The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
At first glance Smash-Up has a lot in common with the original
Turtles comic book – it’s goofy enough to be laughable, yet it’s
charismatic. Both clearly ape other properties (X-Men and Daredevil for
the comic, Smash Bros. for the game), and both have production values
so low they look like they were created in someone’s garage. For an
independent comic published in the early ‘80s this is understandable,
but for a video game based on a 25-year-old multi-million dollar
franchise you have to wonder why the menu system looks like it was made
using MS Paint.
Comparisons to Smash Bros. are inevitable – even
the title references Nintendo’s brawler. Hoping to please its fans,
this team of ex-Smash Bros. developers sticks to the formula of
wicked-fast four-player action, two-button controls, and crazy level
Unfortunately, you can only squeeze so much variety
out of a two-button control scheme, and the movements are so floaty you
feel like you’re controlling a bunch of teenage mutant feathers. Power
pickups – which allow you to throw ninja stars or electrify your
enemies – range from useful to unfairly useful (surrounding yourself
with a mini tornado can turn the tide fairly quickly). The roster
starts out thin, but you can eventually unlock 16 playable characters,
including Ubisoft’s famously demented Rabbids.
If the Smash Bros.
formula has worn thin for you, the Smash-Up experience will feel as
sturdy as a wet paper towel. On the other hand, Smash Bros. and TMNT
fans should embrace this game’s dodge-happy action.
Email the author Ben Reeves, or follow on Twitter, Google+, Facebook, and Game Informer.