There are 150 different levels to progress through, but Ignition Banbury have thankfully resisted the urge to make them painfully frustrating. The excellent in-game tutorial breaks you in slowly, drip-feeding information on the various elements contained within each level and ranks as one of the more effective training modes seen in this kind of game. At times you are even called to ‘split’ your blob in two, and successfully manipulate both sections in order to reach the goal. The physics engine displayed here is so effective that control soon becomes totally intuitive and practically anyone can pick up the controller and get to grips with things in the space of a few minutes – Nintendo’s dream of the Wii bringing gaming to all walks of life is furthered yet again.Īlong the way you encounter a wide range of tricky situations, ranging from colour-coded doors (these can only be passed when you change the colour of your mercury), unfriendly enemies and precariously thin ledges. The ultimate aim of MMR is to guide your blob of mercury through a maze packed with daunting obstacles and traps by using Wiimote (held sideways, as in Excite Truck) to tilt the landscape, thus effecting the direction the aforementioned blob travels in. This is hardly a massive innovation on the Wii, after all Sega’s Monkey Ball and Hudson’s Kororinpa both showcase similar ‘tilting’ control methods, but Mercury Meltdown Revolution proves to be a more effective and innovative use of the system and easily eclipses the aforementioned titles by some margin - no mean feat when you consider the excellent standard of both games. In a strange twist of fate, the series has now come full circle and the developers have been granted the opportunity to include what was denied in the original PSP release – true motion-sensing control. ![]() This follow-up improved on the original in practically every way and gained plaudits from all corners of the video gaming press.įast forward a few months and Ignition Banbury have taken the decision to release Mercury Meltdown on the Wii, cheekily adding ‘Revolution’ to the end of the name in a possible reference to the pre-release codename of Nintendo’s console. Thankfully the core concept was strong enough to succeed regardless and it quite rightly went on to become one of the more critically acclaimed launch titles.Ī sequel was almost inevitable, although the project had to overcome the departure of legendary developer Archer Maclean – an unfortunate event that would have spelt doom to many other games, but ironically seemed to spur the UK-based studio Ignition Banbury onto bigger and better things. Designed to take advantage of the proposed motion-senses capability of the PSP, the original Mercury was hastily re-tooled when it became clear that the console would not come with such a feature. There are obviously notable exceptions to this - the stunningly addictive Mercury being one such example. Even the most stubbornly loyal Sony fanboy would admit, albeit begrudgingly, that the PSP has a less then stellar reputation for quality software.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |