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Like many children of the Eighties, I grew up on a staple diet of
(some) quality (and many forgettable) cartoons. However, none of
these came close to the gems that Warner Brothers provided with
their Looney Tunes shorts. There must be a massive market of twenty-somethings
who grew up with such similar nostalgia-tinged memories as mine
and it seems a shame that the licence has never been successfully
transferred to gaming. Cynics won't be surprised to hear that, like
the packages that Wile E. Coyote orders from ACME, Looney Tunes:
ACME Arsenal merely fizzles and never delivers the explosive joy
the license should be capable of providing.
The
game itself is a standard third person action adventure. With some
forgettable plot involving time travel and some robot enemies who
are devoid of personality, you have to steer various Looney Tunes
characters across themed maps, attacking swarms of samey enemies,
occasionally jumping gaps and flicking switches. This is punctuated
by the occasional boss battle and some racing sections that feel
ever so slightly out of place, though the effort to break up the
monotony of the main game is appreciated.
Sufferin'
Succatash!
The
game's format should come as no surprise to cynics, this being the
genre that money spinning cash-ins usually plump for (The
Simpsons, Futurama and every Pixar movie tie-in have taken this
route), but for once this actually seems a legitimate approach.
The cartoons, while never exactly Manhunt, weren't shy of a bit
of over-the-top violence. Indeed, the idea of arming Looney Tunes
characters and controlling them in a 3D environment should at least
provide a passable experience - and that's exactly what the game
delivers. On a third person action staples tick-sheet, the game
does rather well at hitting the usual features - so well in fact,
that the back of the box chooses to list them, which makes my job
that little bit easier:
-
Play as Bugs, Daffy, Taz, Marvin and more
- Over fifteen pick-up-and-play ACME weapons
- Two Player Co-op mode, 4 Player Battle Mode
- Awkward filler-race sections
I'm
paraphrasing the last one, but I feel it provides a more accurate
impression of the experience!
Curiously,
the packaging neglects to mention that, to the developers' credit,
the co-op mode is also available over Xbox Live. This should be
applauded in a cross-format game - even the pinnacle of kids-licensed-action
games, LEGO Star Wars, didn't manage this until the re-released
Complete
Saga. The trouble is that while the latter has genuine charm
and replayability value, ACME Arsenal's fairly average game mechanics
mean that you'll struggle to find anyone on the service to play
it with - and that limited number are only going to dwindle yet
further when they realise that the game doesn't hold much incentive
to play through it again.
What
ACME Arsenal offers are various themed stages with fairly similar
gameplay throughout. Each level has the same quotient of enemies
attacking in waves, timed jumping antics and switch flicking that
has been the staple of the genre for at least the past decade. There's
nothing wrong with this formula if it's done well, but unfortunately
the game can only perform averagely in this area. Although some
of the zany weapons included are entertaining (the boxing glove
on a spring is a delightful novelty), the melee combat that makes
up the majority of your playing time is not terribly inspiring.
These attacks, despite the efforts made to reward special combos,
feel like relentless button mashing, while the jumping sections
of the game fare little better, often made difficult by the infuriating
camera angles. I thought at first that ACME Arsenal had got around
this age old problem by mapping camera controls to the right analogue
stick, but it appears that Warner have adopted the philosophy that
the camera should work only when it damn well wants to. A noble
idea, but not one that's exactly conducive to precision jumping
- and a regular source of restarting and cursing for this reviewer.
When
you do respawn as your second character (if playing on your own
you essentially get two lives before being sent back to the last
checkpoint), the game has taken the foolish step of making you appear
in exactly the same spot you were last beaten to a pulp, meaning
you have no time to take stock of the situation and will already
have taken a fair few hits before you can get your bearings. Still,
despite all this, it's almost engaging in small doses and quite
satisfying to take out swarms of enemies with clever usage of jump
and attack combos. It's almost enough to allow you to ignore the
fact that the level design is paint-by-numbers at best and insultingly
generic at worst.
The
graphics are a peculiar hotchpotch of excellent character models
and lifeless scenery. It's lovely to see the unique animation of
the characters they have made an effort with (namely the traditional
Warner Brothers cast); Marvin, the perpetually 'very very angry'
but polite Martian has his charming fast-paced walk, while Taz has
the kind of ungainly stoop you would expect. This attention to detail
is in stark contrast to the dull backdrops and character models
of the enemies, which often have the same muddy textures and quality
typical of games two generations back. I have it on reasonable authority
that no noticeable effort has been made to improve the looks of
the title for the Xbox 360, so visually there's nothing to choose
between this version and that of the Wii and PlayStation 2, which
frankly just isn't on now we're into the third year of the Xbox
360's lifespan.
You're
Deshpicable!
It's
true to say that cartoon games can get away with this lack of graphical
panache to a degree and the third person genre style means you can
almost overlook it. Or at least I could if this graphically underpowered
title didn't run at a noticeably low frame rate. I'm no expert and
have no way of measuring this, but I gather it's around 25 frames
per second that the human eye can begin to detect a lack of smoothness,
and here it is very noticeable, so I'd guess it's at very most 20fps.
To its credit, this remained stable throughout, but somehow that
doesn't feel like a very generous compliment.
Sound
is an area where things pick up a little, with some solid voice
acting throughout. I'm not sure whether the original cast were used
(Marvin sounds very off to me) but the majority of the lines are
well delivered and fit the mood, although characters do have a tendency
to repeat themselves, as is the expectation for the film/TV tie-in.
The sound effects too are suitably zany, if nothing to write home
about, though unfortunately this muted praise cannot be extended
to the game's music, which is non-existent for the most part and
forgettable when present, a far cry from the cartoons the game is
based upon.
A
redeeming point to all this is the multiplayer that's been thrown
in. Co-operative play can make any gaming experience more enjoyable,
and that is the case here, as you team up to play through the single
player story mode. This is also the only area the Xbox version is
superior to its Wii and PS2 counterparts, as it allows co-operative
play over Live (if you can to find anyone willing to join you -
they were pretty thin on the ground when I tried.) The game also
includes a 'battle' competitive mode for four players via split
screen, but this is plagued by the same problems with the single
player (repetitive gameplay and iffy camerawork). While it proves
an enjoyable diversion for a short while, it can't really compete
with other Xbox split screen multiplayer titles and the option is
inexplicably absent over live.
The-th-the-th-the-th-that's
All Folks!
Looney
Tunes: ACME Arsenal is just a slightly below average platformer
hiding behind a powerful licence. For every area of the game that's
done well (like co-operative play both online and off), it loses
points for doing something plain stupid (poor frame rates, unforgiving
respawn points, poor level design), leaving a below average score
as the only real option. LEGO Star Wars has proven that grown ups
can have a blast on games aimed squarely at children, but regrettably,
like Elmer Fudd opening a ticking gift from Bugs Bunny for the umpteenth
time, ACME Arsenal's developers have learned nothing and the results
are predictably dull.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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