|
|
|
|
|
REVIEW FANTASTIC 4: RISE OF SILVER SURFER |
|
|
|
|
|
|
|
|
|
PUBLISHER
|
2K GAMES
|
|
|
|
|
|
|
|
|
|
|
|
DEVELOPER
|
VISUAL CONCEPTS
|
|
|
|
|
|
|
|
|
|
|
|
GENRE
|
ACTION / ADVENTURE
|
|
|
|
|
|
|
|
|
|
|
|
PLAYERS
|
1-4
|
|
|
|
|
|
|
|
|
|
|
|
PRICE
|
£39.99
|
|
|
|
|
|
|
|
|
|
|
|
RELEASE DATE
|
OUT NOW
|
|
|
|
|
|
|
|
|
|
|
|
Unlike the recent Pirates Of The
Caribbean: At World’s End cash-in, Rise Of
The Silver Surfer is based on a genuinely
entertaining and fun film. Unfortunately
for us, there’s none
of that in the game.
Avoid, as per usual.
|
|
|
|
|
|
|
|
|
|
|
|
SCORE
20/JUN/07 |
39% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
Cast your minds back to some
drivel, please… remember the
first Fantastic 4 movie and the
bit where the gang is hit by
some crazy cosmic ray that didn’t make
a lick of sense, and thus transformed into
super-powered alterations of themselves
that also didn’t make a lick of sense? Well,
one rather salient fact
both movie and comic
neglected to highlight
was that, despite Sue
Storm’s invisibility
and telekinesis, Ben
now being all clobberin’-like and made of
rock, Reed’s super-fun stretchiness and
Johnny’s non-spontaneous combustion
and ability to fly, the team is also
almost completely indestructible. At
least, according to this unquestionably
shameless cash-in, Fantastic 4: Rise Of
The Silver Surfer.
Sure, they fall down after taking
too many hits in battle, but they won’t
actually die. It’s never Game Over, not
unless you’re playing one of several docile
single-character sequences, upon which
Fantastic 4: Rise Of The Silver Surfer
becomes even lamer than before – a feat
seemingly impossible when you first start
playing the cursed thing. Instead, when
a character you happen to be controlling
– as you can sometimes switch between
the four characters at will – falls in
battle, the game quickly and arbitrarily
switches to another, thus enabling you to
control them while your fallen comrade
picks themselves back up again. And
as interesting as that might ultimately
sound, it’s just one more problem awash
in a super-powered sea of irks – and proof
positive that, even in this next-gen age,
developers just can’t seem to realise the
potential of top superhero properties in
videogame form.
|
|
|
|
 |
|
 |
|
|
|
Rise Of The Silver Surfer’s problems
are many, not least of which is one of the
most horrendous menu systems we’ve ever
seen – both aesthetically and in terms of
navigation. You get the opportunity every
now and then to go into each character’s
individual stats menu to upgrade their
moves and so on. But given the horrible
design and clunky layout, we quickly
started avoiding all opportunities the game
gave us to do that. Not that it made much
impact on the game, mind you. After all, the
fact you can’t ever really die coupled with
the sometimes surprising – if laboriously
slow – adeptness of the rest of the team
in combat (seriously, there’s a boss fight
a third of the way in where you can pretty
much do nothing – just leaving the rest of
your team to wipe the thing out), meant a
lot of the time we just felt like holding back
in battles.
Well, that, and because combat is
generally rubbish. The Thing can smash the
ground and shoulder-barge his way through
enemies, Reed can elongate his arms to hit
enemies from afar, Sue can pick objects
up and hurl them about, while Johnny
can fly and shoot fireballs at people. But,
much like Spider-Man 3 before, it doesn’t
matter how many moves or abilities
characters have because it becomes just
another case of button mashing whenever
you get surrounded by enemies.
And speaking of moves, the developer
does its best to utilise the power of
each member, but in some of the most
derivative ways possible. You see, only
The Thing can knock open certain doors
by clobbering them. Only Reed can
elongate himself to reach high controls
(though quite why Johnny cannot press
them despite the ability to fly, or The
Thing being able to throw stuff, or Sue
with her telekinesis, is beyond us). Only
Sue can make herself invisible and walk
through dodgy blue laser beams, and
only Johnny can chase – but very rarely
catch up with – the Silver Surfer once he
actually shows up.
|
|
|
|
 |
|
 |
|
|
|
That’s right: there are a number of
chase the Surfer sequences, with or
without Sixaxis support, just like that
scene in the movie. The problem is that
you can rarely catch up with the bloody
guy – a conscious design choice from
the developer and an extremely annoying
one too. Worse still is that it’s very easy
to fail these missions, despite the Surfer
clearly being within distance. This serves
to highlight perhaps the biggest fault of
the game: it’s just annoying. If you aren’t
pissed off by yet another identical room
or corridor, you’ll be ready to kick the
machine with all the button pressing that
goes on. Worse still, there are several
situations where you can just leave your
team to fight for you and ultimately win
– case in point being a boss fight with
what appears to be a giant robot spider a
couple of hours in.
What is most disappointing, however,
is the fact that, unlike the previous
film, the Fantastic 4: Rise Of The Silver
Surfer movie isn’t rubbish. It’s genuinely
entertaining and one of the summer’s
best thus far. The fact that Visual
Concepts couldn’t emulate even half of
the fun in Tim Story’s film is the ultimate
proof that, like most blockbuster cash-ins,
this should be avoided.
Craig Gilmore
|
|
|
|
|
|
|
|