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The Incredibles: Rise Of The Underminer

2005 was a strange year for THQ. Despite starting strongly with the likes of Destroy All Humans!, Juiced and Tak 2: The Staff Of Dreams, recent months have seen the release of several mediocre THQ titles such Bratz: Rock Angelz and the excruciatingly bad Spongebob Squarepants: Lights, Camera, Pants! for the Game Boy Advance. Although WWE SmackDown! Vs. Raw 2006, Dawn Of War: Winter Assault and Evil Dead: Regeneration have restored some of THQ’s glory,Electronic Theatre Image most of their licensed games have left a lot to be desired. The PlayStation2 version of The Incredibles: Rise of the Underminer has been seen as a competent, although never outstanding, Platform title, and having now been released for all formats, with the home console versions likely to be very similar, the technical restrictions of the Game Boy Advance and the unique features of the NintendoDS mean that these adaptations could fall into one of two categories; they are either great games built specifically for the system, utilising its greatest strengths, or, more likely, cheap and nasty cash-ins rushed to be completed for the release of the PlayStation2 version. But before you write off the NintendoDS release, it does feature Touch Screen support!

Oblivious to the last few years of game development, The Incredibles: Rise Of The Underminer plays like an old-school Platformer, in which you play as both Mr Incredible and his buddy Frozone as they attempt to thwart the obviously evil plans of The Underminer. You are given a set amount of Lives to finish the game at the start and regardless of the games’ Save feature, if you lose all of these, you will have to start the game again. Usually when a game features a Save feature, it means that the game will allow you start from that point with a fresh quota of Lives after you die, whereas in The Incredibles: Rise Of The Underminer, if you are dead, you are dead and loading your most recent Save File means that you will start at the last Checkpoint youElectronic Theatre Image passed, with the same tiny amount of Health that you had just before you died. In some titles, such as the NintendoDS’ feature Shoot-‘Em-Up Nanostray or the original Super Mario Bros., this feature would be invigorating – an influence spurring you on for progression but not restricting you from the ideal that handheld gaming symbolises, pick-up-and-play gaming with each and every of those few minutes you have spare. A Save Game feature is almost essential in handheld gaming, but when you consider the pitiful length of The Incredibles: Rise Of The Underminer; ten short Levels and a very poor end boss, and the standby feature of the NintendoDS, you wonder why they bothered at all.

The Incredibles: Rise Of The Underminer is reinforced with it’s release on the NintendoDS by featuring Touch Screen support. However, every action that can be performed with the Touch Screen - jumping, Special Moves, attacks, even changing character - can be performed using the Face Buttons and  Shoulder Triggers, and because of the awful calibration of the Touch Screen, it’s almost impossible to use anyway. A prime example of this is when you need to use Mr Incredible to lift heavy objects. To lift these objects you are informed that you must either tap X repeatedly or rub the Touch Screen upwards. If you attempt to rub the Touch Screen upwards near one of these objects it is very unlikely you will move the object, in-fact, what you will actually do is rub the screen frantically for a while, then you will realise that it is clearly not working so you will resort to hammering the X Button out of desperation. But guess what? This will also not work, as the game seems to lock itself in a loop as soon as you attempt the Touch Screen method and only beating the X Button within an inch of it’s life for upwards of thirty seconds will result in the movement of the obstruction.

The characters are responsive and aside from the awful Touch Screen controls, the game is at least playable.Electronic Theatre Image But unfortunately there are yet more problems; the game is incredibly linear, as you move through the Levels you will notice they follow the same formula almost exclusively - fight two or three enemies, then solve a very easy puzzle that will typically involve freezing blocks with Frozone, jumping on them in order to reach a ledge, changing to Mr Incredible to pull a lever and fighting some more enemies. This combined with the fact that the pseudo-3D Levels often obscure your view and allow enemies to damage you without you even having a clue where the attacks are coming from mean that this game is playable, but only in the loosest sense.

The Incredibles: Rise Of The Underminer seems less than fitting for such a technically astute system as the NintendoDS. If the handheld you held while playing this game was a Game Boy Advance, you would be happy, but it simply isn’t; it is a NintendoDS and when you consider that the likes of Nintendogs and Super Mario64 DS are available, this game performs poorly on the graphics front. In fact the shoddily drawn characters, especially Frozone, are barely recognisable as the characters they are based on. There is also very little variation in the enemy models and they are all the same colour making the game feel bland and uninteresting, this effect is amplified even further by the repetitive backgrounds and dull colours. Apparently there are also sound effects and music, but they are so boring and forgettable that the only purpose they serve is to add another reason to avoid the title.

The Incredibles: Rise Of The Underminer is somewhat similar to Viewtiful Joe: Double Trouble, only the Viewtiful Joe series represents not only great modern Platform titles, but also an excellent showcase of third-party support for the NintendoDS. The Incredibles: Rise Of The Underminer on the other hand, flies in short of the NintendoDS’s Scooby-Doo! Unmasked; having no redeeming features whatsoever. It is short, bland, buggy and probably one of the worst examples of videogame production you are ever likely to witness in your life. Electronic Theatre ImageELectronic Theatre Image

 

G-man                                                                                                                                     Reviews Score Table Interpretation.

05/02/06

 

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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