Wii: Pop N Music Preview.

While the most popular games of the music genre pioneered by Konami have made it across the waters, there is one however that still hasn’t found its footing. Pop N Music, part of Konami’s highly popular Bemani range of arcade games is finally being brought over to the Wii after a line of successful PS2 incarnations and with it comes a whole slew of new addtional features. The Pop N Music series have prodominently been kept in the land of the rising sun but recently showed up at E3 prompting it’s eventual release in the US. Fans of the series however, be warned.. it isn’t exactly how you remember it in the Arcade or the previous console versions. Gone is the traditional Pop N Music peripheral and has been replaced with the Wii’s Motion Controls. There is however some new features being incorporated to make use of the Wii’s capabilities such as the ability for DLC of additional songs.

Having just released in Japan, in the time we’ve spent with the game we’ve noticed a number of differences mostly notably it’s visual style which gives off a very casual feel to the game. While one can argue that the original game always had a cartoonish style to it, this time it is even more prevaliant as selection screens and menus have been made more simpler and the gameplay changed from it’s original 9 buttons to 5. The gameplay itself plays out like Pop N Music normally does with coloured markers flying down the screen requiring you to hit them in sequence however one major issue we did notice was the controls which occassionally registers the wrong input. However, this didnt stop us from having fun with the games’ tracklist which consisted of a mix of Jpop/anime music.

Apart from some control difficulties, which will hopefully be fixed in the final release, Pop N Music is still very enjoyable and should introduce the franchise to many new players.

Pop N Music is due out in the US later this year. Look out for a proper review later in the year.

Wii: Suzumiya Haruhi no Gekidou Impressions

Being a popular anime in Japan has it’s perks, it allows the series to get its very own game produced.One of the most anticipated titles is Suzumiya Haruhi no Gekidou which brings motion controls which will allow players to dance to their favourite Haruhi Tunes. Though there was a time where there were reports of this to be false or that the dancing was just a small mini-game, little did they know that the whole game is actually completely based around it. Having played through the first few hours of the game, there’s alot of things to like and dislike about it.

The story follows the SOS Brigade, led by the wacky Suzumiya Haruhi and her fellow comrades as they begin on another round of promoting their club. This time however, Haruhi rushes into the Club room with a Poster advertising a Dance competition which she forcibly enters. The result is 12 chapters, each with their own song piece to which players are required to mimic motions to. Fans of the show will be pleased to know that your favourite SOS Brigade Characters are featured in full 3D dancing to each of the respected songs on screen during the dance sections. Dancing is done by the Wii Remote held by pointing up the Remote in a vertical orientation and moving it up, down left, right following the directions given on a bar moving across the screen aka DDR with gestures. Performing each of the gestures correctly will allow you to chain combos and earn points for unlocking special features and items. Of course, if you have a couple of Haruhi fans at your side, you can opt to play with up to 3 players on a single song with a variety of multiplayer modes unlocked as you progress through the story mode.Dancing isn’t all that players will be doing as there are a few mini games which break up the long line of tedious dancing.

The game has just released in Japan and is proving to be a very unique experience, but it lacks the depth of gameplay and control found in Bandai Namco’s Happy Dance Collection which uses more advanced motion detection for the dances which I would recommend for a more comprehensive “Para Para” game.

Wii: Case Closed – One Truth Prevails: The Mirapolis Investigation

Cased Closed or Detective Conan as it’s known in Japan is a manga series by Gosho Aoyama. Having spawned an anime, a couple of movies and games the franchise makes its first installment on the Wii with Case Closed – One Truth Prevails: The Mirapolis Investigation utilizing motion and pointer capabilities of the Wii. Many anime to game adaptations in the past have been mediocre at best but does this one break the trend or is this one case not worth solving?

The story starts off with a flashback years prior with a scheme being hatched in a hotel room and a car accident. Fast forwarding to the present players follow Conan Edogawa and his friends, led by the beautiful Rachel Moore and her father, Detective Richard Moore to the opening day of the newly constructed resort “Mirapolis”. Upon reaching their destination through an underground tunnel they meet an upbeat maid C.J aspiring to become a detective who shows them around the Resort and it’s many guests. During their free time using the local arcade on the resort, Conan and Aida head off on a walk and upon entering one of the pools in the gym area they shocked to find a body lying on the walkway. The rest of the game has you finding clues and using deduction to solve the mysteries behind the murder.

Broken up into four acts, story progression is told through cutscenes which is just 2D character portrait conversations which have to be triggered while you are exploring. Each act has its own mysteries to solve by finding clues and piecing them together and then a small recap which requires picking certain clues from the various mysteries of that act. The story has some interesting twists and turns but is far too short as many players are able to get through the entire game in less than 6 hours. The only issue is that, the story never gives you any back story to the anime/manga so mainly fans will enjoy the story to its fullest extent but it does provide enough that those new to the franchise will still be able to understand the story.

Though the story had some interesting points, the gameplay didn’t. Simplistic at best, it becomes heavily flawed and for the most part, you’ll just be wandering the hallways and rooms of the resort finding clues told by certain characters to add to your notebook which you then use in a “Clue chain” to deduce the “mystery” behind each of the crimes. The problem is it’s never clear to the player exactly what you should be doing where instead you’ll just be wandering hallways time and time again and talking to the same characters until you finally find a “trigger” point to progress. The notebook does provide some idea about your objective but when it’s as ambiguous as “Talk to everyone for clues” and only 3 out of 10 characters have any clues it’s just tedious and annoying. The getting the clues themselves is also rather pointless, as they often refer to mystery elements you already know from the first cutscene and there’s usually nothing new to learn from them. You’re basically unraveling a mystery which you know a majority of already and it just reveals the way the developers tried to stretch out the length of the game.

Aside from the main story, there are a small number of mini games for earning points to unlock music and other items. One of them utilizes the IR pointer of the Wii Remote which works alright but the accuracy and reaction time of the pointer is mediocre as there is some lag to it. The others are based on motion controls and the direction you swing. The issue is that it never detects the motion correctly and most of the time you’ll be frustrated with doing the correct motion but having a totally different result which is only aggravated by the added lag. Aside from these minigames, there isn’t any incentive to play through the story again.

Visually, straight out, this game lacks any polish in presentation of a typical Wii title. This can be seen in its heavily polygonal and lack of detailed structures and character models, unintuitive menus and inconsistent quality so much so that it can be compared to either a gamecube title or even a N64 title. That said however, there is a consistant framerate which holds throughout the game. The buildings and floors themselves are repetitive; you’ll see the same wallpaper and same floor design as the floor below or above it varying only with certain floors which play a key role in the story. Most of the dialogue and cutscenes are portrayed with 2d character portraits on screen which works for the most part and is probably the most well delivered part especially when seeing the transition from exploring gameplay to a cutscene. The soundtrack however is highly repetitive with only 2 or 3 songs in the whole game, one of which plays repetitively every time you are exploring which is unfortunately, a large part of the game. Character voices themselves are taken from the Dubbed Anime series and doesn’t become too annoying with a well written script that doesn’t reek of clichés or cheesy dialogue. There is however times where characters seem too whiny but those who can’t stand the Dub will be pleased with an option for the original Japanese voices.

Case Closed – One Truth Prevails: The Mirapolis Investigation attempts to add another title to the growing mystery adventure genre on the Wii but ultimately falls short with its execution and design. The lack of any depth to its gameplay coupled with a cumbersome camera and short length hinder the experience one might want out of the title. The game will mostly appeal to fans of the Anime/Manga series and those new to the series or looking for a title with a richer experience should stay clear of this one.

Overall 5.2/10

Wii: Taiko No Tatsujin Preview

Taiko no Tatsujin is a popular franchise from Namco Bandai in Japan and marks it’s first installment on the Wii. The game, just released in Japan, comes with an interesting new Drum peripheral which plugs into the bottom of the Wii Remote and brings with it a load of new songs with familiar faces in the game. Though relatively unknown elsewhere, the Taiko series is popular in Japan with games on PS2, DS and PSP and made it’s debut in the US on the PS2 as Taiko Drum Master though it only released one game. The game has players tapping to a drum following notes which scroll across the screen seen in similar rhythm games such as Guitar Hero or Rock Band. The game play though simplistic is varied by where you tap on the drum, as you tap on the drum surface for red notes and on the side for blue notes. Rhythm game fans looking to import the game without spending a large amount on the drum will be pleased to know that the game can be played without the peripheral and that it supports both Wii Remote and Classic Controller Configurations assigning the drum hits to buttons instead.

The game also supports up to 2 players for simultaneous play and with a large number of different options for multiplayer . You can play versus with a friend or battle it out with items or just play together on a song. Mii Support is also included with appearances in certain songs but that’s as far as it goes. From what we’ve played, the game has enough to satisfy fans of the series with an additional challenge mode but doesn’t come with the Drum customisations seen in the DS version nor the minigames on the PSP. There is also no information on any additional downloadable songs like the PSP version from what we’ve seen so far. As said, the game is currently out in Japan and fans of Rhythm based games should surely pick this one up.

Wii: Let’s Tap Impressions

Demonstrated at the Tokyo Game Show 08, Let’s Tap is a Wii exclusive from Sonic creator Yuji Naka’s studio Prope utilizing the Wii Remote in a brand new way. Let’s Tap uses the Wii Remote face down on a surface and detects vibrations using the remotes accelerometers. The game features a variety of mini games such as Tap Runner, Rhythm Tap, Visualizer, Silent Blocks and Bubble Voyager. Each game focuses on a particular way of tapping such as light tapping for running and hard tapping for jumping.

Having played abit of the game, the package feels more like a demo than a full featured game. The Visualizers are only there for a look and Tap Runner and Rhythm Tap feel more like demonstrations of the technology involved. While there are a few multi player modes and a battle mode for Bubble Voyager, there isn’t really any depth to any of them. Some of the games do suffer from tap sensitivity issues, Rhythm Tap seems to register Taps no matter how soft or hard it is and miss firing seems to occur too often in Bubble Voyager. Navigating through menus using the Tap controls is a chore, as often the game will register a single tap instead of double. The visual style of the game looks great though simplistic akin to the Rez feel and there’s never any slow down. The soundtrack is also lively and completely original with the large amount of songs used in Rhythm Tap. Overall the package has a fair amount of modes but the lack of depth and control issues hinder it’s experience. Let’s hope they fix this for the final release in our territories sometime next year.

Wii: Call of Duty: World at War

Treyarch’s latest installment brings what most hardcore gamers need to get them through the title drought on Wii and delivers one of the most brutal and satisfying experience from a first person shooter ever to hit the Wii this year.

The Call of Duty franchise is a mixed bag with two developers taking turns for each installment. Last year’s Call of Duty 4:Modern Warfare by Infinity Ward gathered a large amount of praise for it’s departure from WWII and into the modern times. Now, with the series given to Treyarch, the series returns to WWII and brings with it the updated Call of Duty 4 engine incorporating the dramatic cinematic feel of that installment. With the series back in it’s roots, does the war bring a refresh of the series or does it remain in the past?.

Set in WWII, you play from two sides as either Private Miller of the United States Marine Corps battling the Japanese Army in the Pacific or Private Dimitri Petrenko of the Soviet Red Army advancing on Berlin against the German Nazi. As Miller, you are rescued by Corporal Roebuck, Sergeant Sullivan and other Members and become apart of Sullivan’s Unit taking on the Japanese Forces eventually ending up at the battle of Shuri Castle on Okinawa. On the other side however, Demitri also has a similar situation where his whole unit is wiped out and executed becoming the sole survivor. He is rescued by Sergeant Reznov who aids him in sniper-ring down General Amsel, the Nazi Commander. Years later, captured by the Nazi, Dimitri meets with Reznov yet again and is rescued by him and enters his unit eventually leading to the final confrontation at Berlin. Each mission is broken into segments where you’ll be playing one or the other then switching sides. This adds dramatic tension at each segment so that both sides play out at the same time. The only issue with this is that you won’t feel attached to any of the characters as all you’ll be doing is finding who to shoot next to continue. Overall the story can be completed in less than 8 hours of play on regular. This is further extended by Multi player options. Though the Core campaign is the same as the console version being a direct port over from the console version, the only gripe is that the entirety of the campaign didnt make it. Gone are most of the Vehicle missions and what’s there is a smaller version of the missions from the other next gen versions. The Missions which are there however are impressive as you’ll feel everything from the brutality of the enemies to the explosions from grenades around you. The only thing is that the missions don’t have the same impact as the missions in the previous game as you won’t see something like the Nuke from COD4.

The gameplay is retained from Call of Duty 4 and here is no exception. As with all first person shooters, you’ll be doing the same shoot and cover tactic for all the other games. Added to the arsenal this time is the flamethrower which does heavy damage to enemies setting them alight. Grenades are still as one hit kill as another and you’ll be using the same weapons as you’ve seen from other WWII games. Of course, the Wii is known for it’s control scheme and it’s potential for first person shooters. The controls in this game serve the game well but are nowhere the best. The game uses the Wii Remote IR for aiming and while this works most of the time, it becomes tight when trying to aim in scope mode and lags whenever you need precision aiming. Half the time you’ll just use the Z trigger on the Nunchuck to invoke the aim assist which locks onto enemies in an instant and firing. In essence that becomes more of a clutch for something that theoretically should have more accuracy than using a joystick to aim. Aside from the main campaign is the impressive multiplayer wifi modes. This allows players to play online over Nintendo WFC though aren’t as fully fledged as the next-gen versions missing CTF,Vehicle, Zombie and co-op play modes. What you have left though is well executed and is a good example of how online multiplayer should be done on the Wii. You get the typical death match, team death match which allows players to gain experience and levels through kills with custom classes and completing online challenges. The only issue is that it’s limited to 8 players max on a level which means playing 4 vs 4 on team matches.

Visually the game is impressive being pushed by a heavily modified COD4 Engine and this shows in it’s presentation. The game runs at 30fps and only takes a dip during large open fields with many soldiers. Some textures like grass are abit blurry and some models are jaggy but are put to good use given the hardware and the use of a altered next-gen engine. The CG intros to each mission mixing in with film footage does a good job at creating the dramatic environment.
I certainly hope that more production values are given to the Wii version and that developers either recreate the lead SKU with all content on the Wii or else recreate a ground up version for it and not just toss them to a side developer. Trayarch has done a number of Nintendo titles in the past and it really shows the experience they have with the hardware here. You won’t get the same effects as the next-gen versions but you’ll still see chunks fly off soldiers as you shoot them.

The music is wonderfully orchestrated and the sounds of gunfire to the screams of enemies is done well. The dialogue is as expected but you’ll probably forget most of it and get right into the action.

Call of Duty World at War is a great title that many should pick up. While it doesn’t have the best controls or outstanding visuals, it does set a standard for what multiplayer should be like. Overall it is definitely worth your time..until Infinity Ward kicks in with the next game.

Story – 6.5
Gameplay – 7.0
Video – 8.0
Audio – 8.5
Overall – 8.2

Wii: Happy Dance Collection

(NB: As the title is completely in japanese not everything listed in this review is completely accurate)

Happy Dance Collection is a title from Namco Bandai which strikingly looks familiar to longtime running IdolM@ster. Though looking very similar, the title does have one big difference….it’s on the Wii. The title itself feels and players like a parapara simulator using the Wii remote as a baton. Voiced by popular Seiyuu Mizuki Nana, the title offers a unique experience which is hampered by
some minor control issues and a limited song library.

The game offer starts offers the player a variety of play modes. Story mode has you playing young Ai who is discovered at her highschool by a talent agency and set on her way to stardom performing on stage….and that’s about how far the story goes. Along the way you’ll meet your manager and Yuuki, the lead male in the game. The basic premise of the story is set out in a number of location accessible on a map which each composes of a number of songs and then a concert containing a number of songs. Each time you play a song, there is a score you have to meet to continue. Of course, players to these types of games won’t get anything new here and you’ll be treated to gaining money for completing each stage and unlocking some new content in the form of stages or new accessories which can be bought from the shop. There is also the “On Stage” mode for players to play a certain song from the games songlist though a majority still needs to be unlocked eventually unlocking Hard which has no on screen “Notes” for you to follow. There are also Co-operative modes for two players in the form of a Versus mode and a Mini Mission mode which seems like a slim down version of story mode which allows both players to share a single bar to pass a song. Other modes include a “Dress up” mode for customising Ai or Yuuki and tutorial mode. That’s basically all there is to the game.

The gameplay is pretty unique in the way that the game requires you to practically dance to the song to register a hit and this is where things get problematic quickly. Patterns will appear onscreen requiring the player to perform a certain motion in time to the music and the problem is with how sensitive the Wii Remote is. Half the time you’ll think you have performed the right motion but the game delivers a miss instead. These become apparent and fustrating early in the story mode. Once you get used to the motions however as a majority of them repeat, you’ll be having a hard time achieve the high requirements of songs in story mode required to pass them but you’ll definitely need to memorize them for the Higher difficulties. However I found that the best way to score is to actually follow the character’s movement onscreen which helped greatly. There definitely is a learning curve to get how to do the movements but having to perform the movements with the character onscreen is impressive as it actually detracts cheating by random wagging of the remote.

Visually the game is alright with Anime Stills and backgrounds portraying the story though it is very simplistic. The dancing is well done but the character models are jaggy and could of had the cel shaded treatment done to them. The stages are nothing to be amazed about as they all seem similar and devoided of any background dancers to accompany your dancer. This is extremely notice able in coop as there’s always only one dancer on the screen.

The audio plays itself well, the songlist is not that impressive with only 24 songs over a variety of anime and Jpop but is sufficent given the obsurity of this game and Mizuki Nana fans will be pleased to hear that it includes 4 original songs by the idol.

Overall it is a fun addtion to the Wii that though has a number of issues with controls, is still a fun game nonetheless. The game is fully in Japanese but it isn’t too hard to navigate with limited Japanese Knowledge. I would recommend the game as a fun casual quick play title to anyone who’s into Jpop and Para para.

Story: 5.5
Gameplay: 7.0
Video: 6.5
Audio: 7.0
Overall: 6.5

Wii: Samba de Amigo

Sega’s hit franchise hit’s the Wii and revives the maraca shaking game play of the original Dreamcast game but does the game end up producing a rhythm or does it end up as an annoying instrument?

Back in the glory days of the Dreamcast, Sega produced a hit sleeper title called Samba de Amigo, a game which used a pair of maracas as a controller. Fast forward five years and with the capabilities of the Wii, you’d think that combination would be a success. Little did we know that we were so so wrong.

The game play at its core is a music game similar to Guitar Hero and Namco’s Taiko no Tatsujin. The fun pick up and play casual title delivers at its core a fun experience to many casual gamers and many will find the title to be an enjoyment and will enjoy playing through it’s normal difficulty setting. The game handles by presenting six shake points on the screen where three are for each hand. Basically the player shakes the controllers when a ball hits one of those points through a variation of shaking while tilting up, straight and down. Further adding to this formula is gesture moves where it requires the player to point the controller in some pose to register a hit. While this is all manageable in Normal, the problem is that players of the first game will most probably ramp up the difficulty to Hard and that is where the problems begin. The control scheme allows you to use either two Wii Remotes or a Remote and Nun Chuck and both do alright at first on normal but on Hard mode the game is simply impossible to play. The motion sensor of Wii Remote and Nun Chuck is always off and you’ll find that you’ll be getting “bad”s even though you had the right angle. It’s simply frustrating trying to pull through hard mode and I foresee that many players both old and new won’t even bother playing through the higher difficulties.

Visually the game runs smoothly though it doesn’t push any of the Wii’s graphical capabilities in anyway, but it presents an overall satisfying diversity of bright colours and decent textured models though we would have preferred something that would differentiate it more from the dreamcast game.The game is still visually appealing to most audiences and pulls of a constant frame rate which is required in all music games.

Audio is also upheld with a playlist of Mexican style music ranging from obscure to popular songs which has been covered into that style. All play as you’d expect from a music game of this type.
Beyond finishing story if you manage to beat hard is a bunch of multiplayer modes and some collectables. Other than that you’ll have some fun replaying some stages but other than those there isn’t really anything else.

The game brings some new ideas during its conversion over to the Wii but the end result is still a struggle to handle but many casual players will like the simpleness of Normal difficulty and enjoy playing with friends. Veteran Gamers however will need to take a step back and wait for a more refined version should there ever be another.

Gameplay: 6.0
Video: 7.5
Audio: 8.0
Replayability: 6.0
Overall: 7.2

Wii:Disaster Day of Crisis

i:When the Wii was first unvailed and showcased at E3 2006, A little title caught people’s attention and since then Disaster Day of Crisis has taken 3 years to finally release in Europe. The tittle by Monolith Soft (No relation to Monolith Studios) has crafted a tale that is both intriging and strangely addictive. The game showcased some of wii’s more impressive visuals and got many to anticipate the title’s arrival. The game was thought to be on indefinite hold after E3 as no news on it was made right up until 3 months before the title’s launch date. Disaster Day of Crisis brings all of mother nature’s Wrath into one day, but is that day exciting or is it a disaster?

The story starts off as you play Ray, a former member of the Search and rescue team along with his partner Steve on top of a volcanic mountain. Things however don’t go as planned and the volcano starts to erupt sending lava to flow down the side of the mountain. As the pair make their way down, Steve injures his leg and falls off the side of a cliff as Ray tries to save him. Steve however saves his friend by scarificing himself as he makes Ray promise to protect his Sister Lisa. 1 Year later, Ray, now in mourning for his friend finds out that terrorists have kidnapped a siecismologist and his assisstant who just happens to be Lisa. Ray now sets out to protect and keep a promise. The plot has a number of twist and turns and there seems to some melodrama involved and the style plays out similar to an action movie. The characters themselves never try to be serious about themselves and the plot for itself played out pretty well. There wasn’t a moment where one would feel bored. The range of disasters and how they work into the plot is actually pretty impresive. You’ll experience flash floods, earthquakes, tsunamis, hurricanes and the list goes on and none of them ever feels out of place which is partly due to the storyline.

The gameplay is a mixed experience. One point, you’ll be facing seveal bouts of action gun shooting sequences similar to “Time Crisis” where the aciton is basically an on rail shooter and the next you’ll be running around finding citizens to save. Most of time you’ll be walking around bashing open crates and saving citizens as seen in the trailers. The rescue portion is fairly initutive and innovative using the Wii Remote for actions such as wrapping bandages and performing CPR. They are however limited and I hoped to see more variety with them but the Wii mote actions do appear in other portions of the game. The gun shooting sequences plays out way too much and the repetitive of it may make some plays fustrated. The problem is that the ememies are crack shots, they’ll hit you perfectly until you hide and wait for them to reload draining much of your health. However, there are crates and barrels you can shoot to replenish some of that lost health. One of the biggest gripes, is the car driving portions. The problem is that the the driving mechanics are based on tilting the wii mote and due to the poor car physics engine,crashing into walls will either flip your car entirely or send you heading towards the wrong direction. At one point I had a problem distingushing a street from stairs, there was just that much happening with debris flying at the windscreen.
Boss battles are mixed however, the first few,play out like a puzzle game requiring you to work out ways to defeat them usually very obvious by a purple circle appearing to show their weakness. Later you’ll be faced with quick action sequences which require a gesture of the Wii Remote to act upon. The variety of boss battles aid in helping an otherwise repetitive experience from taking down helicoptors to a large mechanical robot.

The Controls are generally okay, using the control stick to run around and the A Button to check items in the adventuring sequences. A simple waggle of the wii mote in front of barrels and cates destorys them open. Car driving portions however is an utter disgrace. Holding the wiimote horizontally, a la Mario Kart, steering is controlled by tilting the controller from side to side but handbraking is performed by the A button which is no where near intuitive. Why couldn’t they make it the 1 Button? We use the handbrake more than the useless brake anyway and there seems to be issues with detecting the tilting involved when doing turns which is hard to judge the right amount of tilt for. The on rail shooting plays out as expected from an arcade shooter. The B button controls your trigger, the directional pad lets you change weapons and the nunchuck is used for ducking with Z and C button for Focusing more accurate shots.

Visually the game looks impressive when depicting the natural disasters but grainy in some areas. You’ll see a gigantic tsunami that looks terrifying to red hot lava flowing and destorying everything in it’s path. You’ll be impressed with what the wii manages to push out and the experience is worth while.

The audio in Disaster is fairly average. Dialogue is mostly by text but there’s voice overs in all cutscenes and the actors play their part decently.The music for the game brings out the drama of each disaster well, but that’s about it to it. Other than that, you’ll get the normal gunshot sounds and effects. There isn’t any problems with audio quality so I don’t know why Reggie would think the audio quality is subpar.

Upon finishing the game once, you’ll be enjoying various extras being able to reply cutscenes and replaying the game with all your unlocked weapons and collected items. Other than that, there’s costumes you can collect through various playthroughs though i wouldnt expect many would.

Disaster Day of Crisis has taken 3 years to finally release and the experience is worthwhile. The game brings new meaning to mesh gameplay but also delivers in it’s presentation. the game is definitely addicting but there are some flaws that keep it from achieving the potiential that it should be. The gameplay though a mesh of 3 genres, never seems to fully expand on any of them and the atroucious car driving seqences and the drawn-out shooter gameplay definitely gets uninteresting. But the experience is still there and is definitely worth a look.

Story: 8.0
Gameplay: 6.0
Video: 8.0