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  Iron Man

            When it was announced that SEGA had attained the rights to produce games based on the Marvel universe’s movie adaptations – the first of which being the May Bank Electronic Theatre ImageHoliday blockbuster, Iron Man – much delight amongst fans was evident. Not only Iron Man fans, who had possibly one of the greatest chances of having their favourite comic book series become a worthwhile videogame in recent years, but also British SEGA fans could rejoice at the continuation of the company's western-orientated portfolio.

            Starting the Current-Generation with high-profile titles such as Condemned and Full Auto, recent offerings including the likes of Viking: Battle For Asgard, SEGA Superstar Tennis and The House Of The Dead: 2 & 3 Return only seem to further enforce SEGA’s determination to become the industry’s major publishing power, across the globe. And with the quality of the majority of the line-up ranking alongside the top-draw releases of the console generation thus far, very few could claim this as a bad situation. But how long will SEGA manage to please not only the fans, but the shareholders too?

            Enter Iron Man; the unfortunate cataclysm resulting from marketing colliding with heritage. As a movie-based release, Iron Man checks all the right boxes – as opposed to the ‘90’s tradition of releasing half-baked Platform titles with Hollywood taglines attached, Iron Man have taken the modern route of doing the same with an Action title set in Sandbox Arenas. Similar to Destroy All Humans!, but distinctively lacking any of the soul of THQ’s humorous invasion adventure, the bulk of the gameplay takes place across a handful of Maps, upon which a single Mission takes place. However, unlike Destroy All Humans!, or pretty much any other title that allows a free-roaming element to be an intervening aspect of the game, Iron Man offers you no alternatives to the current objective, nor any rhyme-nor-reason as to why you should explore the Arenas to any extent.

            In-fact, there simply is nothing to explore. If launching a Sandbox-orientated title in the wake of Grand Theft Auto IV was always going tElectronic Theatre Imageo be a considerably bad move, releasing said title with a distinct lack of alternatives to the main Mission is simply ludicrous. While SEGA are undoubtedly pinning their hopes on the licence being strong enough to generate the required revenue – which, having been granted the quickly becoming traditional tagline of "The Official Videogame Of The Movie", surely shall do so – the situation doesn’t look too bright for SEGA’s forthcoming Marvel releases; namely this summer’s The Incredible Hulk: The Official Videogame.

            The storyline is incomprehensible at the best of times. Flitting back-and-forth through timelines, touching on alternative subplots to that of the movie then once again confusing them with inexplicably vague FMV sequences, Iron Man can be followed by fans of the comic books who can fill in the gaps, but few else will take anything worth of note from this example of the medium’s capabilities for storytelling. In the face of recent releases such as Mass Effect, Blacksite and BioShock, wherein plot is paramount, it would be easy for the developers to admit they missed the bar somewhat; especially when having a perfectly realised plot already established to work alongside.

            The gameplay incorporated in the title is basic and repetitive, requiring the player to defend Power Stations or assault weapons caches, and little else. The incorporation of classic villains omitted from the motion picture, akin to that of the Previous-Generation’s Spider-Man 2, opens nice avenues for alternative gameplay that are never even remotely explored, and their arrival is ill-explained at best. The Control System appears rather over-complicated at first, using the Left Trigger to hover and Left Button to fly, and it’s most likely that the playerElectronic Theatre Image will not become fully comfortable with the set-up until long after the game’s completion. Options to upgrade Iron Man’s suit seem to have very little effect realised in-play, and only when unlocking different suits upon completion – and through the title’s One Man Army Mode, a carbon-copy of Resident Evil 4’s Mercenary Mode, without the replay appeal – will the player find themselves with the option to change the order of proceedings, should they still wish to by this point.

            Iron Man is basic graphically. While featuring the gloss coat and well-realised Character Models of the Current-Generation, here’s where the spark ends. Lighting effects are clearly of PlayStation2-hampered development and the enemies are basic and monotonous. The design is so artistically flawed that is quickly becomes apparent that the developers never expected players to run on-foot for more than a few seconds, as doing so will result in objects and enemies moving or re-shaping when on approach, and even entire buildings jumping several feet back.

            Iron Man is a title that could be considered short at best, and artificially inflating the length with such ridiculous devices as having to beat more than five Health Bars from the final Boss without dying will only further enrage both SEGA and Iron Man’s respective fanbases. As far as Licensed titles go, Iron Man is far from the worst on the Xbox360 – the likes of Jumper: Griffin’s Story and Lost have already lowered the bar for such releases – however, with such a high profile licence attached to it, very few will be able to say they weren’t expecting more from one of the most revered publishing houses in videogames.Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

07/05/08

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