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Written by Greg Miller
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I'm as surprised as you are: G-Force is actually pretty decent. Don't get me wrong, I know Eurocom can turn a pretty good movie tie-in (I just reviewed the latest Ice Age game), but this is still a game based on a movie about guinea pigs saving the world... or something.
See, that's the biggest failing of the G-Force game. I'm reviewing this movie-based game long before seeing the movie. I think these animals work for the government, but I don't know because it's never explained in the game. You're just dropped into the Guinea Pig-sized vest of Darwin and set loose on the Saberling headquarters. See, Leonard Saber has produced a plethora of home and kitchen appliances, and now he's about to activate a program that'll make all the waffle irons and air fresheners link together, come to life and do his evil bidding.
Or something like that.
I believe I can fly. Yeah, I could Wikipedia this, rewatch the trailer, or go talk to some kid on the street, but I've avoided those avenues just so you'd see how little story this title provides. Somewhere in the beginning of the game, the team starts complaining about missing Speckles but they don't say what happened to him or who he is and then the mole (?) reappears and doesn't explain where he was or how he got out. Odd.
Should this matter to you or your children? No. If you're even thinking about buying G-Force, I'm just assuming you and your family are pretty jazzed for the film. If you're going to run out and see this epic animated tale or already have the DVD preordered, you probably don't need to play through the same stuff you saw on the big screen and hear all the same stuff you heard in a crowded theater. You just want to play, and G-Force gives you those opportunities in spades.
Although it tosses in a driving mission here and there, G-Force is primarily a third-person shooter. You'll play as Darwin with a hover/jetpack strapped to your furry back and a number of weapons and gadgets at your disposal. The Plasma Gun lets you take down enemies in the distance, the Cluster Rifle's like a machine gun and the NanoHacker turns the machines that you're fighting into your allies. Still, the devices you'll be using the most are the Electro-Whip and Saberlizer.
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Written by Chris Roper
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Were this any other review, I'd normally begin by talking about the franchise's history, the state of its genre, or perhaps give a little background into its development. For PDC World Championship Darts, I'm not going to bother, instead just outright telling you that this game is complete and total crap.
Yes, I'm giving the PS2 version of the game a 1.0. I'll get into numerous other reasons why it's terrible in a second, but let me just get a major, major issue, the thing that makes it worse than its Wii counterpart, right out of the way: you cannot tell the difference between a 5 and a 6 in your score. This is a darts game, where in a standard game of 501 you must finish a round exactly at 0 points to win. If you do not know what your score is, you can't actually accomplish this. Yes, that means that the game does not work on a fundamental level, and is in fact broken because of this.
Now, this isn't always a game-breaking issue, and is actually only true half of the time. The first player to go in a round will have his score displayed above the second player's. This top score is fine. It's the second, lower score that has a major issue in that the font that the numbers are displayed with cannot correctly render the difference between a 5 and a 6. Do you have 15 or 16 points left? I have no idea because the game is broken.
Both players actually have 501 points, but you wouldn't know that by looking at the scores. Now, keep in mind that I tried playing the game with both a PS3 and a PS2, on both a CRT and a nice Sony XBR HD set, and with filtering and scaling turned on and off on the PS3. In no combination could I get the score to render clearly, and in every case a 5 looked exactly like a 6.
Dear PDC World Championship Darts: You are broken.
The game has numerous other fundamental issues. One major thing is that the control scheme totally and completely sucks. You aim with the left analog stick, then pull the right analog stick back to build power and then flick it forward to toss it. The issue is that you aren't exactly controlling the power with the right analog stick, but simply starting its build-up. In other words, you can't hold it in place and sort of adjust your distance before flicking it forward. Once you start pulling back, the power starts building and doesn't stop.
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