To call it ‘playable’ would be too generous.
The fact is that the forced Sixaxis control
ruins what would otherwise be an okay, if
uninspiring, fourwheeled
romp. It’s
horribly frustrating
and stressful to play
SCORE
07/JAN/08
31%
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Last month when Play investigated
whether or not there was a future
for Sixaxis motion control we didn’t
come to any particularly optimistic
conclusions. But now, having spent a
morning with Toy Home, we think we were
being too kind. If this and Lair are the
best Sony can do to showcase the Sixaxis
technology then it would probably be best
to just bury the whole idea now, before any
more clumsy, unresponsive, cack-handed
insults to our perfectly capable thumbs
get loose. We’re already getting horrible
visions of what Toy Home would be like if it
contained planes… it categorically cannot
be allowed to happen.
You know how people always joke about
how motion control is great for those
people that tip the controller to one side
as if that’s going to make their character
or car or plane go in that direction any
faster? Well, let’s
be honest for a
moment. People
who do that are
cretins. Don’t try and stick up for them,
they just are. And so it follows that any
control system that caters to their needs
is cretinous. Right? Toy Home just goes to
show what a watertight conclusion that is.
This game is a cross between FlatOut,
Micro Machines and Destruction Derby,
but without anything you can really call
racing. It’s all about racking up a high score
by doing stunts, smashing into things and
hitting checkpoints, which sounds like a
reasonable way to spend a few quid, right?
Well, it would be if it forced you to steer
using Sixaxis. There’s just no benefit to this
whatsoever. It’s neither more intuitive nor
more precise, nor more like driving a real
car than using an analogue stick, but it is a
bit like playing a regular driving game while
really, really drunk. Going in a straight line
is impossible, and you end up swerving this
way and that trying to second-guess and
compensate for the controller’s complete
lack of any useful response.
With Lair it almost made sense that a
dragon would be a little unwieldy to control,
but this is just supposed to be a toy car
– it shouldn’t be this bloody hard. Not that
the game as a whole is difficult. In fact, it’s
mostly pretty easy, which is presumably
supposed to be some compensation for
the fact that you can never make the car do
exactly what you want it to. But it’s not. It’s
no compensation at all.
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