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That's right ladies and gentlemen, it's that time of year again!
Stock up on party poppers, get the music thumping and hire a couple
of saucy strippers! Y'see, it's time to celebrate! This month, lucky
little readers, you're not only getting the chance to play the videogame
adaptations of Cars,
The Ant Bully AND Stormbreaker - but also Columbia's
critically acclaimed, Monster House! Oh the unbridled joy!
And by the way, if you can't sense the bitter taste of sarcasm in
my words then I suggest re-reading it with the desired air of disdain.
Done? Good. You see, like all those other ghastly Summer movie tie-ins,
Monster House is tarred with the same brush - the one that made
Van Gogh's pictures all blue and depressing. And by God is
Monster House depressing...
Initially,
AM2's third-person, Resi-esque concept seems mighty promising. The
thing is, it soon bites you on the bottom like a sexually confused
zombie as you watch an array of flaws mutate an entirely workable
concept faster than the T-Virus. Dodgy cameras! Dodgy checkpoint
placing! Dodgy controls! Dodgy level design! In a word, it's all
a bit 'dodgy'. Yes, that's it. Add that to an atrocious four
hour lifespan and you'll be left as a flinching ball on the
floor, sucking your thumb as you envisage appropriate methods to
inflict pain onto your deserving disc. Thankfully, the Monster House
disc doubles as a surprisingly effective Frisbee, a half-decent
(albeit, rather pricey) beverage coaster, and a device of mental
torture worthy of even the cruellest military leader. "But,
AceGamez?" you say, pointing a finger at my apparent degree of cynicism,
"surely it can't be that bad, can it?!". But yes, Monster
House really is that bad... That said, AM2's latest does
have a few neat touches, so I guess I should mention them...
The
good stuff! AM2 have replicated their licence with considerable
aplomb! For those unenlightened as to Columbia Pictures' latest
animated beauty, the acclaimed flick centres around a trio of brave/stupid
(delete as appropriate) children who decide to venture into an abandoned,
'possessed' and downright spooky house to rescue their entrapped
pals. Ooh, aah... And it really is spooky. For an intended
audience of under tens who probably screamed "ARE WE THERE YET?!"
all the way to the cinema, Monster House's use of audio is surprisingly
eerie and it lends itself well to the Resi-lite gameplay on board.
It's nothing to make you rush out for additional supplies of Andrex,
but AM2 have certainly carried out a first class effort to emulate
the movie's ambiance and tension. Leaking pipes 'splosh', floorboards
go 'eek' and your television speakers bleed enough otherworldly
melodies to make even Muse proud.
Even
more good stuff! Monster House looks pretty darn fine. In fact,
if Monster House sat next to you in a lousy, smoke-ridden bar, you
might even try to impress it by saying you're an astronaut or something.
Okay, so it's not exactly going to frazzle your Gamecube's internal
organs, but visually, Monster House is incredibly faithful to its
animated brother. The character likeness is top notch - DJ, Chouder
and Jenny (the three playable characters) are each the spitting
image of their movie counterparts. As such, the movie's aesthetics
leak accordingly into the game's environments, with the titular
house adorned with creepy cobwebs, unsettling lighting and some
rather unpredictable enemies (chairs, books and radiators, anyone?!)
Monster House's predominant shortcomings certainly aren't due to
an inability to emulate its licence, but are instead, due to a shoddy
and downright flawed execution.
Essentially,
this is Resident Evil on training wheels - with the main premise
being to survive whatever the possessed house throws at you. Armed
with nothing but a water pistol and a dream, it's up to our three
protagonists to venture through identical room after identical room,
disposing of any evil chairs and books, all whilst collecting hilariously
'hidden' tokens. And it's as mind-numbingly tedious as it sounds.
Remember Resident
Evil 4? Of course you do! Cast your mind back to Capcom's epic
horror-fest and you'll no doubt remember how the shock-a-moment
surprises held you entranced like an OAP to a broadcasting of Matlock,
right? That's because it was immaculately paced, bringing something
new to the table at every twist and turn. Monster House doesn't;
it just regurgitates the same cramped environments over and over
again. Enter corridor. Locked door. Need key. Do rubbish block puzzle
to get key. Use key. Open door. Rinse and repeat. Then condition.
In fact, it'd be a fair statement to say that once the story comes
to an end, you've most likely seen every corridor, crook and cranny
thrice over. And the adventure still only lasts about four
hours.
This
repetition also spills into the enemy distribution and the less-than-stellar
combat system. At first the enemies seem to be rather imaginative
- with parts of the house coming 'alive' to unexpectedly smack you
in painful areas of the face. Ouch! However, things soon turn sour,
and you soon that you have to squirt each of the game's six or so
enemies to death consecutively. In every room. And them some. With
that in mind, it doesn't take long for to tedium set in, and you'll
soon find yourself clawing at the power button to end the pain.
Resi 4 allowed your killer instincts to run wild, giving you multiple
Tools of Torture™ that both excited and challenged your imagination.
Here, you're only presented with a crummy water pistol. Why? "Because
that's what they had in the movie!" Yes, Mr Developer, but that
doesn't equate to immersing and engaging gameplay, now does it?
In fact, even when you get the chance to control alternate characters
(each boasting alternative weapons like slingshots and water balloons)
all you're actually still doing is mercilessly hammering
the fire button to eliminate foes.
Well,
that's if you can actually aim at them, anyway - you see dear reader,
Monster House's controls are broken too! With no manual aim available,
you have to learn to depend upon the horrific auto-aiming! Hurrah!
However, what with the sheer mouse-hole proportions of each room
and corridor, you're more likely to lock onto a nearby wall... Now
you're dead. Awesome. Ha! This bit's funny! Load up your save, go
on! I know! That was ages ago! Enjoy your backtracking? Checkpoint
positioning in Monster House is somewhat of a mixed affair, frequently
deviating between 'plentiful' and 'non-existent' - which will undoubtedly
punish the dummy-sucking target audience. This infuriating issue
becomes more frustrating as the Resi-esque interactive cut scenes
come into play - and the thought of backtracking even more
identical rooms simply becomes all too much to bear.
Perhaps
Monster House's gravest downfall is that of failing to address the
needs of its target audience. For a game that's obviously pitched
towards the younger and more casual gamers, Monster House's faulty
level design and rather questionable checkpoint positioning will
ultimately infuriate those with little experience, yet for the seasoned
gamer it lacks any particular challenge or charm. AM2 simply doesn't
know who its audience is, and no amount of Castlevania-style bonus
content within 'Thou Art Dead' - despite its retro-themed goodness
- will ever change that. With a pathetic four hour lifespan, countless
hindering flaws and less charisma than a crisp packet, it's safe
to say that Monster House doesn't buck the usual movie-licensed
trend. Avoid.
Reviewed by Ricky Lee Staines for AceGamez (All Rights Reserved).
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