MadWorld
PlatinumGames' debut is more awe than shock. Here's why this is an essential Wii title.
Version Wii | Developer Sonic Team | Publisher Sega | Genre Action |
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MadWorld's controls, however, are an altogether lovelier affair. It takes a while to get used to them - every button is used and it can be a bit overwhelming at first - but once you're set, it's one of the most intuitive and straightforward ways to play the game.
In fact, it's pretty hard trying to imagine how it would work on a normal pad - it just wouldn't be as much fun. And surely that's what the Wiimote is all about - giving us experiences that can't be recreated elsewhere?
[I stand corrected - Adam]
Basically, I'm getting at the fact that slicing someone in two with a chainsaw built into your hand by acting out the actual slicing motion is brilliant.
Obviously there are QTEs - it's a game made in the last few years, it has to have QTEs. But MadWorld serves as a reminder that these often-interrupting, sometimes game-breaking sequences both should and can be good.
A swift prompt flashes up on screen, the player acts it out, something fun happens. That's how it works, and that's how it bloody well should work. If you fail, you might lose a bit of energy, you might not - but you aren't forced to repeat it. While motions are repetitive during boss battles, you're only going to see them a few times before the fight is over, meaning you're unlikely to get annoyed with them.
They've got it right, and it's really rather refreshing.
Speaking of boss battles, this is an area where MadWorld revels in its insanity. Pattern attacks are the name of the game - learn it, dodge it, counter it, chainsaw the blighter, move on to a QTE, see them die in a humorous fashion.
Again: they've got it right.
Obviously it isn't all perfect - the camera can be pretty terrible, and the lock-on system seems to have a mind of its own. It can be hard to aim thrown objects and sometimes bosses can be a bit cheaty, especially towards the latter stages of the game.
The story should probably go into the bad pile, as it really does nothing much to increase the enjoyment of the title, but it's another area where Platinum Games know what they're doing. It isn't serious, you can take it or leave it and it does nothing to harm the experience.
Another potential element for the bad pile would be the length of the game, only clocking in at a few hours playtime. The thing is, it's actually a lot of fun to go back and replay levels, to try and beat your old scores or to just muck about, so again this doesn't hit as much of a downer in the grand scheme.
Clover may have died, but their spirit of making really bloody good games lives on.
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