Wednesday, April 30, 2008

Review: God of War: Chains of Olympus

Ready at Dawn

PSP

God of War: Chains of Olympus is set as a prequel to the existing games, at a point where all-around tough guy Kratos has already been saved by Ares. As the game opens, you’re defending the city of Attica from the Persians, a battle which culminates in the first boss battle of the game, against a basilisk. Still doing the dirty work for the Greek pantheon, Kratos soon finds himself mixed up in yet another god’s scheme to take over the world, or at least the heights of Mt. Olympus. The plot is remarkably engaging for what’s effectively the franchise’s third time around the block, and still manages to pack in a few surprises.

What won’t be a surprise to experienced GoW players is the game’s battle system – thankfully, it’s still set up to use the same combos and quick-time events as finishing moves, and seems to be exactly the same as that used in God of War 2, right down to the button combinations for special moves. Developers Ready at Dawn have obviously put the effort into making sure that the moves look and feel exactly the same, and despite the slight control differences (the PSP, is, after all, missing two shoulder buttons and an analog stick), the game handles very easily. In fact, the change to controlling your magic (R + a face button instead of having to use the D-pad to switch magic types) means that players who rely on button-mashing to get their game on won’t waste as much magic energy by accidentally hitting the wrong button.

Even the sound effects seem to be exactly the same as those in the earlier God of War games – thumping enemies is incredibly satisfying, regardless of the amount of damage you’re doing. During combat, the action is made to seem even more larger-than-life by pulling back the camera from the fight at certain times; this does have a somewhat bewildering effect the first few times it happens, but any hint of planned cinematic effects is usually enough to counteract that. Controlling a main character who’s little more than two or three millimetres high can be disconcerting to start with, but that more than makes up for the problems that cropped up in games like Ratchet and Clank: Size Matters, where the fact that you couldn’t see more than a few virtual metres past your character only exacerbated the lack of a second analog stick.

Chains of Olympus moves the story along in three quite different ways – in-game cut-scenes, pre-rendered full-motion video, and what looks like animated concept art. I’d have been a bit taken aback by the concept art, but it probably saves space or processor power for the rest of the game, and whatever has been done has had the beneficial effect of completely removing loading times between and within levels. Add to that the side effect of making some of the cut-scenes narrating the interstitial action seem like dramatic retellings of ancient Greek myths, complete with slowly animated two-dimensional pictures, and it all adds to the overall (weighty) impact of the game.

I only have two main gripes with Chains of Olympus, and for once, they have nothing to do with the PSP not having a second analog input. What’s actually the problem is that certain quick-time events require you to twirl the thumbstick around to register a certain move – something easy to do when it’s a full analog stick, but slightly more difficult to do with the tip of your thumb when you’re trying not to drop your console at the same time. Second on my list of gripes is the slight screen tearing that kicks in when the on-screen action gets too intense, or when you’re moving through the environments too quickly. Granted, it doesn’t happen very often, but it’s enough to be noticeable, distracting, and kind of annoying by the end of the game. As a side note, the time it takes to finish the game could also count against the game – six to eight hours should see you comfortably finish the whole thing – although six to eight hours is about as long as I’d want to spend on a portable game anyway, to be honest. Built more for a slim profile and ease-of-putting-in-a-pocket, those consoles aren’t exactly made to be comfortable to hold for too long at a time.

These distractions aside, if you hook up the system to your television set (only possible with the newer, slimmer, PSP model, mind), you’ll almost believe that you’re running the game on a PS2 – it’s only very slightly behind the quality of God of War 2, which itself is probably still the best action / hack-n-slash game for that home console. Keeping that in mind, if the only counts against this title are the small amounts of screen tearing, difficult finishing moves and the length of time it takes to play through the main quest, then think about what you’re getting – an epic game that hits the high mark set by previous titles in the series, and all running on a piece of machinery that weighs less than 200g. Now that’s epic.

Despite the minor flaws, Chains of Olympus is hands-down the most impressive game on the PSP, and if future developers take as much care with their games as Ready at Dawn obviously did with this one, there’s still a long lifespan ahead for the handheld.

[This review first appeared in Critic magazine.]

Friday, April 18, 2008

Review: Uncharted: Drake's Fortune

Insomniac

PS3

Directions for making a hit action-adventure game: take one lovable rogue as the main character, a shady, cigar-chomping second-in-command, and an increasingly useful (and attractive) female lead. Mix in some good AI for your NPC friends, a range of weapons, enemies, a third-act twist to rival any game you’ve ever played, and drop in a legendary golden treasure at the last moment. Remember to preheat the whole lot with platform exclusivity, and you’re golden, so to speak. Not that Uncharted is formulaic, by any means – the game just manages to hit all the bases.

The latest release from successful developer Naughty Dog, Uncharted: Drake’s Fortune sees you take the reigns as Nathan Drake, a treasure hunter with a knowing grin, quick wit and permanently half-tucked shirt. A descendent of Sir Francis Drake, Nathan is searching for the legendary treasure of El Dorado, following clues and notes that Sir Francis left behind.

If this all sounds a little grown-up for the developers behind the cartoony Jak and Daxter and Crash Bandicoot series, don’t worry. Uncharted actually plays for laughs at quite a few parts throughout, despite your character being shot at for half of the game. The characters, while relatively lifelike, can manage some pretty hilarious facial expressions, and a fair amount of banter goes on between them. Imagine the Matthew McConaughey-slash-Kate Hudson film Fool’s Gold made into a game, but with more pirates, guns and gold. And then imagine that the plot was actually good, and that you didn’t have to look at either of the two ‘stars’. It’s a simple comparison.

Visually, Uncharted is a huge step up from almost everything else on the PS3 or any system – it plays like a colourful version of Gears of War, set in a more open, realistic environment. Where Gears was monochromatic, heavily stylised and set mainly in corridors and small rooms, Uncharted zooms the camera out, letting you enjoy the colour and freedom of walking through (and fighting in) a lush jungle.

The game’s combat mechanic takes a leaf from Gears, as well as Resident Evil 4 and GRAW, and uses one button (L1) to aim, and R1 to fire. Hitting L1 pulls the action from the standard third-person view to over-the shoulder mode, which gives you a remarkable amount of accuracy, even with the least powerful weapons. You’ll find that you need to use cover when you fight, as any open-air battles against more than two opponents quickly sees the screen fade to gray as you promptly get killed. Using cover could have been a problem, but a quick tap on the circle button lets Nathan get behind any kind of cover, regardless of its height. Using L1 to aim will see Nathan peer out from his cover and draw a bead on the opponent; and best of all, the location of your targeting reticule is saved between peeks, so all you’ll need to do is pop back out once and take care of each enemy.

Enemy AI is very effective, particularly in the early jungle levels – the modern-day pirates will use their own cover, try to flank you, and flush you out of cover with grenades. Later indoor levels see these tactics toned down slightly, as there simply aren’t as many indoor hiding places for them, but there’s a surprising amount of complexity in how the enemies respond to you – you can’t rely on them following the same path to the same place. I kept dying at one place in a level near the end of the game, sure that I had the best approach to kill everyone who was shooting at me, but I hadn’t realised how my early actions had attracted their attention,

resulting in a sudden hail of bullets every time I stuck my head out of cover. The game keeps you moving as well – there’s no hiding behind trees if you’re running low on bullets, as enemies will simply come and find you.

The AI for Sully and Elena, your two non-playable sidekicks, is some of the best I’ve seen in a long time. Depending on the type of enemy you’re facing (and there’s quite a range – from pirates with pistols to mercenaries with sniper rifles and grenade launchers), your allies will take cover, soften the bad guys up with a few well-placed shots, and even take a few of them out, if you’re hiding for too long. There’s a definite feeling of co-operation, despite knowing that the other character is an NPC.

Half of the game is fighting, and that’s done very well indeed. The other half, though, is a cinematic 3D platformer where your target is always clear. That’s not necessarily a bad thing, but I felt that the platforming aspect was a little too easy – bar a few mistimed quicktime events on my part, I flew through these parts of the game, pausing only to admire the view.

Textures pop-in on occasion, and there’s a fair amount of screen tearing if you’re turning the camera quickly, but these problems barely mar the game. There are moments when you’d swear you were making your character run through a real (abandoned) city: some textures have more resolution than you’d expect from digital cameras, and the cinematics merge quickly with the in-game action, letting you get back to business with a minimum of fuss. For a relatively short game (8-10 hours), there are enough shining moments in Uncharted to go back to it long after you’ve completed the storyline, if only to play through your favourite chapter one more time.

[This review first appeared in Critic magazine.]

Wednesday, March 26, 2008

Review: Patapon

SCE Japan

PSP

Categorising Patapon is a pretty difficult task – the game has shades of almost every genre that’s been proven popular on the PSP. At its heart, though, it’s a God game with shades of real-time strategy, as well as a keen rhythm / action hybrid, with RPG aspects lightly blended in. Oh, and there are a few rhythm minigames thrown into the mix as well, although they back up the RPG elements more than anything else, as your success in these games is rewarded with increasingly rare items.

At first glance, you’d think that the game was either an indirect sequel or some kind of spiritual successor to LocoRoco. Both came out of Sony Computer Entertainment Japan’s development offices – looking increasingly like an endless cave of wonders these days – but there’s only one staffer from LocoRoco who contributed to Patapon, and that’s hyperactive sound designer Kenmei Adachi. Patapon is more of a collaboration than we’ve come to expect from Sony, as it features the game design of Hiroyuki Kotani (Game Yarouze) combined ably with the aesthetic of French designer Rolito, whose 2D vector-based characters and assets just pop out of the PSP’s small screen. Add to that the energetic soundscapes Adachi is known for, and Patapon’s a remarkably successful game; for all the individual talents that have gone into it, it still comes across as an entirely coherent vision, if not one that provides a lot of information to the player.

Starting the game, you’re greeted by the small Patapon tribe as a god, which is generally a good sign of things to come. Clearly the Patapon have seen better times, and it’s up to you to lead them through attack, defense and hunting levels to increase their numbers, wealth and experience, and rediscover the spirits of their lost warriors – all of which can be used to your advantage in later battles. All up, there are just over 30 levels, which is a lot more than you’d expect in a newly released (and bargain-priced) game. There’s also plenty of replay value in the boss battles, which can be repeated many times with the strength of the boss increasing each time you defeat it.

Despite its often frenetic pace, Patapon is a pretty simple game underneath the fanciness of the rhythm genre and the shiny graphics. There are only four commands – moving your army forwards or backwards, and ordering them to attack or defend. Things get complicated, though, because the only way to action these commands is to take part in a call-and-response rhythm with your army that sees you hitting the four face buttons in time with the Pulse of the Earth (the background beats; a looping percussion track).

Build up enough of these rhythms, and your army will enter Fever mode, which sees them fight harder and move faster. In fact, they fight so much more effectively that you’ll often find yourself holding back from a fight until you reach Fever mode, and only then weighing in. This strategy is much more effective, particularly when fighting bosses or many enemies, but it adds a grinding aspect to the game that will take away some of the enjoyment – not to mention the RSI that develops after a few hours fighting vectorised dinosaurs and giant crabs.

Choosing which units to bring to battle brings another element of strategy to the game – hunting levels, in particular, are more suited to using archers and spear-wielding troops (Yumipon and Yaripon, respectively) than general sword-and-shield fighters (Tatepon). With the rediscovery of the Megapon – troops carrying trumpets – and Dekapon (massive melee fighters) later on in the game, there’s a remarkable depth of unit choice, which can be tailored even more by equipping fancy weapons to the specific troops.

It’s hard to stop comparing Patapon to LocoRoco – both have a distinctively crisp visual style, and both are perfectly optimised for handheld play on the PSP. LocoRoco, though, was marginally better at explaining what the player had to do to reach a successful end-state – simply get all the LocoRoco to the end of the level. Patapon suffers at times from holding back too much information from the player – sure, the general plot is laid out easily enough, but it’s still easy to reach stumbling blocks where the next step just isn’t laid out clearly enough to follow. One such place, for example, sees you pit your army against a fortress that simply cannot be beaten without an item you can only obtain by killing a random golden bird in a previous level. Sure, the existence of the bird is hinted at, and you’re told you need the item to bring down the fortress, but the two are never linked.

The only way the PSP console lets the side down is its speakers, as the Patapon’s chants and constant background music can sound pretty tinny, particularly in later levels. That said, the game is much easier to play with headphones, as you can keep the beat (and reach that elusive Fever mode) much more easily. Also, if anyone else is going to be in the room (or next door) while you’re playing, you may want to invest in headphones even if you’re not bothered by the speakers. Hearing constantly repeating kitschy-cute beats and screaming monsters for any longer than a few minutes won’t appeal to any of your friends or housemates.

I’m going to go out on a limb here and suggest that Patapon will be making its way to the PS3, in some form or other, by the end of the year – like LocoRoco spawning its own interactive screensaver / minigame on the next-gen console in Cocoreccho, the IP is just too good for Sony to pass up.

[This review first appeared in Critic magazine.]

Tuesday, March 11, 2008

Review: Ratchet and Clank Future: Tools of Destruction

Insomniac

PS3

You know how Ratchet and Clank games work by now – start off hitting enemies with a spanner, collecting bolts along the way, work your way up to a range of ridiculously awesome guns and other weapons, level up said weapons, throw in a bunch of boss battles, prettied-up quicktime events, and spend hours in front of a television screen at a time, grunting incoherently at flatmates as you shoot novelty ammunition at mutant goldfish. Well, that’s how it works for me.

Ratchet and Clank Future: Tools of Destruction is the first outing for Insomniac’s popular PS2 franchise on the PS3, and it’s fantastic. Utterly fantastic. Newcomers to the series can pick up a controller and get straight into the game without having to be told which buttons to press (although the tutorials are helpful), the graphics pop out of the screen in brilliant colours, and the in-game action is on par with cut-scenes from as little as two years ago. What’s more, the whole thing runs at a steady 60fps throughout the game.

Plot-wise, the basic gist of things is that you’re alternating between chasing the evil emperor Tachyon, running from him when he’s too powerful, and trying to get your hands on some kind of ultimate weapon before he does. Simple stuff, really. You do get to find out a little more about the history of the Lombaxes, which was teased pretty heavily in previous games; and, if you manage to get to the end of the game in one piece, you also get to prevent the destruction of the universe. Which is nice.

The basic storyline aside, the game actually has more in common with the likes of Mass Effect than previous Insomniac titles – although the developers have thankfully scrapped the central hub that was so infuriating in the most recent Ratchet game, Up Your Arsenal. Instead, you move from planet to planet, upgrading your weapons as you collect raretanium crystals (don’t even ask), and blowing up the aforementioned mutant goldfish. Fans of the arena battles still have the chance to battle it out against a range of enemies, although these can be skipped if you’re not fond of prizefighting.

Once you get into the grind of collecting bolts, firing increasingly extraordinary (but no less amusing) weapons at an array of enemies, you won’t notice the graphics. That’s not to say you won’t appreciate them, but after the first couple of hours playing, what you’ll be most impressed with is that the graphics don’t impede your progress in the game, are clear enough that you won’t get sore eyes after hours of playing, and are, simply put, as good as you have any right to expect from a next-gen game. This is living, you might say.

Aside from the tacked-on (and best forgotten) space shooter sequences between the real levels, a little quick-and-dirty level design near the end of the game is pretty much the only thing that mars my experience of the game. Separating platforms by massive artificial gravity jumps might sound cool, and may even look pretty to someone watching over your shoulder, but when the player has no input into the direction you’re travelling, all it becomes is a gussied-up version of Resident Evil’s opening doors loading screens. Granted, the creaking doors idea was a great workaround for a static loading screen, but in Ratchet, the level shouldn’t even need time to load, and adding in some element of difficulty to moving between platforms would have gone a long way towards improving player involvement in the level.

Overall, I’m damn impressed with the game. Now, I’m disinclined to think that a ten-hour game can redeem an $800 machine, but I’ll be damned if Ratchet and Clank’s latest outing doesn’t smack the action-adventure ball right out of the park.

And here’s where Sony’s marketing machine kicks in. Ratchet is, along with Naughty Dog’s Uncharted: Drake’s Fortune, being held up as some kind a shining beacon of competitiveness, or some other abstract noun, against the more established Xbox 360. Prior to the summer release schedule, there were really only a few reasons why any sane gamer (with a limited wallet) would have chosen to buy a PS3, and those reasons were largely to do with the other things the machine can do – run Linux, join Stanford’s Folding@Home project to find novel cures for obscure diseases, accommodate a non-proprietary hard drive, and simply allow a greater deal of customisation. And now they’re adding some good games to the mix, exclusive games that weren’t originally designed for another platform? It’s about time.

Sony’s been on the back foot for a few reasons, and it’s not just because they launched their console almost a full year later than Microsoft. Sony also has a rather lacklustre online store, a good few rungs down the ladder from the 360, which was able to springboard off the success of the original Xbox’s Live service. Add to that an initially clunky XMB interface, a collection of mixed messages about peripherals such as the PVR add-on to the PS3 that’s supposed to turn up sometime “early” this year, launching without a rumble-pack controller, and the seemingly requisite bare-faced lies about why they didn’t provide the DualShock 3 from the beginning (it’s coming out “soon,” though), and it’s all a bit of a mess. Thank God for upgradeable firmware, you might say – it’s the only way Sony can dig themselves out of this little (piano) black hole. Well, upgradeable firmware and stellar titles like Ratchet and Clank Future. Things might be looking up.

[This review first appeared in Critic magazine.]

Thursday, March 6, 2008

Review: Mass Effect

Bioware

Xbox 360 (now), PC (soon...)

Let’s get this out of the way first – Bioware’s latest game was hyped up like nobody’s business. Early builds from the creators of RPG-heavy Knights of the Old Republic showed a surprisingly complex character whose responses to NPCs determined their future interactions with him or her, a solid over-the-shoulder combat shooter, as well as some pretty damn fine graphics. Luckily for everyone just waiting for another reason to buy a 360, it turns out that pretty much everything hinted at by previews and pre-release builds was on the money.

Starting the game, you’re faced with a panoply of options to define your character – male or female; black or white; or anything in between. Want clearly defined cheekbones and artificially inflated hair a la a 1972 David Bowie? Easy as that. You even get some say in your back-story, which influences how characters react to you the first time they meet you. Every reaction after that is up to you, as you use Bioware’s new little toy – the conversation wheel. It’s a simple enough mechanic, but it allows you to control conversations that flow with cinematic timing and quality. The voice acting is remarkably good, and barring the inexplicably low-res shadows that fall over the characters’ faces during close-ups, the game’s graphics are incredible, especially given your control over your character’s appearance.

That control extends to every aspect of the way you and your squad fight, as well – you can control new skills learned by yourself and other squad members, or delegate that to the console to automatically upgrade skills you use more often. You can have as much or as little control over this as you want, and if you change your mind later, it’s only a matter of heading to the menu and switching the option.

Fine-tuning your characters, and the weapons they use, is actually quite a fun part of the game, especially when you can see what a huge impact it makes on the difficulty of firefights. Having trouble against the robotic geth armies? Switch to Shredder rounds for extra damage against synthetics. Facing off against a huge Thresher maw? Polonium rounds give toxic damage against organics. Problem solved.

From the outset of the game, you have almost too many choices. Once you’ve finished up the first hour or so of gameplay, though, you get free run of the entire freaking galaxy, all at blisteringly fast FTL speeds. Important locations are clearly marked, but it’s just as fun to avoid the main plot and explore some of the numerous planetary systems, perhaps prospecting for valuable minerals, or hunting down alien data discs along the way. Some of these planets are tied into secondary assignments, so you might find yourself saving colonists or scientists from some alien threat; or, more likely, saving colonists from the scientists. Morality in science doesn’t seem to be a strong theme in the game. Didn’t they learn anything from Alien?

These side missions are great fun, don’t get me wrong – you get to drive across the planet in a six-wheeled tank-thing, shoot at enemy encampments, prospect for minerals, and recover alien probes that seem to have crashed all over the universe. The only negative comment I could possibly make about the tank-thing is that there is no way to customise its firepower – you’re stuck with a standard machine gun and some kind of explosive. Effective in a firefight, no doubt, but in a game where every single other damn thing is able to be changed by the player, being able to swap in toxic-laced shells to kill organic enemies just that little bit faster would have been a nice touch. But I’m picky that way. Switching to third-person mode is easy to do at any point, though, and you’ll find yourself in many sequences where it’s easier (and more fun) to get out of the vehicle and fight.

As much fun as it is to avoid the plot, the main story is one of the most engaging videogame narratives I’ve played since, I don’t know, the last time I spun up my KOTOR disc. You see Commander Shepard drafted as the first human Spectre, a kind of intergalactic secret agent, and chase down an agent who’s gone rogue, while finding ancient alien technology and uncovering secrets about the universe, and the cyclical nature of civilisations. If you can imagine M. John Harrison settling in to write Goldeneye after watching two or three seasons of Battlestar Galactica in a single sitting, you’re starting to get the idea.

As for the much-publicised sex scenes, yes, they are in the game, but you have to play through the entire main storyline before Shepard gets a little nookie, and you really have to put in a lot of conversational groundwork if you want the other characters to answer you with slightly more salacious responses. If you don’t want to see your character getting it on with a blue-skinned alien (or a human crew member), if that’s the way you swing, no worries – any emotional involvement with the other crew members is completely avoidable, and it all depends on how you respond to the crew using the conversation wheel. So, just like in real life, then.

Aesthetically speaking, and contrary to much of the negative publicity about the scenes (the phrase “virtual orgasmic rape” springs to mind as one example), they’re tastefully done – plenty of side-on camera shots, a little soft lighting, and some emotional music. It’s certainly been scripted to avoid full-frontal nudity, and to tie in with Shepard’s emotions towards his or her crew – as determined by fifteen or so hours of conversations controlled by the player. Overall, I’ve seen worse scenes (and better, for that matter) in PGR-rated films or primetime television.

Completionists will probably take upwards of twenty hours to finished the game – I rounded it off in about eighteen, having put about eight hours into searching every single available planet in the galaxy, although I did leave a couple of the collection quests unfinished. As it stands, Mass Effect is probably the single most compelling reason to own an Xbox 360, at least until its inevitable sequel comes out. It’s as simple as that.

[This review first appeared in Critic magazine.]

Wednesday, March 5, 2008

Review: The Simpsons Game

EA

Xbox 360, PS3, Wii, PS2, NDS, PSP

A real, honest-to-God Simpsons game has been a long time coming. Fans of the yellow-skinned family have suffered through more than twenty versions of licensed games, including the lamentable Virtual Bart, bizarre Krusty’s Funhouse, and GTA-clone The Simpsons Hit & Run. With the possible exception of Bart Vs the Space Mutants (an awkward platformer made better only with the benefit of nostalgic hindsight), there simply hasn’t been a game that has matched the high points of the animated series. Until now, possibly.

The graphics, at least in the PS3 and 360 versions, are pretty much spot on. Wii gamers might notice a few more jaggies and slightly less graphical flair, but that’s pretty much par for the SD/ED course. If you happen to have blown your course-related costs on an HD television, you’ll enjoy this game – the cut-scenes are basically prettified HD versions of the animated series.

The in-game version of Springfield is suitably cartoony, but when you compare the in-game characters to the animated cut-scene versions, you’ll notice the difference. Luckily, it doesn’t jar too much, and it’s really noticeable for the first few minutes at the start of each level. There’s not much else that could have been done to remedy this, to be honest – perhaps a thicker black line around the in-game characters, or relying less on in-game cut-scenes to help the story along. The pay-off’s in the end-of-level animations, after all.

Featuring the talents of several writers for the animated show, The Simpsons Game attempts to bring the spotlight back onto the story, and for the most part, it succeeds. The basic plot is something like this: the Simpson family discover that they are really characters in a video game, and while trying to fend off the latest alien attack on Springfield, they must also fight off the perils of becoming obsolete as next-next-gen versions of themselves come along, meeting (and defeating) luminaries such as Matt Groening, God and Will Wright along the way. All are faced in escalating order of importance, of course.

We’re graced with appearances by so many minor and major characters from the series that it’s hard to keep up, although the cameos are skewed towards more recent seasons. Interestingly, more recent minor characters like Mr Shine have entire levels dedicated to them, and some characters are simply skipped. While Radioactive Man would have made for a decent cameo or themed sub-level, the NES sidescroller Bartman Meets Radioactive Man probably exhausted all the possibilities of the source material.

Videogame parodies abound in The Simpsons Game – there are levels based on Medal of Honour, Pokemon, Everquest and Legend of Zelda, among others, and too many cameos and references to other videogames to count. In fact, one of the best points about this game is the fact that it tirelessly parodies and satirises everything it can – other videogames, other Simpsons games, the entire animated series – there’s no stone left unturned.

While the story is great, actually playing through it can be a little tedious. Switching between characters in single-player mode is a seemingly small flaw in the game that turns into a bigger problem than it should have been. Pressing the Xbox 360’s (criminally under-responsive) d-pad to switch characters means that you have to take your thumb off the left analogue stick, sacrificing a little movement away from whatever palette-switched monster is trying to kill you, only to find that you didn’t press the d-pad hard enough to overcome its built-in wobble. Suddenly you’re dead; Nelson Munz is laughing at you; and you’re back at the start of the level. Granted, the wonky d-pad scenario will only affect 360 gamers, but the trouble doesn’t stop there.

When you change characters, the camera automatically swings around to the viewpoint of the new character. It makes sense, in a literal-world kind of way, but if we’re playing in a world where Homer can transform into a giant jelly blob, or Bart can change into Bartman with an explosive flourish of purple bats, surely it’s not a big ask that you can switch between two characters on the fly without having the camera shift? Call it magic, teleportation, blame it on radioactive waste if it has to conform to whatever canon may exist, I don’t care – as a player I’m reduced to making sense of the world that other people have created. I can deal with a gameplay gimmick that doesn’t make literal sense, as long as it doesn’t actively impede the game’s flow.

As annoying as they get, though, the game’s negatives still don’t manage to outweigh the joys of playing through what is effectively an interactive, extended episode of The Simpsons. Hopefully EA has eyes for a sequel (who am I kidding? It’s EA!), and try to keep the writing staff and voice actors – it’s the story that makes the game, and a few niggling control difficulties and repetitive gameplay can’t ruin that.

[This review first appeared in Critic magazine.]