you never really need to use any of the most advanced tactics until you reach that end boss fight in each chapter.

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Levels are set up as open arenas where players will have to race around and perform mundane tasks like protecting pizza trucks from the Foot Clan, returning stolen money to banks, defusing bombs, or get rid of weapons from Dimension X. Once a certain numbers of tasks are completed, you’ll get to fight the boss, but never do the tasks feel organic to the story—and once they start repeating, they quickly become tedious. This is compounded by the fact that all the foes you fight are nothing more than cannon fodder, even on the hardest difficulties. Whether it’s rock soldiers, Foot ninjas, or mousers, the enemies just drag down the pace of the game, doing nothing to force you to mix up your tactics. The levels themselves have nothing unique to them, either; every sewer, subway, and city building looks nearly identical, and when you have to return to certain places in later levels, the lack of creativity in the world becomes all the more clear.

As I mentioned earlier, the one saving grace for the combat is the boss battles. At first they shocked me with the difficulty spike they provided when compared to what led up to them. Each boss has myriad moves and patterns you’ll have to learn to overcome, and on harder difficulties, not only do they have more health and do more damage, but come at you with different attacks as well. That mix-up means you’ll have to always be on your toes, and actually put to use the dodges, parries, and special moves at your disposal.

One way to help overcome those harder difficulties is that Platinum actually included an upgrade system in the game. Between levels, you can spend battle points (awarded every time you enter combat) to improve each turtle’s special moves, or assign charms that provide a variety of effects including bonuses to item collection, attack, defense, healing, and more. It shows shades of the depth we expect from a Platinum game, making how inexplicably lackluster so many other aspects are in TMNT all the more surprising.

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Potentially the biggest mistake made with Mutants in Manhattan, however, is the fact that the game lacks local co-op. Yes, there is an online co-op option, and local co-op might’ve required a camera shift (that actually might’ve worked out better for the game in the long run), but TMNT games traditionally have been amazing local co-op experiences. Not to mention, when you’re not playing with friends, you need to drag around three, less-than-stellar AI-controlled turtles instead, making it so TMNT could’ve benefitted greatly from giving players more options to play together. Having a friend by your side to play this game might’ve also taken the edge off of how long and boring the base levels are.

Teenage Mutant Ninja Turtles: Mutants in Manhattan tries something a little new with the Teenage Mutant Ninja Turtles franchise, but in the end, it failed to captivate me or grab my attention in any significant way. The large, open arenas were unnecessary, and Platinum might’ve been better off cutting the levels in half and having twice as many boss battles. There is depth to the combat, but you rarely need it. If you’re insanely into the TMNT, this might be worth a look just to fight some classic villains—but without local co-op, good luck finding people to play with. The rest of us are going to go plug our Super Nintendos back in and play Turtles in Time for the millionth time while waiting for something better.

Developer: Platinum Games • Publisher: Activision • ESRB: T – Teen • Release Date: 05.24.16
5.5
Another misstep with the TMNT franchise leaves me wondering if anyone will ever make a good Turtles game again. As is, Mutants in Manhattan works, but it’s just terribly boring.
The Good Solid visuals that look like a cross between the comics and cartoon.
The Bad Listless enemies and repetitive gameplay. No local co-op.
The Ugly Why is my health bar in frozen personal pizza quarter-slices? No self-respecting turtle settles for Red Baron, especially in NYC.
Teenage Mutant Ninja Turtles: Mutants in Manhattan is available on Xbox One, PS4, Xbox 360, PS3, and PC. Primary version reviewed was for Xbox One. Review code was provided by Activision for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Let the good times barrel roll

When the decision was made for Star Fox to finally grace the Wii U, Nintendo and co-developer Platinum Games made the easy choice to stick to the series’ roots—much to the joy of fans everywhere (let’s just say that every time Fox McCloud steps out of his Arwing, you can hear the collective groan of the audience underneath the hiss of the cockpit canopy opening up). Few could have predicted just how far they’d go in wanting to remind fans of the best times the series has previously provided, however. Instead of crafting an entirely new adventure, Star Fox Zero is an interesting blend of old and new elements under the umbrella of a “re-imagining” of what is widely considered the best game in the series, Star Fox 64—a particularly uninventive move considering they already re-released that game for the 3DS (aptly titled Star Fox 64 3D) just five years ago.

For those who might be unfamiliar with the franchise, the Lylat System has been thrust into war by a former Cornerian scientist gone mad named Andross. With his incredible technical prowess, Andross has built a mostly mechanical army the likes of which has never been seen. The only ones who can stop his crazy bid for power are the ragtag heroes-for-hire pilots that comprise the Star Fox team. Equipped with state-of-the-art Arwing fighter jets and their mobile base of operations, the Great Fox, Fox McCloud and company is ready to do what’s right for the sake of the galaxy (and their bank accounts). Three console generations, and nothing has changed.

Beyond just the story, Star Fox Zero stays true to a lot of the gameplay aspects from what we played 19 years ago on the N64—all we’re missing is the struggle to find AAA-batteries for our Rumble Paks. Like Star Fox 64, Star Fox Zero is a mostly on-rails space shooter experience, with “all-range mode” sections of gameplay opening up into an arena for frantic dogfights against massive bosses and Star Fox’s evil counterpart, Star Wolf. The action is fast and heavy, harkening back to when many games still had arcade sensibilities, relying on twitch reflexes and with a single playthrough not lasting more than a few hours. Also, in true throwback fashion, it’s not about beating the game once; it’s about beating it again and again in new and fantastic ways.

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Star Fox Zero parallels its inspiration by featuring branching paths that open up different worlds of varying difficulty depending on certain feats. Beating a level within a time limit, getting a high number of kills, shooting open an alternate path while on rails, or destroying bosses via not-always-obvious means are just some of the catalysts to cause the game’s path to splinter. In addition, achieving high scores on each route not only looks impressive when everything is totaled up at the end of the game, but also awards medals that can be used to unlock special features outside of the primary experience. Even after almost two decades, this remains a great way to offer up a lot of replayability for what would otherwise be considered a short game by today’s standards.

A fair amount of locations from Star Fox 64 have also been reused here—including planets like Corneria, Fortuna, and Titania—but they all see a drastic facelift. Star Fox Zero has fully fleshed out each world you explore. Lush jungles full of dangerous “bioweapons” overrun one world, while another sees shifting sands half hiding space battle wreckage. This level of detail—giving them characteristics and enemies unique to every location—shows off a personality that the planets in previous games never really had. And not every planet is a rehash. There are also some brand new ones specifically designed to offer opportunities to show off the select changes that were made to the gameplay.

And it’s in these changes where things get dicey with Star Fox Zero. New scenarios have been added where you can turn your Arwing into a chicken-walker (sort of like the AT-STs from Star Wars) and you can now move around on the ground in levels you used to only be able to fly through. Your controls change between Arwing and walker modes—and, in a testament to repurposing mechanics, the walker features a Z-targeting system similar to what’s been seen in Legend of Zelda games for years. Z-targeting makes circling, strafing, and dodging enemy fire a lot easier for the slower moving form. Because of this, there are actually times when the walker mode is not only the preferred way to combat Andross’s forces (like in narrow corridors), but also for finding those alternate paths I mentioned earlier.

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Of course, there are moments where you’re forced to use the walker, and its lack of speed and maneuverability compared to the Arwing form becomes a hindrance. Those sections of the game artificially up the difficulty to frustrating levels, making you wish you could just stay in the Arwing the entire time. In fact, when the walker options don’t work, you’ll end up questioning why the transformation was added at all. Ground levels should just be left to the Landmaster.

Speaking of the Landmaster, it’s now gained a flying transformation. If you wanted me to fly in a particular stage, why not just let me stay in the Arwing? Mixing flying/ground sections in a single level—instead of just adding more dedicated levels for each, or allowing you to replay levels with different vehicles—was a curious decision. The transformations for both vehicles work, and work well for the most part; they just didn’t feel necessary. The same can be said for the one new vehicle, the Gyrowing, which adds stealth gameplay on its respective levels. While I can understand a handful of Gyrowing levels could be inserted as an attempt at a change of pace, they aren’t really something a Star Fox game needs.

The Gyrowing also features a sidekick called Direct-I, which requires players to pilot a secondary hacking drone into narrow crevices, slowing down the gameplay even more. All told, flying both the Gyrowing and Direct-I feels decidedly un-Star Fox-like and harkens back to the less than stellar adventure games of the series—even though we’re still technically in a ship—and not the fun flying action we want. Not to mention controlling Direct-I via first-person on the Wii U GamePad while the Gyrowing is left defenseless on your main TV just screams gimmicky controls.

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That leads me to Star Fox Zero’s largest problem: the controls. I’m reminded of The Wonderful 101, another Nintendo and Platinum collaboration that used the Wii U GamePad entirely too much. There is nothing worse than having to take your eyes off of the TV screen to see a different perspective on the GamePad, and more than anything, I wish the ease of control was what had been brought over from Star Fox 64.

When the game is played on your TV, it’s in the traditional third-person view, with the camera positioned directly behind your ship. The Wii U GamePad offers up a first-person perspective from Fox’s cockpit. This by itself would’ve actually been pretty cool, but the problem is that the aiming reticule is then married to the motion of the GamePad, forcing you to dance around your living room like a buffoon as you try to lock on enemy ships. Worse yet, the game mandates use of the first-person view in some sections—especially in the all-range mode arenas—to get the best shots on certain enemies. There is one alternate control scheme that allows you to lessen the impact of these controls, and I ended up spending most of my time using that option. Even so, doing that doesn’t do away with the motion controls completely, and you’re still required to move around far too much to aim/shoot at bad guys while playing.

Star Fox Zero manages to capture the essence of the original Star Fox 64, and rides that nostalgia train hard. At the same time, it leaves a lot to be desired. I can’t help but feel that choosing to re-imagine an older game instead of creating a truly brand new one painted the developers into an unfriendly creative corner. Star Fox Zero is a solid game, but due to its lack of ingenuity and difficult controls, it continues the trend of one of Nintendo’s most beloved IPs just kind of middling about.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
7.0
Star Fox Zero’s status as a love-letter to the past is solidified. While it does a good job channeling a lot of what was great about Star Fox 64, it fails to really build on it in new and exciting ways, and stumbles because of the Wii U Gamepad.
The Good Searching for alternate paths through the Lylat System remains addicting.
The Bad I felt like I was fighting the Wii U GamePad half the time.
The Ugly Every time Falco shouts, “Thanks for the friendly fire, Fox!” I think I should go upgrade my Internet browser.
Star Fox Zero is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Don’t let your guard down

Over the course of Star Fox’s history, whenever the decision is made to deviate from the space combat the series is known for, it’s often led to disaster. Even with Fox McCloud and gang being revered and lauded amongst Nintendo’s great original characters, when the Star Fox team steps out from their Arwings, it usually spells trouble for the series and a lack of fun to be had by gamers. Well, never one to be deterred, Nintendo has again tried to branch out and expand upon the Star Fox universe in the form of Star Fox Guard, and again it seems they’ve failed to create a compelling game.

Star Fox Guard sees players take on the role of a security guard at Corneria Precious Metals, Ltd. The company has been expanding exponentially to all corners of the galaxy due to war raging in the Lylat System, and so company owner Grippy Toad, uncle to famed Star Fox pilot and mechanic Slippy Toad, felt he needed more help. Players must use each security camera—conveniently equipped with a laser blaster—in every CPM facility to find and destroy the evil robots that want to disrupt the mining operations (by decimating each plant’s power core, thus bringing their metal output for the war effort to a halt). It’s not the deepest story, but you don’t really need a lot of setup when it comes to a tower defense game.

I typically enjoy the tower defense genre, having many in my collection ranging from South Park Let’s Go Tower Defense Play! to Ninjatown. However, I can say, without a doubt in my mind, that Star Fox Guard is one of the most shallow and downright boring tower defense games I’ve ever had to play.

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Every level gives you a dozen cameras to place around each CPM facility in order to destroy all of the invading robots. Your TV acts as a sort of security monitor bank, with the screen broken into 13 segments—one for each camera along the edges, and a larger one in the middle signifying which one of the 12 you’re controlling at that given moment. Using the gamepad touch screen, you can switch from camera to camera, changing which one you control to better fend off incoming threats. And right here is where the problems start.

When first looking at Star Fox Guard, the controls appear downright simple. The analog sticks move the camera you’re controlling, and every other button on the controller fires the camera’s laser. The issues arise from the fact that you can only control one camera at a time, forcing you to look down at the Wii U GamePad in order to switch between them. Instead of giving us an easier option to rotate through the cameras, forcing us to use the GamePad leads to something I always despise when Wii U games make me do it: taking my eyes off the TV screen. During more frantic moments, when a half-dozen robots are rushing the facility core, looking down at the GamePad’s display and then back up—taking a second to re-focus your attention—is valuable time wasted in a tower defense game.

This also touches on the second issue with Star Fox Guard’s gameplay, and why it fails short as a tower defense game: the cameras aren’t automated whatsoever. The best tower defense games are meant to test your ability to strategically plan both before a match starts and on the fly. Star Fox Guard only tests your twitch reflexes as you bounce from GamePad to TV and vice versa, and from camera to camera. There is a minimal amount of strategy involved, since often the default placement of the cameras is the most strategically sound, and you’re given them all before each encounter. Some of the game’s challenge missions—extra levels with unique win conditions that make up half of the included 100 levels—get away from this, allowing you to slowly build your defenses up. Unfortunately, those mission types are few and far between.

Since there are only 12 cameras, there are also very limited upgrades. As you continue to successfully defend Grippy’s metal processing plants, you’ll level up your security clearance. At certain levels, you unlock a multi-shot cam, a freeze cam, and a slow-time cam. You only unlock one of each, however—so, at most, you’ll have nine regular cameras, and then three specialized ones. It adds a little bit of strategy, but not enough to really give the game the depth it so desperately needs.

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Not everything about Star Fox Guard is a complete bust, though. The game offers up some challenge with the variety of enemies it throws at you. Fifteen types of enemy will mess with your cameras, including some that steal them away or knock them offline for an extended period. If the cameras are offline or gone, obvious holes can start to appear in your defense, which the remaining 11 enemy types will take advantage of. That’s 26 types of enemies total, each with their own strengths and weaknesses, making you wish even more you could do more with the cameras.

The other nice aspect of all those enemies is Star Fox Guard’s Squad Mode. Once you beat the first 20 or so stages, you unlock the game’s online component, which allows you to put together your own robot horde and send it after a buddies’ processing plant core, or reverse the situation to defend your own personal core from their army. Successful attacks and defenses increase your online rank, while losses will knock you down the leaderboards. As you face new enemies in single player, you’ll unlock them as options for your multiplayer horde, giving you at least one reason to grind through the game’s 100 lackluster and repetitive stages.

There’s a reason why Star Fox Guard is a free pack-in game bundled with the first run of physical copies of Star Fox Zero. It’s not a broken game, but there’s really not enough to grab your attention and hold it for more than a few levels. It’s a shallow cobbling together of tower defense parts that relies too much on the Wii U GamePad, one that doesn’t do anything interesting beyond Squad Mode. If you should tire of Star Fox Zero at some point, I could see you devoting a couple hours to it just because it was there if you get the physical version. On the other hand, if you’re going the digital route with Zero, there’s little reason for you to chip in and pick up Guard along with it.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
5.5

Every time Star Fox tries to do something out of its space-combat comfort zone it fails. Star Fox Guard sadly continues this tradition of games that make you go “meh” when Fox and the gang step away from their Arwing cockpits.

The Good There’s a lot to do and the online component adds some surprising replayability.
The Bad Shallow, repetitive tower defense play that relies too much on the Wii U GamePad screen.
The Ugly Slippy’s uncle is nothing but a war profiteer.
Star Fox Guard is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

I played the first 30 minutes of Transformers Devastation, which is available now on Xbox One, PS4, Xbox 360, PS3, and PC. I apologize in advance for the audio issues.

It’s a Not-So-Wonderful Life

As Nintendo tried to get everyone hyped up for the release of the Wii U, few titles intrigued and excited players more than The Wonderful 101, long known only as “Project P-100.” Much like several other titles that were supposed to arrive during the system’s launch window, however, The Wonderful 101 experienced countless delays and technical issues during the final stages of development. As it slipped further and further away from its original release-date projections, its relevancy in the Wii U’s lineup became more and more diminished.

Now, instead of a title that helps champion the Wii U’s cause from the start, The Wonderful 101 finds itself as a lone new IP drowning among more established Nintendo franchises slated for the console in the second half of 2013. After finally getting my hands on it, though, I found that while it doesn’t totally overcome its well-documented development difficulties, it doesn’t get swept permanently beneath the waves, either.

As the game begins, Earth has come under attack for the third time from a group of alien terrorists known as the Geathjerk. The invaders are powerful, but the Earth’s premier defense team, the Wonderful 100, have always quelled the threat before. This time, however, they can’t make a dent in the Geathjerk’s offensive onslaught individually, so they must come together and unite into fantastic objects and weapons to help subdue the otherworldly threat and send these space invaders back from whence they came.

On the surface, The Wonderful 101 is exactly what the Wii U needs. Its vibrant art style is a throwback to the work director Hideki Kamiya and producer Atsushi Inaba did together on Viewtiful Joe, and it stands out from the realistic first-person shooters and action-adventures continually flooding the market. The humor and story falls directly in line with what you’d expect from Platinum Games, and the voice acting only helps carry this across, with some solid performances from veterans like Tara Strong as Wonder-Pink and Roger Craig Smith as Wonder-Blue. What’s more, the core concept of 100 (relatively) normal people coming together to do extraordinary things and become heroes is a message that gamers of all ages can get behind.

But ideas and concepts can only get you so far. At the end of the day, it all comes down to execution—and this is where The Wonderful 101 falters. As aesthetically pleasing as the game may be, its controls—which force players to use the Wii U GamePad for several features—are a far tougher opponent than any of the alien Geathjerk.

The Wonderful 101 is really meant to be played with two screens, but it’s technically capable of Off-TV Play. Unfortunately, because of the horrendous camera—which is usually either too close or too far out to be effective—you can hardly see anything on the tiny screen to actually advance. During the handful of indoor sequences when the game abruptly shifts to a first-person perspective, you might as well be blind. GamePad-only play also disables the drawing capabilities of the controller, so you then have to trace all the symbols that have your Wonderful Ones unite by using the right analog stick and an invisible cursor, which is far too sensitive to be used in any capacity in this game. Basically, you’d have to be a glutton for punishment to even attempt Off-TV Play here.

When you do play on your TV, it’s quite the opposite. You can use the GamePad to draw the necessary shapes to make different offensive forms like massive fists, swords, guns, whips, or hammers, or you can use it to change the environment around you or temporarily recruit ordinary citizens by drawing a circle. While the right-analog-stick method is too sensitive during Off-TV Play, drawing on the tablet isn’t sensitive enough—it’ll either give you the wrong weapon or completely ignore what you’ve drawn altogether.

The worst part? The pacing during the action sequences is all out of whack. Having to draw on the GamePad isn’t nearly as quick as pressing a button, yet many of the combat situations require those split-second reflexes. For much of the game, especially early on, you’ll be dealing with a horrendous learning curve. Battles will drag on and on, and levels will become akin to marathons with very little payoff—you’ll get pummeled by the Geathjerk when trying to draw lines while running around like a chicken with its head cut off.

At times, though, these marathon battles are worthwhile—and that comes when you finally get to the chapter boss. These behemoths are truly terrifying: They fill sports stadiums, consume skyscrapers, or plug up volcanoes, and they definitely put the weapon forms you acquire to the test. But unlike the missions that lead up to these encounters, you actually have a great sense of accomplishment when you topple one of these kaiju-like beasts.

And that’s the essential problem with The Wonderful 101—it doesn’t live up to its full potential, and a large part of that comes with being on the Wii U. A regular controller and simpler method of switching forms would’ve been far more effective than shoehorning features into the GamePad, and a shorter buildup to the boss battles would’ve been preferred. Players with the patience to work through the bugs and pacing problems should leave at least somewhat satisfied, but The Wonderful 101 could’ve been a true gem if Platinum had more time to polish the experience and figure out how to properly work with the Wii U hardware.

Developer: Platinum Games • Publisher: Nintendo • ESRB: T – Teen • Release Date: 09.15.2013
7.0

A horrendous learning curve, poor story flow, and shoddy controls take away from what could have been a superstar new IP for Nintendo. Instead, only players who can look past the bugs and pacing problems will be satisfied in the end.

The Good Humor and style befitting the pedigree Platinum Games.
The Bad The touchpad drawing gimmick gets in the way of the flow of gameplay.
The Ugly Wonder-Green’s stalkerish obsession with Wonder-Pink.
The Wonderful 101 is a Wii U exclusive.