The biggest drawback of the song list—and the whole game—is the fact that the track count is downright puny compared to the game’s console versions.
If you (or those in your life with single-digit ages) are a fan of the MySims series, you’ll likely find the same presentation and type of gameplay you’ve grown used to.
What happens on the board itself is actually just a simple matter of pushing the pieces in circles, tossing the die, and maintaining an account of cash reserves and property.
The sheer amount of fighting going on, coupled with each level’s (usually well-integrated) mini-cutscenes, creates a moderate sense of being detached from the proceedings, as if one’s own actions aren’t completely affecting the ongoing battles’ outcome.
Where the first Ultimate Ninja Storm had the player find their way from villain to villain through a number of mini-games, the latest introduces, to its detriment, a world map for us to explore.
Fortunately, almost all of the bullshit cutscenes are skippable, and if the only thing you want from a Star Wars FPS is to slash your way through Lucas-scapes, dropping bodies, and smashing AT-ATs, this is the game.
The features, like gaining experience points at the end of each level and equipping your character with new items, offer no complexity, depth or strategic thinking, and feel quite tacked-on.
With the other crafts including dolls, earrings and other jewelry, not to mention all the pink and floral graphics, the target niche is obvious.
These boss battles do bring much-needed variety to the game, but they can be frustratingly hard at times, taking away from the game’s overall enjoyment.
It’s clear from a very early stage that this isn’t merely a slapdash Halloween-themed frolic, and we’re not cast into these zombie-infested plains without any reasonable explanation.
Lionhead may have been trying to reel in new audiences by making their game more accessible, but the lack of challenge will estrange most of the hardcore crowd.
The way that the fidelity of the environments are incorporated into stages occasionally flash brilliance, such as tugging on a loose button attached to a backdrop to scrunch an area together and traverse areas that were before inaccessible.
It's a return to classical form, casting off the more fashionable dressings of the "reboot" and the "update."
While the sound design isn’t bad, it’s extremely limited, and your own character’s phrasebank is so small that you’ll already be sick of his one-liners within the first hour, and you’ll hear them quite a lot in the hours to come.
Plodding through the lessons can be a bit tiresome, especially when you consider the fact that you must progress through them in order before new ones are unlocked.
The characters and their moves you mimic might make you feel like an idiot, but isn’t that what dancing is?
Players will certainly think twice before running around like a headless chicken, given the sinister surroundings and the numerous traps waiting for them around each corner or closed door.
It moves away from that novel experience of emulating a guitar and inches ever closer to feeling like a video game.
At first, the ease of pulling off these Top Gun-esque maneuvers is quite exhilarating, but as you get deeper into the game, the whole experience starts to feel shallow.
The erratic aiming assist and too-close camera makes many of the levels harder than they should be, and the platforming sections are fatally marred by shockingly poor visual decisions.